Covenant Magical Items: Difference between revisions

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===Expendature Reduction Items===
===Expendature Reduction Items===
The idea behind these items is to reduce the expenditure costs, either by reducing labor or by increasing production.  For consideration, our three biggest expenditures are "Wages" and "Provisions" (food & drink) with "consumables" (Candles, Clothing, Fuel, Utensils, Etc.).  So we should probably concentrate on that direction.
The idea behind these items is to reduce the expenditure costs, either by reducing labor or by increasing production.  For consideration, our three biggest expenditures are "Wages" and "Provisions" (food & drink) with "consumables" (Candles, Clothing, Fuel, Utensils, Etc.).  So we should probably concentrate on that direction.
'''Crow's Scare'''
: Rego Animal (24)
: An enchanted scarecrow which causes any bird within range shouting range of the scarecrow to want to fly away from the agricultural fields for the next minute or so.
: (ReAn 15 - Base 2, Group +2, Voice +2, Sun +2, Continuous +4lv)


'''Miller Stone'''
'''Miller Stone'''

Revision as of 17:58, 25 May 2019

Ars Magica: Nova Semitae Saga
ArM5LogoColor.jpg
GM
Mark
Game Start
Anno Domini MCCXX, hiems
A.D. 1220, winter
5 Neanne 1, Hiems
Game Year
Anno Domini MCCXXXV, aestas
A.D. 1236, summer
7 Aulus 2, Aestas
Magi of Nova Semitae
Geoffroy de Dreux of Jerbiton
Joshua Levi of Verditius
Magni of Flambeau
Obscurus Ignis of Flambeau
NPC Magi
Aulus · Neanne · Fr. Thomas · Vitria
Apprentices
Ysabelo discipulus Aulus
Esyllt discipula Geoffrey
Sigrun discipula Magni
Hermetic Status
Companions
Lady Angharad ferch Madog, Princess of Powys Fadog
Ritter Sigmund, German ex-Crusader
Sir Daniele d'Audrieu, Norman merchant
Sir William Cornwell, English ex-Crusader
Other Characters
Covenfolk · Agents
The Redcaps · Notable NPCs
Chart of Languages Spoken
Notable Animals
Guests
Hortense of House Bonisagus
The Covenant
Hermetic
Covenant Charter · Membership Record
Record of Offices · Covenant Service
Council Voting Records · Hermetic Politics
Stonehenge Tribunal
Mundane
Mundane Geography · Mundane Politics
Village of Melverley · Melverley Castle
Village Laws · Village Rumors
Medieval Farming
Covenant Resources
Covenant Library · Varana's Tomb
Hospital · Hospital Library
Vis Sources and Stores
Covenant Magical Items · Mundane Wealth
Classes and Training · Covenant Experts
Covenant Mechanics
Other
Ars Magica House Rules
Ars Magica Expanded Notes
Campaign Log · Loose Ends
Ars Magica PC Reference
Player Resources (PDFs)
Experience Point Worksheet
Character Sheet (Variant 1)
Character Sheet (Variant 2)
Experience Point Chart

Current Enchantments

Note: Unless otherwise noted, laboratory texts are available for all magic items below, though they are not necessarily translated.

Magical Oven

Creo Ignem 20
Pen +0, 24/day
R: Pers D: Conc, T: Ind, device maintains concentration
The device makes the form of a hollow box of iron encased in fire-brick with a detachable iron lid. On command, the hollow interior heats up until sunset or command to stop is given.
If the heat is too high, food may be placed on the oven's lid, or the grid above the brick.
(GL 5, +1 Conc, +5 maintain concentration, +5 levels for 24 uses)

Magical Loom

Rego Herbam(Animal)
This loom takes a bundle of raw fibers and weaves it into large pieces of cloth. The loom is enchanted to take both plant-based and animal-based fibers, so it can produce wool and linen. This loom is used largely to service the magi and their servants in the covenant. It's possible that a series of these looms and a large enough sheep flock would create another source of income for the covenant, particularly since English wool is so valued in Europe.

