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	<title>Project: Redcap - User contributions [en]</title>
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	<updated>2026-10-22T22:30:47Z</updated>
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		<id>https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=23098</id>
		<title>Ars Magica Open Content Conversion Tracker</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=23098"/>
		<updated>2026-07-22T11:51:58Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Hermetic Projects Conversion Progress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
This is a list of and open game content from all Ars Magica products rleased under the Ars Magica Open License. These products are being prepared for collation and reference in an online format. The goal is to provide an online reference of the ArM Open License content as a hyperlinked [[Ars Magica Reference Document]] that can be easily used by the ArM community.&lt;br /&gt;
&lt;br /&gt;
This list serves the need to track content that is being prepared, who is doing the conversion (or is the lead contributor to the specific product conversion effort), estimated progress, and other important information.&lt;br /&gt;
&lt;br /&gt;
Some notes: &lt;br /&gt;
&lt;br /&gt;
* When you begin working on a chapter of a book, put in your username so that others know that section is being worked on. &lt;br /&gt;
* If you have Adobe Acrobat, it can be helpful to first convert the PDF to html or txt for easy of text copying, though tables are always a pain. &lt;br /&gt;
* Be sure to put in the CC-BY-SA 4.0 attribution to all pages. You can use &amp;lt;nowiki&amp;gt;{{OpenArs Attribution}}&amp;lt;/nowiki&amp;gt; to insert the required legalese.&lt;br /&gt;
* Please look at [[Talk:Ars_Magica_Open_Content_Conversion_Style_Guide]] for discussion and consensus building about formatting of content.&lt;br /&gt;
** People who have suggestions, please propose them here.&lt;br /&gt;
&lt;br /&gt;
Once the text has been converted, the content will be hosted on Project: Redcap for reference and ease of updates.&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Open License Content Conversion Status Tracker=&lt;br /&gt;
The following books contain open game content, that is extracted into the wiki in this page. Note that the links in the table are to the product wiki entry, not the open game content, which is to be found below.&lt;br /&gt;
&lt;br /&gt;
{{ArsMnavbox}}&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Fifth Edition=&lt;br /&gt;
&lt;br /&gt;
==Core Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Ars Magica 5e Standard Edition Core Rulebook|Ars Magica 5E Standard Edition Core Rulebook]] Conversion Progress ===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ars Magica 5e Standard Edition Core Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Errata&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Two: The Order of Hermes|Chapter Two: The Order of Hermes]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Ten: Long-Term Events|Chapter Ten: Long-Term Events]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
| [[User:Einauge|Einauge]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix I: Fourth Edition Conversion|Appendix I: Fourth Edition Conversion]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix II: Formulae Review|Appendix II: Formulae Review]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 99%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 90% (Need to validate links for Ch 11,12,13)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix III: Spells Index|Appendix III: Spells Index]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix IV: Index|Appendix IV: Index]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix V: Character Sheets|Appendix V: Character Sheets]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Ars Magica Definitive Edition Open Content|Ars Magica Definitive Edition Rulebook]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Ars Magica: Definitive Edition, ©2024, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Ars Magica Definitive Edition Open Content]] (text 99%, internal hyperlinks 10%, external hyperlinks 0%)&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ars Magica Definitive Edition Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Zero: Credits|Chapter Zero: Credits]]&lt;br /&gt;
| Markdown Project&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Two: Order of Hermes|Chapter Two: Order of Hermes]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]] and Markdown Project&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 90%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| Markdown Project&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| [[Yair]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 90%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| Markdown Project&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| Markdown Project&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]] and Markdown Project&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]] and Markdown Project&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| Markdown Project&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Ten: Long Term Events|Chapter Ten: Long Term Events]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]] and Markdown Project&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]] and Markdown Project&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]] and Markdown Project&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]] and Markdown Project&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
| Markdown Project&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
| Markdown Project&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
| Markdown Project&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Seventeen: Editor&#039;s Note|Chapter Seventeen: Editor&#039;s Note]]&lt;br /&gt;
| Markdown Project&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Order Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: True Lineages|Houses of Hermes: True Lineages]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: True Lineages, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: True Lineages&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter One: House Bonisagus|Chapter One: House Bonisagus]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter Two: House Guernicus|Chapter Two: House Guernicus]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]] and Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter Three: House Mercere|Chapter Three: House Mercere]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter Four: House Tremere|Chapter Four: House Tremere]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]] nad [[User:Yair|Yair]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Timeline|Timeline]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: Mystery Cults|Houses of Hermes: Mystery Cults]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Mystery Cults, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Mystery Cults&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Chapter One: The Mechanics of Initiation]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Two: House Bjornaer|Chapter Two: House Bjornaer]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]] and Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Three: House Criamon|Chapter Three: House Criamon]]&lt;br /&gt;
| [[Yair]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Four: House Merinita|Chapter Four: House Merinita]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Five: House Verditius|Chapter Five: House Verditius]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]] and Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Six: Contributors|Chapter Six: Contributors]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: Societates|Houses of Hermes: Societates]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Societates, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Societates&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Two: House Flambeau|Chapter Two: House Flambeau]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Three: House Jerbiton|Chapter Three: House Jerbiton]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Four: House Tytalus|Chapter Four: House Tytalus]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Five: House Ex Miscellanea|Chapter Five: House Ex Miscellanea]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Appendix: Agencies|Appendix: Agencies]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[The Mysteries: Revised Edition|The Mysteries: Revised Edition]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Mysteries: Revised Edition, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Mysteries: Revised Edition&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter One: The Mysteries|Chapter One: The Mysteries]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Two: Entering the Mysteries|Chapter Two: Entering the Mysteries]]&lt;br /&gt;
| [[User:Yair]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Three: Storyguides &amp;amp; the Mysteries|Chapter Three: Storyguides &amp;amp; the Mysteries]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Four: Curious Common Magics|Chapter Four: Curious Common Magics]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]] and Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Five: Hermetic Alchemy|Chapter Five: Hermetic Alchemy]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Six: Hermetic Astrology|Chapter Six: Hermetic Astrology]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Seven: Divination &amp;amp; Augury|Chapter Seven: Divination &amp;amp; Augury]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Eight: Hermetic Spirit Magic|Chapter Chapter Eight: Hermetic Spirit Magic]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Nine: Hermetic Theurgy|Chapter Chapter Nine: Hermetic Theurgy]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Ten: The Great Tralisman|Chapter Chapter Ten: The Great Tralisman]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Eleven: Arithmetic Magic|Chapter Chapter Eleven: Arithmetic Magic]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Twelve: The Mysteries of Dreams|Chapter Chapter Twelve: The Mysteries of Dreams]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Thirteen: Mercurian Magic|Chapter Chapter Thirteen: Mercurian Magic]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Fourteen: Mystery Cults|Chapter Chapter Fourteen: Mystery Cults]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Appendix A: Immortal Magi|Chapter Appendix A: Immortal Magi]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Appendix B: Conversion|Chapter Appendix B: Conversion]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Appendix C: Daimons|Chapter Appendix C: Daimons]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Covenants|Covenants]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Covenants, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Covenants&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter One: Introduction|Covenants Chapter One: Introduction]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Two: Boons &amp;amp; Hooks|Covenants Chapter Two: Boons &amp;amp; Hooks]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Three: Governance|Covenants Chapter Three: Governance]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Four: Covenfolk|Covenants Chapter Four: Covenfolk]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Five: Wealth &amp;amp; Poverty|Covenants Chapter Five: Wealth &amp;amp; Poverty]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Six: Vis Sources|Covenants Chapter Six: Vis Sources]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Seven: Library|Covenants Chapter Seven: Library]]&lt;br /&gt;
| [[User: Audrey Azura|Audrey Azura]] and Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Eight: Sanctum|Covenants Chapter Eight: Sanctum]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Nine: Laboratories|Covenants Chapter Nine: Laboratories]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Appendix: Play Aids|Covenants Appendix: Play Aids]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 100% (not including sheets)&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Grogs|Grogs]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Grogs, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Grogs&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Apprentices Open Content|Apprentices]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Apprentices, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Apprentices&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Hyperlinks Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Hyperlinks Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Apprentices Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Apprentices Chapter Two: Creating Young Characters|Chapter Two: Creating Young Characters]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Apprentices Chapter Three: Infantia: Birth to Age 7|Chapter Three: Infantia: Birth to Age 7]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Apprentices Chapter Four: Pueritia: Ages 8 to 14|Chapter Four: Pueritia: Ages 8 to 14]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Apprentices Chapter Five: Adolescentia: Ages 15 to 21|Chapter Five: Adolescentia: Ages 15 to 21]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Magi of Hermes|Magi of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Magi of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Magi of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Legends of Hermes|Legends of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Legends of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legends of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter Two: the Four Aspects of Conciatta|Chapter Two: the Four Aspects of Conciatta]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter Three: Fortunata&#039;s Island of Bound Spirits|Chapter Three: Fortunata&#039;s Island of Bound Spirits]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter Four: The Magical Garden of Hérisson|Chapter Four: The Magical Garden of Hérisson]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter Five: The Sunken Laboratory of Hermanus|Chapter Five: The Sunken Laboratory of Hermanus]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter Six: The Flying Castle of Thomae|Chapter Five: The Sunken Laboratory of Hermanus]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Through the Aegis: Developed Covenants|Through the Aegis]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Through the Aegis, ©2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Through the Aegis&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Hermetic Projects|Hermetic Projects]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Hermetic Projects, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hermetic Projects&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[Hermetic Projects Chapter One: Wonders of the Hermetic World|Chapter One: Wonders of the Hermetic World]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
|[[Hermetic Projects Chapter Two: The Burning City|Chapter Two: The Burning City]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
|[[Hermetic Projects Chapter Three: The Great Tower|Chapter Three: The Great Tower]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 30%&lt;br /&gt;
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| 2%&lt;br /&gt;
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|[[Hermetic Projects Chapter Four: The Hermetic Shipyard|Chapter Four: The Hermetic Shipyard]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 0%&lt;br /&gt;
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|[[Hermetic Projects Chapter Five: The Intangible Assassin|Chapter Five: The Intangible Assassin]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| 0%&lt;br /&gt;
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=== [[Transforming Mythic Europe|Transforming Mythic Europe]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Transforming Mythic Europe, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Transforming Mythic Europe&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[Transforming Mythic Europe Chapter One: Introduction|Introduction]]&lt;br /&gt;
| Markdown Project&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Transforming Mythic Europe Chapter Two: The Fourth Estate|The Fourth Estate]]&lt;br /&gt;
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| [[Transforming Mythic Europe Chapter Three: The Island of the Magicians|The Island of the Magicians]]&lt;br /&gt;
| Markdown Project&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Transforming Mythic Europe Chapter Four: Magic as Technology|Magic as Technology]]&lt;br /&gt;
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==Realms Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: Magic|Realms of Power: Magic]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2008, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Magic&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Magic Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| Yair&lt;br /&gt;
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| [[Realms of Power: Magic Chapter Two: Magic Auras|Chapter Two: Magic Auras]]&lt;br /&gt;
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| [[Realms of Power: Magic Chapter Six: Magic Humans|Chapter Six: Magic Humans]]&lt;br /&gt;
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| [[Realms of Power: Magic Chapter Seven: Magic Spirits|Chapter Seven: Magic Spirits]]&lt;br /&gt;
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| [[Realms of Power: Magic Chapter Eight: Magic Things|Chapter Eight: Magic Things]]&lt;br /&gt;
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| [[Realms of Power: Magic Appendix: Book of Mundane Beasts|Chapter Appendix: Book of Mundane Beasts]]&lt;br /&gt;
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| 100%&lt;br /&gt;
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=== [[Realms of Power: Faerie|Realms of Power: Faerie]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Faerie&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Faerie Intro: Dreams &amp;amp; Nightmares|Intro: Dreams &amp;amp; Nightmares]]&lt;br /&gt;
| Yair&lt;br /&gt;
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| [[Realms of Power: Chapter One: Nature of Faerie|Chapter One: Nature of Faerie]]&lt;br /&gt;
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| [[Realms of Power: Faerie Chapter Two: The Faerie Realm|Chapter Two: The Faerie Realm]]&lt;br /&gt;
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| [[Realms of Power: Faerie Chapter Three: Faerie Characters|Chapter Three: Faerie Characters]]&lt;br /&gt;
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| [[Realms of Power: Faerie Chapter Four: Faerie Bestiary|Chapter Four: Faerie Bestiary]]&lt;br /&gt;
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| [[Realms of Power: Faerie Chapter Five: Touches of Faerie|Chapter Five: Touches of Faerie]]&lt;br /&gt;
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| 100%&lt;br /&gt;
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| [[Realms of Power: Faerie Chapter Six: Faerie Wizardry|Chapter Six: Faerie Wizardry]]&lt;br /&gt;
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| 100%&lt;br /&gt;
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| [[Realms of Power: Faerie Chapter Seven: Telling Faerie Stories|Chapter Seven: Telling Faerie Stories]]&lt;br /&gt;
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=== [[Realms of Power: The Divine|Realms of Power: The Divine]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Divine, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Realms of Power: The Divine Open Content]]&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: The Infernal Open Content|Realms of Power: The Infernal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Infernal, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Infernal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal: Introduction|Introduction]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter One: The Infernal Realm|Chapter One: The Infernal Realm]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Two: Sin and Temptation|Chapter Two: Sin and Temptation]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Three: The Devil and the Origin of Demons|Chapter Three: The Devil and the Origin of Demons]]&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Four: The Infernal Legions|Chapter Four: The Infernal Legions]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Five: Demons as Corrupters|Chapter Five: Demons as Corrupters]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Six: Demons as Deceivers|Chapter Six: Demons as Deceivers]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Seven: Demons as Destroyers|Chapter Seven: Demons as Destroyers]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Eight: Corrupted Beasts|Chapter Eight: Corrupted Beasts]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Nine: Infernal Characters|Chapter Nine: Infernal Characters]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Ten: The Maleficia|Chapter Ten: The Maleficia]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Eleven: Ars Goetia|Chapter Eleven: Ars Goetia]]&lt;br /&gt;
| [[User: Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Twelve: Black Magic|Chapter Twelve: Black Magic]]&lt;br /&gt;
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| 100%&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Thirteen: Infernal Traditions|Chapter Thirteen: Infernal Traditions]]&lt;br /&gt;
| Yair&lt;br /&gt;
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==Tribunals Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Faith &amp;amp; Flame - The Provençal Tribunal|Faith &amp;amp; Flame - The Provençal Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Faith &amp;amp; Flame - The Provençal Tribunal, ©2014-2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Faith &amp;amp; Flame - The Provençal Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Two: History &amp;amp; Culture|Chapter Two: History &amp;amp; Culture]]&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Three: Hermetic Culture|Chapter Three: Hermetic Culture]]&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Four: The County of Toulouse|Chapter Four: The County of Toulouse]]&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Five: Gascony|Chapter Five: Gascony]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 10%&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Six: The Pyrenees and the Hispanic March|Chapter Six: The Pyrenees and the Hispanic March]]&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Seven: Narbonnais|Chapter Seven: Narbonnais]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Eight: Arelat|Chapter Eight: Arelat]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Nine: The Lost Covenant of Val-Negra|Chapter Nine: The Lost Covenant of Val-Negra]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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=== [[Guardians of the Forest - The Rhine Tribunal|Guardians of the Forest - The Rhine Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Guardians of the Forest - The Rhine Tribunal, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Guardians of the Forest: The Rhine Tribunal Open Content]] (100% text, 0% Hyperlinks)&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Guardians of the Forest - The Rhine Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Guardians of the Forest Chapter Two: History of Mythic Germany|Chapter Two: History of Mythic Germany]]&lt;br /&gt;
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| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Three: Tribunal History &amp;amp; Customs|Chapter Three: Tribunal History &amp;amp; Customs]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 15%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Four: The Forest|Chapter Four: The Forest]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 4%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Five: The Rhine|Chapter Five: The Rhine]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Six: The Black Forest|Chapter Six: The Black Forest]]&lt;br /&gt;
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| [[Guardians of the Forest Chapter Seven: The Lowlands|Chapter Seven: The Lowlands]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
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===[[The Contested Isle: the Hibernian Tribunal|The Contested Isle: The Hiberian Tribunal]] Conversion Progress===&lt;br /&gt;
100% by [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
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=== [[The Lion and the Lily - The Normandy Tribunal|The Lion and the Lily - The Normandy Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Lion and the Lily - The Normandy Tribunal, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[The Lion and the Lily: The Normandy Tribunal Open Content]] (100% text, 0% hyperlinks)&lt;br /&gt;
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{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Lion and the Lily - The Normandy Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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=== [[The Sundered Eagle - The Theban Tribunal|The Sundered Eagle - The Theban Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Sundered Eagle - The Theban Tribunal, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Sundered Eagle - The Theban Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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===[[Against the Dark Open Content|Against the Dark: The Transylvanian Tribunal]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Against the Dark - The Transylvanian Tribunal, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Against the Dark - The Transylvanian Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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| [[Against the Dark - The Transylvanian Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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==World Books==&lt;br /&gt;
===[[The Church|The Church]] Conversion Progress===&lt;br /&gt;
[[The Church Open Content]] (text 100%, hyperlinks 0%)&lt;br /&gt;
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===[[Lords of Men Open Content|Lords of Men]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Art &amp;amp; Academe, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
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{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lords of Men&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Lords of Men Chapter One: Introduction|Introduction]]&lt;br /&gt;
| Markdown Project&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Lords of Men Chapter Two: Politics|Chapter Two: Politics]]&lt;br /&gt;
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| 100%&lt;br /&gt;
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| [[Lords of Men Chapter Three: A Comparison of Titles|Chapter Three: A Comparison of Titles]]&lt;br /&gt;
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===[[City &amp;amp; Guild|City &amp;amp; Guild]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Art &amp;amp; Academe, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ City and Guild&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[City and Guild Introduction|Introduction]]&lt;br /&gt;
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&#039;&#039;Content originally published in Tales of Mythic Europe, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
