Non-fatiguing spontaneous magic for the thrifty covenant

target ring specifically states that it targets things inside the ring when the spell is cast until they leave.

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Keeping in line with detailing ideas posted by Xavi here is my attempt at the following spell.

The base is for a fire doing +5 damage, which is the lowest level of fire that can be conjured with Creo Ignem. This is base 4.

The flaming circle
Level 15 CrIg
Range: Touch, Duration: Ring, Target: Individual
base 4 +1 touch +2 circle.

This spell creates a flame that burns within the circle for a long as the circle remains undisturbed. This flame can be used to heat rooms, cook food, and provide light.

How much is this worth in savings? This spell is sort of borderline when it comes to casting it as non-fatiguing spontaneous magic. The savings from a single casting is also debatable. Really the benefit here is that its duration is potentially infinite and replacing all of the fires in the fireplaces in the covenant can be done by a group of magi using fatiguing spontaneous magic over a period of about a season. If used to replace most of the fires in the covenant it can save considerable sums of money by making fuel and candles unnecessary and providing heat for cooking. This can save labor if the covenant relies of labor to gather fuel or money if the covenant buys fuel. I personally think it is pretty fair comparison to the three laborers worth of savings provided by the woodshed of plenty in Through the Aegis p. 152. It could also be treated as a magnitude 2 effect that provides savings on consumables meaning that it saves 2 pounds worth of consumables.

Edit: I mistakenly wrote Duration:Circle, instead of Duration: Rind and I initially miscalculated the level to 10th and I have adjusted the above so that the spell in now correct.

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@silveroak (asking for a reference to cases where a subject leaving an area or group targeted by a spell does not invalidate it for all the other subjects in the same area or group).

Check out from the corebook e.g. Light Shaft of the Night (ReIg 20 -- if a moonbeam moves out of the "group", it does not break the spell for every other moonbeam), Summoning the Distant Image (InIm25 -- if someone moves out of the Room, the spell does not break for every other target in the room), Poisoning the Will (PeMe65 -- those who move out of the boundary have the curse broken on them, not on everyone else), The Shrouded Glen (ReMe 40 -- while not stated explicitly, the spell would be pointless if the first person leaving the affected area would break it),

I freely admit this is neither an explicit ruling, nor a consistent find. E.g.: Chamber of Invisibility, PeIm 25, if someone in the invisible group moves (thus becoming an ineligible target for the "static invisibility" base effect), the spell is broken for the whole group.

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Thanks Euphemism!

Note that it should be D:Ring, not D:Circle (Circle is a Target), and D:Ring is +2 magnitudes rather than +1 (then again, D:Conc + Maintain the Demanding Spell et cetera). I also think you would need relatively few of these in a covenant -- a day's work, not a whole season.

Finally, 2nd magnitude is ok, though obviously 1st is better (and level 3-4 is better still). 2nd magnitude without fatigue can be achieved e.g. by someone with a magical focus and good but not phenomenal competence (say Te15, Fo12), or a senior specialist without a focus (Te22 Fo17), casting in a reasonably favourable aura either ceremonially or with the benefit of a talisman attunement.
Even 3rd magnitude would be ok, though it's definitely for dedicated specialists: Te20, Fo15, a magical focus, ceremonial casting (Artes Liberales & Philosophiae 3 each, with +2 props), a good aura (say, +4) coupled with decent stamina (+1), booming voice and excessive gestures (+2), a +2 bonus from a talisman attunement ... and that does it.
In fact, I can see the casting of these spells over the course of a day as the type of "gift" a senior magus would provide to a covenant it visits!

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You are welcome. I will see if I can post a few more tomorrow.

I changed it to be correct so that the spell is now more legible and added a comment about the edit so that your post still makes sense.

The reason why I write that you could do it over a few weeks is because I assume that people will do it and take fatigue and will want to avoid taking too much fatigue at a time because it can interfere with ones ability to study.

neither isn't a ring or circle spell, it is group with duration diameter, so it demonstrates nothing regarding the ring/circle parameters

I never claimed it proved anything. However, I did say it provides evidence that the following interpretation is valid, at least for some (most?) spells: if a set of subjects are affected by a spell, and one of the subjects stops being an element of that set (because it leaves the group or area affected), then the spell is not broken for the remaining subjects. In the case of T:Circle, D:Ring, that would imply that any subject leaving the Ring would not break the spell for those subjects remaining inside the Ring.

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Dear ezzelino, the difference between a rim and a lip is just the shape. They are both the edge around that entry point of yours (so to speak).

I thought of an odd example: Klein bottles. They don't have rims nor lips, but they have outermost circles.

The ideal recipient for this is a pretty much spherical amphora, using an orthodrome (I also know weird words!) as the ring/circle.

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As I pointed out, not as I understand it. The rim is the "outermost edge" according to all definitions I have seen. In fact, you can talk about the rim of a wheel, or of a lens (I believe I've heard it applied to a pizza too). So, yes, a maximal circle on a sphere would qualify as a rim, particularly if (its plane is) orthogonal to some "preferred axis of reference".

But ultimately, let me state again that we might disagree on the meaning of the word "rim" in English, but we do agree on where the circle has to be drawn on the amphora according to Hermetic magic theory. That's really all that matters.

EDIT: I suddenly realized that the nickname Ouroboros definitely suggests extreme qualification on the subject :smiley:

The rim of a bottle is its mouth. Wheels and lenses are flat, so the outermost edge works for them thought.

The difference being that circle is defined as stopping when something leaves the circle, while group does not- if a part of the group leaves the group during the duration both the group and the now separate element are still affected by the continuing spell. Same with room and every other target that isn't circle.