Magical Brooms (2 devices)

Rego Herbam 20
Pen +0, Unlimited uses/day
One of the simplest magical items around, these brooms are voice-controlled to sweep an area at the direction of a servant. This helps save on the number of servants as one can do other tasks while the broom sweeps up the room.
(GL 3, +1 Touch, +1 Conc, +5 levels to maintain, +10 level unlimited uses)

The Motivated Plow (4 devices)

Rego Terram 15
Pen +0, 24/day
T: Touch, D: Conc, T: Part, device maintains concentration
This lightweight plow-shaped device can easily be pushed along even by a single grog, not needing any harnessed beasts. If settled on the ground, it transformed even hard-packed earth into loose, well-plowed soil in a circle 15 paces across.
(GL 2, +1 Touch, +1 Conc, +1 Part, +5 levels to maintain, +5 for 24 uses; based on The Forviging Earth)

The Death of Vermin

Rego Animal 20
Pen +0, 1/day
This box is enchanted to fill specific vermin with a desire to approach and enter the box. The box is placed where vermin is found, triggered, and left to gather any that approach the box. The effect lasts until sunset or sunrise, most vermin are either active by day or night, so one use gathers all vermin in that area.
Once in the box, the vermin by be destroyed by a suitably equipped grog.
(GL 2, +2 Voice, +2 Sun, +2 Group)
A spell exists to kill pests, but is a level 50 Perdo Animal, and a device to perform this task would require 5 or 6 pawns of vis, as such it is cheaper to have a grog to sit by and stomp on the vermin necessary.

The River's Traverse (The Northbridge)

Creo Terram 20
Pen +0, 24/day
T: Touch, D: Conc, T: Part, device maintains concetration
This device is anchored into the opposite sides of the River Vrynwy with two halves of a large block of grey stone dug up locally. On the covenant-side, touching a marked area of the anchor stone and speaking the trigger word creates a grey stone bridge that spans the river. One covenfolk family has the duty of extending the bridge in the morning and withdrawing it at night.
(GL 2, +2 Voice, +1 Conc, +5 levels to maintain, +1 additional size, +5 levels for 24 uses)

Perfection of Aristaeus' Art

Rego Animal 19
Pen +0, 50/day
Natural honey is filled with all sorts of impurities -- pollen, tiny bits of flowers, wax, dead bees and the like. By pouring raw honey into this barrel-like container shaped like like a honeycomb and capping it, the enchantment then activates which separates pure honey from everything else.
This enchantment is named after Aristaeus, a minor greek god credited with discovering bee-keeping.
(GL 1, +1 Touch, +1 Part, +10 levels many parts, +6 levels for 50 uses)

Ever-filled Barrel of Sweet Water

Numerous Rego Aquam enchantments
Pen +0
Due to the amount of mead that the covenant produces for sale, the meadery requires a great deal of fresh water. Located next to the River Severn, this oversized barrel has a wooden ramp leading into the river. The ramp is enchanted to draw water from the river, up the ramp and into the barrel until it is full. A second enchantment separates out the water from all other contaminants, which is ejected out a hole in the bottom. This happens twice a day. The alewives use a container to collect up the ejecta and toss it out regular (usually back into the river). The pure water is then used with mead and ale production, which increases the quality (not to mention the health factors) of the end products.
Draw water up a ramp from the river: ReAq 9 (GL 1, +1 Touch, +2 Sun, +1 unnatural control, +1 twice/day, +3 levels environmental trigger (Sun))
Separate water from non-water: ReAq 17 (GL 1, +1 Touch, +1 Part, +10 levels many parts, +1 twice/day, +3 levels environmental (Sun))

Scales of Magical Weight

Various (InVi)
A set of scales crafted to determine the quantity and quality of unknown vis. These were crafted by Joshua of Verditius for the covenant to know what random vis they might get from time to time. Has been opened with 10 pawns of effects, of which only a few levels are used at the moment.