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&#039;&#039;Content originally published in Antagonists, ©2013, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
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===[[Thrice-Told Tales|Thrice-Told Tales]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Thrice-Told Tales, ©2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
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===[[Semita Errabunda|Semita Errabunda Character Sheets]] Conversion Progress===&lt;br /&gt;
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* Marie the Perfumier&lt;br /&gt;
Cat:&lt;br /&gt;
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=Older Editions=&lt;br /&gt;
==4th Edition World Sourcebooks==&lt;br /&gt;
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| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
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{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
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| [[Nigrasaxa Book, Second Interlude|Second Interlude]]&lt;br /&gt;
| [[User:Einauge|Einauge]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Nigrasaxa Book, Chapter Three: The Tribunal|Chapter Three: The Tribunal]]&lt;br /&gt;
| [[User:Einauge|Einauge]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Nigrasaxa Book, The Covenant of Nigrasaxa|The Covenant of Nigrasaxa]]&lt;br /&gt;
| [[User:Einauge|Einauge]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==3rd Edition World Sourcebooks==&lt;br /&gt;
===[[The Lion of the North|The Lion of the North]] Conversion Progress===&lt;br /&gt;
[[Lion of the North: The Loch Leglean Tribunal Open Content|Lion of the North: The Loch Leglean Tribunal]] (100% text, 0% hyperlinks)&lt;br /&gt;
&lt;br /&gt;
===[[Iberia: The Provncal Tribunal|Iberia: The Provencal Tribunal]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Rome|The Rome Tribunal]] Conversion Progress===&lt;br /&gt;
[[Tribunals of Hermes: Rome Open Content|Tribunals of Hermes: Rome]] (0% Hyperlinks)&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Template:OpenArs_Attribution&amp;diff=23097</id>
		<title>Template:OpenArs Attribution</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Template:OpenArs_Attribution&amp;diff=23097"/>
		<updated>2026-07-22T11:50:39Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: Template editing for cleanliness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Based on the material for Ars Magica, &amp;amp;copy;1993-2024, licensed by Trident, Inc. d/b/a Atlas Games&amp;amp;reg;, under [https://creativecommons.org/licenses/by-sa/4.0/ Creative Commons Attribution-ShareAlike 4.0 International license 4.0] (&amp;quot;CC-BY-SA 4.0&amp;quot;). Ars Magica Open License Logo &amp;amp;copy;2024 Trident, Inc. The Ars Magica Open License Logo, Ars Magica, and Mythic Europe are trademarks of Trident, Inc., and are used with permission. Order of Hermes, Tremere, Doissetep, and Grimgroth are trademarks of Paradox Interactive AB and are used with permission.&#039;&#039;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Utility templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Three:_The_Great_Tower&amp;diff=23096</id>
		<title>Hermetic Projects Chapter Three: The Great Tower</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Three:_The_Great_Tower&amp;diff=23096"/>
		<updated>2026-07-22T11:48:28Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Wonders of the Hermetic World */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Great Tower=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Now the whole earth had one language and few words. And as men migrated from the east, they found a plain in the land of Shinar and settled there. And they said to one another, ‘Come, let us make bricks, and burn them thoroughly.’ And they had brick for stone, and bitumen for mortar. Then they said, ‘Come, let us build ourselves a city, and a tower with its top in the heavens, and let us make a name for ourselves, lest we be scattered abroad upon the face of the whole earth.’ And the Lord came down to see the city and the tower, which the sons of men had built. And the Lord said, ‘Behold, they are one people, and they have all one language; and this is only the beginning of what they will do; and nothing that they propose to do will now be impossible for them. Come, let us go down, and there confuse their language, that they may not understand one another’s speech.’ So the Lord scattered them abroad from there over the face of all the Earth, and they left off building the city. Therefore its name was called Babel, because there the Lord confused the language of all the earth; and from there the Lord scattered them abroad over the face of all the earth.&#039;&#039; — Genesis 11:1-9&lt;br /&gt;
&lt;br /&gt;
This chapter presents the building of the tallest tower the world has seen since man sought to reach the heavens at Babel. Such a tower goes far beyond a simple conjuration and becomes the object of a life’s work, not just for a single magus but for a covenant of magi, or perhaps generations of magi. While a shipyard, the quest for everlasting undeath, and a covenant hidden within a volcano are well-defined projects that magi and covenants can perhaps cooperate on, the tower provides a setting that grows over time, and against which the troupe can tell stories. The fruits of this project can be harvested throughout an entire saga, and maybe into the next, and become a unique setting in itself.&lt;br /&gt;
&lt;br /&gt;
Such a project and setting also provides an opportunity to inject elements of high fantasy into your &#039;&#039;&#039;Ars Magica&#039;&#039;&#039; saga, offering a contrast with the medieval tone suggested for standard sagas. Once the tower is established, it continues to provide troupes with the option for unusual and unique stories: exploration of the forgotten parts of the tower, beasts and spirits of the four realms claiming territory, and different levels of the tower acquiring their own motifs over time.&lt;br /&gt;
&lt;br /&gt;
The material presented here can be used in two ways. The project can be followed from its foundation through to its conclusion. As the tower grows, both in height and in terms of its enchantments, it provides the impetus for new stories. Over time, the tower itself becomes the backdrop against which the saga plays out. But the various enchantments explored later can also be applied to smaller, more conventional, structures, allowing players and troupes to pick and choose the effects they find useful. This helps support magi and covenants who take on the roles or guises of traveling mundane architects and masons, or even magi specializing in building covenants for other members of the Order. The story seeds and suggestions are also optional and troupes should not feel limited in the stories that they choose to tell.&lt;br /&gt;
&lt;br /&gt;
But what kind of magus would dedicate his life to the building of such a vast tower? A Tytalus might enjoy the challenge, not only to his own power and ability, but to the natural order, eager to seek out and confront such supernatural powers as would oppose him. For a Verditius mason, the tower becomes his crowning achievement and perhaps one day hosts the grand competition. For the politically-minded Bonisagus, perhaps the tower can offer a shining example of cooperation among individuals, covenants, and Houses. As a House, Tremere may seek to show leadership and power. Such a tower could reinforce the collective strength of the Order. A Criamon may be more interested in sending the tower through the divide between the mundane and the magical worlds, escaping time, or as an extension of their House motto that “&#039;&#039;The World Within is the World Without&#039;&#039;”. And scholars of magic from any House may look upon the tower as a chance to escape the earthly realm and chart the lunar sphere. But whatever the driving ideology, the magus who controls it essentially rules his own private kingdom.&lt;br /&gt;
&lt;br /&gt;
==[https://en.wikipedia.org/wiki/Tower_of_Babel The Tower of Babel]==&lt;br /&gt;
&lt;br /&gt;
After the great flood that cleansed Earth of sin, the surviving peoples came together in the land of Sumer and built a great tower at the city of Babel. But this tower was not built for the glory or adulation of God. Instead, it was built for the glory of the men who commissioned it and those who built it. &lt;br /&gt;
&lt;br /&gt;
Sources disagree on the fate of the tower itself. While it is clear that the builders had their single language stricken from them, the book of Genesis simply says that building work on the tower stopped. Other sources indicate that the tower was toppled by a great wind, while Jewish tradition has it that the top was burned, the bottom swallowed up into the ground and the middle left to the ravages of time. The story of the tower sets humanity in competition with God, not humble before His wishes. But while the actions of humanity angered God, there is also a story of great cooperation. Could magi of the Order tread the fine line between exemplifying the best of mankind and transgressing against God’s will? &lt;br /&gt;
&lt;br /&gt;
Vestiges of the Tower may be found in the Magic Realm, and maybe in more than one place and in more than one form. Some might reflect the unchecked pride of its architects, others might contain the finished tower as the purest extension of the plan. But aspects of the Tower of Babel are most likely to be found associated with faeries, where the stories of temptation, ambition, and pride feed those faeries with vitality. As such, there may be many faerie towers laying claim to either be the tower of Babel itself or be built from its ruins.&lt;br /&gt;
&lt;br /&gt;
==Medieval Buildings==&lt;br /&gt;
&lt;br /&gt;
Most buildings across Mythic Europe are functional: a cobbler’s shop, a farmer’s barn, or a serf’s home. But castles, churches, cathedrals, and even cities rise beyond simple buildings into works of art. Beyond any functional aspects, such buildings are built for prestige: primarily, the promotion and glory of a heavenly Lord or an earthly one, and secondarily, the promotion and pride of those who commission and build them. &lt;br /&gt;
&lt;br /&gt;
Cathedrals are among the largest and most artistically impressive buildings in Mythic Europe, while castles and city walls, though very large, offer little beyond defense. A particular fondness for the building of towers has grown up in the Italian city-states. These towers often exceed 100 feet in height and can take years to build. Their purpose is primarily as symbols of the importance, wealth, and power of the commissioning family, but they also serve as refuges and defensible positions during the all-too-frequent fighting between rival dynasties.&lt;br /&gt;
&lt;br /&gt;
===Mundane Architecture===&lt;br /&gt;
&lt;br /&gt;
Any construction is unlikely to succeed unless some kind of basic plan is used. For simple buildings, anything from outhouses to one-room dwellings, the craftsman himself can be assumed to have a sufficient plan in mind to complete the work. Anything larger requires an architect’s input. &lt;br /&gt;
&lt;br /&gt;
Architects are most likely educated, with either a Church or vernacular education, and able to read, write, and draft building plans. Their role involves not just the outward design of the building, but also calculating the various stresses upon the structure, determining the best use of space, and ensuring its stability. &lt;br /&gt;
&lt;br /&gt;
As a guideline, assume an architect must work a single season on designing a standard structure, and one additional season for each size magnitude after that prior to building work beginning. So a structure of size +1, a moderate church or a series of town walls, requires two seasons of the architect’s time before construction can begin.&lt;br /&gt;
&lt;br /&gt;
===Construction Techniques===&lt;br /&gt;
&lt;br /&gt;
Construction techniques, like the designs themselves, are being refined all the time, but there are some key constants. Building takes a lot of raw materials, which need to be transported, and those working on the building need the skill and manpower to build towards the target design.&lt;br /&gt;
&lt;br /&gt;
====Raw Materials====&lt;br /&gt;
&lt;br /&gt;
Despite the army of craftsmen involved in constructing great buildings, the main cost comes from the raw materials, with stone needing to be quarried and transported, wood needing to be felled and prepared, and other materials such as glass expensive in their own right. With this in mind, everything is done to reduce the cost of materials as far as possible. This is why stone is usu- ally shaped and carved at the quarry rather than at the building site, to make transport easier, quicker, and cheaper.&lt;br /&gt;
&lt;br /&gt;
====Falsework====&lt;br /&gt;
&lt;br /&gt;
Falsework is the term given to all temporary structures used in the construction of buildings. This generally breaks down into three types of falsework: scaffolding, centering, and shoring. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scaffolding&#039;&#039;&#039; provides temporary elevated platforms, allowing craftsmen and laborers access to raised parts of the building. Scaffolding can be built directly on the ground, extending upwards on rigid frames, or suspended from the building itself, usually through wooden beams extending from planned post-holes in the walls. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Centering&#039;&#039;&#039; consists of strong rigid frames designed in the shape of vaults and arches. They are built or moved into place and the stonework is built around these frames to ensure that the correct forms are achieved. &lt;br /&gt;
&lt;br /&gt;
The last type of falsework is &#039;&#039;&#039;shoring&#039;&#039;&#039;, which consists of temporary supports that bear the weight of a structure, keeping its proper alignment and shape, while the permanent supports are built.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;|&lt;br /&gt;
===Story Seeds for Medieval Buildings===&lt;br /&gt;
====The Cracked Stone====&lt;br /&gt;
When part of the construction collapses under its own weight, it is discovered that the stones have been intentionally and magically weakened. Construction must stop while the other stones are inspected, costing the project time and money. And with the quarry some miles distant, finding and stopping the culprit is no easy task.&lt;br /&gt;
====The Apprentice====&lt;br /&gt;
The master mason who has worked on the great tower for much of his life wants to leave, disillusioned at the endless nature of his allotted task. Facing opposition from the magi, he offers to train an apprentice to take over the work from him. Within the year, he presents his apprentice and leaves. It is only then that the magi discover that the apprentice has neither the ability nor the leadership to manage the job. Do they go after their old master of works and hold him to his bond, or look elsewhere?&lt;br /&gt;
====The Wisdom of Stone==== &lt;br /&gt;
After a new hall is built to support the prospering covenant, one of the covenfolk becomes obsessed with the edifice. His duties go ignored and, over the course of the season, he becomes more and more distracted and unpredictable. As the magi investigate they begin to see hidden messages within the architecture, messages that convey meaning. Before long, they realize that the entire hall contains knowledge of the Infernal. But to determine its content and purpose, one of the magi must risk corruption and study the building. The most urgent question, however, is who had the messages built into the hall in the first place, and why?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Craftsmen and Artists====&lt;br /&gt;
&lt;br /&gt;
The main craftsman involved in building any tower is the mason. More than just a laborer or worker of stone, he is a learned engineer with knowledge of the Artes Liberales, an understanding of his raw materials, and the leadership to organize complex building projects. Masons are members of an international guild that governs their trade, and this guild is a powerful presence at major works. There is more information on masons in City &amp;amp; Guild, page 59. &lt;br /&gt;
&lt;br /&gt;
Supporting the mason is an army of carpenters, joiners, blacksmiths, stone- cutters, brick-layers, plasterers, and other laborers. All of these craftsmen, skilled in their own right, are further supported by local tradesmen selling food, lodging, clothes, tools, and other necessities. &lt;br /&gt;
&lt;br /&gt;
Construction projects of a certain size employ many masons. One of these is considered the master mason and is usu- ally the architect of the project; his Ability scores should be used throughout. Every trade represented in the construction, from blacksmiths to carpenters, stone cutters to glaziers, is led by a master craftsman who is involved in the decision-making at the highest level. &lt;br /&gt;
&lt;br /&gt;
The construction of a building is only part of the project. Whether for the glory of the sponsor or for God, castles and cathedrals are augmented by the works of master artists. Columns and ceiling vaulting are designed, stained glass installed, frescoes worked onto the walls, great tapestries created, and gold and silver ornaments and fixtures specially commissioned. More information on artists can be found in Art &amp;amp; Academe, page 114. &lt;br /&gt;
&lt;br /&gt;
It can take many years to build a castle or cathedral, so masons and artists alike put down roots in a city until the job is done, and then move on to the next city and the next edifice. Master masons are in high demand as every project wants the confidence and prestige of having the best craftsmen available.&lt;br /&gt;
&lt;br /&gt;
The workforce engaged to build a cathedral or castle is made up of around 3000&lt;br /&gt;
craftsmen and laborers consisting of:&lt;br /&gt;
&lt;br /&gt;
* 400 masons&lt;br /&gt;
* 200 quarrymen and stone cutters&lt;br /&gt;
* 50 smiths and carpenters&lt;br /&gt;
* 100 craftsmen of other trades such as&lt;br /&gt;
* roofers, glass makers, and sculptors&lt;br /&gt;
* 2000 laborers&lt;br /&gt;
&lt;br /&gt;
As with so many activities, building tends to be seasonal work, taking advantage of the longest days and finest weather. Aside from potentially slowing the actual construction through shorter days, the winter months bring the cold and the rain, which prevents mortar from drying properly. Much of the building work stops during the winter and is replaced with activities that can be performed inside, such as stone carving, carpentry, and outfitting the building.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: DodgerBlue&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
===Exempli Gratia: The Thirteenth Tower===&lt;br /&gt;
In the 35th year of the building of the Great Tower, one of the magi sets the craftsmen to work on a new slender tower constructed out of the Great Tower’s side. Under his guidance, the masons and sculptors create depictions of creatures and places the magus has seen in his long travels in the Magic Realm. The measurements, lines, and angles all bear significance for the boundaries and vestiges he crossed, and careful study of these elements, from the gallery that winds its way around the outside of the tower, may even provide a map of sorts. &lt;br /&gt;
&lt;br /&gt;
The Thirteenth Tower can be studied as a summa on Magic Lore and if the masons and the supervising magus incorporate magical substances, such as vis or items of virtue collected from the Magic Realm, it gains a +3 bonus to quality due to the resonant materials used in its construction. A further +3 resonance bonus for additional components gained through stories, such as the bones of a dragon sought out and slain for the purpose, is also available (see &#039;&#039;Covenants&#039;&#039;, page 102). &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Style, Symbolism and Hidden Messages===&lt;br /&gt;
&lt;br /&gt;
The masons jealously guard the mysteries of their trade: the secrets of numbers, angles, and proportion that turn a simple building into a work of divine beauty. But these secrets can, by the insightful ob- server, be decoded and great knowledge gained. The Covenants supplement introduces the concept of the Great Work, a building or other construction that can be studied as a summa or tractatus. Any large construction costing 100 Mythic Pounds or more can be used as a Great Work (&#039;&#039;Covenants&#039;&#039;, page 102). &lt;br /&gt;
&lt;br /&gt;
There are no special rules for investing a building with knowledge, though a stone mason instructed to create a Great Work needs rudimentary knowledge of the subject matter. A character must be able to spend time at the Great Work, and perceive the medium through which the knowledge is transmitted, in order to study from it.&lt;br /&gt;
&lt;br /&gt;
===Attribution=== &lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
&lt;br /&gt;
{{Template:ArM5HermeticProjectsTOC}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=23094</id>
		<title>Ars Magica Open Content Conversion Tracker</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=23094"/>
		<updated>2026-07-06T17:46:23Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Hermetic Projects Conversion Progress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
This is a list of and open game content from all Ars Magica products rleased under the Ars Magica Open License. These products are being prepared for collation and reference in an online format. The goal is to provide an online reference of the ArM Open License content as a hyperlinked [[Ars Magica Reference Document]] that can be easily used by the ArM community.&lt;br /&gt;
&lt;br /&gt;
This list serves the need to track content that is being prepared, who is doing the conversion (or is the lead contributor to the specific product conversion effort), estimated progress, and other important information.&lt;br /&gt;
&lt;br /&gt;
Some notes: &lt;br /&gt;
&lt;br /&gt;
* When you begin working on a chapter of a book, put in your username so that others know that section is being worked on. &lt;br /&gt;
* If you have Adobe Acrobat, it can be helpful to first convert the PDF to html or txt for easy of text copying, though tables are always a pain. &lt;br /&gt;
* Be sure to put in the CC-BY-SA 4.0 attribution to all pages. You can use &amp;lt;nowiki&amp;gt;{{OpenArs Attribution}}&amp;lt;/nowiki&amp;gt; to insert the required legalese.&lt;br /&gt;
* Please look at [[Talk:Ars_Magica_Open_Content_Conversion_Style_Guide]] for discussion and consensus building about formatting of content.&lt;br /&gt;
** People who have suggestions, please propose them here.&lt;br /&gt;
&lt;br /&gt;
Once the text has been converted, the content will be hosted on Project: Redcap for reference and ease of updates.&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Open License Content Conversion Status Tracker=&lt;br /&gt;
The following books contain open game content, that is extracted into the wiki in this page. Note that the links in the table are to the product wiki entry, not the open game content, which is to be found below.&lt;br /&gt;
&lt;br /&gt;
{{ArsMnavbox}}&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Fifth Edition=&lt;br /&gt;
&lt;br /&gt;
==Core Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Ars Magica 5e Standard Edition Core Rulebook|Ars Magica 5E Standard Edition Core Rulebook]] Conversion Progress ===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ars Magica 5e Standard Edition Core Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Errata&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Two: The Order of Hermes|Chapter Two: The Order of Hermes]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
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| [[Ars Magica 5E Standard Edition, Appendix III: Spells Index|Appendix III: Spells Index]]&lt;br /&gt;
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=== [[Ars Magica Definitive Edition Open Content|Ars Magica Definitive Edition Rulebook]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Ars Magica: Definitive Edition, ©2024, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Ars Magica Definitive Edition Open Content]] (text 99%, internal hyperlinks 10%, external hyperlinks 0%)&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ars Magica Definitive Edition Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Zero: Credits|Chapter Zero: Credits]]&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
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| 100%&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
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| [[Ars Magica Definitive Edition, Chapter Seventeen: Editor&#039;s Note|Chapter Seventeen: Editor&#039;s Note]]&lt;br /&gt;
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==The Order Books==&lt;br /&gt;
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=== [[Houses of Hermes: True Lineages|Houses of Hermes: True Lineages]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: True Lineages, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: True Lineages&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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| [[Houses of Hermes: True Lineages Chapter One: House Bonisagus|Chapter One: House Bonisagus]]&lt;br /&gt;
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| 100%&lt;br /&gt;
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| 100%&lt;br /&gt;
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| [[Houses of Hermes: True Lineages Timeline|Timeline]]&lt;br /&gt;
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=== [[Houses of Hermes: Mystery Cults|Houses of Hermes: Mystery Cults]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Mystery Cults, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Mystery Cults&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Chapter One: The Mechanics of Initiation]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Houses of Hermes: Mystery Cults Chapter Two: House Bjornaer|Chapter Two: House Bjornaer]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]] and Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Houses of Hermes: Mystery Cults Chapter Three: House Criamon|Chapter Three: House Criamon]]&lt;br /&gt;
| [[Yair]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Houses of Hermes: Mystery Cults Chapter Four: House Merinita|Chapter Four: House Merinita]]&lt;br /&gt;
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| 100%&lt;br /&gt;
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| [[Houses of Hermes: Mystery Cults Chapter Five: House Verditius|Chapter Five: House Verditius]]&lt;br /&gt;
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=== [[Houses of Hermes: Societates|Houses of Hermes: Societates]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Societates, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Societates&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| [[Houses of Hermes: Societates Chapter Two: House Flambeau|Chapter Two: House Flambeau]]&lt;br /&gt;
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| 100%&lt;br /&gt;
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| [[Houses of Hermes: Societates Chapter Three: House Jerbiton|Chapter Three: House Jerbiton]]&lt;br /&gt;
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| 100%&lt;br /&gt;
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| [[Houses of Hermes: Societates Chapter Four: House Tytalus|Chapter Four: House Tytalus]]&lt;br /&gt;
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| [[Houses of Hermes: Societates Chapter Five: House Ex Miscellanea|Chapter Five: House Ex Miscellanea]]&lt;br /&gt;
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| 100%&lt;br /&gt;
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| [[Houses of Hermes: Societates Appendix: Agencies|Appendix: Agencies]]&lt;br /&gt;
