Custom spells

For approval:

Guardian from Blade and Spear, ReTe 40
Lesser Enchanted item
R: Touch, T: Indiv, D: Concentration
A spell that keeps the bearer's flesh from being touched, damaged, or wounded by incoming metal weaponry. Turning the ring
Base 5, +1 Touch, +1 duration, +2 Metal; +5Lv item maintains concentration, +10Lv unlimited uses

Since the enchantment repels all metal, silveroak, would it be possible to have a +1 magnitude to allow the user to pick up metal things up in his hands without having them warded? Perhaps with a round of concentration to allow it through?

Yes, you are right, I made the correction on the post.

since ward is also a base 5, and would presumably also prevent metal already on your body from leaving, I think a +1 magnitude to allow a conscious act to switch a metal object from one category to the other would certainly be appropriate.

With his apprentice's help, and focusing on metal, Oliverius should be able to make this in a season as a lesser enchanted item, even with a +1 magnitude for being able to pick up extra metal objects from outside the ward with concentration.

For approval:

SCOURGE THE MIGHTY DRAGON
PeVi 10
R: Voice, D: Mom, T: Ind
As Demon’s Eternal Oblivion (ArM5 p.160) but works for magical creatures.

silveroak is the multicasting master ability accounted in solo adventures? I mean, following the solo adventure rules the most effective combat option would be an high level PeVi spell right? Casting a PeVi spell of 35th level could grant success even in the most difficult adventures.

In the normal game however the most effective way would be to master a relative lower level spell to have an higher penetration and then master it for multicasting.

Is this option effective in an adventure during the fast advancement period?

In a fast game a casting of a combat spell might well represent multiple castings, however there is a point here and to emulate that any combat cycle where a combat spell is used which has combat enhancements through mastery (such as fast casting) I will allow a second roll to use mastery in that spell + either penetration or finesse (whichever makes more sense for that spell) as a second ability in the same round of combat.
The rules on the Wiki have been modified to reflect this ruling.

Ok, thanks.

A couple of charged items presented for approval:

WAND OF MAGICAL BANE
PeVi 61
Pen +52, charged item
A wooden wand tipped with basalt (+7 to lab total) enchanted with an effect similar to Demons Eternal Oblivion but that works for magical creatures. Targets smitten by this effect loses 35* points of their might score.
(Base 25, +2 Voice; +26 Penetration)

WAND OF INFERNAL BANE
PeVi 61
Pen +52, charged item
A wooden wand tipped with basalt (+7 to lab total) enchanted with Demons Eternal Oblivion. Demons smitten by this effect loses 35* points of their might score.
(Base 25, +2 Voice; +26 Penetration)

With a PeVi lab total of ~70 Aurthor should be able to make a wand with two/three charges each season.

  • Edited

You make way more charges when you have the lab text. It'd only the be the first season you try. The follow up seasons it'd be 14/15 charges.

The base guideline indicates it drops the entities might by level+10 if it penetrates, so each of these at base 25 would drop the (magical/infernal) might by 35 instead of 25.

Yes, I intended for the first season. With a lab text Aurthor would get 71/5 rounded up charges = 15 charges for a season of work.

You are right silveroak, I corrected the wands descriptions.

Hi silveroak!

Andros invents in 1126 Wizard's Reach (Corpus) MuVi 40, and there were Faerie ingredient shenanigans afoot! _: 1D10 = [1] = 1 , roll on side effect table _: 1D10 = [4] = 4, minor side effect

What's the minor side effect?

Also, submitted for approval:

Flee or Fly, you Fool! ReCo 25: Base 15, Voice +2 , D Momentary, Target: ind The target person (up to size +1) is transported 50 feet in any direction that the Magus can perceive (must be able to see both starting and finishing destinations). So to safety, or 50 feet into sticky situations (over a cliff, into the air, into a bonfire...interesting places). Both the starting and finishing place need to be within voice range. There's a R: Sight version in Through the Aegis called The Mistaken Step, in p.52

*edited with silveroak's caveat

minor side effect- for the next hour the magus takes on the sigil of the magus who cast the spell being modified in addition to their own sigil

for flee or fly, both the starting and finishing place need to be within voice range.