The Pond House

Rego Aquam
A 2-story house situated over a river allows covenfolk a place to dispose of animal and human waste in a way that immediately renders the waste into two useful forms: water, and everything else. Often, the 'everything else' is useful as fertilizer, while the water falls into the river. This helps both with processing and health as waste is not simply thrown into the streets. Enchantment by Adria of Jerbiton

The Magical Lift

Rego Terram 20
Tired of walking up 7 stories to his tower, Geoffrey of Jerbiton enchanted a 3x4' slab of rock, 2" thick, to float up to each of the landings of his tower. This allows effortless access to the 3rd, 5th, and 7th stories of the towers for those brave enough to use a highly unnatural device.
(GL 2 highly unnatural movement, +1 size, +2 Stone, +1 Diameter, +10 levels unlimited uses ) = 20

Pending Projects

This list can serve as ideas on enchantments to create as part of covenant service. Consider that everything in the medieval world is done manually. A good enchantment will save people time, resources (consumables), or a number of people from doing a task. Items that can be used in the manufacturing or harvesting of resources can potentially be used to create a new income stream for the covenant.

Expendature Reduction Items

The idea behind these items is to reduce the expenditure costs, either by reducing labor or by increasing production. For consideration, our three biggest expenditures are "Wages" and "Provisions" (food & drink) with "consumables" (Candles, Clothing, Fuel, Utensils, Etc.). So we should probably concentrate on that direction.

Crow's Scare

Rego Animal (24)
An enchanted scarecrow which causes any bird within range shouting range of the scarecrow to want to fly away from the agricultural fields for the next minute or so.
(ReAn 15 - Base 2, Group +2, Voice +2, Sun +2, Continuous +4lv)

Miller Stone

Rego Herbam
Although the covenant does have a mill with which to grind flour and other grains, the traditional problem is that the millstone occasionally grinds up stones with the grains. This wearing out of the grindstones leads to both poorer quality flour as well as broken and worn teeth as stones are baked into bread. An enchanted miller stone would transform raw grains into perfectly ground flour without all the nasty side-effects of 13th-century grinding technology.
Magi should consider how this will affect the current miller, who makes a living by charging a fee to use his mill. The covenant collects a fee for the use of the mill (which belongs to the covenant), allowing the miller to keep the rest as a salary.
Option 1: Miller's stones naturally push everything out to the edges. This spell causes the milled grain to instead move to the center, where it will fall through a central hole. (Item 24 - Base Level 3, +1 Touch, +2 Sun +2 group, +3 levels environmental trigger, +1 level for twice daily) Or (Spell 5 - Base level 3, +2 Ring, +0 Circle)
Option 2: This item would cause either all rocks & animal mater ejected out the side and the grain falls through. (Item (ReTe(An) 19 - Base Level 2, +1 Touch, +2 Sun +2 group, +3 levels environmental trigger, +1 level for twice daily)

Miller's Cart

Multiple - Perdo Herbam / Rego Herbam
A thrashing edge that runs just above the ground and causes any grain it touches to crumble into flour. A second enchantment (or item) causes the flour to be pulled up off the ground and into the cart. Combined, a laborer would simply have to drive the cart over the fields during harvest time and bag the flour as the cart fills up, saving both milling time and harvest time.
(PeHe 25 - Base 10, Touch +1, Momentary, Unlimited +10 levels) (ReHe 29 - Base Level 3, +2 Voice, +2 Sun +2 group, +3 levels environmental trigger, +1 level for twice daily.

