Ars Magica Teleporting base Level
From: WilliamEx Posted on: Oct-30 9:31 pm
To: ALL
Message: 757.1

I'd like to know what is the base teleporting level you use to teleport the following:

-Dirt
-Water
-Air
-Animals
-Fire
-Flowers
-Vis

All of these at Arcane connection Range.

Thanks for your help!

From: Tuura Posted on: Oct-30 10:12 pm
To: WilliamEx
Message: 757.2
in reply to: 757.1

Ah Rego, just when I think I'm out, you keep pulling me back in....

Rego Corpus
Guidelines
Base 35 Transport a Target instantly to a place to which you have an Arcane Connection

R:Personal
D: Momentary
T:Individual

As I interpret it, you should be able to exchange the Form Corpus for an apppropriate Form for the various examples you listed. You will likely need to add +5 to make the Range: Touch. One then needs to define the target size "Individual". This is accomplished in the book in a blurb labeled "Targets and Sizes" on pg 113.

Hope this helps,

Chuck

From: WilliamEx Posted on: Oct-31 8:09 am
To: Tuura
Message: 757.3
in reply to: 757.2
I had the same conclusions but it is costly when the only thing you want is to have your food teleported to you :P
From: Tuura Posted on: Oct-31 12:48 pm
To: WilliamEx
Message: 757.4
in reply to: 757.3

(Slaps my forehead). You want to teleport food to yourself?

Well you have several options. One, order your servants or apprentice to get the food for you. Two, wait until your character is an old man and then teleport food to yourself all day long.

For what it's worth, on several occasions I've proposed that elderly magi are essentially divorced from the needs of normal men. This seperates them from normal men as their needs are different. When I bring this idea up, that magi our to some degree 'not human' in the way they think, I've essentially been shot down.

I bring this up again, because the ability to teleport food to oneself I feel is one of the many steps a magus can take to distance themselves from the lives of normal men.

First you teleport food to yourself, later you teleport anything you need to yourself. Eventually the need for gross movement is gone as you can bring anything you need to yourself, or move yourself practially any where without exherting yourself. The notion of runing or working hard becomes a memory as you age and the understanding of just how hard things can be for mere mortals little more than a vauge idea. Thus Magi divorce themselves from the ranks of mortal men.

I realize most people don't play this way, but it's an element I've always considered and bring into play when dealing with elderly magi.

Chuck

From: qcifer Posted on: Oct-31 1:19 pm
To: Tuura
Message: 757.5
in reply to: 757.4

That makes plenty of sense to me. They'd make spells or items that prepare the food for them so they don't need to rely on others perhaps. There's still plenty of drawbacks, like Intelligo being required for most (you can't teleport what you can't see). Even Arcane connections only go so far. You might have an arcan connection of a chicken you can teleport to you, but once dinner is over, that's it, or worse yet, someone els ealready ate it.

I wouldn't say that older magi are divorced from food and such needs, but with their magical power, extended absences, Twilight episodes, they can certainly seem pretty inhuman.

Here's a question; could a Ritual be made that would eliminate the need for food?

My first reaction is no, as it breaks the laws of magic regarding energy. But laws are made to be broken right?

From: Tuura Posted on: Oct-31 1:56 pm
To: qcifer
Message: 757.6
in reply to: 757.5

///I wouldn't say that older magi are divorced from food and such needs, but with their magical power, extended absences, Twilight episodes, they can certainly seem pretty inhuman.

Here's a question; could a Ritual be made that would eliminate the need for food?

My first reaction is no, as it breaks the laws of magic regarding energy. But laws are made to be broken right?///

It wasn't my intent to suggest they don't need food at all, but I do propose that magi forget how hard it is to be mortal. My favorite example is, if a magi doesn't want to walk ever again, he doesn't have to. And longevity. There must come a point when a Magus stops thinking about a time as a mortal does. 20 years to develop a project could be considered acceptable. Those 20 years are NOT a 'life's work'. These points I think add an air of aloofness to magi that seperate them from men.

Concerning a ritual so they don't need to eat. I suppose so. The ritual would last a year, and then they'd likely die. I suppose one could find a way around that, but like in one of the other threads you run into a classic problem of magic, where if the magic ends, all self sustaining energy is lost and the magi starves inside a second.

Finally you write:

//My first reaction is no, as it breaks the laws of magic regarding energy. But laws are made to be broken right?///

Well, my knee jerk reaction is no. I like the Hermetic Limits. I think they are great parameters to keep magi in check. If a magus in my campaign wants to break a Hermetic Limit I will allow them to pursue that, but such a course is a life times work. Given that it would be a life times work, the result almost becomes secondary to the journey getting there.

One of the characters in my campaign wants to create regios. Regio's can not be created or destroyed. Through time, dedication, and blind luck he's been able to 'open regios'. Now he's a Shaman, and his feat isn't repeatable, but he's working on it. Such a feat could have radical implications for the game, but game world has never been static. In fact, it thrives on changing the world around us. However these changes never come without a price. So if one is going to break a Hermetic Limit, I wouldn't belittle the significance of the feat by saying the end result is an interesting spell. I would go all out and detail how breaking the limit changes the Heremtic world if not the entire world.

Chuck

From: qcifer Posted on: Oct-31 2:58 pm
To: Tuura
Message: 757.7
in reply to: 757.6

/It wasn't my intent to suggest they don't need food at all, but I do propose that magi forget how hard it is to be mortal. My favorite example is, if a magi doesn't want to walk ever again, he doesn't have to. And longevity. There must come a point when a Magus stops thinking about a time as a mortal does. 20 years to develop a project could be considered acceptable. Those 20 years are NOT a 'life's work'. These points I think add an air of aloofness to magi that seperate them from men./

I wasn't disagreeing with you actually. I agree that they will have quite a different worldview than the mundanes at the covenant.

/Concerning a ritual so they don't need to eat. I suppose so. The ritual would last a year, and then they'd likely die. I suppose one could find a way around that, but like in one of the other threads you run into a classic problem of magic, where if the magic ends, all self sustaining energy is lost and the magi starves inside a second./

That would be about right, but perhaps they wouldn't die immediately. Even a magus who is well past his lifespan, fails his aging roll with his longevity potion, he doesn't die immediately. Perhaps for the food ritual he'd gain some decrepitude and physical defects, and if he doesn't eat immediately will die. But this is all new ground so, whatever you decide works best. The closest thing is the longevity ritual IMO, and when it fails you don't immediately die.

/Well, my knee jerk reaction is no. I like the Hermetic Limits. I think they are great parameters to keep magi in check. If a magus in my campaign wants to break a Hermetic Limit I will allow them to pursue that, but such a course is a life times work. Given that it would be a life times work, the result almost becomes secondary to the journey getting there./

I feel the same way.

From: TimothyFerg Posted on: Nov-1 5:12 am
To: Tuura
Message: 757.8
in reply to: 757.4
The Prims of Criamon is like this, in the previous edition. She floats rather than moving, talks by magical projection, and so on.