Ars Magica Digital Codex

Second-Magnitude Effects

While these effects have a slightly lower Penetration, they are substantially more effective.

Sulfurous Membrane

MuAu(Co) 10

R: Touch, D: Sun, T: Part

This effect transforms the air entering the character's lungs into a noxious sulfur vapor that causes +1 damage each round.

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

Required Lab Total to invent spell: One Season (20), Two Seasons (15), Three Seasons (14), Four Seasons (13).

Claw of the Gladiator

PeCo 10

R: Touch, D: Momentary, T: Individual This spell opens a bloody wound on the target, which serves as a Light Wound. (Base 5, +1 Touch)

Required Lab Total to invent spell: One Season (20), Two Seasons (15), Three Seasons (14), Four Seasons (13).

Close the Black Gate

PeCo 10

R: Touch, D: Momentary, T: Individual This spell destroys a corpse, turning it into a black pool of sticky, viscous liquid. This effect can be used to stop the sodales of a Wizard's War victim from using a Whispers Through the Black Gate to ask his ghost how he was attacked.

Obviously, there are other techniques for communicating with a ghost. However, Whispers Through the Black Gate is the most common such spell in use in the Order.

(Base 5, +1 Touch)

Required Lab Total to invent spell: One Season (20), Two Seasons (15), Three Seasons (14), Four Seasons (13).

Snatched Voice

PeIm 10

R: Touch, D: Diameter, T: Individual

The target loses the ability to make sound. If she is a maga and attempts to cast spells, she suffers the penalties for silent casting.

(Base 3, +1 Touch, +1 Diameter, +1 changing image)

Required Lab Total to invent spell: One Season (20), Two Seasons (15), Three Seasons (14), Four Seasons (13).

Slap of Absent Magic

PeMe 10

R: Touch, D: Diameter, T: Individual

Hermetic Projects

The target forgets how to consciously use one Form for the duration of the spell. This includes casting spontaneous, formulaic, and ritual spells of the Form. It also includes spells that use the Form as a requisite. Unconscious use of the Form (for example, the Form bonus to Magic Resistance) is unaffected.

When this spell ends, the target recalls how to use the Form.

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

Required Lab Total to invent spell: One Season (20), Two Seasons (15), Three Seasons (14), Four Seasons (13).

Touch of Falling Feathers

ReMe 10

R: Touch, D: Diameter, T: Individual

The target rapidly falls into a deep sleep. As the spell has a non-Momentary duration, the target cannot be naturally wakened until either this spell is dispelled, or the duration expires.

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

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

Required Lab Total to invent spell: One Season (20), Two Seasons (15), Three Seasons (14), Four Seasons (13).

Break the Shield

PeVi 10

R: Touch, D: Momentary, T: Individual This spell dispels the Parma Magica of the target. The target's Parma Magica Score must be less than (25 + stress die) divided by 5. The target can, of course, recast his Parma Magica in subsequent rounds, but the target may not notice that his Parma Magic has been dispelled until it is too late.

Obviously, this spell is only really useful for attacking other magi. Thus, some tribunals may view magi who are known to have invented this spell with suspicion. On the other hand, there are legitimate reasons for knowing this spell — prosecuting Wizard's War and hunting Marched magi are entirely legal and uncontroversial pursuits.

Like all spells, this spell must Penetrate to be effective.

Higher-level versions of this are possible for attacking targets with greater Parma Magica scores.

Note that this spell uses the Perdo Vim guideline, which dispels magic effects of a specific type (ArM5, page 160). Parma Magica is an example of a magical effect of a specific type, which all Hermetic magi are familiar with. This is why Wind of Mundane Silence (ArM5, page 161), which dispels all magical effects is effective against Parma Magica. This spell does not dispel Magic Resistance generated via other sources, nor is this spell effective against any other sorts of magic.

(Base 5, +1 Touch)

Required Lab Total to invent spell: One Season (20), Two Seasons (15), Three Seasons (14), Four Seasons (13).