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| 100%&lt;br /&gt;
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=== [[The Mysteries: Revised Edition|The Mysteries: Revised Edition]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Mysteries: Revised Edition, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Mysteries: Revised Edition&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter One: The Mysteries|Chapter One: The Mysteries]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Two: Entering the Mysteries|Chapter Two: Entering the Mysteries]]&lt;br /&gt;
| [[User:Yair]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Three: Storyguides &amp;amp; the Mysteries|Chapter Three: Storyguides &amp;amp; the Mysteries]]&lt;br /&gt;
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| 100%&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Four: Curious Common Magics|Chapter Four: Curious Common Magics]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]] and Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Five: Hermetic Alchemy|Chapter Five: Hermetic Alchemy]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Six: Hermetic Astrology|Chapter Six: Hermetic Astrology]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Seven: Divination &amp;amp; Augury|Chapter Seven: Divination &amp;amp; Augury]]&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Eight: Hermetic Spirit Magic|Chapter Chapter Eight: Hermetic Spirit Magic]]&lt;br /&gt;
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| 100%&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Nine: Hermetic Theurgy|Chapter Chapter Nine: Hermetic Theurgy]]&lt;br /&gt;
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| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Ten: The Great Tralisman|Chapter Chapter Ten: The Great Tralisman]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Eleven: Arithmetic Magic|Chapter Chapter Eleven: Arithmetic Magic]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Twelve: The Mysteries of Dreams|Chapter Chapter Twelve: The Mysteries of Dreams]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Thirteen: Mercurian Magic|Chapter Chapter Thirteen: Mercurian Magic]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[The Mysteries: Revised Edition Chapter Fourteen: Mystery Cults|Chapter Chapter Fourteen: Mystery Cults]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[The Mysteries: Revised Edition Appendix A: Immortal Magi|Chapter Appendix A: Immortal Magi]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[The Mysteries: Revised Edition Appendix B: Conversion|Chapter Appendix B: Conversion]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[The Mysteries: Revised Edition Appendix C: Daimons|Chapter Appendix C: Daimons]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|}&lt;br /&gt;
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=== [[Covenants|Covenants]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Covenants, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Covenants&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter One: Introduction|Covenants Chapter One: Introduction]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Two: Boons &amp;amp; Hooks|Covenants Chapter Two: Boons &amp;amp; Hooks]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Three: Governance|Covenants Chapter Three: Governance]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Four: Covenfolk|Covenants Chapter Four: Covenfolk]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Five: Wealth &amp;amp; Poverty|Covenants Chapter Five: Wealth &amp;amp; Poverty]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Six: Vis Sources|Covenants Chapter Six: Vis Sources]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Seven: Library|Covenants Chapter Seven: Library]]&lt;br /&gt;
| [[User: Audrey Azura|Audrey Azura]] and Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Eight: Sanctum|Covenants Chapter Eight: Sanctum]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Nine: Laboratories|Covenants Chapter Nine: Laboratories]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Appendix: Play Aids|Covenants Appendix: Play Aids]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 100% (not including sheets)&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Grogs|Grogs]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Grogs, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Grogs&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Apprentices Open Content|Apprentices]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Apprentices, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Apprentices&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Hyperlinks Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Hyperlinks Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Apprentices Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Apprentices Chapter Two: Creating Young Characters|Chapter Two: Creating Young Characters]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Apprentices Chapter Three: Infantia: Birth to Age 7|Chapter Three: Infantia: Birth to Age 7]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Apprentices Chapter Four: Pueritia: Ages 8 to 14|Chapter Four: Pueritia: Ages 8 to 14]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Apprentices Chapter Five: Adolescentia: Ages 15 to 21|Chapter Five: Adolescentia: Ages 15 to 21]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Magi of Hermes|Magi of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Magi of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Magi of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Legends of Hermes|Legends of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Legends of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legends of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Legends of Hermes Chapter Two: the Four Aspects of Conciatta|Chapter Two: the Four Aspects of Conciatta]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Legends of Hermes Chapter Three: Fortunata&#039;s Island of Bound Spirits|Chapter Three: Fortunata&#039;s Island of Bound Spirits]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter Four: The Magical Garden of Hérisson|Chapter Four: The Magical Garden of Hérisson]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Legends of Hermes Chapter Five: The Sunken Laboratory of Hermanus|Chapter Five: The Sunken Laboratory of Hermanus]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Legends of Hermes Chapter Six: The Flying Castle of Thomae|Chapter Five: The Sunken Laboratory of Hermanus]]&lt;br /&gt;
| N/A&lt;br /&gt;
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|}&lt;br /&gt;
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=== [[Through the Aegis: Developed Covenants|Through the Aegis]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Through the Aegis, ©2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Through the Aegis&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Hermetic Projects|Hermetic Projects]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Hermetic Projects, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hermetic Projects&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[Hermetic Projects Chapter One: Wonders of the Hermetic World|Chapter One: Wonders of the Hermetic World]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
|[[Hermetic Projects Chapter Two: The Burning City|Chapter Two: The Burning City]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
|[[Hermetic Projects Chapter Three: The Great Tower|Chapter Three: The Great Tower]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 10%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|[[Hermetic Projects Chapter Four: The Hermetic Shipyard|Chapter Four: The Hermetic Shipyard]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|[[Hermetic Projects Chapter Five: The Intangible Assassin|Chapter Five: The Intangible Assassin]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|[[Hermetic Projects Chapter Six: The Living Corpse|Chapter Six: The Living Corpse]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|[[Hermetic Projects Chapter Seven: The Menagerie of Magical Beasts|Chapter Seven: The Menagerie of Magical Beasts]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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=== [[Transforming Mythic Europe|Transforming Mythic Europe]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Transforming Mythic Europe, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Transforming Mythic Europe&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[Transforming Mythic Europe Chapter One: Introduction|Introduction]]&lt;br /&gt;
| Markdown Project&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Transforming Mythic Europe Chapter Two: The Fourth Estate|The Fourth Estate]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Transforming Mythic Europe Chapter Three: The Island of the Magicians|The Island of the Magicians]]&lt;br /&gt;
| Markdown Project&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Transforming Mythic Europe Chapter Four: Magic as Technology|Magic as Technology]]&lt;br /&gt;
| Markdown Project&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Realms Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: Magic|Realms of Power: Magic]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2008, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Magic&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Magic Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Magic Chapter Two: Magic Auras|Chapter Two: Magic Auras]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Magic Chapter Three: The Magic Realm|Chapter Three: The Magic Realm]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Magic Chapter Four: Magic Characters|Chapter Four: Magic Characters]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Magic Chapter Five: Magic Animals|Chapter Five: Magic Animals]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Magic Chapter Six: Magic Humans|Chapter Six: Magic Humans]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Magic Chapter Seven: Magic Spirits|Chapter Seven: Magic Spirits]]&lt;br /&gt;
| Yair&lt;br /&gt;
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=== [[Realms of Power: Faerie|Realms of Power: Faerie]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Faerie&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Faerie Intro: Dreams &amp;amp; Nightmares|Intro: Dreams &amp;amp; Nightmares]]&lt;br /&gt;
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=== [[Realms of Power: The Divine|Realms of Power: The Divine]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Divine, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Realms of Power: The Divine Open Content]]&lt;br /&gt;
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=== [[Realms of Power: The Infernal Open Content|Realms of Power: The Infernal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Infernal, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Infernal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal: Introduction|Introduction]]&lt;br /&gt;
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| 100%&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Seven: Demons as Destroyers|Chapter Seven: Demons as Destroyers]]&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Eight: Corrupted Beasts|Chapter Eight: Corrupted Beasts]]&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Nine: Infernal Characters|Chapter Nine: Infernal Characters]]&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Ten: The Maleficia|Chapter Ten: The Maleficia]]&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Eleven: Ars Goetia|Chapter Eleven: Ars Goetia]]&lt;br /&gt;
| [[User: Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Twelve: Black Magic|Chapter Twelve: Black Magic]]&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Thirteen: Infernal Traditions|Chapter Thirteen: Infernal Traditions]]&lt;br /&gt;
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==Tribunals Books==&lt;br /&gt;
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=== [[Faith &amp;amp; Flame - The Provençal Tribunal|Faith &amp;amp; Flame - The Provençal Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Faith &amp;amp; Flame - The Provençal Tribunal, ©2014-2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Faith &amp;amp; Flame - The Provençal Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Two: History &amp;amp; Culture|Chapter Two: History &amp;amp; Culture]]&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Five: Gascony|Chapter Five: Gascony]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 10%&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Six: The Pyrenees and the Hispanic March|Chapter Six: The Pyrenees and the Hispanic March]]&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Eight: Arelat|Chapter Eight: Arelat]]&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Nine: The Lost Covenant of Val-Negra|Chapter Nine: The Lost Covenant of Val-Negra]]&lt;br /&gt;
| N/A&lt;br /&gt;
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=== [[Guardians of the Forest - The Rhine Tribunal|Guardians of the Forest - The Rhine Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Guardians of the Forest - The Rhine Tribunal, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Guardians of the Forest: The Rhine Tribunal Open Content]] (100% text, 0% Hyperlinks)&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Guardians of the Forest - The Rhine Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| [[Guardians of the Forest Chapter Three: Tribunal History &amp;amp; Customs|Chapter Three: Tribunal History &amp;amp; Customs]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 15%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Four: The Forest|Chapter Four: The Forest]]&lt;br /&gt;
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| 4%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Seven: The Lowlands|Chapter Seven: The Lowlands]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 39%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Eight: Central Germany|Chapter Eight: Central Germany]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 30%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Nine: The Eastern Marches|Chapter Nine: The Eastern Marches]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Guardians of the Forest Chapter Ten: Bohemia|Chapter Chapter Ten: Bohemia]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 45%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Eleven: Rhine Sagas|Chapter Chapter Eleven: Rhine Sagas]]&lt;br /&gt;
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| [[Guardians of the Forest Chapter Twelve: Curse of the Rhine Gorge|Chapter Chapter Twelve: Curse of the Rhine Gorge]]&lt;br /&gt;
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| [[Guardians of the Forest Chapter Appendix A: Languages and Names|Chapter Chapter Appendix A: Languages and Names]]&lt;br /&gt;
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| [[Guardians of the Forest Chapter Appendix B: Timeline|Chapter Chapter Appendix B: Timeline]]&lt;br /&gt;
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| [[Guardians of the Forest Chapter Appendix C: Bibliography|Chapter Chapter Appendix C: Bibliography]]&lt;br /&gt;
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===[[The Contested Isle: the Hibernian Tribunal|The Contested Isle: The Hiberian Tribunal]] Conversion Progress===&lt;br /&gt;
100% by [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
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=== [[The Lion and the Lily - The Normandy Tribunal|The Lion and the Lily - The Normandy Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Lion and the Lily - The Normandy Tribunal, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[The Lion and the Lily: The Normandy Tribunal Open Content]] (100% text, 0% hyperlinks)&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Lion and the Lily - The Normandy Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Three: Hermetic History and Culture|Chapter Three: Hermetic History and Culture]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 6%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Five: Normandy|Chapter Five: Normandy]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 36%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Six: Anjou et Aquitaine|Chapter Six: Anjou et Aquitaine]]&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Seven: Ile de France|Chapter Seven: Ile de France]]&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Eight: Flanders and Picardy|Chapter Eight: Flanders and Picardy]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 3%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Nine: Champagne and Burgundy|Chapter Nine: Champagne and Burgundy]]&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Ten: Normandy Sagas|Chapter Ten: Normandy Sagas]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 26%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Eleven: Confluensis|Chapter Eleven: Confluensis]]&lt;br /&gt;
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=== [[The Sundered Eagle - The Theban Tribunal|The Sundered Eagle - The Theban Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Sundered Eagle - The Theban Tribunal, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Sundered Eagle - The Theban Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Nine: The Magical Landscape|Chapter Nine: The Magical Landscape]]&lt;br /&gt;
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| 99%&lt;br /&gt;
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===[[Against the Dark Open Content|Against the Dark: The Transylvanian Tribunal]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Against the Dark - The Transylvanian Tribunal, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Against the Dark - The Transylvanian Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Against the Dark - The Transylvanian Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| [[Against the Dark - The Transylvanian Tribunal Chapter Three: The Hungarians|Chapter Three: The Hungarians]]&lt;br /&gt;
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| [[Against the Dark - The Transylvanian Tribunal Chapter Four: The Bulgarians|Chapter Four: The Bulgarians]]&lt;br /&gt;
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| [[Against the Dark - The Transylvanian Tribunal Chapter Ten: Horror Stories|Chapter Ten: Horror Stories]]&lt;br /&gt;
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| [[Against the Dark - The Transylvanian Tribunal Appendix: Glossary|Appendix: Glossary]]&lt;br /&gt;
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==World Books==&lt;br /&gt;
===[[The Church|The Church]] Conversion Progress===&lt;br /&gt;
[[The Church Open Content]] (text 100%, hyperlinks 0%)&lt;br /&gt;
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===[[Lords of Men Open Content|Lords of Men]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Art &amp;amp; Academe, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Lords of Men&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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| [[Lords of Men Chapter One: Introduction|Introduction]]&lt;br /&gt;
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===[[City &amp;amp; Guild|City &amp;amp; Guild]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Art &amp;amp; Academe, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ City and Guild&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[City and Guild Introduction|Introduction]]&lt;br /&gt;
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===[[Art &amp;amp; Academe|Art &amp;amp; Academe]] Conversion Progress===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Art &amp;amp; Academe, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Art &amp;amp; Academe Open Content]] (missing Hyperlinks)&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Art &amp;amp; Academe&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Art &amp;amp; Academe Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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===[[The Cradle &amp;amp; The Crescent|The Cradle &amp;amp; The Crescent]] Conversion Progress===&lt;br /&gt;
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===[[Between Sand &amp;amp; Sea|Between Sand &amp;amp; Sea]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Hedge Magic Revised Edition Open Content|Hedge Magic Revised Edition]] Conversion Progress===&lt;br /&gt;
&lt;br /&gt;
[[Hedge Magic Revised Edition Open Content]] (Missing Hyperlinks)&lt;br /&gt;
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===[[Rival Magic|Rival Magic]] Conversion Progress===&lt;br /&gt;
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===[[Ancient Magic|Ancient Magic]] Conversion Progress===&lt;br /&gt;
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===[[Mythic Locations|Mythic Locations]] Conversion Progress===&lt;br /&gt;
[[Mythic Locations Open Content]] (text 100%, hyperlinks 0%)&lt;br /&gt;
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==Scenarios Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Tales of Power|Tales of Power]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Tales of Power, ©2013-2014, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
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{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tales of Power&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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| [[Tales of Power Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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===[[Calebais|Calebais]] Conversion Progress===&lt;br /&gt;
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===[[Hooks|Hooks]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Hooks, ©2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
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{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hooks&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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| [[Hooks Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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===[[Tales of Mythic Europe|Tales of Mythic Europe]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Tales of Mythic Europe, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
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{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tales of Mythic Europe&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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| [[Tales of Mythic Europe Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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===[[Antagonists|Antagonists]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Antagonists, ©2013, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Antagonists&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Antagonists Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| [[Antagonists Chapter Eleven: The Waimie|Chapter Eleven: The Waimie]]&lt;br /&gt;
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===[[Thrice-Told Tales|Thrice-Told Tales]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Thrice-Told Tales, ©2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Thrice-Told Tales&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Thrice-Told Tales Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| [[Thrice-Told Tales Chapter Two: Earth and Sky|Chapter Two: Earth and Sky]]&lt;br /&gt;
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| [[Thrice-Told Tales Chapter Three: The Mound|Chapter Three: The Mound]]&lt;br /&gt;
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| [[Thrice-Told Tales Chapter Four: Servants of God|Chapter Four: Servants of God]]&lt;br /&gt;
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===[[Dies Irae|Dies Irae]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Dies Irae, ©2016, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Dies Irae&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Dies Irae Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| Yair&lt;br /&gt;
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| [[Dies Irae Chapter Two: The End of Time|Chapter Two: The End of Time]]&lt;br /&gt;
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| [[Dies Irae Chapter Three: Fimbulwinter: The Cold Doom|Chapter Three: Fimbulwinter: The Cold Doom]]&lt;br /&gt;
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| [[Dies Irae Chapter Four: The Great Pestilence|Chapter Four: The Great Pestilence]]&lt;br /&gt;
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| [[Dies Irae Chapter Five: The Twilight of the Gods|Chapter Five: The Twilight of the Gods]]&lt;br /&gt;
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| [[Dies Irae Appendix: Teste David |Appendix: Teste David]]&lt;br /&gt;
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===[[The Fallen Fane|The Fallen Fane LARP]] Conversion Progress===&lt;br /&gt;
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===[[Black Monks of Glastonbury|The Black Monks of Glastonbury OGL material]] Conversion Progress===&lt;br /&gt;
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==Other Content==&lt;br /&gt;
===[[Semita Errabunda|Semita Errabunda Character Sheets]] Conversion Progress===&lt;br /&gt;
Wizards:&lt;br /&gt;
* [[Semita Errabunda Open Content: Carolus of House Tytalus|Carolus of House Tytalus]] 100%&lt;br /&gt;
* [[Semita Errabunda Open Content: Darius of House Flambeau|Darius of House Flambeau]] 100%&lt;br /&gt;
* [[Semita Errabunda Open Content: Mari Amwithig of House Merinita|Mari Amwithig of House Merinita]] 100%&lt;br /&gt;
* [[Semita Errabunda Open Content: Moratamis of House Guernicus|Moratamis of House Guernicus]] 100%&lt;br /&gt;
* [[Semita Errabunda Open Content: Tillitus of House Bonisagus|Tillitus of House Bonisagus]] 100%&lt;br /&gt;
Companions:&lt;br /&gt;
* Isabelle the Beautiful&lt;br /&gt;
* Jarvis the Master Huntsman&lt;br /&gt;
* Jerome the Scribe&lt;br /&gt;
* Naimes the Scholar in Disguise&lt;br /&gt;
* Brother Uberto&lt;br /&gt;
* Mansur ibn Fadl al-Baghdadi the Wandering Emir&lt;br /&gt;
* Victor the Redcap&lt;br /&gt;
Grogs: &lt;br /&gt;
* Gerard the Turb Warrior&lt;br /&gt;
* Anne the Housemaid&lt;br /&gt;
* Paul the Turb Warrior&lt;br /&gt;
* Credo the Paid Ne&#039;er-do-well&lt;br /&gt;
* Marie the Alewife&lt;br /&gt;
* Grim &amp;amp; Half-Grim the Twin Turb Warriors/Sailors&lt;br /&gt;
* Amelle of the Faerie Blood&lt;br /&gt;
* Ignatio the Shield Grog&lt;br /&gt;
* Marie the Perfumier&lt;br /&gt;
Cat:&lt;br /&gt;
* Virgil the Magical Cat&lt;br /&gt;
&lt;br /&gt;
=Older Editions=&lt;br /&gt;
==4th Edition World Sourcebooks==&lt;br /&gt;
===[[Sanctuary of Ice|Sanctuary of Ice: The Tribunal of the Greater Alps]] Conversion Progress===&lt;br /&gt;
[[Sanctuary of Ice: The Tribunal of the Greater Alps Open Content|Sanctuary of Ice: The Tribunal of the Greater Alps]] (100% text, 0% hyperlinks)&lt;br /&gt;
&lt;br /&gt;
===[[Blood &amp;amp; Sand|Blood &amp;amp; Sand]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Heirs to Merlin Open Content|Heirs to Merlin: The Stonehenge Tribunal]] Conversion Progress===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Heirs to Merlin: The Stonehenge Tribunal, ©1999, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Heirs to Merlin&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Heirs to Merlin Chapter One: Introduction|Chapter I: Introduction]]&lt;br /&gt;
| [[User:Yair|Yair]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Heirs to Merlin Chapter Two: History|Chapter II: History]]&lt;br /&gt;
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| N/A&lt;br /&gt;