Where do you get this from?

Here is the description for "Target:Circle" (ArM p. 112) and nowhere is it stated that the spell is broken if something that is targeted leaves the circle.

The spell affects everything within a ring drawn by the magus at the time of casting, and ends if the circle is broken, even if that is before the duration of the spell expires. The spell also ends when its duration ends. See “Ring,” above, for restrictions on drawing the circle. One circle may serve to underwrite both Ring duration and Circle target.

As for Duration:Ring (also ArM p. 112)

The spell lasts until the target of the spell moves outside a ring drawn at the time of
casting, or until the ring is physically broken.

Here I think you have more of a case but I am not sure I support your interpretation. If you look at a spell like a ward against bodies by your interpretation such a ward is broken once someone that it would normally ward against (i.e. target) manages to cross it. Such that if there is a warding circle against bodies cast forcelessly and a magus comes along and steps over the ward then the spell is broken. I would not support such an interpretation and I dont think the canon text is clearly in favor of it either, though I would not say that it is clearly against it either. It really comes down to how you define a target.

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Only if the snake is twisted! (...which anyway I like to think I am).

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The Healing circle
Level CrCo 5
Range: Touch, Duration: Ring, Target: ind
base 1 +1 touch +2 Ring, +1 ind.

This Spell creates a circle that grants a +1 bonus to recovery rolls to anyone inside the circle.

How much is this worth in savings? In savings this is not worth all that much. But the utility of slightly improved recovery makes it worth having. By adding an extra magnitude to the level of the spell the bonus increases to +3 which is significantly more useful. The primary benefit here is not monetary per se, however the message that casting the spell sends to covenfolk might very well be useful in maintaining loyalty as the covenfolk can see that magic is being used for their direct benefit.
If you prefer to use maintain the demanding spell then the following variation might prove useful:

The Healing concentration
Level CrCo 5
Range: Touch, Duration: Conc, Target: ind
base 1 +1 touch +1 Conc, +1 ind.

Grants +3 bonus to recovery rolls as long as you concentrate.

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Here is an idea for a spell somewhat in line with the content of the thread.

The spell is more about maintaining the face of the magus than about saving money.

The invisible Groom
ReCo 3
Range: Pers, Duration: Mom, Target: Ind.
Base 3

This spell instantly grooms the magus. It makes it so that the magus' hair is untangled, like it had been brushed, tidies up any beard, if the magus has one. The spell also makes the magus' nails look tidy and well trimmed. In addition the spell can cause signs of fatigue to disappear, such as removing pouches under the eyes, reducing wrinkles and fatigue induced ticks. With a Finesse+Ability roll it is also possible to get the magus' hair into a specific hairstyle (this is essentially craft magic that replaces the function of a hairdresser) though the hairstyle needs to either be self-upholding or the magus must secure it afterwards to prevent the hair from unraveling.

This spell is based on a guideline I extrapolated. I assumed that making the magus look unburdened by fatigue is at least easier than the MuCo equivalent of changing someones appearance entirely. Though this application falls under Rego since bodies can naturally have a groomed appearance and can naturally look well rested.

What are the applications of this spell:
I see this as a spell that magi would use on themselves if they are interrupted during an intense bout of study/lab work and need to make themselves presentable as you can cast this spell so quickly that even if you are surprised by a knock on your sanctum door you still have time to tidy up. It can also be useful to impress mundanes as a magus could come home from a quest completely exhausted and not appear that way.

Magi that care to can also use the following variation to have impossible and/or outrageous hairstyles:

The invisible Groom
ReCo 5
Range: Pers, Duration: Conc, Target: Part.
Base 3 +1 Conc +1 Part

This spell causes the magus hair/beard to assume any shape and form limited by 1) the actual volume of hair (i.e. it is not possible to shape the hair into a 2 meter tall tower on top of the magus' head unless the magus hair is already 2 meters long.) and 2) the magus' imagination (Finesse ability).
Since the spell is maintained the hairstyle does not naturally unravel until the magus loses concentration (or their maintaining the demanding spell runs out).

Applications:
Unless the magus in question had previously employed a barber/hairdresser this spell is unlikely to save a lot of money. It does however help in shaping the image of the magus. Which can be useful in many situations.

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I would suggest a perdo component to eliminate potential arcane connections from the grooming.

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Thats actually a really good idea. I hadn't thought of that. Either add it as a requisite if casting totals allow it or as a separate spell if not.

Hmm, at R:Touch, D:Mom, T:Circle (still only level 4) this would actually be a pretty effective way to keep grogs ... well, clean and groomed. How could one represent the mechanical effect of casting this spell on the whole turb once every day?

I think that a Living Conditions modifier of +1 is probably a bit too much (though if it could be combined with another 2-4 "health" effects of similar impact, it would probably warrant it). I'd say it's certainly worth a Loyalty bonus, at least +1 but probably more -- this should be disregarded if the effect actively contributes to Living Conditions since each +1 to the latter is worth 10 Loyalty points. And if you are paying your grogs a salary, you can save money instead of increasing the loyalty of grogs by simply paying them less; this provides a good formula to translate The Invisible Groom into Mythic Pounds saved.

An alternative would be to compute the savings as for "a Healthy Hole" above.
Any other ideas?

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covenant reputation. The grogs themselves may not care so much but it presents the covenant in a better light that they are so well taken care of.

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This is a really interesting way to simulate savings from casting spells on the covenfolk. The possiblity of a trade-off between cost savings and loyalty increases is a good one. I am going to use that in my own saga.

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