Spell House Rules


Spell Modifications


Reflections, Shadows and Imagonem Magic

Imagonem magic does not affect the reflection of the target, unless especially targeted at the reflection. So, in a mirror, an invisible person is visible, and illusions are not present. However, one can target the reflections of a target with a spell for that specific purpose. The spell will affect reflections within the target area. Exempli Gratia: to make an invisible person to be invisible in mirrors also, you have to make a spell which is otherwise the same as the invisibility spell, but has Target: Group or greater. Only reflections withing the target area (which moves with the target) are affected. Basic imagonem spells do not affect the shadow of a target. To achieve that, add one magnitude to spell level.


Non-Sequential Spell Development Seasons

Spells don't have to be developed in sequential seasons, but you lose (spell magnitude) x (seasons in between) - Intelligence - Concentration of the accumulated level points.


Boosting Duration or Range With Vis

When designing spells that have a vis-boostable duration/range, the increase follows the following table:

Duration Range Boosted Duration Boosted range
Momentary Personal Sun Touch
Conc./Diameter Touch Moon Near
Sun Reach Year Far
Moon Near Permanent Sight
Year Far Permanent Arcane Connection
Permanent Sight N/A Arcane Connection



Precision Spellcasting

Tricky spells require a high Per + Finesse roll (e.g. Lungs of Water and Death requires a targeting roll with a -9 penalty). They do not have an intrinsically high level. Adding two levels to the spell level reduces the ease factor/targeting penalty) by one, though.


Multiple Controlled Creatures

If you have several creatures under your control (either because of a rego requisite or a separate control spell), you have to make an Int + Concentration roll against a difficulty factor of 6 + number of already controlled creatures. If the roll simply fails, the spell fails (so if you attempted to create a creature with a rego requisite for control, no creature is created). However, if you botch, all the creatures controlled by you are released of your control.


Instant Spells

Only Creo and Muto spells may have Instant duration. In addition, the spell effect must be something that could be considered a mundane (natural, non-magical) thing (except for its magical origin, of course).

Exempli Gratia:

Effects that cannot be made Instant:

Effects that can be made Instant:

Note that a Muto spell is always subject to magic resistance by the target, since it affects the target directly. The benefit in making a Muto spell Instant instead of Permanent is that it cannot be dispelled (but may be reversed with another Muto spell).


How Spells End

Spells that are of Concentration duration cease abruptly when concentration is relaxed. Spells of durations other than Momentary or Concentration both take effect and fade slowly (one round), unless fast-cast. So, a magus might not be able to stop an attacker who is five paces from him by conjuring a stone wall, since the attacker would have time to try to jump over the rising wall (although he might be surprised enough to fail). If the magus fast-casts the stone wall, however, it is raised very quickly (determine action precedences normally).

A magus can end Personal range spells simply by concentrating. Any other spells continue until either their duration ends or they are dispelled (unless spell is specifically designed to work otherwise).


Preternatural Growth and Shrinking

Magic that causes things to grow to more than double mass is Muto with a Creo requisite. Correspondingly, magic that causes things to shrink to less than half mass is Muto with a Perdo requisite.


Perdo Explosions

Perdo spells that cause something to explode violently have a Rego requisite. Otherwise the target just crumbles, withers or shrivels.


Imagonem Magic

PeIm spell levels have been modified. Most notably, invisibility is regarded as intrinsically hard. See Storyguide's rulebook.

Imagonem magic does not affect the reflection of the target, unless especially targeted at the reflection (note that transformation magic, e.g. Muto Corpus, is not subject to this limitation). So, in a mirror, an invisible person is visible, and illusions are not present. However, one can target the reflections of a target with a spell for that specific purpose. The spell will affect reflections within the target area. Exempli Gratia: to make an invisible person to be invisible in mirrors also, you have to make a spell which is otherwise the same as the invisibility spell, but has Target: Group or greater. Only reflections withing the target area (which moves with the target) are affected.

Basic imagonem spells do not affect the shadow of a target. Generally, doing that adds one magnitude.


Group Targets

You cannot achieve an effect equal to multiple casting by increasing the Target. A target of group means that one effect covers the entire group, not that each group member is covered by a separate effect. For mentem effects this would be an "aura" of fear, bravery etc. For crystal darts again, it is legal to have a spell that throws a swarm of crystal darts at a group, but it is not legal to have a spell that creates one dart per group member and each member is attacked by "his/her" dart.

Another way of saying this is that a Group Target must use the group as an entity in its own right, not just as a collection of individuals.

Since a group is not just a collection of individuals, if your spell needs an Arcane Connection, you need an AC to the group, not to the individuals. Individual ACs of all group members cannot be combined to a group AC. A legal AC would be some item or being they all use and/or cherish, e.g. their dinner table, or a family heirloom if the group is a family or a lineage. Generally group ACs require that the group is bound together by more than just proximity.


Explosive Spells

Creo Ignem spells can explicitly be made to be "explosive", so that they affect a spherical volume, and the effect is most intense at the centerpoint. Target is mapped to sphere radius as follows:
Target Radius
Individual Touch (1 m.)
Room Close (4 m.)
Structure Near (15 m.)
Boundary Middle (50 m.)
Sight Far (200 m.)

The damage the spell does at a particular range can be divided as the magus sees fit (though this must be decided when designing the spell), subject to the following limitations:

  1. The average damage of all the ranges may not be greater than the base damage (= spell level - level cost for increasing target from Small).
  2. The damage may not be greater than (spell level + base damage)/2 at any range (rounded down).
  3. The damage change must be between 0 and minus 50% (rounded down) when the range increases. By adding one magnitude to spell level (or deducting 5 from maximal and base damage, which works out the same), the change can be between plus 100% and minus 50% (unnatural form). This magnitude increase does not increase maximum damage.

Exempli Gratia: Michael the Megalomaniac of House Flambeau decides to make a classical exploding fireball spell... except slightly bigger: Target = Sight. Spell level for a Ball of Abysmal Flame at target: Sight is 57. The damage the spell does at the ranges touch (centerpoint), close, near and middle must be 30 on average, and may not be greater than 43 (= (30 + 57)/2 ) at any point. Some possible configurations:

"Even decrease" "Maximal centerpoint" "Collateral damage"
Range Damage Damage Damage
Touch 43 43 7
Close 36 43 14
Near 30 37 28
Middle 23 18 38
Far 18 9 38

The "Collateral damage" option has actually different base damage (25) and maximal damage (38), because the explosion grows while expanding (which is unnatural).


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