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 &lt;br /&gt;
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{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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==3rd Edition World Sourcebooks==&lt;br /&gt;
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[[Lion of the North: The Loch Leglean Tribunal Open Content|Lion of the North: The Loch Leglean Tribunal]] (100% text, 0% hyperlinks)&lt;br /&gt;
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		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Three:_The_Great_Tower&amp;diff=23093</id>
		<title>Hermetic Projects Chapter Three: The Great Tower</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Three:_The_Great_Tower&amp;diff=23093"/>
		<updated>2026-07-06T17:44:50Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Wonders of the Hermetic World */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Wonders of the Hermetic World=&lt;br /&gt;
&lt;br /&gt;
==The Tower of Babel==&lt;br /&gt;
&lt;br /&gt;
==Medieval Buildings==&lt;br /&gt;
&lt;br /&gt;
===Mundane Architecture===&lt;br /&gt;
&lt;br /&gt;
===Construction Techniques===&lt;br /&gt;
&lt;br /&gt;
====Raw Materials====&lt;br /&gt;
&lt;br /&gt;
====Falsework====&lt;br /&gt;
&lt;br /&gt;
====Craftsmen and Artists====&lt;br /&gt;
&lt;br /&gt;
===Style, Symbolism and Hidden Messages===&lt;br /&gt;
&lt;br /&gt;
===Attribution=== &lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
&lt;br /&gt;
{{Template:ArM5HermeticProjectsTOC}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=23092</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=23092"/>
		<updated>2026-07-06T17:25:02Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: Added ToC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Pitch Brush ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 6 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.&lt;br /&gt;
&lt;br /&gt;
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges’ worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).&lt;br /&gt;
|Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (96), Two Seasons (72), Three&lt;br /&gt;
Seasons (64), Four Seasons (60).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cloven Hoofed Boots ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Te)&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; part&lt;br /&gt;
|These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly&lt;br /&gt;
follow behind, but this would require a lot of agility.&lt;br /&gt;
&lt;br /&gt;
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat. &lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part,&lt;br /&gt;
free Terram requisite; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (48), Two Seasons (36), Three&lt;br /&gt;
Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Steed of Vesuvius ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell magically transforms a horse so that he is able to gallop across&lt;br /&gt;
molten lava as if it were a cobbled road. The horse also has no fear of the heat or&lt;br /&gt;
fumes expelled by the lava, and he does not suffer from the heat of the lava or the&lt;br /&gt;
toxicity of the fumes. The rider of the horse does not receive any protection from this spell.&lt;br /&gt;
&lt;br /&gt;
When the spell expires, the horse suffers a Long-Term Fatigue level.&lt;br /&gt;
&lt;br /&gt;
The requisite is free because it is part of the guideline and required for the effect.&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Dragon&#039;s Blood ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Ig)(Te)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This ritual changes the blood of the&lt;br /&gt;
caster into lava. This does no harm to the&lt;br /&gt;
caster himself, and his super-heated blood&lt;br /&gt;
means that he is immune to any heat based damage that causes +15 or less damage (which includes lava).&lt;br /&gt;
&lt;br /&gt;
If the character is injured in melee combat, his opponent(s) must make Dexterity rolls against an Ease Factor of 6 to avoid being splattered by hot lava. Opponents who fail take +15 damage. If the caster’s melee opponents are unaware of his lava blood (that is, it is the first time they have seen him injured), then the Dexterity roll is made against an Ease Factor of 9.&lt;br /&gt;
&lt;br /&gt;
The Ignem and Rego requisites are required to give the additional protection from heat. The Terram requisite is free because it is required for the effect. |Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Covenant of the Dragon ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Te)(Ig)&#039;&#039;&#039; 85&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Group, Ritual&lt;br /&gt;
|This ritual changes the blood of a Group of up to 100 individuals into lava.&lt;br /&gt;
This has the same effect on each member of the Group as the ritual [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Dragon&#039;s_Blood|Dragon’s Blood]]. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Gaining_Warping_Points|ArM5, page 168]]).&lt;br /&gt;
|Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Mask ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it.&lt;br /&gt;
This allows the wearer of the mask to&lt;br /&gt;
breathe without trouble in the heart of a&lt;br /&gt;
volcanic crater, or on a river of lava. The&lt;br /&gt;
air affected by the mask tastes slightly&lt;br /&gt;
unpleasant, but this does not cause any&lt;br /&gt;
damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
Although the mask is constantly active, once the toxicity of the air has been&lt;br /&gt;
removed, the air itself is no longer the&lt;br /&gt;
subject of a magical effect. This means&lt;br /&gt;
that the air is not resisted by characters with Magic Resistance, so magi can&lt;br /&gt;
breathe using the mask without lowering&lt;br /&gt;
their Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Note that Muto effects which change&lt;br /&gt;
the air to be non-toxic are of little value&lt;br /&gt;
to magi, as the effect only lasts as long as&lt;br /&gt;
the spell duration. This means that when&lt;br /&gt;
the magus tries to breathe the magically&lt;br /&gt;
changed air, his Magic Resistance will resist the air as it is the subject of a magical&lt;br /&gt;
effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (68), Two Seasons (51), Three&lt;br /&gt;
Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Warning_Bell|Vulcan’s Warning Bell]]&#039;&#039; is an enchanted item that is intended to give the covenant&lt;br /&gt;
due warning that the volcano is about to erupt. In most circumstances, the warning is sufficient to allow either the covenant to be evacuated, or (perhaps more usefully)&lt;br /&gt;
the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scorn_of_Aphrodite’s_Tears|Scorn of Aphrodite’s Tears]]&#039;&#039; ritual can be cast, which suppresses the imminent eruption. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Flame_Tongue|The Flame Tongue]]&#039;&#039; spell can be used to direct a belch of hot lava at an individual, which can be used as a weapon to discourage invaders. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Creeping_Earth_2|Creeping Earth]]&#039;&#039; makes the earth rise over the course of a month, seriously damaging buildings.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Creeping Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The caster of this spell stamps his foot on the ground and a patch of earth, centered on his position and 35 paces across, slowly but inexorably rises up for the duration of the spell. The earth rises at a rate of about one inch per day (up to three feet over the spell duration).&lt;br /&gt;
&lt;br /&gt;
This is fast enough for people to observe if they watch the earth for more than a Diameter, and the movement can destroy buildings and other structures — even the strongest castle walls run the risk of collapse.&lt;br /&gt;
&lt;br /&gt;
This spell only works when cast within a league of a volcano (three miles). This is&lt;br /&gt;
because this movement is only a slightly unnatural property of the earth in such&lt;br /&gt;
regions, whereas it is a grossly unnatural property of earth elsewhere. &lt;br /&gt;
|Base 2, +1 Touch, +3 Moon, +1 Part, +2 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Flame Tongue ====&lt;br /&gt;
&#039;&#039;For info on this spell&#039;s community erratum, see [[Talk:Flame Tongue]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Voice, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This spell causes a glutinous glob of lava (from a lake or river of magma) to&lt;br /&gt;
leap out and hit something. The volume of lava moved is about 2 cubic feet, and it&lt;br /&gt;
can be moved to hit any location within Voice range. Whatever the lava hits takes&lt;br /&gt;
between +15 and +60 damage, depending on how much of it is covered by the lava. The lava sticks to whatever it hits and continues to inflict damage each round. It takes several days for the lava to cool naturally.&lt;br /&gt;
&lt;br /&gt;
The heat of the lava is also sufficient to ignite anything flammable that it hits.&lt;br /&gt;
&lt;br /&gt;
Flame Tongue is an Aimed spell, with a +6 bonus to hit due to the size of the volume of lava. &lt;br /&gt;
&lt;br /&gt;
If the caster tries to totally immerse a person with the lava projectile, there is a&lt;br /&gt;
–6 penalty to the Aiming Roll (effectively canceling the +6 size bonus). There is no&lt;br /&gt;
penalty to the Aiming Roll if the objective is to merely splash someone. In some circumstances, the storyguide may decide that a missed attack to immerse a character&lt;br /&gt;
results in a splash. &lt;br /&gt;
|Base 10, +2 Voice, +1 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scorn of Aphrodite’s Tears ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:Individual, Ritual&#039;&#039;&#039; &lt;br /&gt;
|This ritual is cast when the eruption of a volcano is imminent, and it climaxes&lt;br /&gt;
with a vial of pure water being poured into the crater mouth. The ritual prevents the&lt;br /&gt;
volcano from erupting. &lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles in diameter (although the crater will&lt;br /&gt;
be only a fraction of this size), and the peak can be up to 15,000 feet high.&lt;br /&gt;
|Base 3, +1 Touch, +13 Size, +1 affect a volcano (equivalent to affecting stone)}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
===Vulcan&#039;s Warning Bell===&lt;br /&gt;
&lt;br /&gt;
This enchanted bell is suspended in the vapors escaping from a volcanic crater. It detects when the volcano is preparing to erupt. Normally, the bell gives a number of days warning equal to 1 stress die. If a 0 is rolled on the stress die, then the number on the botch die represents the number of hours warning. If the botch die is itself a 0 (i.e., a botch), then there is no warning. The variable warning is a feature of the eruption, not the bell; Hermetic magic cannot predict the future directly, so the item must rely on advance signs of the eruption, and they appear at varying times.&lt;br /&gt;
&lt;br /&gt;
Note that if the volcano unexpectedly erupts due to a supernatural effect, there may be considerably less warning.&lt;br /&gt;
&lt;br /&gt;
There are two effects involved — one to detect the imminent eruption and one to ring the bell. Note that it might be possible for a magus to design a single effect that both detects an eruption and rings a bell to convey this information, as a cosmetic effect. That is not the approach taken here.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Vibration of Anticipation ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 19&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect gives the bell the magical&lt;br /&gt;
sense to detect the imminent eruption. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (38), Two Seasons (29), Three&lt;br /&gt;
Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Clarion Call ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect rings the bell. The frequency of the ringing increases as the eruption time nears, and in the final hours the bell urgently rings every few seconds.&lt;br /&gt;
|Base 2, +2 effect metal; +10 unlimited uses, +3 linked trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (34), Two Seasons (26), Three Seasons (23), Four Seasons (22).&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
In order to colonize the volcanic crater, your characters need to be able to create solid ground from the lava to build upon. Even if your magi build on the rim of a volcanic crater, the earth may need to be stabilized. In any case, the magi will need to ensure that day-today habitation is possible, by cooling the building interiors and preventing the ingress of toxic fumes. Designers must also provide for the feeding and watering of the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
These effects allow the construction of&lt;br /&gt;
buildings within the volcanic crater, or are&lt;br /&gt;
required to make the buildings habitable.&lt;br /&gt;
&lt;br /&gt;
One strategy is to create a series of&lt;br /&gt;
stable islands in the lava (using the Seeds&lt;br /&gt;
of Earth enchanted items), upon which&lt;br /&gt;
Mystic Towers (see ArM5, page 153) can&lt;br /&gt;
be raised. The towers are cooled by Cold&lt;br /&gt;
Marble Slabs, and Fumarole Vents ensure&lt;br /&gt;
that the air inside the towers is safe to&lt;br /&gt;
breathe. An alternative approach is to use&lt;br /&gt;
the Repulsion of Earth effect, which causes&lt;br /&gt;
a tower to float. A tower created near the&lt;br /&gt;
volcanic crater can then be floated and&lt;br /&gt;
pushed out over the lava lake; the floating tower will still need to be made habitable by Cold Marble Slabs and Fumaroles. A&lt;br /&gt;
third strategy is to create buildings made&lt;br /&gt;
from molten lava itself, using spells such&lt;br /&gt;
as Tower of Lava.&lt;br /&gt;
&lt;br /&gt;
In addition, the Repulsion of Earth and&lt;br /&gt;
The Heart That Could Move Stone effects&lt;br /&gt;
could obviously be the basis of a flying&lt;br /&gt;
covenant. For another technique that&lt;br /&gt;
achieves the same goal, see the chapter&lt;br /&gt;
on the Flying Castle of Thomae in Legends&lt;br /&gt;
of Hermes (page 122). If the same method&lt;br /&gt;
were applied in a volcanic setting, precautions would have to be taken to protect the materials of which the flight disk&lt;br /&gt;
is comprised.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cold Marble Slab ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|This marble slab, about a pace across, is activated when it is hung above the entrance of a building, and it chills the building. Normally, this would make continued occupation of the building intolerable; however, if the building is in a very hot location (such as a volcanic crater), then the cooling provided by the marble slab cancels out the ambient heat and makes the building habitable. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Cold Marble Slab&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
The chilling effect is not sufficient to cool anything very hot, such as lava, that&lt;br /&gt;
happens to be in the building. However, it is sufficient to cool the air that is heated&lt;br /&gt;
by the lava. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Vent ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This enchanted item is a vent that is placed over a window in a room. The fumarole vent destroys the toxic properties of the air passing into the room, in the same way that a &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fumarole_Mask|Fumarole Mask]]&#039;&#039; does&lt;br /&gt;
(see earlier). This allows people to freely breathe in a room that is in a building constructed in (or very near) a volcanic crater, or on a river of lava.&lt;br /&gt;
&lt;br /&gt;
As the effect uses the Hermetic target Room, to target the air passing into the room, only one vent is required even if the room has multiple openings. However, if a building has multiple rooms it requires a vent in each room. A version of the vent with a target of Structure could be invented to protect the entire building.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun, +2 Room; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (88), Two Seasons (66), Three Seasons (59), Four Seasons (55).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Repulsion of Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This feather encased in amber is an enchanted item that is activated by being brought over the entrance to a stone building. When active, it causes the stone building to float several paces above the ground. If the effect ends (by the item being removed, for  example), then the building crashes to the ground. This may cause significant damage to the building.&lt;br /&gt;
&lt;br /&gt;
A Finesse Roll against an Ease Factor of 9 must be made if the building must be torn from its foundations. If the roll is failed, then any subterranean (i.e., basement) levels of the building are damaged and rendered unusable. This does not affect the upper levels. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Repulsion of Earth&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
Once it is floating, the building can be moved. However, the building is still&lt;br /&gt;
incredibly massive and so it requires an enormous amount of force (or magic such&lt;br /&gt;
as The Heart That Could Move Stone) to move. The building cannot be pushed by an individual, normal strength man, nor will it blow away in the breeze.&lt;br /&gt;
|Base 3, +1 Touch, +2 Sun, +3 Structure, +1 effect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Seed of Earth ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Ig)(Te)&#039;&#039;&#039; 59&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|When this small piece of volcanic rock is thrown onto molten lava, it solidifies a&lt;br /&gt;
portion of the lava, creating a roughly circular island about 80 feet across and 50&lt;br /&gt;
feet deep. The seed itself is buried 25 feet down, in the center of the island. As the effect has a constant duration, the island is stable and suitable for building structures&lt;br /&gt;
upon. If the seed is removed, dispelled, or destroyed, then roll a stress die; this is the&lt;br /&gt;
number of rounds that the island remains until it dissolves back into the lava. The Ignem requisite is for cooling the island.&lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part, +6 Size, +1 Ignem requisite, free Terram requisite ; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to complete project, as lesser enchanted item: 118.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Heart that Could Move Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|The caster can move stone buildings with incredible force. This usually causes&lt;br /&gt;
the stone building to collapse, as it is torn from its foundations. Anyone inside takes&lt;br /&gt;
+10 damage from the falling structure.&lt;br /&gt;
&lt;br /&gt;
However, if the building is floating (through the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Repulsion_of_Earth|Repulsion of Earth]]&#039;&#039; effect, for&lt;br /&gt;
example), then the character can push the building to a new location. Characters inside the building when it is being moved must make Dexterity rolls against an Ease Factor of 6, each round, or lose their footing. Unless special precautions are taken, laboratories inside the building are disrupted by the movement, which ruins any laboratory activities being conducted that season. It takes a season to reorganize a laboratory disrupted in this way. &lt;br /&gt;
|Base 3, +1 Touch, +1 Diameter, +3 Structure, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tower of Lava ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 50&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell sculpts a tower out of hot bubbling lava. The resulting tower is solid&lt;br /&gt;
and rigid, but if its foundations remain in lava, then the tower will dissolve back into&lt;br /&gt;
the bulk within a day. The Part target is required, because the spell does not use all&lt;br /&gt;
the available lava.&lt;br /&gt;
&lt;br /&gt;
The tower is about the same size and dimensions as the one created by the spell&lt;br /&gt;
&#039;&#039;Conjuring the Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, page 153]]). A Finesse roll against an Ease Factor of 15 is required to ensure that the tower is well made; failure means that the lava takes a solid but malformed shape. &lt;br /&gt;
|Base 3, +1 Touch, +1 Part, +6 size, +3 elaborate design}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (100), Two Seasons (75), Three Seasons (67), Four Seasons (63).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Solidity of Stone ====&lt;br /&gt;
&#039;&#039;&#039;MuTe&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell changes a mass of stone so that it has the unnatural property that it does&lt;br /&gt;
not melt, even when heated to tremendous temperatures. The purpose of this spell is to prevent a building created out of molten lava (like that created by &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Tower_of_Lava|Tower of Lava]]&#039;&#039;) from&lt;br /&gt;
dissolving back into the bulk lava.&lt;br /&gt;
&lt;br /&gt;
Obviously, this spell must be cast every month otherwise the tower will melt&lt;br /&gt;
and collapse.&lt;br /&gt;
&lt;br /&gt;
The stone will still be hot, even if it is solid. So, a building protected like this will need to be cooled (or inhabited by characters immune to heat).&lt;br /&gt;
|Base 4, +1 Touch, +3 Moon, +4 size, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====New Laboratory Virtue: Volcanic Minerals====&lt;br /&gt;
&#039;&#039;Free Laboratory Outfitting Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is supplied with exotic minerals from a volcano. The laboratory needs to be regularly resupplied, otherwise this Virtue is lost. There is no benefit in taking this Virtue multiple times — once the laboratory’s demands for exotic minerals have been met, additional minerals are of little value. &#039;&#039;&#039;–1 Upkeep, +1 Terram&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
These effects can provide health and wealth to the inhabitants of a covenant occupying the mineral-rich environment of a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Sculpt the Stone Machine ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, ritual&lt;br /&gt;
|This ritual creates a machine made of stone that is suitable for use as the invested&lt;br /&gt;
item &#039;&#039;Stone Harvester&#039;&#039;. The machine appears to be a large stone beetle about one pace&lt;br /&gt;
in length. Until it is invested with the &#039;&#039;Stone Harvester&#039;&#039; suite of effects, the machine is merely a very elaborate statue.&lt;br /&gt;
|Base 3, +1 Touch, +3 elaborate design, +1 minimum ritual effect magnitude}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
===Stone Harvester===&lt;br /&gt;
&lt;br /&gt;
This invested item is a beetle-shaped machine that crawls along the rim of the&lt;br /&gt;
volcanic crater. It collects and sorts the volcanic debris for valuable and exotic&lt;br /&gt;
materials, which can be used to reduce the Upkeep of Hermetic Laboratories (see [[Covenants_Chapter_Nine:_Laboratories#Upkeep|Covenants, page 110]]). Each Stone Harvester can provide the Free Outfittings Virtue &#039;&#039;Volcanic Minerals&#039;&#039; (see Insert) for up to&lt;br /&gt;
5 Hermetic Laboratories. Note that the laboratories do not have to be located in&lt;br /&gt;
the volcano — the minerals can be transported to a remote laboratory.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Stone Harvester&#039;&#039; is a huge stone device. It requires 20 pawns to open for enchantment (taking one season and a Magic Theory Score of 10). The effects later require 13 pawns of vis to invest into the Stone Harvester.&lt;br /&gt;
&lt;br /&gt;
As the Stone Harvester is made of stone and only traverses the volcanic crater rim,&lt;br /&gt;
it does not need any particular protection from either heat or fumes. A version of the&lt;br /&gt;
Stone Harvester that actually enters the lava would obviously require some protection.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Harvest Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 43&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The &#039;&#039;Stone Harvester&#039;&#039; uses this effect to collect stone/mineral/metal material of&lt;br /&gt;
a particular sort that it encounters — the stone is identifying material using the &#039;&#039;Stone&lt;br /&gt;
Wealth&#039;&#039; effect. The collected stone is placed in a large stone basket on the back of the&lt;br /&gt;
&#039;&#039;Stone Harvester&#039;&#039; which must be periodically emptied by a grog (precisely how frequently depends on the rarity of the collected stone). If the grog fails to empty the basket, the Stone Harvester will continue to harvest, but excess stone will fall out of the basket.&lt;br /&gt;
|Base 3, +3 Sight, +1 Diameter, +1 Part, +2 effect metal; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (86), Two Seasons (65), Three Seasons (58), Four Seasons (54).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Wealth ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|This effect grants the Stone Harvester the sense to smell whether a particular sort of stone, metal, or mineral is nearby (within about 5 paces). The Stone Harvester contains a small compartment and it targets materials that match the material in the compartment. If there is no material in the compartment the Stone Harvester continues to move about the crater rim, but will obviously not find any matching material. The Stone Harvester only identifies Terram based objects, but of course additional effects could be invented to&lt;br /&gt;
allow the Stone Harvester to identify and manipulate Animal, Aquam, Corpus, or Herbam objects.&lt;br /&gt;
&lt;br /&gt;
This sense allows the harvester to smell things buried to a depth of about 1 pace.&lt;br /&gt;
|Base 2, +2 Sun, +2 Smell, +1 smell through intervening material; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (38), Two Seasons (29), Three Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Crawler ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect manipulates the legs of the &#039;&#039;Stone Harvester&#039;&#039;, enabling it to move around&lt;br /&gt;
the crater rim. The Stone Harvester moves constantly, at the pace of a walking man, in&lt;br /&gt;
a clockwise direction around the crater rim.&lt;br /&gt;
|Base 3, +2 Sun, +1 affect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (28), Two Seasons (21), Three Seasons (19), Four Seasons (18).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Hammer ====&lt;br /&gt;
&#039;&#039;&#039;PeTe&#039;&#039;&#039; 33&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This effect is activated when the &#039;&#039;Stone Harvester&#039;&#039; detects that its target material is&lt;br /&gt;
beneath the surface of the earth. The &#039;&#039;Stone Hammer&#039;&#039; effect loosens up to one cubic pace&lt;br /&gt;
of intervening stone or dirt. This allows the target material to be lifted out of the ground.&lt;br /&gt;
|Base 3, +3 Sight, +1 Part, +1 affect stone; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (66), Two Seasons (50), Three&lt;br /&gt;
Seasons (44), Four Seasons (42).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
===Story Seed: Tophet&#039;s Gate===&lt;br /&gt;
&lt;br /&gt;
Many volcanoes are reputed to be gates to Hell. One well-known incident that demonstrates this occurred when the heretical Ostrogothic king Theodoric died in 526. A jet-black stallion arrived at Theodoric’s palace in Ravenna, gathered the dead king’s body, and then&lt;br /&gt;
galloped away to Mt. Etna, straight into the crater and down into Hell.&lt;br /&gt;
&lt;br /&gt;
If there is a hell portal in the volcano, it is likely accessed via an Infernal regio.&lt;br /&gt;
&lt;br /&gt;
