Ars Magica Digital Codex

Story Seed

School of Assassins

What if a group of magi cooperate to develop this project?

School Master

House Flambeau contains a number of schools dedicated to using magic in combat. However, none of the schools concentrate on the use of Intangible Tunnel-style effects. So, the characters are approached by senior magi of House Flambeau who invite them to join House Flambeau as the masters of a new fighting school. Do the characters accept? How do the characters go about teaching these techniques without compromising their own safety from the attacks of ambitious students? What do the characters' current House(s) and political allies think?

An Army of Wizards

A cadre of characters (perhaps within House Tytalus or House Tremere) develop the Intangible Assassin effects. This cadre and their powers could be a powerful weapon in the event of a new war within the Order of Hermes.

War of the Assassins

The magi cooperate together to develop these Intangible Tunnel-style effects, but then, in a fit of paranoia, start hunting each other down. This could be a good idea for a very short player versus player saga that only lasts for the duration of the month of bitter Wizard's Wars.

(Base 5, +1 Touch, +2 elaborate design) Required Lab Total to invent spell: One Season (40), Two Seasons (30), Three Seasons (27), Four Seasons (25).

Miniaturist of Venice

MuTe 50

Pen: 0, constant effect

R: Touch, D: Sun, T: Group

This spell reduces 100 cubic paces of glass into a small volume, about 1 cubic foot. The shrunken glass can be more easily transported.

When the spell ends, the glass bursts back into full size. Anybody within 9 paces of the shrunken glass takes +10 damage from flying shards of glass. Bursting back in this manner breaks any complex glass objects.

The spell is based on the Muto Terram guideline that increases the volume of an object by 8, but instead is used to decreases its volume by a factor of 8.

(Base 4, +1 Touch, +2 Sun, +2 Group, +1 Size, +1 affect glass, +3 increased shrinking effect)

Required Lab Total to invent spell: One Season (100), Two Seasons (75), Three Seasons (67), Four Seasons (63).

Crystal Rain

ReTe 30

R: Sight, D: Momentary, T: Group

This spell causes a vast cloud of sharp shards of glass fly to a point in the sky, and then fall to the earth. From a distance, as the light refracts through the plunging glass, it looks like a curious sort of localized rain. The area covered by the falling glass is about 10 paces across, and anyone in (or passing through) the area takes +10 damage. If a wound is caused, blood from the victim falls onto the earth.

This is an Aimed spell that consequently bypasses Magic Resistance, and there is a +12 bonus to the Aiming roll to hit due to the number of glass shards (see ArM5, page 86). This Aiming bonus is for a cloud of shards that contains 100 cubic paces of glass. If the cloud of shards contains only 10 cubic paces of glass, the Aiming bonus is reduced to only +6. Remember to count Defense bonuses because of shields.

This spell requires that the caster has large collection of sharp glass shards, which need to be mundane in order to bypass Magic Resistance in this way. The shards could be created using a momentary Creo Terram ritual (such as The Shattered Goblet), or they could be acquired from a mundane craftsman, although this is probably more expensive and inconvenient for most magi. As long as the fallen glass shards remain within Sight range of the caster, the same shards can be used to cast the effect again in a subsequent round.

(Base 3, +3 Sight, +2 Group, +1 Size, +1 affect glass)

Required Lab Total to invent spell: One Season (60), Two Seasons (45), Three Seasons (40), Four Seasons (38).

Glass Broom

ReTe 30

R: Sight, D: Concentration, T: Group

This spell moves a lot of glass objects around. The spell can be used to move around glass created by The Shattered Goblet. It can also be used to move other glass around.

If a Finesse Roll against an Ease Factor of 9 is failed, then the glass is broken during transit (which is not a problem if the glass is just glass shards).

(Base 3, +3 Sight, +1 Concentration, +2 Group, +1 affect glass)

Required Lab Total to invent spell: One Season (60), Two Seasons (45), Three Seasons (40), Four Seasons (38).

The Prodigal Returns

ReTe 25

R: Sight, D: Concentration, T: Individual This spell causes a metal weapon (such as a sword or dagger) to fly through the air, safely returning to the outstretched hand of the caster.

(Base 3, +3 Sight, +1 Concentration +2 affect metal)

Required Lab Total to invent spell:

One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).