Wizard’s Obstinance, a Muto Vim spell to Resist Disruption

I was thinking about the Ars Magica Vim, and the meta-magic spell effects in Rego, Muto, and primarily Perdo Vim, which suspend or dispel a magical effect. Generally speaking these effects must exceed the level of the target spell to affect them, and they are very effective in totally neutralising the target spell. Through clever design there are also Rego Vim spells which remove magic for their duration in a target area, or suspend it (see Wind of Mundane Silence, p161 and Suppressing the Wizard’s Handiwork, p162).

So a trisky magus might design a Muto Vim effect which is cast along side another effect to strengthens the spell against such disruptions, but does not alter the target spell’s effect description, or range, duration, or target. The effect is cast as normal, and the additional Muto Vim spell raises the base level of the effect for the purposes of being suspended or dispelled by other spells.

This effect would be similar to a Wizard’s Boost (Ars p.160), but with no material change of effect. Just like Wizard’s Boost there could be a different version for each form, and there also could be a less powerful more general spell for any Hermetic Form.

The rationale for Muto Vim spell guidelines are sometimes difficult to apply, as there is a tendency to say that almost all alterations to an effect are at least considered significant, and as degree of change in this effect adds two magnitudes, it must be considered a total change according to the MuVi guidelines.

The issue I struggled with was deciding if this effect needed to be designed as a Form specific effect, or if it could be a more general spell. I decided that the best choice was to closely match the Wizard’s Boost and Wizard’s Reach spells from the Muto Vim section of the core rules, which both add +5 levels in a specific manner at a base effect: level equal to the effect +1 mag.

In the design considerations I also looked at how the desired effect of “resisting disruption” might be handled mechanically in the game. These meta-magic spells have a similarity in design, where almost any of them could be used for this effect, and I see that as not meeting the goal of this effect. The extra +5 levels should do something of note.

The version of the spell designed for specific forms, designed as a basic effect:

Wizard’s Obstinance of (Form)

Muto Vim Gen, R: Touch, D: Mom, T: Ind

This spell is cast with another spell of a level less than the level of this one. The effective level of the other spell increases 5 levels in power, but not past the level of the Wizard’s Obstinance, and the altered spell is treated as being twice it’s new level for the purposes of resisting spells to alter it further, or dispel it.

A Wizard’s Obstinance may never affect a single spell more than once. There are ten variants of this spell, one for each Hermetic Form.

(Base effect of Significant change to a spell – at level +1, +1 Touch)

Refs and links:

Strange female wizard kid spell


A few Cloud spells

“When the clouds above the covenant shape themselves into my sigil it is time to strike as the mundane guards will have been subdued.”

While drafting one spell to shape distant clouds a few more came to mind. The shaping spell might be used as a visual call to action which can be seen across a very wide area.

Conjure a Simple Cloud

Creo Auram 15, R: Sight, D: Sun, T: Individual

A cloud gathers high in the air, which will persist for the Spells duration reacting normally to the surrounding weather conditions.

(Base 2, +3 Sight, +2 Sun)

Theatrical Cloak of Black Tendrils

Creo Auram 25, R: Voice, D: Concentration, T: Group

Creates a voluminous and dark cloud of smoke which is filled with intertwining wisps and tendrils that surrounds the caster as they move. The cloud obscures all visibility within its core and then thins toward its edges; forming an opaque radius of 15 paces around the caster and thinning over 25 more paces.

(Base 3, +2 Voice, +1 Concentration, +2 Group, +1 unnatural locale)

An alternate for Rain of Stones (Ars p.127) which uses an acid instead of transformation to stone, with the General guideline for acidic air.

Rain of Viscous Acid

Muto Auram 20, R: Voice, D: Sun, T: Individual

Turns rain into a oily acid as it falls, causing +4 damage per round when it strikes an object or person. Continued exposure will cause significant damage.

(Base 4, +2 Voice, +2 Sun)

Cloudy Imaginings

Rego Auram 20, R: Sight, D: Concentration, T: Part

A selected cloud mass is reshaped to suit the designs of the caster, such as animal shapes, letters, or three dimensional faces. The shape can be slowly changed but will disburse as normal when the spell expires. A simple Finesse check vs 3 is required.

(Base 2, +3 Sight, +1 Concentration, +1 Part, +1 complexity in shape)

This and over 584 other new spells for Ars Magica can be found on the spells page.

Bind Wounds for Animals

A quick spell for preventing wounds from worsening, akin to Bind Wound in Creo Corpus for animals instead.

Bind Beastly Wounds

Creo Animal 10, R: Touch, D: Sun, T: Individual

All wounds on the target animal are closed, and cannot get any worse.