Cold Box

CrAn(He) 19
A enchanted chest which preserves food. A cold effect may be added with a Perdo Ignem (or Creo Imaginem) effect to explain to mundanes why it works. The preservation is actually done through a Creo Animal (Herbam) enchantment which stops spoilage as long as the item(s) remain within the chest.
Base level 2, +1 Touch, +2 Sun +2 group, +3 levels environmental trigger, +1 level for twice daily

Room of Ever-Fresh Provisions

CrAn(He) 19
A larger version of the Cold Box enchantment. The room is enchanted to preserve all plant and animal-based provisions placed within it. Food never decays due to the ongoing Creo effect. This assumes a room roughly 20'x20' or an equivalent area. Adding 1 magnitude (raising it to level 24) would cover 10 times that area and should be sufficient for any room that might exist in the covenant or effect a distinct structure of up to 10 rooms.
Base level 2, +1 Touch, +2 Sun +2 Room, +3 levels environmental trigger, +1 level for twice daily

Planter Box of Instant Timber

CrHe 23
A round wooden planter box large enough to hold a fully grown pine. Any tree planted within the box will grow to maturity by the next morning. So long as a grog fells the tree and plants a new one during each day, this could provide 90+ pines worth of lumber per season. A couple of these combined with a normal or enchanted lumber mill could also be an income source.
(Base 15, +1 Sun, +0 Circle, +3 Levels Environmental Trigger, +0 once daily)

Income Source Enchantments

Rather than reducing expenses, the idea of these items is to help create a new income source to support ourselves.

Lead Extraction Kiln

Muto(Rego) Terram (35)
The idea here is to create a large enclosed crucible enchanted with a Rego Terram with a few associated effects. (Separate Lead from Rock, Lead flow like Syrup, Crumble remaining Rock) or one very complex effect. Activated when closed and warming the crucible to a slightly-to-hot-to-touch level. The lead will continue to flow as though molten for about two minutes.
(Base 3, Metal +2, +2 "Room" +1 Diameter, +10 levels unlimited uses) (+1 Complexity?)

Perfect Stone Shaping

Muto Terram (25)
The idea is to take an unevenly cut stone and turn it into a liquid or semi-liquid (like clay). Then put the liquid/semi-liquid into a mold. Once the spell wears off the stone will be perfectly in the shape of the mold. This is similar if not the same as the spell "Rock of Viscid Clay". We need to see if it is the library (roll for it).

(Base 3, +1 touch, +2 Sun, +1 part, +10 unlimited uses)

Stone Polishing

Rego Terram (16/20)
The idea is to create a device like a grinding wheel that will magically polish stone. The spell already exists. Only a device would need to be enchanted with it.

(Base 3, +1 touch, +1 momentary, +1 Part, +6 50/day or +10 unlimited uses)

Enchanted Hospital Beds of healing

Creo Corpus (19/24/29/34)
Create hospital beds that give bonuses to healing.
(Base (Base 4/5/10/15, +1 Touch, +2 Sun, +4 levels continuous effect)

Aesculapius' Mark

Creo Copus (34/39/44/49)
Create a magical sigil which will enchant the hospital to give a bonus to healing to those within. Add +1 magnitude if the hospital has over 10 rooms.
(Base 4/5/10/15, +3 Structure, +1 Touch, +2 Sun, +4 levels continuous effect)

A knife of stone cutting

Rego Terram
The idea is to create a spell that can slice stone and then enchant a knife or saw with that spell. This could be used to cut stone into smaller sizes. If the covenant were to take over one of Angharad's quarries or open up a new one then this would be useful.

Magi's Enchantments

These enchantments are simply to make the magi's lives easier or help unlock greater magical power. In either case, the commonfolk don't benefit much from them, if at all.

Verana's Doorway

InVi (30) x2
A doorway which is created and installed in the base reality level of Verana's Regio in the exact location of doorways in the other two levels of the regio. When opened with using a particular trigger, the door allows the user to see into the upper regio levels, and thus enter them by stepping through the doorway or exit by stepping out of the doorway again. The doorway contains two different enchantments of the spell leading to the two different levels, each with a different trigger. A piece of the doorway was fixed as an arcane connection and left in the study laboratory so that any magi who may wish to can teleport themselves to the doorway.
(Variant of Piercing the Magical Veil, +10 levels for unlimited uses)