For ease, the story seeds that follow refer to a single devil interacting with the covenant. In your saga, a series of demons could interact with the covenant, or one or two powerful demons could take on the role of the devil.&lt;br /&gt;
&lt;br /&gt;
====Deals with the Devil====&lt;br /&gt;
&lt;br /&gt;
Even if they are not infernalists, the devil may offer the magi power. Of&lt;br /&gt;
course, dealing with the devil imperils the immortal souls of the magi, but if his&lt;br /&gt;
help is really needed, then what choice do the magi have?&lt;br /&gt;
&lt;br /&gt;
Some aid that the devil can offer is listed here. The devil may merely wait for&lt;br /&gt;
opportunities to offer his aid, or he may actively arrange circumstances where his&lt;br /&gt;
aid is needed. Corrupter demons (see [[Realms_of_Power:_The_Infernal_Chapter_Five:_Demons_as_Corrupters|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories concerning deals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Portal&#039;&#039;&#039;: The magi need to rapidly travel. The devil offers the hell portal,&lt;br /&gt;
explaining that by traveling through it they can arrive at any crossroads in Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vis&#039;&#039;&#039;: If the magi run short of vis, then the devil is able to offer some from Hell’s&lt;br /&gt;
stocks. Of course, this will be infernally tainted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Illusions&#039;&#039;&#039;: A foolish magus has committed a crime under the Code of Hermes:&lt;br /&gt;
perhaps he has endangered other magi by interfering in the mundane, he has scried upon the secrets of another magus, or he has killed another magus. The devil offers to cover this indiscretion; his illusions cannot be broken by Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Against Age&#039;&#039;&#039;: If the magi are very elderly, they may find it difficult to&lt;br /&gt;
create an effective Longevity Ritual. The devil offers a ward against age which will prolong the magi’s lives far beyond the capability of Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
====Sacrifices====&lt;br /&gt;
&lt;br /&gt;
A portal to Hell is unlikely to remain open without frequent sacrifice. Even if it would, the devil would hardly inform the magi of this fact, as making sacrifices to the devil is a good way to damn your soul. Some stories that might arise from sacrifices include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revolt in the Inferno&#039;&#039;&#039;: The magi sacrifice the children of the grogs to the devil by casting them into the volcano. Rego Mentem effects can easily keep the grogs under control&lt;br /&gt;
in even the most despicable circumstances, but one botched spell by the magi could unravel all their careful plans and throw the covenant into revolt against their infernal masters.&lt;br /&gt;
The devil might even manufacture circumstances to make this happen — after all, a bloody revolt is sure to lead to more dammed souls, regardless of how it ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hidden Coven&#039;&#039;&#039;: Although the magi do not make sacrifices to the devil, a coven of infernalists hidden nearby does. The coven infiltrated the ranks of the covenant grogs and secretly cast sacrifices into the volcano heart. Will the infernalists be found out?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Henchmen&#039;&#039;&#039;: The magi seek out and assassinate infernalists and devil worshipers throughout Mythic Europe. Where possible they throw the bodies of these executed heretics into the maw of the volcano. The magi argue that they are performing god’s work, but on the other hand by executing an infernalist the magi have prevented him from repenting and saving his soul, thus ensuring another damned soul for hell. Are the magi the servants of heaven or hell?&lt;br /&gt;
&lt;br /&gt;
====Guardians====&lt;br /&gt;
&lt;br /&gt;
The covenant magi might neither worship nor deal with the devil; instead they might guard the hell portal and try to prevent demons from escaping into the world. Destroyer demons (see [[Realms_of_Power:_The_Infernal_Chapter_Seven:_Demons_as_Destroyers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories where Hell directly attacks the covenant. Some stories that might arise from this are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Masters&#039;&#039;&#039;: It is well-known in the Order that the covenant guards a portal to Hell. This is considered a worthy duty and many other covenants in the Tribunal send gifts of vis to help maintain a powerful Aegis around the covenant and to assist in the regular casting of a network of wards that envelope the crater. Re-casting is required as the bubbling volcano regularly breaks the circular wards. The magi of the covenant are also wellknown as masters of warding magic and other tribunal magi visit the covenant for instruction and study.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunder the Gate&#039;&#039;&#039;: Rumors reach the magi of a ritual that can destroy the hell portal. Chasing leads and researching this project might require travel throughout Mythic Europe,&lt;br /&gt;
and include many years of work. Of course, there is always the possibility that the rumored ritual is an Infernal plot: maybe the ritual will summon a demonic horde to destroy the covenant, or maybe the rumors are just intended to distract the magi from warding the portal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Devil’s Night&#039;&#039;&#039;: Once a year, the forces of Hell batter against the covenant’s defenses. Usually, these efforts are futile, but this year Hell has managed to marshal an army of soldiers led by infernalists in the mundane world, near the covenant. The infernalists plan to attack the covenant in the hope of breaking the wards about the&lt;br /&gt;
hell portal. As the covenant is more used to dealing with supernatural assaults, there may be unexpected problems in dealing with a large mundane attack.&lt;br /&gt;
&lt;br /&gt;
====Tragic Heroes====&lt;br /&gt;
&lt;br /&gt;
The covenant was founded by a magus whose lover (or beloved friend or family member) secretly turned to infernalism and then died in a state of unrepentant sin. The magus intends to study and then open the portal to hell, so he can travel to Hell and rescue his&lt;br /&gt;
beloved from eternal damnation. The magus’ plan may actually be the playing out of a stratagem of a Deceiver demon (see [[Realms_of_Power:_The_Infernal_Chapter_Six:_Demons_as_Deceivers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]). Some stories that this might inspire include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recruitment&#039;&#039;&#039;: The magus tries to recruit a small group of magi to help in his&lt;br /&gt;
project. Can he trust them? Do they suspect he is an infernalist?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Bargain&#039;&#039;&#039;: The devil rises from the hell portal and offers to return the&lt;br /&gt;
soul of the magus’ lover in exchange for the souls of a wealthy family of aristocrats. Is the devil trustworthy? Will dealing with the devil damn the magus himself? (No, and yes, obviously, but the magus might convince himself otherwise.) Can the magus find a way to damn the aristocrats?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dead Martyrs&#039;&#039;&#039;: Carrying a collection of holy relics will help protect the magus as he walks through the wastes of hell searching for his beloved. The magus can amass relics by raiding churches and monasteries. He might be able to buy relics, too, although he will need to be wary of fakes, and by buying relics the magus will commit the canon law crime of simony.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heaven’s Labors&#039;&#039;&#039;: A saint appears to the magus in a dream and offers to protect him during his journey through Hell. However, before the saint will help, the magus must found a monastery dedicated to the saint on the rim of the volcano. The prayers of the monks in the monastery will aid the magus during his sojourn in Hell.&lt;br /&gt;
&lt;br /&gt;
====Accused of Infernalism====&lt;br /&gt;
&lt;br /&gt;
A very real danger, of course, from living in close proximity to a portal to Hell is that regardless of the intentions of the characters they are vulnerable to accusations of infernalism. For this reason, the magi may want to keep the hell portal secret. Some possible stories arising from this concern are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A grog goes missing&#039;&#039;&#039;: Has he merely fallen into the lava, or has he run away?&lt;br /&gt;
What does he know about the hell portal? Was he a spy from a rival covenant? Can the magi track him down before he reveals their secret?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Visitors&#039;&#039;&#039;: Foreign magi unexpectedly arrive at the covenant. Can the hell portal be hidden from them? Can the visitors be encouraged to leave promptly without arousing their&lt;br /&gt;
suspicions, or do they already know about the portal? Can the demons on the other side of the hell portal be relied upon to keep quiet?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Framed&#039;&#039;&#039;: Even if the volcano is not really a hell portal, it is common knowledge&lt;br /&gt;
(right or wrong) that many volcanoes are. This means that a rival covenant might accuse the magi of infernalism, anyway. If the rival covenant is politically well-connected, within the tribunal, the accusation could lead to an investigation by the Quaesitors. Dealing with the investigation could be bothersome and disruptive to laboratory work even if there is nothing for the Quaesitors to find. Of course, a diabolically clever rival could even&lt;br /&gt;
make their own deal with the devil to plant evidence of infernalism in the volcano crater.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Thermal Bath of Good Humor===&lt;br /&gt;
&lt;br /&gt;
This invested item is a bath in which the covenfolk (and magi) can bathe in water heated by the volcano. Regular bathing in these waters increases the health of the characters. On the other hand, a version of this bath called &#039;&#039;The Thermal Bath of Scalded Flesh&#039;&#039; could be invented as a sadistic torture device.&lt;br /&gt;
&lt;br /&gt;
The bath is a huge item; if it is made of stone, it requires 20 pawns to open for enchantment (this takes one season and a Magic Theory Score of 10). If the bath is made of metal (iron or copper), it requires 25 pawns to open for enchantment (this takes one season and a Magic Theory Score of 13). The effects later only require 1 and 3 pawns to invest, which means that&lt;br /&gt;
there is plenty of room in the bath for other effects.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Test the Waters ====&lt;br /&gt;
&#039;&#039;&#039;InIg&#039;&#039;&#039; 9&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect determines the temperature in the bath. When the temperature drops below a comfortable bathing temperature, it activates the heating effect Fill the Bath. If the bath is intended to be &#039;&#039;The Thermal Bath of Scalded Flesh&#039;&#039;, then this effect is invented to monitor around (and activate the [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fill_the_Bath|&#039;&#039;Fill the Bath&#039;&#039;]] effect at) the boiling temperature of water.&lt;br /&gt;
|Base 2, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (18), Two Seasons (14), Three Seasons (12), Four Seasons (12).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fill the Bath ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 28&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect causes the water in the bath&lt;br /&gt;
to move through the air, pass over a volcanically heated region, and then back in a&lt;br /&gt;
circle into the bath. The water travels in&lt;br /&gt;
its circuit as a gentle stream suspended in&lt;br /&gt;
the air at about waist height. The water returns to the bath warmed and dissolved in&lt;br /&gt;
the water are a number of beneficial mineral salts.&lt;br /&gt;
&lt;br /&gt;
If the bath is being controlled to a comfortable bathing temperature, then any characters who bathe once a day for most of the year receives a +1 Living Condition modifier to their Aging Rolls for that year, and a +1 Modifier to any Recovery Rolls they make during the year (see ArM5, pages [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Aging|168]] and [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Recovering_From_Wounds|179]]). This modifier cannot be increased by more frequent bathing. These beneficial effects come from the mineral salts that are entrained in the water. The beneficial effects are not magical in origin, and a character who constantly&lt;br /&gt;
uses the bath in this way does not gain Warping Points. The bath does not need to be able to detect the mineral salts as they are naturally present in the volcano. &lt;br /&gt;
&lt;br /&gt;
If for some reason, the mineral salts are lacking from the volcano (which would be highly unusual) then the bath has no beneficial effects on the bather — apart from cleanliness, of course!&lt;br /&gt;
&lt;br /&gt;
If the bath is being controlled to a scalding temperature, then any character immersed in the bath takes +12 damage each round due to the elevated temperature.&lt;br /&gt;
&lt;br /&gt;
The effect requires both the presence of water in the bath and a volcanic region to heat the water within Sight range. If either of these elements are missing the effect does not activate.&lt;br /&gt;
|Base 1, +3 Sight, +1 Diameter, +2 very unnatural effect; +10 unlimited uses per day, +3 linked trigger ([[Hermetic_Projects_Chapter_Two:_The_Burning_City#Test_the_Waters|&#039;&#039;Test the Waters&#039;&#039;]])}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (56), Two Seasons (42), Three Seasons (38), Four Seasons (35).&lt;br /&gt;
&lt;br /&gt;
===Well Ever-Full===&lt;br /&gt;
&lt;br /&gt;
This well is an invested item. It has two effects enchanted in it: one periodically fills the well with water from the sea, the other removes the salt from the water. As both effects are momentary, once the water has been affected it is no longer under a magical effect. The water is thus drinkable by characters with Magic Resistance. If there is a suitable river or lake near the covenant, then the well could source its water from there, without the need to remove the salt from the water. However, many naturally-occurring volcanoes are located on islands remote from sources of fresh water. River and lake sources can also be problematic as they may not be available year-round (through either evaporation or freezing), and may even dry up completely for years at a time.&lt;br /&gt;
&lt;br /&gt;
As the two effects require 6 and 3 pawns of vis respectively, the well must be opened for enchantment using at least 9 pawns of vis. A well (a huge item made of stone) takes 20 pawns of vis to open for enchantment (leaving room for extra effects to be invested if desired). It takes one season to open the well for enchantment, which requires a Magic Theory Score of 10.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fill the Well ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 54&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 2 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect is triggered every sunrise and sunset. It instantaneously fills the well&lt;br /&gt;
with water from the sea (which must be within seven leagues). The effect requires an Arcane Connection to the sea. Any water which remains from the previous triggering of the effect&lt;br /&gt;
is sufficient for this. However, if the well is ever completely drained of water, it must&lt;br /&gt;
be primed with a cup of water from the sea. If the well ceases to work (for some reason) for more than a few months, then the well must also be refilled with a cup of water from the sea, as the Arcane Connection to the sea will have expired.&lt;br /&gt;
&lt;br /&gt;
The volume of water that is transported daily into the well is sufficient to supply&lt;br /&gt;
the water needs of a covenant of several hundred people.&lt;br /&gt;
&lt;br /&gt;
The effect is based on the Rego Corpus guidelines, applied by analogy to the Aquam Form. Note that the water is only transported a distance of seven leagues, so for this to be effective the well must be located with seven leagues of the water source. A version of this effect, using the guideline one magnitude higher, would enable the water to be transported any distance.&lt;br /&gt;
|Base 30, +4 Arcane; +3 environmental trigger, +1 2 uses per day}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (108), Two Seasons (81), Three Seasons (72), Four Seasons (68).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cleanse the Undine&#039;s Tears ====&lt;br /&gt;
&#039;&#039;&#039;PeAq&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 2 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect eliminates the salt in the water in the well. This effect is triggered by the [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fill_the_Well|&#039;&#039;Fill the Well&#039;&#039;]] power, and is activated one round later.&lt;br /&gt;
&lt;br /&gt;
Note that the salinity of the water will not return once it has been removed. This&lt;br /&gt;
is because salt is not part of the essential nature of water.&lt;br /&gt;
|Base 15, +1 Touch; +3 linked trigger (&#039;&#039;Fill the Well&#039;&#039;), +1 2 uses per day}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (48), Two Seasons (36), Three Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seed: Vulcan&#039;s Forge====&lt;br /&gt;
The Roman God [https://en.wikipedia.org/wiki/Vulcan_(mythology) Vulcan] (Greek, [https://en.wikipedia.org/wiki/Hephaestus Hephaestus]) had forges beneath Vesuvius and Vulcano, and possibly other volcanoes too. Many volcanoes thus contain faerie regiones that led to Vulcan’s court.&lt;br /&gt;
&lt;br /&gt;
Of course, whether the Vulcan presiding over this hot and sooty realm is the real Vulcan, or merely a faerie portraying the role, is unclear. Stories that might arise from Vulcan’s Forge include:&lt;br /&gt;
&lt;br /&gt;
=====The Competition===== &lt;br /&gt;
&lt;br /&gt;
An emissary from Vulcan arrives at the covenant and delivers a challenge. Vulcan claims that the volcano is his forge and will not allow the magi to remain unless they beat him in a series of competitions. The competitions include:&lt;br /&gt;
&lt;br /&gt;
* Forging the strongest sword.&lt;br /&gt;
* Creating the sharpest edged blade.&lt;br /&gt;
* Smelting the largest amount of iron from ore in one day.&lt;br /&gt;
* Manufacturing the most beautiful and delicate copper tiara.&lt;br /&gt;
&lt;br /&gt;
The competition will be judged by Vulcan’s wife [https://en.wikipedia.org/wiki/Venus_(mythology) Venus] ([https://en.wikipedia.org/wiki/Aphrodite Aphrodite]). If the magi refuse to participate then Vulcan will cause the volcano to erupt. On the other hand, as long as the magi perform credibly Vulcan will let them stay, even if they do not actually win the competition.&lt;br /&gt;
&lt;br /&gt;
=====Forge Companion===== &lt;br /&gt;
&lt;br /&gt;
Vulcan offers to train a character in the art of metalworking (or the magi request this). The character lives for several years in Vulcan’s court and gains an Affinity Virtue with either Craft: Metalwork, Rego, Ignem, or something similar. The years spent in the faerie court are also spent learning Abilities or Arts from Vulcan, working at his  forge, or adventuring in the faerie court.&lt;br /&gt;
&lt;br /&gt;
=====Smith for Hire===== &lt;br /&gt;
&lt;br /&gt;
Vulcan can make highly complex devices and can find exotic materials. He is willing to work for the magi, but they need to pay him with presents for his wife Venus. Items created by Vulcan are especially useful for magi, as when he uses his forge he automatically prepares the item for enchantment (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Preparation_for_Enchantment|ArM5, page 97]]). This means that the magi can invest items that are large or made of exotic components, even if they lack the required Magic Theory to prepare the item for enchantment themselves. Items forged by Vulcan are also very cost-effective as invested items — depending, of course, upon what Venus’ present costs the magi.&lt;br /&gt;
&lt;br /&gt;
=====Outside Influence===== &lt;br /&gt;
&lt;br /&gt;
If it becomes known that the covenant is in contact with Vulcan’s court, then representatives of [[Houses_of_Hermes:_Mystery_Cults_Chapter_Four:_House_Merinita|House Merinita]] and [[Houses_of_Hermes:_Mystery_Cults_Chapter_Five:_House_Verditius|House Verditius]] are likely to both be very  interested. The covenant can expect to be visited by many magi of these Houses, which could lead to competition over local resources, the establishment of a House Verditius dominated chapterhouse on the very doorstep of a covenant, and legal wrangling at Tribunal over whether anyone is “molesting the faeries” of Vulcan’s court. At the very least, many visitors are likely to distract the magi from their own work.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
Volcanoes might be home to a number of supernatural creatures. These effects may help the magi deal with their neighbors.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Basalt Cage ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|This ritual creates a large cage made out of basalt stone with a single gate (also&lt;br /&gt;
made of basalt) that can be opened and shut. The cage is large enough to hold ten man-sized creatures. Individuals in the cage may find it difficult to escape, if the gate is somehow locked or barred.&lt;br /&gt;
 &lt;br /&gt;
However, the main purpose of the ritual is to create a cage which is subsequently&lt;br /&gt;
enchanted as an item with the effect [[Hermetic_Projects_Chapter_Two:_The_Burning_City#The_Entrapped_Flame|&#039;&#039;The Entrapped Flame&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
Note that, if your character is talented at Rego magics, he may find it easier to use&lt;br /&gt;
a Rego Terram craft effect to sculpt such a cage from a hunk of basalt. However, remember to consider that the magus must make a Finesse roll against an Ease Factor of 24 to succeed in casting such a Rego craft effect, as it would be hard for a mundane craftsman to sculpt such an item and it would take him a long time to do so (see [[Covenants_Chapter_Four:_Covenfolk#Rego_Craft_Magic|&#039;&#039;Covenants&#039;&#039; page 49]]).&lt;br /&gt;
|Base 3, +1 Touch, +1 Size, +1 complex structure, +2 minimum level of a ritual}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (40), Two Seasons (30), Three Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Commune with the Fire Soul ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 30&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster plunges his hands into lava (which will cause damage if he is not protected) and communes with the spirit of the volcano. If the volcano’s spirit is a creature with Might, then this spell needs to penetrate its Magic Resistance.&lt;br /&gt;
&lt;br /&gt;
The length of time a conversation with a volcano spirit takes is highly variable, and depends on the activity of the volcano. The spell allows the caster to perceive and participate in the conversation at either great speed or very slowly, as appropriate. A conversation of a few simple sentences with a dormant volcano could take many days, and would therefore require either a spell with a different duration or magical effects similar&lt;br /&gt;
to [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#General_16|&#039;&#039;Maintaining the Demanding Spell&#039;&#039;]] (ArM5, page 162) in order to maintain the Concentration duration. On the other hand, a long multi-faceted discourse with an active volcano can be conducted in a fraction of a round.&lt;br /&gt;
|Base 20, +1 Touch, +1 Concentration}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (60), Two Seasons (45), Three Seasons (40), Four Seasons (38).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Ring of Protection Against Creatures of Fire ====&lt;br /&gt;
&#039;&#039;&#039;ReIg&#039;&#039;&#039; 35&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: +22, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This ring, with an inset ruby, wards the wearer against creatures with an Ignem Form who have a Magic Might of no more than 20.&lt;br /&gt;
|Base Effect at level 20, using Sun Duration instead of Ring and Individual Target instead of Circle; +11 penetration bonus of 22; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (70), Two Seasons (53), Three Seasons (47), Four Seasons (44).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Sense the Hearts of Fire ====&lt;br /&gt;
&#039;&#039;&#039;InIg&#039;&#039;&#039; 30&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|The caster detects whether creatures he can see have an Ignem Form Might. This is a magical property of a creature made of flame. It has no effect on creatures that are not made of Ignem, regardless of whether they have a Might or not. Creatures apparently made of flame (creatures of another Form, illusions, or the effects of Hermetic Rego Ignem magic) who do not have an Ignem Form Might are also not detected by this effect.&lt;br /&gt;
&lt;br /&gt;
Obviously, this spell needs to Penetrate the Magic Resistance of the detected creatures.&lt;br /&gt;
|Base 4, +2 Sun, +4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (60), Two Seasons (45), Three Seasons (40), Four Seasons (38).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Sublimation of Flame ====&lt;br /&gt;
&#039;&#039;&#039;MuIg(Au)&#039;&#039;&#039; 30&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Voice, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell changes a fire elemental (or another creature made of fire) into air for a&lt;br /&gt;
short period of time. This renders the fire elemental incapable of using many of its powers for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
If the target is in a well-ventilated area (such as outside), then the air that forms its body disperses. This inflicts an Incapacitating Wound on the fire elemental, and when its body returns to fire, numerous small fires erupt throughout the volume it has filled (about 50 paces across). These small fires cause +3 damage to anyone in the volume, and ignite&lt;br /&gt;
flammable materials.&lt;br /&gt;
&lt;br /&gt;
If the target is in an enclosed area (such as inside a room), then the air is closely contained, and the creature suffers no damage. When the fire elemental’s body returns to flame anyone else remaining within the room immediately takes either +10 or +Might damage (whichever is greater) as the elemental’s incandescent body of flame coalesces. &lt;br /&gt;
&lt;br /&gt;
This spell must Penetrate the Magic Resistance of the fire elemental. This spell is able to affect creatures of up to Size +6 (this includes fire elementals of up to Might 25)&lt;br /&gt;
|Base 5, +2 Voice, +1 Diameter, +2 size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (60), Two Seasons (45), Three Seasons (40), Four Seasons (38).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Entrapped Flame ====&lt;br /&gt;
&#039;&#039;&#039;ReIg&#039;&#039;&#039; 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: +22, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This effect is enchanted into a cage made from basalt stone (see [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Basalt_Cage|&#039;&#039;Basalt Cage&#039;&#039;]]) which is&lt;br /&gt;
large enough to hold ten man-sized creatures. Creatures with Ignem Magic Might up to 20 cannot escape from the cage.&lt;br /&gt;
&lt;br /&gt;
The cage has a gate, that can be opened and shut by characters who are not affected by the cage. Shutting the gate activates the effect.&lt;br /&gt;
|Base Effect at level 20, using Sun Duration, +2 Room; +11 penetration bonus&lt;br /&gt;