(Base 3, +1 Touch, +2 Sun)


Stat Boosting Rituals, Part 7 (Improving Items)












The Perfect Sword









See my Ars Magica grimoire for hundreds of other new spells.

Stat Boosting Rituals, Part 6 (Animals)

Continuing from Stat Boosting Rituals, Part 5, … to allow animal companions, familiars, and potentially any beast to be permanently improved; to be closer to perfect.

To enhance animals the ritual spells are essentially the same using Animal. For normal beasts Cunning will replace Intelligence, and the Form changes to Animal for all the effects. These effects will be useful to wizards who have animal companions or familiars, or those who wish their stock to be the best.

At a minimum effect,

The Gift of Craftiness, Encircled

Creo Animal 35, R: Touch, D: Momentary, T: Circle, Ritual

Permanently increases the affected targets Cunning by 1 point, to no higher than 0.

(Base 30, +1 Touch)

Through to the maximum, and other rituals would be identical to those written in Parts 1&3 of the previous posts with their arts changed to Creo Animal.

The Perfection of Craftiness, Encircled

Creo Animal 60, R: Touch, D: Momentary, T: Circle, Ritual

Permanently increases the affected targets Cunning by 1 point, to no higher than +5.

(Base 55, +1 Touch)

All the new spells for Ars Magica can be found here.

A selction of new spells to guide interaction, behaviour, and thoughts

A few spells for influencing the mindset of opponents. There are many spells in Rego Mentem which influence a target’s response or attitude for general interaction (to be authoritative, or to be ignored) but many other reactions are desirable and only powerful Magi would be able to cast desired effects spontaneously.

Focus of the Alert Guardsman

Rego Mentem 25, R: Voice, D: Sun, T: Individual

The target will be far more inclined to concentrate on watching, protecting, and guarding as instructed, gaining resistance to distractions or their own inherent laziness. This will temporarily neutralize a negative personality trait, or add and enhance a positive one by +3.

(Base 5, +2 Voice, +2 Sun)

Predilection for Steadfast Loyalty

Rego Mentem 25, R: Eye, D: Moon, T: Individual

The target becomes far more likely to behave in a loyal and supportive manner toward a person indicated when the spell is cast, altering their personality traits for the specific person by +3.

(Base 5, +1 Eye, +3 Moon)

Predilection for Aimless Wandering

Rego Mentem 30, R: Sight, D: Sun, T: Individual

Causes the target to make poor choices about their travel arrangements and any directions they give or follow. For the spells duration the target is highly unlikely to make any progress toward their destination and become confused when trying to follow instructions.

(Base 5, +3 Sight, +2 Sun)

Predilection for Paranoid Delusions 

Rego Mentem 30, R: Voice, D: Moon, T: Individual

The target is very inclined to suspect the worst in all situations, often looking for betrayal or lies in their interactions for the spells duration.

(Base 5, +2 Voice, +3 Moon)

Predilection for Aimless Wandering, till Moonrise

Rego Mentem 35, R: Sight, D: Moon, T: Individual


(Base 5, +3 Sight, +3 Moon)

Predilection for Drunken Revelry

Rego Mentem 35, R: Voice, D: Sun, T: Group

The group of targets of this spell will be strongly more inclined toward extreme inebriation, continuing festivities, and enjoying themselves.

(Base 5, +2 Voice, +2 Sun, +2 Group)

Rout the Cowardly Army

Rego Mentem 40, R: Voice, D: Sun, T: Group

The targets of this spell will be strongly more inclined toward being cowed, fleeing, routing, or thinking they are beyond their own capabilities. This spell will affect up to 1000 targets.

(Base 5, +2 Voice, +1 Diameter, +2 Group, +2 group size)

Bravery Within the Siege

Rego Mentem 45, R: Touch, D: Moon, T: Structure

The targets of this spell are granted bravery, and will be greatly inclined to defend themselves against attackers, and enthusiastic about their survival and performance. This spell will affect everyone within the targeted large structure.

(Base 5, +1 Touch, +3 Moon, +3 Structure, +1 structure size)

Many other new spells for Ars Magica can be found in my grimoire.


A spell to throw swimmers to shore

Our wizards in a campaign might be about to face off against mermen, sea monsters, and all sorts of aquatic nasties. I’m pondering spells to defeat them. Given many aquatic creatures don’t do well on land I thought to throw them into the beach.

Strand the Whale Upon the Shore

Rego Aquam 40, R: Voice, D: Concentration, T: Group

This spell creates powerful many currents and jets of water under the control of the caster, which allow them to move waterborne creatures and objects against their will, including ejecting them from the ocean upon the beach. The spell can affect a very large part of a greater water source.

(Base 5 for controlling in a violent way, +2 Voice, +1 Conc, +2 Group, +2 size)
