Story Seed
Bridge to the Magic Realm
The player characters discover a covenant (or maybe the laboratory of a sodales) seemingly overrun with magical creatures, and the magus missing. The remains of the magus' laboratory notes indicate that he was experimenting with variants on The Intangible Tunnel. Can the player characters find the missing magus, and deal with the magical creatures?
One possible explanation for the magus' disappearance is that, when an Intangible Tunnel-style of effect is botched, one possible result is the brief creation of a tunnel to the Magic Realm. This tunnel opens for only a fraction of a round, but if it does happen, then characters within Voice Range of the botch may be drawn into the Magic Realm. Avoiding this is similar to avoiding Twilight (see ArM5, page 88). If the characters do not avoid being drawn into the Magic Realm, then they must find another way back to the mundane world. It is possible that creatures from the Magic realm may also find their way back along the bridge. The magnitude of the Might of such creatures cannot exceed the magnitude of the botched spell. The Magic Realm is described in Realms of Power: Magic, pages 17-28.
to concentrate on the tunnel. However, the more flexible variants presented here have long durations and thus cannot be simply stopped. The following spells can be used by the caster to control when the Intangible Tunnel-style effects are open.
In addition, the spell Unravelling the Fabric of Vim (ArM5, page 161) may be used to collapse a tunnel from either end. However, note that only the original caster of the tunnel spell can easily destroy the tunnel in this way. Other characters (including the target of the tunnel) must first use some sort of magical sense (usually Intellego Vim magic) to detect the tunnel spell. Alternatively, a Room or Structure variant of Unravelling the Fabric of Vim would not require the actual tunnel to be detected, as long as one of the ends of the tunnel were within the Room or Structure. Of course, unless he is excessively paranoid, a character still needs to somehow infer that a tunnel is (or might be) present.
Arcane Seal
ReVi Gen
R: Touch, D: Sun, T: Individual
This spell can be cast on a magical tunnel created by an Intangible Tunnel-style of effect, but it may only be cast by the magus who originally cast the Intangible Tunnel
effect, because this spell uses the "suppress own spell" guideline (see ArM5, page 161).
The tunnel is sealed for the duration of this spell, and spells can no longer be cast through the tunnel in either direction.
When this spell expires, or it is ended some other way, the tunnel may be used again (if it has not expired in the meantime). This spell may be used to seal Intangible Tunnel type effects of a level up to one magnitude less than this spell. The seal itself appears as a Hermetic sigil emblazoned in the air.
Note that the seal itself is a spell, and so can be dispelled. However, the seal is only present at the caster's end of the Intangible Tunnel. There is nothing to dispel at the other end.
(Base effect, +1 Touch, + 2 Sun)
Required Lab Total to invent spell: depends upon level.
Break the Siege
ReVi Gen
R: Voice, D: Sun, T: Individual
This spell suppresses a magical tunnel created by Hermetic Vim magic, if the level of the magical tunnel creating spell is less than or equal to half the level of this spell + 1 magnitude. For the duration of this spell, spells can no longer be cast


through the tunnel, in either direction. When this spell expires, or it is ended some other way, the tunnel may be used again (if it has not expired in the meantime).
It is a good idea to master this spell taking the Fast Casting mastery (ArM5, page 87).
This spell can be cast at either end of the magical tunnel. However, note that, without the aid of magical senses, only the original caster of the magical tunnel can target it. Of course, the Break the Siege effect is a spell, and can be dispelled itself. However, the Break the Siege spell is only present at the end which it was cast at. There is nothing to dispel at the other end.
(Base effect, +2 Voice, +2 Sun)
Required Lab Total to invent spell: depends upon level.