of 22, +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
This item could be invented as a lesser enchanted item. Required Lab Total to invent lesser enchanted item: 90 Alternatively, the item could be invented as an invested item. It takes 20 pawns of vis (huge, stone), one season and a Magic Theory Score of 10 to open the basalt cage for enchantment. Then, invest the effect. Required Lab Total to invest effect: One Season (90), Two Seasons (68), Three Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seed: Eternal Spirit of Flame====&lt;br /&gt;
The volcano (or a regio within it) may be inhabited by a powerful magical nature spirit, or possibly a spirit associated with another realm. Once the characters have established  themselves in or near the volcano, they can try to contact and commune with this spirit. Alternatively, the spirit may contact the magi itself. Bjornaer and Merinita characters&lt;br /&gt;
are particularly likely to be contacted, as they are generally the magi most connected with nature, but any character apparently interested in the welfare of the volcano could be contacted.&lt;br /&gt;
&lt;br /&gt;
Communing with the spirit at the heart of the volcano allows the characters to access the Volcano Lore Supernatural Ability (this is a type of Nature Lore; see [[Houses_of_Hermes:_Mystery_Cults_Chapter_Four:_House_Merinita#Nature_Mysteries|&#039;&#039;Houses of Hermes: Mystery Cults&#039;&#039;, pages 102–106]], or [[Guardians_of_the_Forest_Chapter_Four:_The_Forest#New_Arcane_Ability:_Forest_Lore*|&#039;&#039;Guardians of the Forests: The Rhine Tribunal&#039;&#039;, page 37]]).&lt;br /&gt;
&lt;br /&gt;
The volcano spirit can grant Virtues to characters who are loyal to it. The basic procedure is that the character performs a quest for the spirit and makes a sacrifice (gains a Flaw) and in return the spirit grants the character a portion of his power (a Virtue). Each quest is a good opportunity for the troupe to tell a story. Some example Virtues, quests, and&lt;br /&gt;
sacrifices include the following.&lt;br /&gt;
&lt;br /&gt;
=====Virtues===== &lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Elemental_Magic|&#039;&#039;&#039;Elemental Magic&#039;&#039;&#039;]], Major Hermetic Virtue (ArM5, page 41): Many of these projects use elemental Forms with other elemental Forms as requisites. A character with the Elemental Magic Virtue can ignore such requisites, making the projects easier.&lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Greater_Immunity|&#039;&#039;&#039;Greater Immunity&#039;&#039;&#039;]], Major Supernatural Virtue (ArM5, page 43), or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Lesser_Immunity|&#039;&#039;&#039;Lesser Immunity&#039;&#039;&#039;]], Minor Supernatural Virtue (ArM5, page 44): Immunity to lava, heat, or noxious fumes could be very convenient for living in the Burning City.&lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Major_Magical_Focus|&#039;&#039;&#039;Major Magical Focus&#039;&#039;&#039;]], Major Supernatural Virtue (ArM5, page 45), or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Minor_Magical_Focus|&#039;&#039;&#039;Minor Magical Focus&#039;&#039;&#039;]], Minor Supernatural Virtue (ArM5, page 46): A major focus in volcanoes or a minor focus such as ash, fire elementals, lava, volcanic fumes, or volcanic rock.&lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Mythic_Blood|&#039;&#039;&#039;Mythic Blood&#039;&#039;&#039;]], Major Hermetic Virtue (ArM5, page 47): The magus could have his blood mingled with that of Vulcan, a fire elemental, or a dragon, and thus inherit useful supernatural powers from this powerful lineage. &lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Special_Circumstances|&#039;&#039;&#039;Special Circumstances&#039;&#039;&#039;]], Minor Hermetic Virtue (ArM5, page 49): Your magus gains a bonus to his magic when casting inside a volcano.&lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Ways_of_the_(Land)|&#039;&#039;&#039;Ways of the (Volcano)&#039;&#039;&#039;]], Major General Virtue (ArM5, page 50): Your character gains a deeper understanding of volcanic regions.&lt;br /&gt;
&lt;br /&gt;
=====Quests===== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Awaken the Sleeper&#039;&#039;&#039;: The spirit of the volcano is lonely, but he has a brother who lies dormant beneath the earth. The character must awaken the brother (cause him to erupt),&lt;br /&gt;
creating a new volcanic crater. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood to Flame&#039;&#039;&#039;: The character must invent, and cast on himself, a ritual that permanently changes his blood to lava.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleanse the Slopes&#039;&#039;&#039;: The slopes of the volcano have been colonized by a monastery that rings a bell to the glory of God. Each peal of the bell strengthens the Divine and weakens the magic aura that the volcano spirit feeds upon. The character must silence the monastery bell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gather the Embers&#039;&#039;&#039;: The spirit of the volcano has a number of children (fire elementals) that over the centuries have dispersed throughout Mythic Europe. One of his children is trapped in the catacombs beneath a mundane king’s castle (the fire elemental is used as a source of central heating for the castle). The character must travel to the castle and rescue the fire elemental from its servitude.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stoke the Fire&#039;&#039;&#039;: The volcano has been weakened by long centuries of activity. The character must recharge the heart of the volcano by casting a rook of Creo vis into the crater heart.&lt;br /&gt;
&lt;br /&gt;
=====Sacrifices===== &lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Blatant_Gift|&#039;&#039;&#039;Blatant Gift&#039;&#039;&#039;]], Major Hermetic Flaw (ArM5, page 51): The character sweats, puffs, fumes, and rumbles like a volcano on the brink of eruption; other characters find him very unusual.&lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Chaotic_Magic|&#039;&#039;&#039;Chaotic Magic&#039;&#039;&#039;]], Major Hermetic Flaw (ArM5, page 52): The character’s magic becomes like an erupting volcano and difficult to control.&lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Difficult_Spontaneous_Magic|&#039;&#039;&#039;Difficult Spontaneous Magic&#039;&#039;&#039;]], Minor Hermetic Flaw (ArM5, page 53): Like a dormant volcano, the character’s spontaneous magic becomes difficult to rouse.&lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Incomprehensible|&#039;&#039;&#039;Incomprehensible&#039;&#039;&#039;]], Minor General (ArM5, page 55): The character’s understanding of magic changes and becomes full of allusions to bubbling lava and drifting ash that other magi cannot readily comprehend.&lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Missing_Hand|&#039;&#039;&#039;Missing Hand&#039;&#039;&#039;]], Minor General (ArM5, page 56): The character cuts his hand off and casts it into the volcanic crater, linking him with the volcano’s spirit.&lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Unpredictable_Magic|&#039;&#039;&#039;Unpredictable Magic&#039;&#039;&#039;]], Minor Hermetic (ArM5, page 60): The character’s magic can erupt unexpectedly.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
To complete many of the projects that comprise the Burning City your characters might want to increase their Lab Total. These are some strategies that you might like to employ.&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
Shape and Material bonuses can give your characters bonuses to their Lab Total when inventing item effects ([[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Instilling_The_Effect|ArM5, page 99]]). Also, if a magus has a Talisman, then its Shape and Material bonuses can be used to give him a bonus when casting appropriate spells (once the Talisman has been attuned; see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Talisman_Attunement|ArM5, page 98]]).&lt;br /&gt;
&lt;br /&gt;
Some new Shape and Material Bonuses are listed later (the troupe should feel free to devise their own Shape and Material bonuses too). The bonuses written in italic text have been drawn from other books in Ars Magica Fifth Edition. The bonuses written in regular text are new suggestions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ash&#039;&#039;&#039; (burned debris, not the tree) (+2&lt;br /&gt;
burning things, +5 affect things that&lt;br /&gt;
have been burned, +2 Ignem)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifacts from Pompeii and Herculaneum&#039;&#039;&#039; (+3 volcanoes)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marble&#039;&#039;&#039; (&#039;&#039;+5 wards, +3 beauty&#039;&#039;, +3 cold)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mask&#039;&#039;&#039; (&#039;&#039;+2 affect wearer’s sight, +3 hiding, +7 disguise,&#039;&#039; +2 affect wearer’s breathing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror&#039;&#039;&#039; (+7 illusions, +5 see the truth)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vent&#039;&#039;&#039; (+7 affect air passing through it)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volcano&#039;&#039;&#039; (+5 volcanoes)&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
Features can be added to a laboratory which add a bonus to certain types of Lab&lt;br /&gt;
Totals, and elements of the laboratory’s structure or location can also be auspicious for some sorts of work. Many of the options presented in &#039;&#039;Covenants&#039;&#039; ([[Covenants_Chapter_Nine:_Laboratories#Laboratory_Specializations|pages 112–121]]) could help with the Burning City effects. Some new Laboratory Virtues and Flaws include the following.&lt;br /&gt;
&lt;br /&gt;
====Features====&lt;br /&gt;
&lt;br /&gt;
A Greater Feature is a &#039;&#039;Major Structure Virtue&#039;&#039; for a Laboratory and it adds +2 Aesthetics and +3 points distributed among the appropriate specializations. A Lesser Feature is a &#039;&#039;Minor Structural Virtue&#039;&#039; and it adds +1 Aesthetics and +1 in an appropriate specialization.&lt;br /&gt;
&lt;br /&gt;
=====Fumes=====&lt;br /&gt;
&lt;br /&gt;
A sphere of glass rests on plinth in the laboratory. Trapped in the sphere are swirling, noxious vapors captured from a volcanic vent. &#039;&#039;Specializations: Pe, Au, Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Pool of Lava=====&lt;br /&gt;
&lt;br /&gt;
The laboratory is either built to enclose a pool of lava or a specially constructed cauldron keeps a sample of lava hot and molten. &#039;&#039;Specializations: Ig, Te&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Thermal Spring=====&lt;br /&gt;
&lt;br /&gt;
A volcanically heated spring bubbles up from the center of the laboratory. &#039;&#039;Specializations: Cr, Aq, Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Volcanic Rock=====&lt;br /&gt;
&lt;br /&gt;
In the center of the laboratory is a huge slab of volcanic rock. &#039;&#039;Specializations: Mu, Ig, Te&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Dormant Volcano====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Free Structure Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is located in a dormant volcano crater. &#039;&#039;+1 Aesthetics, +1 Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Active Volcano====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Major Structure Flaw&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is located in an active volcanic crater. Note that the Safety, Upkeep, and Health factors here assume that this laboratory and the magus are both somehow protected from the catastrophic hazards of being in an active volcano crater. &#039;&#039;+2 Upkeep, –2 Safety, –1 Health, +1 Experimentation, +3 Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Mineral Bath====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Minor Outfitting Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory contains a mineral bath that is heated by a volcanic source. The magus takes frequent baths while contemplating his work. &#039;&#039;+2 Health, –1 Safety, +1 Aq, +1 Longevity Rituals&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Volcanic Spirit Forge====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Minor Supernatural Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory contains a forge that is heated by a volcanic spirit. &#039;&#039;–1 Upkeep, –1&lt;br /&gt;
Safety, +1 Experimentation, +1 Re, +1 Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Hell Portal====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Major Supernatural Flaw&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory contains a fiery portal to Hell. &#039;&#039;–2 Safety, +2 Warping, +1 Re, +3 Vi&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
Your magus could try to accomplish some of these projects using experimentation (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Arcane_Experiments|ArM5, pages 107–109]]). What follows are some example side effects and modified effects that could result from experimentation on these projects (if a side effect or modified effect is rolled on the Extraordinary Effects table; see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Experimentation:_Extraordinary_Results|ArM5, page 109]]).&lt;br /&gt;
&lt;br /&gt;
These are only suggestions: your troupe should feel free to modify, or ignore these, or create your own, as necessary.&lt;br /&gt;
&lt;br /&gt;
* The effect only works when the volcano is erupting.&lt;br /&gt;
* The effect only works when used within the crater of a particular volcano.&lt;br /&gt;
* Tears of lava momentarily flow from either the caster’s or the target’s eyes. This causes +10 heat damage, and blinds him for one diameter.&lt;br /&gt;
* The target (or caster) belches a powerful sulfurous stench. This causes no damage, but it is obnoxious and it draws attention to the character.&lt;br /&gt;
* The target (or caster) becomes very hot, and sweats profusely. He must make a Stamina check against an Ease Factor of 6 or immediately lose a Long Term Fatigue level due to lack of water (the Fatigue level can only be regained by drinking).&lt;br /&gt;
* Any flammable items held or worn by the caster (or target) ignite. This usually includes clothing, straps holding armor together, etc.&lt;br /&gt;
* Metal objects held or worn by the caster (or target) melt. This causes no damage if he immediately drops the item, although usually it ruins the item. If the character holds onto the item, he takes +12 heat damage. If he is wearing full metal armor, he takes +48 damage; partial metal armor, +36 damage.&lt;br /&gt;
* The caster’s (or target’s) clothing turns to ash. This causes no damage exceptto the clothing, but obviously it draws attention to the character. Metal armor and jewelry is slightly singed, but otherwise unaffected.&lt;br /&gt;
* Fires within Voice range of the target (or caster) briefly flare up to a brilliant, searing heat and then extinguish. &lt;br /&gt;
* Wherever the caster (or target) walks, her footprints burn into the surfaces she walks upon. This leaves a clear trail of scorched earth and ash. This side effect lasts for Sun duration.&lt;br /&gt;
* The room briefly fills with toxic volcanic fumes. An immediate Stamina check, against an Ease Factor of 6, must be made for each character within the room. If this is failed the character takes a Medium wound. If the room is normally ventilated, the poisonous fumes disperse within 1 round. However, if the room is sealed, the fumes persist and characters in the room need to take another Stamina check every Diameter. If the effect is cast outside, there is no damaging effect as the fumes are too quickly dispersed, although characters within Voice range of the caster do smell the fumes before they disperse.&lt;br /&gt;
* The humors of the caster (or target) become temporarily unbalanced. Make a Stamina check for the target against an Ease Factor of 6. If this is failed, the character develops a disease due to an excess of hot, dry, yellow bile, which causes a Medium Wound.&lt;br /&gt;
* The humors of the caster (or target) become subtly, but permanently unbalanced. This causes no immediate effect, but the character’s subsequent Aging checks are made with an additional –1 Living Condition Modifier. Note, that this side-effect only affects the character once, even if he is affected by the spell/item effect multiple times.&lt;br /&gt;
* The humors of the caster (or target) are buffered against extreme swings. This causes no immediate effect, but the character’s subsequent Aging checks are made with an additional +1 Living Condition Modifier. Note, that this side effect only affects the character once, even if he is affected by the spell/item effect multiple times.&lt;br /&gt;
* The outer layers of the target’s skin form a hard, black crust. This gives him a +3 bonus  to Soak, which lasts for Sun duration. When this side-effect expires, the crust of skin  peels off over a period of about one week. This has no game-mechanical effect, but it is visually unappealing: the peeling skin is broken, scabbed, and burnt.&lt;br /&gt;
* The caster (or target) is imbued with a warm internal glow. She does not suffer from exposure, hunger, or thirst until the glow subsides, which takes a simple die of Sun durations. This side effect appears to bypass the Limit of Energy, which could make the spell Lab Text an important source of insight for a magus attempting research in this area.&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
&lt;br /&gt;
{{ArM5HermeticProjectsTOC}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_One:_Wonders_of_the_Hermetic_World&amp;diff=23091</id>
		<title>Hermetic Projects Chapter One: Wonders of the Hermetic World</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_One:_Wonders_of_the_Hermetic_World&amp;diff=23091"/>
		<updated>2026-07-06T17:23:58Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: Removed under construction box and added ToC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Wonders of the Hermetic World=&lt;br /&gt;
&lt;br /&gt;
The magi of the Order of Hermes are among the most powerful practitioners of magic the world has ever seen. They have the power to reshape the land, bind the elements to their will, and hold life and death within their thrall. But while some magi seek to depart from their Hermetic learning by embracing secret mysteries that twist their Gifts, others use Bonisagus’ great theory to its full potential and achieve the truly incredible. This book is for those ambitious magi who see the power and wonder in Hermetic magic, as passed from master to apprentice for generations. &lt;br /&gt;
&lt;br /&gt;
This book presents six grand Hermetic projects that magi, councils of magi, or covenants may undertake. The magi undertaking these endeavors need only know the core magical teachings of Bonisagus as presented in the Ars Magica Fifth Edition core rulebook. They require no Mystery Cult initiations, no studious original research, and no discovery of ancient lost secrets. The projects are presented in such a way that any magus inclined to follow them can achieve the intended results.&lt;br /&gt;
&lt;br /&gt;
==The Hermetic Projects==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Hermetic Projects Chapter Two: The Burning City|The Burning City]]&#039;&#039;&#039; project sees the construction of a covenant in the heart of a volcano. The project moves from setting out to find a volcano to creating Hermetic rituals that transform mountains into new volcanoes; and from ensuring that magi and covenfolk alike can survive in the most inhospitable of environments to spells and devices to control the volcano and its inhabitants, both natural and unnatural.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Hermetic Projects Chapter Three: The Great Tower|The Great Tower]]&#039;&#039;&#039; is perhaps the most&lt;br /&gt;
audacious project that the world has ever&lt;br /&gt;
seen. It is by turn a celebration of mankind’s aspirations, and an arrogant affront&lt;br /&gt;
to God’s Divine order. This project sees the&lt;br /&gt;
construction of a tower so tall that it might&lt;br /&gt;
reach into Heaven itself. Angels, demons,&lt;br /&gt;
passion, and pride all drive this potentially&lt;br /&gt;
endless project that could consume not just&lt;br /&gt;
one magi, but generations of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Hermetic Projects Chapter Four: The Hermetic Shipyard|The Hermetic Shipyard]]&#039;&#039;&#039; describes the&lt;br /&gt;
founding and construction of an Hermetic&lt;br /&gt;
laboratory in the form of a shipyard. The&lt;br /&gt;
laboratory is described as per the rules in&lt;br /&gt;
the Covenants supplement, and enables the&lt;br /&gt;
magus to complete the second part of this&lt;br /&gt;
project: the building of an enchanted ship&lt;br /&gt;
called The Hermes. Effects are described to&lt;br /&gt;
allow the Hermetic shipwright to build&lt;br /&gt;
vessels more quickly and more soundly&lt;br /&gt;
than his mundane rivals. And exotic ships,&lt;br /&gt;
which are only made possible through&lt;br /&gt;
enchantment, are also discussed, including ships that sail the skies, that skim the&lt;br /&gt;
ocean floor, and even those that tack the&lt;br /&gt;
void between the Magic Realms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Hermetic Projects Chapter Five: The Intangible Assassin|The Intangible Assassin]]&#039;&#039;&#039; project gives&lt;br /&gt;
the maga the tools she needs to dominate&lt;br /&gt;
her foes in Wizard’s War. The chapter&lt;br /&gt;
describes effects that gather information&lt;br /&gt;
about an enemy and provide unseen vectors of attack, discusses how to increase&lt;br /&gt;
the chances of penetrating Magic Resistance, and, of course, tells how to combat&lt;br /&gt;
and defend against such attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Hermetic Projects Chapter Six: The Living Corpse|The Living Corpse]]&#039;&#039;&#039; is the chapter for&lt;br /&gt;
those magi who see death as something&lt;br /&gt;
to be cheated and life as a right not to be&lt;br /&gt;
surrendered lightly. The achievement of&lt;br /&gt;
immortality is the aim of this Hermetic&lt;br /&gt;
project. There are Mystery Cults that jealously guard the secret of immortality, but&lt;br /&gt;
their number is small and their secrets may&lt;br /&gt;
soon be lost. The effects described in this&lt;br /&gt;
chapter are open to all magi of Hermes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Hermetic Projects Chapter Seven: The Menagerie of Magical Beasts|The Menagerie of Magical Beasts]]&#039;&#039;&#039; describes a collection of beasts, both mundane and magical, and the means to find, ensnare, and contain them. Such a project is both a useful resource for the studious mind and a symbol of great wealth and prestige. This chapter discusses all aspects of maintaining a menagerie, including the acquisition of prized specimens and their accommodation, handling, and domestication. The enchantment of animals through the application of magical brands is also discussed, as is the potential to breed and cross-breed from the menagerie specimens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;|&lt;br /&gt;
====Using Other Supplements====&lt;br /&gt;
Magi undertaking any of these projects require only core Hermetic magic as described in the Ars Magica Fifth Edition rulebook. But the projects also make use of some of the standard techniques and trappings open to all magi that have been explored in later supplements. [[Rego Craft Magic]] and laboratory advancement from the [[Covenants]] supplement are used to support some projects, while others use material from [[Realms of Power: Magic Open Content|Realms of Power: Magic]], [[City &amp;amp; Guild Open Content|City &amp;amp; Guild]], and [[Art &amp;amp; Academe Open Content|Art &amp;amp; Academe]], all of which are areas open to all Hermetic magi.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Using this book==&lt;br /&gt;
&lt;br /&gt;
For the player, the six Hermetic projects presented in this book are designed for a magus to follow from start to finish. The various spells and devices advance the magus’ knowledge and ability and move the project a step closer to completion. But the projects are also filled with story opportunities, whether as a result of certain laboratory work, or as an obstacle to be dealt with before work can continue. Each project is distinctive enough to guide a magus’ career through a saga, and some may potentially guide the saga itself. &lt;br /&gt;
&lt;br /&gt;
The items and effects described in each chapter can also be used simply as sources of inspiration. A magus may be looking for a way to entrap a magical beast and find a solution in the Menagerie chapter, while a storyguide may be looking to present the covenant with a deadly Hermetic challenge, in which case the Intangible Assassin chapter will be invaluable to player and storyguide alike.&lt;br /&gt;
&lt;br /&gt;
The spells and devices that build toward each project are fully described in the usual way. However, they also have an additional line that provides the minimum laboratory total required to complete the device in one, two, three, or four seasons. This is to help players plan their approach when following a given project and to weigh up their options; a device described as a Lesser Enchanted&lt;br /&gt;
Item could instead be created as a standard Invested Item if the magus doesn’t yet have a high enough lab total to complete the work in a single season.&lt;br /&gt;
&lt;br /&gt;
While the assumption is that all of these projects have yet to be undertaken by the Order of Hermes, storyguides may like to use those that their players do not want to pursue as background material&lt;br /&gt;
for their sagas; no matter who builds the Great Tower for instance, there is drama to be had from the threat of Divine wrath at such Hermetic arrogance.&lt;br /&gt;
&lt;br /&gt;
=Designing your own project=&lt;br /&gt;
&lt;br /&gt;
The six Hermetic projects presented&lt;br /&gt;
in this book are just the start of what’s&lt;br /&gt;
possible, and every troupe may develop&lt;br /&gt;
their own grand projects relating directly&lt;br /&gt;
to events, characters, or situations in their&lt;br /&gt;
own sagas. Developing such a project is&lt;br /&gt;
not simply about designing a number of&lt;br /&gt;
related effects. A grand project may occupy the magi involved for a number of&lt;br /&gt;
years and will present challenges along&lt;br /&gt;
the way. So here is a walk-through of&lt;br /&gt;
a project showing the major steps you&lt;br /&gt;
might want to consider when designing&lt;br /&gt;
your own project.&lt;br /&gt;
&lt;br /&gt;
First, you need to define what the project is. This will include working out the&lt;br /&gt;
motivation behind the project and its ultimate goal. This provides the direction and&lt;br /&gt;
helps to keep the stories, challenges, and&lt;br /&gt;
laboratory work focused toward the outcome. This is likely to arise from events&lt;br /&gt;
already underway in your saga.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: DodgerBlue&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;|&lt;br /&gt;
====Exempli Gratia:====&lt;br /&gt;
&#039;&#039;For the purposes of this walkthrough, let’s assume that we have a covenant in the turbulent Roman Tribunal, in the wealthy city of Verona. The covenant is beset on all sides by jealous neighbors both mundane and Hermetic. Fearful of an attack on their city, the magi decide to magically fortify it.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some projects, such as building a covenant inside a volcano, require a specific location. Others can be performed out of the magus’ laboratory. So the troupe should decide whether they need to settle&lt;br /&gt;
in a new location. Finding and securing such a location might present story opportunities as the magi lay the foundations for their project.&lt;br /&gt;
&lt;br /&gt;