To be clear, this is not a side effect, correct? Just a clarification on how this spell works?

It makes sense, but of course, with the MuVi spell, Range can and will be increased to Sight.

Ok, thanks!

That is correct, not a side effect, it is how the spell works.

Simian Rex's new powers, for approval:

Major Quality with minor inferiority:
Greater Power:
Simian Imperatus: ReMe(An)45 (Base 20, Voice +2, +2 Sun, T: Ind, +1 requisite) Can give a complex commands to a simian creature whether intelligent or not, and the creature carries this out to the best of its ability. The minor inferiority is a Restriction, power only works on creatures of simian/monkey/ape form. Used the Base for Me, which is higher than for An.
Cost: Magnitude/2 = 5-1=4, Initiative Quik - 5
1 Mastery point left over, spent on decreasing cost

Major Quality
Greater Power
A friend for my need
Greater Power: MuCo(An)50 Base 10, Voice +2, +2 Sun, T Ind, +1 An Requisite, +3 size modifier: Transforms any person or animal up to size +7 into a regular sized monkey/simian/ape of caster's choice. Used the base for Co, as it is higher.
Cost: Magnitude/2 = 5, Initiative Quik- 5

Hi silveroak, a quick question about performance magic. Can an effect with this duration be instilled in magic items? The description in Mysteries book mentions only spells, I wonder if it can extended also to magic items.

yes, if enchanted into a tool or instrument appropriate to the performance type that the enchanting magus has a virtue for. For example a magus with performance magic (music) could enchant a musical instrument with duration performance for while it is played, but could not enchant something for dancing, or a necklace with performance duration...

Thanks!

Three magic items/powers for evaluation

  1. Aurthor had a lot of fun during Anna's wedding and wishes an item that helps him to entertain people during social events. He devised a much more powerful and versatile effect then initially intended that can be enchanted only with the kindly help of Lady A (and his familiar Ibis)

THE FLUTE OF WONDERS
CrIm 36
Pen n/a, 2 uses/day
R: Voice, D: Performance, T: Group
A simple but well crafted wooden flute (superior quality item that gives +1 to music ability) decorated with a tiny opal. Enchanted as a lesser magic item, when someone starts playing it with a precise sequence of notes, up to 100 images of persons and things appears near the musician. The images make sounds, move and change according to the wish of the player. In this manner all sort of scenarios can be displayed, from the tale of a fantastic story to the image of a small army ready to assault. The effect lasts until the musician plays the flute, thanks to the performance duration, neither the musician or the item needs to maintain the concentration on the effect. The effect is based on Story of Legend spell in MoH p.124.
(Base 2, +2 Voice, +1 Performance, +2 Group, +1 Size, +2 Changing images, +1 Intricacy; +1 2 uses/day)

  1. A lesser enchantment design requested by Oliverius to Arduino. It turned out not a so "simple" project, like said by his master, Arduino could enchant the item only thanks to the expression of his magical focus in metals, that will happen during the crafting of this item.

THE STICK OF THE MAGIC JEWELER
ReTe 20*
R: Touch, D: Mom, T: Ind*
A small bronze stick about 8 inches long with a tiny magnet at one end. Transforms small amounts of raw precious metals and gems in finished jewelry, as they were crafted by a jeweler. A finesse roll with the appropriate modifiers is needed to determine the quality of the item. The effect is activated rubbing the magnet and touching the raw materials.
(Base 2, +2 Metal, + 1 Touch, +1 Intricacy*; +10 unlimited uses/day)

  1. A magical power that Ibis intends to acquire to protect Aurthor's son from warping caused by its powers.

PRESERVE THE FRAGILE HUMANITY
5 points, Init -4, Vim
R: Touch D: Mom T: Ind
Change another power (up to 25 levels of effects) used immediately afterwards by Ibis so that it is considered tailored for Mercurio. Mystical effects originating from Ibis will not inflict warping points on Mercurio if used for brief periods and only one warping point per year for a constant influence. This effect is inspired by a spell that I found somewhere in the Atlas forum.
MuVi 25 (Base 20 (MuVi guideline a significant change to less or equal to spell level + 1 magnitude), +1 Touch): Lesser Power

*Edited