Also another good justification to houserule against moving Circles.
Hihi...
I had a new idea for the Bonisagus Archmage... At some point in his eary years he happened to find intelligent rats with some of then having the gift (ala Sub Rosa # 15. The mage protects the rats and in exchange they preform research (giving a Dark Secret flaw if he passes the research off as his own).
You can potentially reduce the vis cost by making one or more of the magi mercurian. A mercurian with good creo terram could reduce costs greatly.
I overlooked that part of the mercurian magic virtue.
I am wondering how things are working out in your Saga. Any chance of an update?
Unfortunately because of real life my group fell apart... I'll have to try a new group in a month or so.
Ferverus Tytalus: "This mysterious force called real life has destroyed more covenants than should rightfully have ever existed, if only we could find a way to influence this realm of real Life or treat with its denizens"
I might have (finally) got a new group together to play Ars and have been thinking of story ideas.
I had an idea of a Terram expert that came and tried to destroy the island by creating a volcano.
Do you think a volcano could form on a floating island and if it's prevented from destroying the whole thing would it stay an active/semi-active volcano?
I don't think a volcano can form on a floating island, as where's the magma going to come from? A floating island doesn't have a connection to whatever it is deep within the earth that powers volcanoes. I suppose a magically created one that's transforming the rock of the island into super-heated molten rock might work, but would need continuous magic to keep it working and it would stop once dispelled or the duration expires.
From the Creo spell. After all, when we create a water source through a ritual, it also perpetually comes from nowhere. I don't think mythic europe worries about where the magma comes from - it merely knows that the mountain is spitting fire and ashes.
I was again looking at story ideas for my island of magi and was looking at the route I wanted the island to take and came upon an obstacle.
If the island is 14 miles in diameter and starts in the Mediterranean and I want it to go to the Atlantic the Strait of Gibraltar is only 8-9 miles wide how can I get the island out of the Mediterranean.
The only idea I had was to add flight to the islands enchantments. Any other ideas?
You know, if you went to the trouble of creating a 14 miles diameter island that can move, getting it through the straights of Gibraltar is a minor worry. Shrink the island, make it fly, or disintegrate a few square miles of land. Honestly, if you're already sailing with a 14 miles diameter island, making it fly or telling Gibraltar to get out of the way is just a few more seasons of work!
Or, you know, just have the entire island teleport from one side of the strait, to the other.
I'm just sitting here amused that in Ars Magica we accept that the entire history of mundane politics remains essentially unaltered by the existence of a massive order of wizards and yet we discuss casually reshaping continents to fit our whims.
I expect that destroying a few miles of mainland continent because it is in your way should qualify as interfering with mundanes. after all a typical estate of 1500 acres is about 1.5 miles on a side if it is perfectly square, so how many manor estates are you simply disintegrating to get your island through the straights?
You're totally right, silveroak, of course. Then again, the setting's premise kind of handwaves a lot of things. We have a new island, it moves about, it's its own Tribunals, and there might be several hundred magis on it, with the ambition to possibly house the whole Order. Consider that if the inhabitants decide to do crazy stuff as a Tribunal, the opportunities to try them is every 33 years, and a March would look like a new Schism war because of the sheer number of magis involved.
Okay, but how did they recruit 10%+ of the magi in Europe to this project?
Thanks for the ideas, I'll stick to adding the ability of flight to the island.
Silveroak, when I start the campaign there will be 12 Magi. One from each house. Each has joined the 4 Archmagi with their own goals.
I'm still working on reasons for a few, but as it looks like I have a few more months before my group can regularly meet I think I can work it out.