Magi undertaking significant projects are rarely able to work independently. They will need assistance, if not from other magi, then from mundanes. The Hermetic shipwright, for instance, needs a team of carpenters and laborers in order to build his ships. Other projects may require&lt;br /&gt;
the magus to learn specific Arts or spells, and suitable books must be found and bargained for. And then there is the question of how to fund the project, both in terms of silver to pay for supplies and services, and vis for the enchantment of devices.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: DodgerBlue&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;|&lt;br /&gt;
====Exempli Gratia:====&lt;br /&gt;
&#039;&#039;Following our example, with the magi already based in and wanting to fortify Verona, it is clear that they will conduct their project from the city itself. But while the limited pockets of magical aura have so far been tolerable, the magi search for something larger and more powerful. If they do find a stronger magical aura, there’s a risk that something else has already laid claim to it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;All of the covenant’s magi have committed to this project, but they decide they have no alternative but to skirt the Code of Hermes and approach the city leaders for support and funding; the magi know they will need to buy vis and other supplies, and for that they will need money.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The troupe should then decide upon&lt;br /&gt;
the steps toward completing the project.&lt;br /&gt;
This may, as with the Hermetic Shipyard,&lt;br /&gt;
include creating a dedicated laboratory.&lt;br /&gt;
It will certainly include creating multiple&lt;br /&gt;
spells, rituals, and enchantments. This&lt;br /&gt;
stage also determines how you know&lt;br /&gt;
when you’ve accomplished your goal as&lt;br /&gt;
each planned part of the project reaches&lt;br /&gt;
fruition.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: DodgerBlue&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;|&lt;br /&gt;
====Exempli Gratia:====&lt;br /&gt;
&#039;&#039;The Verona covenant decides that they need to enchant the city gates in order to strengthen them against siege activity. Similarly, they create a ritual to do the same to the city walls.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As they also anticipate magical attacks, they train a group of grogs and appoint a Parma Magica specialist from among the magi charged with protecting these grogs. Further parts of the project see enchanted siege engines being created as well as tall, slender towers within the city, from which all of Verona can be seen. And from these towers, variants of subtle destructive spells, all with Sight range, can be rained down on attacking forces.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And, of course, no long-term project&lt;br /&gt;
would be complete without story potential. Each stage of the project — finding&lt;br /&gt;
the location, securing supplies, gaining allies and support, etc. — is an opportunity&lt;br /&gt;
to make story every bit as important to the&lt;br /&gt;
project as laboratory time.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: DodgerBlue&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;|&lt;br /&gt;
====Exempli Gratia:====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The magi of Verona have already had to find a larger and stronger magical aura within Verona, negotiate support from the city itself, and forge links with foreign magi to secure a supply of vis. The city may expect more out of the arrangement than the magi anticipated, or the supply lines with their foreign allies may be interrupted or discovered by their enemies. Nearby rivals and enemies may learn of the fortification and stage preemptive attacks, testing the defenses before they are ready. Or new allies may be found, eager to gain similar defenses against mutual enemies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The culminating story of the project will be in putting the long years of work to the test: an attack on Verona by Hermetic rivals under the cover of a mundane siege. The fate of the covenant — perhaps even Verona itself — is then decided by the years of preparation that came before.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And so the creation of a grand project&lt;br /&gt;
is not simply a device to account for a magus’ time. It provides direction to a magus’&lt;br /&gt;
study, and can be used by both storyguide&lt;br /&gt;
and troupe to tell stories that directly relate back to that magus, his covenant, his&lt;br /&gt;
tribunal, or even the Order.&lt;br /&gt;
&lt;br /&gt;
=Additional Project Ideas=&lt;br /&gt;
&lt;br /&gt;
For players and troupes looking for even more Hermetic project ideas, here are some brief options.&lt;br /&gt;
&lt;br /&gt;
This book presents a covenant built within a volcano, but other inhospitable places are equally possible. Covenants built beneath the sea or surrounded by desert pose distinct challenges, including securing the covenant from its surroundings, ensuring a means of travel to the outside world, and bringing sufficient supplies to sustain it.&lt;br /&gt;
&lt;br /&gt;
Magi searching for the perfect sanctum and laboratory may decide to build one in other unusual, unnatural, or unconventional places. How might an Auram specialist built a sanctum in the clouds?&lt;br /&gt;
Would the sanctum be built on the ground and then enchanted to float, or would it be crafted from the clouds themselves? What would the magus need to do in order to harness and control the weather?&lt;br /&gt;
And what airy spirits might object to this new presence?&lt;br /&gt;
&lt;br /&gt;
A covenant withdrawn from the world may surround itself with woodland, and the magi, who want to protect their home and guard their secrecy, might then attempt to enchant that woodland to redirect travelers harmlessly away; they may command the birds to be watchful for intruders, and the trees themselves to act as guards. And such a place may have need for a turb of magical or unnatural grogs: enchanted devices, summoned and bound spirits, or enthralled and ensorceled servants that can&lt;br /&gt;
bear the long years of isolation.&lt;br /&gt;
&lt;br /&gt;
And finally, just as mundane minstrels and troubadours roam Europe and beyond making merry for their patrons, a master of Hermetic entertainments could roam from tribunal to tribunal providing&lt;br /&gt;
unnatural distractions unmatched by the mundane world: from unearthly music and a troupe of ghostly acrobats to feasts of magical spices, never-ending food, and meats from the rarest of supernatural&lt;br /&gt;
animals. A master of Hermetic entertainment would find favor in the richest of covenants and the most ostentatious of tribunal halls.&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
&lt;br /&gt;
{{ArM5HermeticProjectsTOC}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Three:_The_Great_Tower&amp;diff=23090</id>
		<title>Hermetic Projects Chapter Three: The Great Tower</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Three:_The_Great_Tower&amp;diff=23090"/>
		<updated>2026-07-06T17:22:54Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: Created baseline for the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Wonders of the Hermetic World=&lt;br /&gt;
&lt;br /&gt;
===Attribution=== &lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
&lt;br /&gt;
{{Template:ArM5HermeticProjectsTOC}}&lt;br /&gt;
&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Template:ArM5HermeticProjectsTOC&amp;diff=23089</id>
		<title>Template:ArM5HermeticProjectsTOC</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Template:ArM5HermeticProjectsTOC&amp;diff=23089"/>
		<updated>2026-07-06T17:21:14Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: Created template for a Table of Contents for Hermetic Projects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
|name       = ArM5HermeticProjectsTOC&lt;br /&gt;
|title      = [[Hermetic Projects]]&lt;br /&gt;
|image      = &lt;br /&gt;
| state     = {{{state|autocollapse}}}&lt;br /&gt;
| listclass = hlist &lt;br /&gt;
&lt;br /&gt;
|group1     = Chapters&lt;br /&gt;
|list1      =&lt;br /&gt;
* [[Hermetic Projects Chapter One: Wonders of the Hermetic World|Wonders of the Hermetic World]]&lt;br /&gt;
* [[Hermetic Projects Chapter Two: The Burning City|The Burning City]]&lt;br /&gt;
* [[Hermetic Projects Chapter Three: The Great Tower|The Great Tower]]&lt;br /&gt;
* [[Hermetic Projects Chapter Four: The Hermetic Shipyard|The Hermetic Shipyard]]&lt;br /&gt;
* [[Hermetic Projects Chapter Five: The Intangible Assassin|The Intangible Assassin]]&lt;br /&gt;
* [[Hermetic Projects Chapter Six: The Living Corpse | The Living Corpse]]&lt;br /&gt;
* [[Hermetic Projects Chapter Seven: The Menagerie of Magical Beasts|The Menagerie of Magical Beasts]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Tables of Content|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Open_Content&amp;diff=22629</id>
		<title>Hermetic Projects Open Content</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Open_Content&amp;diff=22629"/>
		<updated>2026-03-29T18:51:28Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Open Game Content */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
===Open Game Content===&lt;br /&gt;
* [[Hermetic Projects Chapter One: Wonders of the Hermetic World]]&lt;br /&gt;
* [[Hermetic_Projects_Chapter_Two:_The_Burning_City|Hermetic Projects Chapter Two: The Burning City]]&lt;br /&gt;
* [[Hermetic Projects Chapter Three: The Great Tower|Chapter Three: The Great Tower]]&lt;br /&gt;
* [[Hermetic Projects Chapter Four: The Hermetic Shipyard|Chapter Four: The Hermetic Shipyard]]&lt;br /&gt;
* [[Hermetic Projects Chapter Five: The Intangible Assassin|Chapter Five: The Intangible Assassin]]&lt;br /&gt;
* [[Hermetic Projects Chapter Six: The Living Corpse|Chapter Six: The Living Corpse]]&lt;br /&gt;
* [[Hermetic Projects Chapter Seven: The Menagerie of Magical Beasts|Chapter Seven: The Menagerie of Magical Beasts]]&lt;br /&gt;
&lt;br /&gt;
===See Also===&lt;br /&gt;
* The [[Ars Magica Reference Document]]&lt;br /&gt;
* The [[Hermetic Projects]] product page on this wiki&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Open_Content&amp;diff=22628</id>
		<title>Hermetic Projects Open Content</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Open_Content&amp;diff=22628"/>
		<updated>2026-03-29T18:49:18Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: Created page with &amp;quot;link=Ars Magica Open Content Conversion Tracker  ===Open Game Content=== * Hermetic Projects Chapter One: Wonders of the Hermetic World * Hermetic Projects Chapter Two: The Burning City * Chapter Three: The Great Tower * Chapter Four: The Hermetic Shipyard * Chapter Five: The Intangible Assassin * Chapter Six: The Living Corpse * Chapter Seven: The Menagerie of Magical Beasts...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
===Open Game Content===&lt;br /&gt;
* [[Hermetic Projects Chapter One: Wonders of the Hermetic World]]&lt;br /&gt;
* [[Hermetic_Projects_Chapter_Two:_The_Burning_City|Hermetic Projects Chapter Two: The Burning City]]&lt;br /&gt;
* Chapter Three: The Great Tower&lt;br /&gt;
* Chapter Four: The Hermetic Shipyard&lt;br /&gt;
* Chapter Five: The Intangible Assassin&lt;br /&gt;
* Chapter Six: The Living Corpse&lt;br /&gt;
* Chapter Seven: The Menagerie of Magical Beasts&lt;br /&gt;
&lt;br /&gt;
===See Also===&lt;br /&gt;
* The [[Ars Magica Reference Document]]&lt;br /&gt;
* The [[Hermetic Projects]] product page on this wiki&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=22626</id>
		<title>Ars Magica Open Content Conversion Tracker</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=22626"/>
		<updated>2026-03-26T09:51:19Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Hermetic Projects Conversion Progress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
This is a list of and open game content from all Ars Magica products rleased under the Ars Magica Open License. These products are being prepared for collation and reference in an online format. The goal is to provide an online reference of the ArM Open License content as a hyperlinked [[Ars Magica Reference Document]] that can be easily used by the ArM community.&lt;br /&gt;
&lt;br /&gt;
This list serves the need to track content that is being prepared, who is doing the conversion (or is the lead contributor to the specific product conversion effort), estimated progress, and other important information.&lt;br /&gt;
&lt;br /&gt;
Some notes: &lt;br /&gt;
&lt;br /&gt;
* When you begin working on a chapter of a book, put in your username so that others know that section is being worked on. &lt;br /&gt;
* If you have Adobe Acrobat, it can be helpful to first convert the PDF to html or txt for easy of text copying, though tables are always a pain. &lt;br /&gt;
* Be sure to put in the CC-BY-SA 4.0 attribution to all pages. You can use &amp;lt;nowiki&amp;gt;{{OpenArs Attribution}}&amp;lt;/nowiki&amp;gt; to insert the required legalese.&lt;br /&gt;
* Please look at [[Talk:Ars_Magica_Open_Content_Conversion_Style_Guide]] for discussion and consensus building about formatting of content.&lt;br /&gt;
** People who have suggestions, please propose them here.&lt;br /&gt;
&lt;br /&gt;
Once the text has been converted, the content will be hosted on Project: Redcap for reference and ease of updates.&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Open License Content Conversion Status Tracker=&lt;br /&gt;
The following books contain open game content, that is extracted into the wiki in this page. Note that the links in the table are to the product wiki entry, not the open game content, which is to be found below.&lt;br /&gt;
&lt;br /&gt;
{{ArsMnavbox}}&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Fifth Edition=&lt;br /&gt;
&lt;br /&gt;
==Core Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Ars Magica 5e Standard Edition Core Rulebook|Ars Magica 5E Standard Edition Core Rulebook]] Conversion Progress ===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ars Magica 5e Standard Edition Core Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Errata&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Two: The Order of Hermes|Chapter Two: The Order of Hermes]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Ten: Long-Term Events|Chapter Ten: Long-Term Events]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
| [[User:Einauge|Einauge]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix I: Fourth Edition Conversion|Appendix I: Fourth Edition Conversion]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix II: Formulae Review|Appendix II: Formulae Review]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 99%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 90% (Need to validate links for Ch 11,12,13)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix III: Spells Index|Appendix III: Spells Index]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix IV: Index|Appendix IV: Index]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix V: Character Sheets|Appendix V: Character Sheets]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Ars Magica Definitive Edition Rulebook|Ars Magica Definitive Edition Rulebook]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Ars Magica: Definitive Edition, ©2024, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ars Magica Definitive Edition Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Zero: Credits|Chapter Zero: Credits]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Two: Order of Hermes|Chapter Two: Order of Hermes]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 60%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| [[Yair]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 40%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 2%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Ten: Long Term Events|Chapter Ten: Long Term Events]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 25%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 36%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Seventeen: Editor&#039;s Note|Chapter Seventeen: Editor&#039;s Note]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Order Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: True Lineages|Houses of Hermes: True Lineages]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: True Lineages, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: True Lineages&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter One: House Bonisagus|Chapter One: House Bonisagus]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter Two: House Guernicus|Chapter Two: House Guernicus]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]] and Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter Three: House Mercere|Chapter Three: House Mercere]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter Four: House Tremere|Chapter Four: House Tremere]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]] nad [[User:Yair|Yair]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Timeline|Timeline]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: Mystery Cults|Houses of Hermes: Mystery Cults]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Mystery Cults, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Mystery Cults&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Chapter One: The Mechanics of Initiation]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Two: House Bjornaer|Chapter Two: House Bjornaer]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]] and Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Three: House Criamon|Chapter Three: House Criamon]]&lt;br /&gt;
| [[Yair]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Four: House Merinita|Chapter Four: House Merinita]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Five: House Verditius|Chapter Five: House Verditius]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]] and Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Six: Contributors|Chapter Six: Contributors]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: Societates|Houses of Hermes: Societates]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Societates, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Societates&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Two: House Flambeau|Chapter Two: House Flambeau]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Three: House Jerbiton|Chapter Three: House Jerbiton]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Four: House Tytalus|Chapter Four: House Tytalus]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Five: House Ex Miscellanea|Chapter Five: House Ex Miscellanea]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Appendix: Agencies|Appendix: Agencies]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[The Mysteries: Revised Edition|The Mysteries: Revised Edition]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Mysteries: Revised Edition, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Mysteries: Revised Edition&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter One: The Mysteries|Chapter One: The Mysteries]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Two: Entering the Mysteries|Chapter Two: Entering the Mysteries]]&lt;br /&gt;
| [[User:Yair]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Three: Storyguides &amp;amp; the Mysteries|Chapter Three: Storyguides &amp;amp; the Mysteries]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Four: Curious Common Magics|Chapter Four: Curious Common Magics]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]] and Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Five: Hermetic Alchemy|Chapter Five: Hermetic Alchemy]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Six: Hermetic Astrology|Chapter Six: Hermetic Astrology]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Seven: Divination &amp;amp; Augury|Chapter Seven: Divination &amp;amp; Augury]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Eight: Hermetic Spirit Magic|Chapter Chapter Eight: Hermetic Spirit Magic]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Nine: Hermetic Theurgy|Chapter Chapter Nine: Hermetic Theurgy]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Ten: The Great Tralisman|Chapter Chapter Ten: The Great Tralisman]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Eleven: Arithmetic Magic|Chapter Chapter Eleven: Arithmetic Magic]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Twelve: The Mysteries of Dreams|Chapter Chapter Twelve: The Mysteries of Dreams]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Thirteen: Mercurian Magic|Chapter Chapter Thirteen: Mercurian Magic]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Fourteen: Mystery Cults|Chapter Chapter Fourteen: Mystery Cults]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Appendix A: Immortal Magi|Chapter Appendix A: Immortal Magi]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Appendix B: Conversion|Chapter Appendix B: Conversion]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Appendix C: Daimons|Chapter Appendix C: Daimons]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Covenants|Covenants]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Covenants, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Covenants&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter One: Introduction|Covenants Chapter One: Introduction]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Two: Boons &amp;amp; Hooks|Covenants Chapter Two: Boons &amp;amp; Hooks]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Three: Governance|Covenants Chapter Three: Governance]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Four: Covenfolk|Covenants Chapter Four: Covenfolk]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Five: Wealth &amp;amp; Poverty|Covenants Chapter Five: Wealth &amp;amp; Poverty]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Six: Vis Sources|Covenants Chapter Six: Vis Sources]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Seven: Library|Covenants Chapter Seven: Library]]&lt;br /&gt;
| [[User: Audrey Azura|Audrey Azura]] and Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Eight: Sanctum|Covenants Chapter Eight: Sanctum]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Nine: Laboratories|Covenants Chapter Nine: Laboratories]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Appendix: Play Aids|Covenants Appendix: Play Aids]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 100% (not including sheets)&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Grogs|Grogs]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Grogs, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Grogs&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Apprentices|Apprentices]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Apprentices, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Apprentices&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Magi of Hermes|Magi of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Magi of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Magi of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Legends of Hermes|Legends of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Legends of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legends of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter Two: the Four Aspects of Conciatta|Chapter Two: the Four Aspects of Conciatta]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter Three: Fortunata&#039;s Island of Bound Spirits|Chapter Three: Fortunata&#039;s Island of Bound Spirits]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter Four: The Magical Garden of Hérisson|Chapter Four: The Magical Garden of Hérisson]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter Five: The Sunken Laboratory of Hermanus|Chapter Five: The Sunken Laboratory of Hermanus]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter Six: The Flying Castle of Thomae|Chapter Five: The Sunken Laboratory of Hermanus]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Through the Aegis: Developed Covenants|Through the Aegis]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Through the Aegis, ©2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Through the Aegis&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Hermetic Projects|Hermetic Projects]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Hermetic Projects, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hermetic Projects&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[Hermetic Projects Chapter One: Wonders of the Hermetic World|Chapter One: Wonders of the Hermetic World]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
|[[Hermetic Projects Chapter Two: The Burning City|Chapter Two: The Burning City]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
|[[Hermetic Projects Chapter Three: The Great Tower|Chapter Three: The Great Tower]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|[[Hermetic Projects Chapter Four: The Hermetic Shipyard|Chapter Four: The Hermetic Shipyard]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|[[Hermetic Projects Chapter Five: The Intangible Assassin|Chapter Five: The Intangible Assassin]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|[[Hermetic Projects Chapter Six: The Living Corpse|Chapter Six: The Living Corpse]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|[[Hermetic Projects Chapter Seven: The Menagerie of Magical Beasts|Chapter Seven: The Menagerie of Magical Beasts]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Transforming Mythic Europe|Transforming Mythic Europe]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Transforming Mythic Europe, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Transforming Mythic Europe&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[Transforming Mythic Europe Chapter One: Introduction|Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Transforming Mythic Europe Chapter Two: The Fourth Estate|The Fourth Estate]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Transforming Mythic Europe Chapter Three: The Island of the Magicians|The Island of the Magicians]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Transforming Mythic Europe Chapter Four: Magic as Technology|Magic as Technology]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Realms Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: Magic|Realms of Power: Magic]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2008, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Magic&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Magic Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Magic Chapter Two: Magic Auras|Chapter Two: Magic Auras]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Magic Chapter Three: The Magic Realm|Chapter Three: The Magic Realm]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Magic Chapter Four: Magic Characters|Chapter Four: Magic Characters]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Magic Chapter Five: Magic Animals|Chapter Five: Magic Animals]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Magic Chapter Six: Magic Humans|Chapter Six: Magic Humans]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Magic Chapter Seven: Magic Spirits|Chapter Seven: Magic Spirits]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Magic Chapter Eight: Magic Things|Chapter Eight: Magic Things]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Magic Appendix: Book of Mundane Beasts|Chapter Appendix: Book of Mundane Beasts]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: Faerie|Realms of Power: Faerie]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Faerie&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Faerie Intro: Dreams &amp;amp; Nightmares|Intro: Dreams &amp;amp; Nightmares]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Realms of Power: Chapter One: Nature of Faerie|Chapter One: Nature of Faerie]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Realms of Power: Faerie Chapter Two: The Faerie Realm|Chapter Two: The Faerie Realm]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Realms of Power: Faerie Chapter Three: Faerie Characters|Chapter Three: Faerie Characters]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Realms of Power: Faerie Chapter Four: Faerie Bestiary|Chapter Four: Faerie Bestiary]]&lt;br /&gt;
