Ars Magica Digital Codex

First-Magnitude Effects

These effects have the lowest magnitude, and thus the highest Penetration.

Sense of the Lodestone

InCo 5

R: Touch, D: Concentration, T: Individual The caster senses the distance and direction to the target. The caster must have an Arcane Connection to the target.

A Momentary duration version of this spell would actually be sufficient to determine the distance and direction of the target. However, by concentrating for several rounds, the caster can also use this spell to estimate the speed and direction of the target (if the target is in motion).

(Base 3, +1 Touch, +1 Concentration) Required Lab Total to invent spell: One Season (10), Two Seasons (8), Three Seasons (7).

Befuddled Speaker

ReCo 5

R: Touch, D: Sun, T: Individual

The target stutters and slurs. Communication rolls made for the target are at –3, and he has a –6 penalty to spoken spellcasting (and an additional botch die).

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

Required Lab Total to invent spell: One Season (10), Two Seasons (8), Three Seasons (7).

Searing Touch

CrIg 5

R: Touch, D: Momentary, T: Individual The caster's fingers burn the target, leaving a brand in the shape of the caster's hand. The target takes +5 damage. Note that if this spell is not cast through an Intangible Tunnel, the caster will receive damage too.

(Base 4, +1 Touch)

Required Lab Total to invent spell: One Season (10), Two Seasons (8), Three Seasons (7).

Chill Touch of Exposure

PeIg 5

R: Touch, D: Momentary, T: Individual The target shivers like an unwanted baby left alone in a cold and frosty dell, losing a Fatigue level. Repeated casting of this spell can cause the character to eventually become unconscious; this usually takes 5 castings. Mastering this spell with the Multiple Casting mastery can reduce the time that this takes. Once the target is unconscious, additional castings of the spell increase the length of time that the target naturally remains unconscious (see ArM5, page 179)

If the target is unconscious at either sunrise or sunset, then his Parma Magica will go down.

(Base 4, +1 Touch)

Required Lab Total to invent spell: One Season (10), Two Seasons (8), Three Seasons (7).

Fingers for Eyes

InIm 5

R: Touch, D: Diameter, T: Room

The caster can see the Room that the person he touches is in. The spell can be used by a blind magus to "see," by moving around with his hand on the shoulder of a servant. It can also be used to see the location that an Intangible Tunnel-style effect terminates in.

This spell only works if the person touched is actually in a Room. This spell must Penetrate in order to sense creatures with Magic Resistance.

(Base 1, +1 Touch, +1 Diameter, +2 Room)

Required Lab Total to invent spell: One Season (10), Two Seasons (8), Three Seasons (7).

Breath of the Sleeper

InMe 5

R: Touch, D: Momentary, T: Individual

asleep or not.

(Base 4, +1 Touch)

Required Lab Total to invent spell: One Season (10), Two Seasons (8), Three Seasons (7).

Nails of Iron

PeVi 5

R: Touch, D: Momentary, T: Individual The touch of the caster tears at the fabric of stories. The target faerie is weakened and loses 10 Might Score. This must Penetrate the faerie's Magic Resistance. If the faerie is reduced to 0 Might it is destroyed.

Note that this spell is of little use in a Wizard's War. However, it is a good way to attack a faerie if the magus has discovered an Arcane Connection to it (and can therefore open an Intangible Tunnel to the faerie). Similar spells can be used to attack creatures of other realms.

(Base 4, +1 Touch)

Required Lab Total to invent spell: One Season (10), Two Seasons (8), Three Seasons (7).