What does your magus use the Elementalist virtue for?

Mmm, if you have good enough Muto as well, you could add it for making the water less "clingy" and more "slippery".
And then add another magnitude for using an extra Rego effect, which would reduce waves and thereby reduce energy lost to wavemaking.

If we keep working on improving that spell, im sure we can have a big trader cog doing >40 knots soon. :mrgreen:

The Elemental Magic virtue provides very little power up-front, but it sets an agenda for spell development that can both sustain the power player and entertain the narrativist through countless seasons. There are few elemental pre-req spells in the Ars canon; so spell invention, original research, lab note swapping (and/or stealing!) set the tone for an elementalist character's saga.

To that end, we use a laboratory houserule that fits the virtue's flavor of viewing "elemental forms ..as a connected whole rather than four separate Arts." When inventing spells in the laboratory, the player can use a known "similar spell" from another elemental form to gain a Lab Total bonus equal to the magnitude of his known spell. As with all similar spell bonuses, this is a small but useful contribution to the character. The benefit to the player is much greater. The player can peruse spell lists of other forms for inspiration and compile a wishlist of strange and wonderful new spells.

[Example: Furcifer is inventing Invocation of Lightning (CrAu35.) He already knows Pillum of Fire (CrIg20.) Both spells have the same range, duration, and target (voice, momentary, individual.) For a standard magi, the effects of the spells would be too different to gain any benefit from prior knowledge. But for an Elemental Magic character, the spells' effects --evocation of elemental energy to deal damage-- are similar enough to take a +4 bonus to the lab total for invention.]

This turns Elemental Magic into a great boon for Bonisagi magi. They can buff both their reputation and magical prowess with distinctive elemental magics. Consider the following Aq-->Te examples that make use of the house-rule invention bonus, but do not require Elemental Magic to cast at the specified level.

Aq spells adapted to Te
Call of the Rushing Waters (InAq15) → Echo of the Lost Valley (InTe15) Allows the caster to locate any natural rock formation, such as a mountain, valley or vein of ore, to which he has an arcane connection. (see ArM5core pg.122) A nifty forensic spell for Quesitores, and a life saver for louts suffering a poor sense of direction. Knowing the Aq spell gives a +3bonus to inventing the Te equivalent.

Either Chaos of the Angry Waves and Waves of Drowning and Smashing (ArM5core p124) could offer a similar spell bonus +6 to Crest of the Earth Wave (ArM5core p156.)

Or, with the use of Elemental Magic...

Sail the Teulluric Current ReTe(Aq)15
Range: Voice Duration:Concentration Target:Individual
Allows a small boat to sail upon the land, being pushed along by a gentle earthwave. Without the Elemental Magic, this spell would require a target:part in order to affect a waveform, and would need a Mu requisite to render the ground malleable enough that the boat won't scuttle.

As a traveller's aid elemental magic can't be beat. It protects against the nastiest of weather and allows sailing craft to ply the skys and plains. Even in Novogorod winters, frozen rivers remain navigable. Who needs wheeled barrows and wagons when even the most large and ungainly cargo can float like jetsam upon a dirt road?

Mmm, thats an interesting bonus to add... I think i like it.