blade of virulent flame and Ward against heat and flames could you have both spells together + some other ideas

Good Afternoon,

Would it be posible to have Blade of Virulent flame and Ward against Heat and Flames both active in the same weapon so that the weapon does not melt for the first spell used in it for more than 2 minutes?. ¿Could you make a solar Blade of Virulent Flame that way, and have the weapon intact? Reading the descriptión of Ward against heat and flames does not seem posible to me, due to the spell not letting the flames get close to the user. Is there any other way you could think of to be able to have both together so that you could have BoVF active for longer without any issue? I though about giving the weapons blade with muto terram a higher heat absorption property such as that of the ceramic or glass, could you give it only the heat resitance of any material while maintaing other properties, such a hardness, weight and so on?

Also I was thinking about giving metal properties, I wanted my magus to be able to wear a heavy armor, I do not have a high strenght so I would really appreciate being able to reduce the weight of the heaviest armor.

By the way I am a Metal focus Terram specialist Blacksmith Verditius. So I would also be glad to listen to any of your ideas of magic items for such a character.

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I'd say just adding a Rego requisite to Blade of Virulent Flame would be enough to keep it from harming the blade. This is consistent with other spells that create something harmful but protect the caster via a Rego requisite.

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One way to solve this is to enchant the sword with a constant CrTe self-repairing effect. The sword constantly “heals” itself of damage. This would protect it against the heating effect of Virulent Flame as well as any other damage the sword might suffer.

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Many thanks for your response, I didn´t think on that.

Ohh I read about that, but how would the spell be created. I mean how many base levels?

I suppose it would add a magnitude to introduce the Rego requisite didn´t it?

Yes, it would add a magnitude.

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For the armor, I’m thinking MuTe 35

Base 4 (Change dirt so that it is highly unnatural (requisites will often be required)) + 2 Affect Metal + 2 Group*, Auram Free (‘light as air’). Probably +1 Touch +2 Sun, depending on how you want to work it.

You’re looking at 20 + ~15, assuming you go Touch/Sun, total of 35. A lot, but probably lucrative as a lab text, so, worth the time to learn it and/or enchant something with it in the long run. A brooch or something worn under the armor means you don’t have to constantly replace and reenchant armor as it gets damaged over time.

*Full plate is going to be more than 10 pieces but you could probably aim it at the 10 heaviest pieces and be like “Oh no my knees are slightly weighed down!” without adding a +1 for quantity.

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Many thanks you too Jackson, you are great. I thought about giving it to the armor, but as you said, that could make the enchamtment during battles you meant that, didn´t you?

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It's a detail, but I don't think the armour spell needs an Auram requisite. Air is light, but so are other things.

The guidelines specifically say “(requisites will often be required)” - and to me Auram tracks. Being “Not Heavy” feels antithetical to things of the earth (Terram), hence Auram for lightness. But I’m here for other arguments or requisites.

Thinking about it afresh, I’m wondering if there’s a variation of Unseen Porter that just constantly lifts your armor, and if that’s feasible while you’re moving around in it.

Perdo does it. “Thus, Perdo Corpus could remove a person's weight, while leaving the rest of his properties intact,” is a quote from P208 definitive edition PDF. Change that to Perdo Terram, and you have a light armour.

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I might need to correct myself. I was looking for a guideline or example spell under Perdo Terram and could not find it.

On a closer look I believe it would be Perdo imaginem. I was thinking would it need a Terram requisite, however, illusion of cool flame does not need an Ignem requisite, so I think not.

Level 5

The Magi’s New Armour (I was going for a The emperor’s new clothes vibe)

R: Touch D: Sun T: ind

A suit of armour becomes near weightless, removing any in game penalties for wearing it.

Base: 2 (I am choosing it to be destroy an objects ability to effect touch), +1 touch, +2 sun.

I appreciate some may think this is too low level. A few options. One could consider removing weight is not the same as destroying the ability to touch. One could argue the armour exists, and it just feels like oppresive telekinesis. Making removing weight base 4 or 5 makes the spell level 15 or 20.

Another option is. Add a rego requisite and a +1. The spell is now 10th level or 20 - 25th if you use both options. Flavour text “With the first version of this spell, Grunheim the shield grog was continually falling over, as not being able to feel the armour move, he was always in the wrong place. That is why this spell has a rego requisite, and also why Grunheim’s magi invented a spell that prevents swearing.”

I imagine I am overthinking this and someone will soon point towards an in game spell in another book….

Removing the ability to affect touch isn’t going to remove weight. You’re looking at a base PeTe of 5 to render earth nearly weightless – see e.g. Hauberk of Sublime Lightness in HoH: Societates (p. 38), which is PeTe 30 to make a suit of metal armour nearly weightless (+1 touch, +2 sun, +2 affect metal, result of 30). (As written, it works on armour with some non-metal components without needing a requisite – it specifically mentions metal-reinforced leather.)

(EDIT: I just realised why Hauberk of Supreme Lightness don’t need requisites: as the metal contributes most of the weight, lightening the metal reduces the overall weight just fine. You do need requisites to create a normal suit of armour (metal + other bits) from scratch, as e.g. Silvery Scales of the Knight, CrTe(An) 30.)

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I don't think there are published precedents that support that, so it's probably an open question. You could certainly play it your way, but I wouldn't want Tassel to think this was the only interpretation.

And I agree with Lee that Perdo Terram could do this too, as Perdo is allowed to remove properties of things. But I think Muto can do it too, and probably at a lower level.

Many thanks to all of your answers Guys. I was not able to answer during this week. I would also think that you could lighten the wight of the metal by itself, without auram requisites. It seems coherent, with many other spells, in fact you can shrink terram items, reducing its wight and volume. I though it could be similar maybe another teqnique, but that it should be doable. I was thinking more in changing one property of the iron armor by making it be like aluminium, or any other metal lighter. But i was not sure if you could do something like that with Muto. Yet you had really good ideas with that Perdo requisite.

Also It´s my first time using a Terram specialist Metal Focus Verditius. My magus wanna by like a Knight in the end, he is very young for a Magi (around 33-35) do not remember it by heart right now. My tequiques are around 13, but for rego that is 17. Also my forms, Terram is around 20 and i have plenty of tratacti, Animal, Herbam, Ignem are around 10, the rest are a bit lower, but all above 5, Maybe there is another one that is also higher I can´t remember now.

I was trying to build a metal chest and have an AC of it, and also of a place in the Covenant. My idea was to be able to teleport it from anywhere to my covenant or to me creating two spells to be able to teleport it. Also I am trying to level up some animal, herbam, corpus, aquam and so on to try to convert any of them to metal, so that i can muto them to metal, and then teleport the whole metal chest anywhere. Also, like a big metal chest would be tough to teleport I though about shrinking it a lot.

I found a problem, I realized that probably moving the whole metal chest would be a spell above 50, what do you think, unless I shrink the chest and all it contents a loooooooot. I do not want a 50 spell due to it becoming ritual, and also I am unable to reach. THe other option was to enchant the chest, but I can´t get it done in one season. And I was thinking that to make it a Invested Item was too much. I had not more ideas to it. And I thought that creating many items to make it work, would be a lot cheaper.

If you have any idea to upgrade my idea or any other good ideas I would be glad to hear. By the way the chest idea was due to was needs of food and so on, my Covenant overproduces food, and we convert it to lead, (we ruled that is not volume, but weight what is being transformed, so this way we reduce a lot it volume and as metal does not go to waste …

Many thanks everyone!!

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By the way also, what expell would you use in the seath of the sword in my case, so that if I want to extinguis the Blade of Virulent Flame, what would it be a Perdo Ignem Base 4? Or you would use other combination such as Perdo Vim or something else. Many thanks.

You may need to content yourself with a high-level effect for the chest, which in all honesty feels fair. The capacity to transport matter rapidly over very long distances is a world-changing technology, it should take more than three months to achieve.

If your character doesn’t have time/levels to build it, it might be something you commission another mage for, in return for future favors.

Now, there is one, possibly very silly concept that I don’t think should work, but perhaps others will disagree; and it would take a minimum of two seasons anyway. But it would, at least, be under 50, barely.

The Prince and the Pauper
ReMe 45
The Magus and a Grog with whom they have an Arcane Connection switch minds for the duration. The Grog is hired to sit near the Magus’ intended target - your big metal box. After getting their bearings, the Magus would then cast The Mind that Devours Steel.
Base 20 + Arc + Diameter

The Mind That Devours Steel
MuMe 35 + x
This Metal Box is enchanted such that when touched and activated, it transforms itself from a physical object into a memory inside the mind of the person who activated it. When the spell ends, it ceases to be a memory, and appears next to them as it was.
Base 25 + Touch + Diameter (+x on the Uses per Day table)