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| 100%&lt;br /&gt;
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| [[Realms of Power: Faerie Chapter Five: Touches of Faerie|Chapter Five: Touches of Faerie]]&lt;br /&gt;
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| 100%&lt;br /&gt;
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| [[Realms of Power: Faerie Chapter Six: Faerie Wizardry|Chapter Six: Faerie Wizardry]]&lt;br /&gt;
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| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Realms of Power: Faerie Chapter Seven: Telling Faerie Stories|Chapter Seven: Telling Faerie Stories]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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=== [[Realms of Power: The Divine|Realms of Power: The Divine]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Divine, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Realms of Power: The Divine Open Content]]&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: The Infernal Open Content|Realms of Power: The Infernal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Infernal, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Infernal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal: Introduction|Introduction]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter One: The Infernal Realm|Chapter One: The Infernal Realm]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Two: Sin and Temptation|Chapter Two: Sin and Temptation]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Three: The Devil and the Origin of Demons|Chapter Three: The Devil and the Origin of Demons]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Four: The Infernal Legions|Chapter Four: The Infernal Legions]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Five: Demons as Corrupters|Chapter Five: Demons as Corrupters]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Six: Demons as Deceivers|Chapter Six: Demons as Deceivers]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Seven: Demons as Destroyers|Chapter Seven: Demons as Destroyers]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Eight: Corrupted Beasts|Chapter Eight: Corrupted Beasts]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Nine: Infernal Characters|Chapter Nine: Infernal Characters]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Ten: The Maleficia|Chapter Ten: The Maleficia]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Eleven: Ars Goetia|Chapter Eleven: Ars Goetia]]&lt;br /&gt;
| [[User: Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Twelve: Black Magic|Chapter Twelve: Black Magic]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Thirteen: Infernal Traditions|Chapter Thirteen: Infernal Traditions]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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==Tribunals Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Faith &amp;amp; Flame - The Provençal Tribunal|Faith &amp;amp; Flame - The Provençal Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Faith &amp;amp; Flame - The Provençal Tribunal, ©2014-2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Faith &amp;amp; Flame - The Provençal Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Two: History &amp;amp; Culture|Chapter Two: History &amp;amp; Culture]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Three: Hermetic Culture|Chapter Three: Hermetic Culture]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Four: The County of Toulouse|Chapter Four: The County of Toulouse]]&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Five: Gascony|Chapter Five: Gascony]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 10%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Six: The Pyrenees and the Hispanic March|Chapter Six: The Pyrenees and the Hispanic March]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Seven: Narbonnais|Chapter Seven: Narbonnais]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Eight: Arelat|Chapter Eight: Arelat]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Nine: The Lost Covenant of Val-Negra|Chapter Nine: The Lost Covenant of Val-Negra]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Guardians of the Forest - The Rhine Tribunal|Guardians of the Forest - The Rhine Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Guardians of the Forest - The Rhine Tribunal, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Guardians of the Forest - The Rhine Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Guardians of the Forest Chapter Two: History of Mythic Germany|Chapter Two: History of Mythic Germany]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Three: Tribunal History &amp;amp; Customs|Chapter Three: Tribunal History &amp;amp; Customs]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 15%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Four: The Forest|Chapter Four: The Forest]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 4%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Five: The Rhine|Chapter Five: The Rhine]]&lt;br /&gt;
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| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Six: The Black Forest|Chapter Six: The Black Forest]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 1%&lt;br /&gt;
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| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Seven: The Lowlands|Chapter Seven: The Lowlands]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 39%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Eight: Central Germany|Chapter Eight: Central Germany]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 30%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Nine: The Eastern Marches|Chapter Nine: The Eastern Marches]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Ten: Bohemia|Chapter Chapter Ten: Bohemia]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 45%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Eleven: Rhine Sagas|Chapter Chapter Eleven: Rhine Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Twelve: Curse of the Rhine Gorge|Chapter Chapter Twelve: Curse of the Rhine Gorge]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Appendix A: Languages and Names|Chapter Chapter Appendix A: Languages and Names]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Appendix B: Timeline|Chapter Chapter Appendix B: Timeline]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Appendix C: Bibliography|Chapter Chapter Appendix C: Bibliography]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[The Contested Isle: the Hibernian Tribunal|The Contested Isle: The Hiberian Tribunal]] Conversion Progress===&lt;br /&gt;
100% by [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
&lt;br /&gt;
=== [[The Lion and the Lily - The Normandy Tribunal|The Lion and the Lily - The Normandy Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Lion and the Lily - The Normandy Tribunal, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Lion and the Lily - The Normandy Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Two: History of Mythic France|Chapter Two: History of Mythic France]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Three: Hermetic History and Culture|Chapter Three: Hermetic History and Culture]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 6%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Four: Brittany|Chapter Four: Brittany]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Five: Normandy|Chapter Five: Normandy]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 36%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Six: Anjou et Aquitaine|Chapter Six: Anjou et Aquitaine]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Seven: Ile de France|Chapter Seven: Ile de France]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Eight: Flanders and Picardy|Chapter Eight: Flanders and Picardy]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 3%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Nine: Champagne and Burgundy|Chapter Nine: Champagne and Burgundy]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Ten: Normandy Sagas|Chapter Ten: Normandy Sagas]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 26%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Eleven: Confluensis|Chapter Eleven: Confluensis]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Appendix A: Timeline|Appendix A: Timeline]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Appendix B: Languages and Name|Appendix B: Languages and Name]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Appendix C: Bibliography|Appendix C: Bibliography]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[The Sundered Eagle - The Theban Tribunal|The Sundered Eagle - The Theban Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Sundered Eagle - The Theban Tribunal, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Sundered Eagle - The Theban Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Two: History of the Empire|Chapter Two: History of the Empire]]&lt;br /&gt;
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| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Three: The Order of Hermes|Chapter Three: The Order of Hermes]]&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Four: Culture &amp;amp; Customs|Chapter Four: Culture &amp;amp; Customs]]&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Five: Greece|Chapter Five: Greece]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 16%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Six: The Islands|Chapter Six: The Islands]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Seven: Constantinople|Chapter Seven: Constantinople]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Eight: Anatolia|Chapter Eight: Anatolia]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter Nine: The Magical Landscape|Chapter Nine: The Magical Landscape]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 99%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter Ten: The Faerie Landscape|Chapter Ten: The Faerie Landscape]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Eleven: The Divine Landscape|Chapter Eleven: The Divine Landscape]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Twelve: The Infernal Landscape|Chapter Twelve: The Infernal Landscape]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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&lt;br /&gt;
===[[Against the Dark: the Transylvanian Tribunal|Against the Dark: The Transylvanian Tribunal]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Against the Dark - The Transylvanian Tribunal, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Against the Dark - The Transylvanian Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Against the Dark - The Transylvanian Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Against the Dark - The Transylvanian Tribunal Chapter Two: Hermetic Culture|Chapter Two: Hermetic Culture]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Against the Dark - The Transylvanian Tribunal Chapter Three: The Hungarians|Chapter Three: The Hungarians]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 80%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Against the Dark - The Transylvanian Tribunal Chapter Four: The Bulgarians|Chapter Four: The Bulgarians]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 80%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Against the Dark - The Transylvanian Tribunal Chapter Five: The Slavs|Chapter Five: The Slavs]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 80%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Against the Dark - The Transylvanian Tribunal Chapter Six: Peoples of the Transylvanian Border|Chapter Six: Peoples of the Transylvanian Border]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 80%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Against the Dark - The Transylvanian Tribunal Chapter Seven: Networks of Hidden Fortresses|Chapter Seven: Networks of Hidden Fortresses]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 80%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Against the Dark - The Transylvanian Tribunal Chapter Eight: Creatures|Chapter Eight: Creatures]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 80%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Against the Dark - The Transylvanian Tribunal Chapter Nine: Hedge Traditions|Chapter Nine: Hedge Traditions]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Against the Dark - The Transylvanian Tribunal Chapter Ten: Horror Stories|Chapter Ten: Horror Stories]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 80%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Against the Dark - The Transylvanian Tribunal Appendix: Glossary|Appendix: Glossary]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World Books==&lt;br /&gt;
===[[The Church|The Church]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Lords of Men|Lords of Men]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[City &amp;amp; Guild|City &amp;amp; Guild]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Art &amp;amp; Academe, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ City and Guild&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[City and Guild Introduction|Introduction]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[City and Guild Chapter One: Towns &amp;amp; Cities|Chapter One: Towns &amp;amp; Cities]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[City and Guild Chapter Two: Labor|Chapter Two: Labor]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[City and Guild Chapter Three: Guilds|Chapter Three: Guilds]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[City and Guild Chapter Four: Crafts|Chapter Four: Crafts]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[City and Guild Chapter Five: Travel|Chapter Five: Travel]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[City and Guild Chapter Six: Fairs &amp;amp; Markets|Chapter Six: Fairs &amp;amp; Markets]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[City and Guild Chapter Seven: Trade|Chapter Seven: Trade]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[City and Guild Chapter Eight: The Goods of Europe|Chapter Eight: The Goods of Europe]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[City and Guild Appendix: Price List|Appendix: Price List]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Art &amp;amp; Academe|Art &amp;amp; Academe]] Conversion Progress===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Art &amp;amp; Academe, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Art &amp;amp; Academe&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Art &amp;amp; Academe Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Art &amp;amp; Academe Chapter Two: Artes Liberals|Chapter Two: Artes Liberales]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Art &amp;amp; Academe Chapter Three: Philosophiae|Chapter Three: Philosophiae]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Art &amp;amp; Academe Chapter Four: Medicine|Chapter Four: Medicine]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Art &amp;amp; Academe Chapter Five: Experimental Philsophy|Chapter Five: Experimental Philosophy]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Art &amp;amp; Academe Chapter Six: Institutional Education|Chapter Six: Institutional Education]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Art &amp;amp; Academe Chapter Seven: Universities|Chapter Seven: Universities]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Art &amp;amp; Academe Chapter Eight: Artists|Chapter Eight: Artists]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Art &amp;amp; Academe Appendix A: Whos Who in Philosophy|Appendix A: Who&#039;s Who in Philosophy]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Art &amp;amp; Academe Appendix B: Glossary|Appendix B: Glossary]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Art &amp;amp; Academe Appendix C: Glossary|Appendix C: Bibliography]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[The Cradle &amp;amp; The Crescent|The Cradle &amp;amp; The Crescent]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Lands of the Nile|Lands of the Nile]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Between Sand &amp;amp; Sea|Between Sand &amp;amp; Sea]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Hedge Magic Revised Edition Open Content|Hedge Magic Revised Edition]] Conversion Progress===&lt;br /&gt;
&lt;br /&gt;
[[Hedge Magic Revised Edition Open Content]] (Missing Hyperlinks)&lt;br /&gt;
&lt;br /&gt;
===[[Rival Magic|Rival Magic]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Ancient Magic|Ancient Magic]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Mythic Locations|Mythic Locations]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
&lt;br /&gt;
==Scenarios Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Tales of Power|Tales of Power]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Tales of Power, ©2013-2014, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tales of Power&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter Two: A Cardinal Decision|Chapter Two: A Cardinal Decision]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter Three: The City of Brass|Chapter Three: The City of Brass]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter Four: Encroaching Dominion|Chapter Four: Encroaching Dominion]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter Five: Eustace the Monk|Chapter Five: Eustace the Monk]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Power Chapter Six: A Gathering Storm|Chapter Six: A Gathering Storm]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Calebais|Calebais]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Hooks|Hooks]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Hooks, ©2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hooks&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Hooks Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Hooks Chapter Two: Birth Right|Chapter Two: Birth Right]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Hooks Chapter Three: Echoes of the Ancient Dead|Chapter Three: Echoes of the Ancient Dead]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Hooks Chapter Four: Into the Valley|Chapter Four: Into the Valley]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Hooks Chapter Five: New Deal|Chapter Five: New Deal]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Hooks Chapter Six: Salvation|Chapter Six: Salvation]]&lt;br /&gt;
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===[[Tales of Mythic Europe|Tales of Mythic Europe]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Tales of Mythic Europe, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
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|+ Tales of Mythic Europe&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
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===[[Antagonists|Antagonists]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Antagonists, ©2013, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Antagonists&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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===[[Thrice-Told Tales|Thrice-Told Tales]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Thrice-Told Tales, ©2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Thrice-Told Tales&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Thrice-Told Tales Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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===[[Dies Irae|Dies Irae]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Dies Irae, ©2016, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Dies Irae&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Dies Irae Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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==Other Content==&lt;br /&gt;
===[[Semita Errabunda|Semita Errabunda Character Sheets]] Conversion Progress===&lt;br /&gt;
Wizards:&lt;br /&gt;
* [[Semita Errabunda Open Content: Carolus of House Tytalus|Carolus of House Tytalus]] 100%&lt;br /&gt;
* [[Semita Errabunda Open Content: Darius of House Flambeau|Darius of House Flambeau]] 100%&lt;br /&gt;
* [[Semita Errabunda Open Content: Mari Amwithig of House Merinita|Mari Amwithig of House Merinita]] 100%&lt;br /&gt;
* [[Semita Errabunda Open Content: Moratamis of House Guernicus|Moratamis of House Guernicus]] 100%&lt;br /&gt;
* [[Semita Errabunda Open Content: Tillitus of House Bonisagus|Tillitus of House Bonisagus]] 100%&lt;br /&gt;
Companions:&lt;br /&gt;
* Isabelle the Beautiful&lt;br /&gt;
* Jarvis the Master Huntsman&lt;br /&gt;
* Jerome the Scribe&lt;br /&gt;
* Naimes the Scholar in Disguise&lt;br /&gt;
* Brother Uberto&lt;br /&gt;
* Mansur ibn Fadl al-Baghdadi the Wandering Emir&lt;br /&gt;
* Victor the Redcap&lt;br /&gt;
Grogs: &lt;br /&gt;
* Gerard the Turb Warrior&lt;br /&gt;
* Anne the Housemaid&lt;br /&gt;
* Paul the Turb Warrior&lt;br /&gt;
* Credo the Paid Ne&#039;er-do-well&lt;br /&gt;
* Marie the Alewife&lt;br /&gt;
* Grim &amp;amp; Half-Grim the Twin Turb Warriors/Sailors&lt;br /&gt;
* Amelle of the Faerie Blood&lt;br /&gt;
* Ignatio the Shield Grog&lt;br /&gt;
* Marie the Perfumier&lt;br /&gt;
Cat:&lt;br /&gt;
* Virgil the Magical Cat&lt;br /&gt;
&lt;br /&gt;
=Older Editions=&lt;br /&gt;
==4th Edition World Sourcebooks==&lt;br /&gt;
===[[Sanctuary of Ice|Sancetuary of Ice: The Tribunal of the Greater Alps]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Blood &amp;amp; Sand|Blood &amp;amp; Sand]] Conversion Progress===&lt;br /&gt;
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===[[The Dragon and the Bear|The Dragon and the Bear: The Novgorod Tribunal]] Conversion Progress===&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Content originally published in The Dragon and the Bear - The Novgorod Tribunal, ©1999, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Dragon and the Bear&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Dragon and the Bear Chapter One: Introduction|Chapter I: Introduction]]&lt;br /&gt;
| [[User:Yair|Yair]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[The Dragon and the Bear Chapter Two: The Slavs|Chapter II: The Slavs]]&lt;br /&gt;
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| [[The Dragon and the Bear Chapter Appendix Four: Names|Appendix IV: Names]]&lt;br /&gt;
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| [[The Dragon and the Bear Chapter Bibliograpgy|Bibliography]]&lt;br /&gt;
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===[[Land of Fire and Ice|Land of Fire &amp;amp; Ice: Mythic Iceland]] Conversion Progress===&lt;br /&gt;
Content originally published in Land of Fire &amp;amp; Ice: Mythic Iceland, ©2003, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Land of Fire &amp;amp; Ice&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Land of Fire &amp;amp; Ice Chapter 1: Introduction|Chapter 1: Introduction]]&lt;br /&gt;
| [[user:Arnor|Arnor]]&lt;br /&gt;
| 100%&lt;br /&gt;
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|-&lt;br /&gt;
| [[Land of Fire &amp;amp; Ice Chapter 2: Land and History |Chapter 2: Land and History]]&lt;br /&gt;
| [[user:Arnor|Arnor]]&lt;br /&gt;
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===[[Ultima Thule|Ultima Thule]] Conversion Progress===&lt;br /&gt;
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&#039;&#039;Content originally published in Nigrasaxa, ©1998, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
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{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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0%&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22625</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22625"/>
		<updated>2026-03-26T09:50:31Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: deleted stub line&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Pitch Brush ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 6 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.&lt;br /&gt;
&lt;br /&gt;
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges’ worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).&lt;br /&gt;
|Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (96), Two Seasons (72), Three&lt;br /&gt;
Seasons (64), Four Seasons (60).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cloven Hoofed Boots ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Te)&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; part&lt;br /&gt;
|These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly&lt;br /&gt;
follow behind, but this would require a lot of agility.&lt;br /&gt;
&lt;br /&gt;
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat. &lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part,&lt;br /&gt;
free Terram requisite; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (48), Two Seasons (36), Three&lt;br /&gt;
Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Steed of Vesuvius ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell magically transforms a horse so that he is able to gallop across&lt;br /&gt;
molten lava as if it were a cobbled road. The horse also has no fear of the heat or&lt;br /&gt;
fumes expelled by the lava, and he does not suffer from the heat of the lava or the&lt;br /&gt;
toxicity of the fumes. The rider of the horse does not receive any protection from this spell.&lt;br /&gt;
&lt;br /&gt;
When the spell expires, the horse suffers a Long-Term Fatigue level.&lt;br /&gt;
&lt;br /&gt;
The requisite is free because it is part of the guideline and required for the effect.&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Dragon&#039;s Blood ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Ig)(Te)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This ritual changes the blood of the&lt;br /&gt;
caster into lava. This does no harm to the&lt;br /&gt;
caster himself, and his super-heated blood&lt;br /&gt;
means that he is immune to any heat based damage that causes +15 or less damage (which includes lava).&lt;br /&gt;
&lt;br /&gt;
If the character is injured in melee combat, his opponent(s) must make Dexterity rolls against an Ease Factor of 6 to avoid being splattered by hot lava. Opponents who fail take +15 damage. If the caster’s melee opponents are unaware of his lava blood (that is, it is the first time they have seen him injured), then the Dexterity roll is made against an Ease Factor of 9.&lt;br /&gt;
&lt;br /&gt;
The Ignem and Rego requisites are required to give the additional protection from heat. The Terram requisite is free because it is required for the effect. |Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Covenant of the Dragon ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Te)(Ig)&#039;&#039;&#039; 85&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Group, Ritual&lt;br /&gt;
|This ritual changes the blood of a Group of up to 100 individuals into lava.&lt;br /&gt;
This has the same effect on each member of the Group as the ritual [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Dragon&#039;s_Blood|Dragon’s Blood]]. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Gaining_Warping_Points|ArM5, page 168]]).&lt;br /&gt;
|Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Mask ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it.&lt;br /&gt;
This allows the wearer of the mask to&lt;br /&gt;
breathe without trouble in the heart of a&lt;br /&gt;
volcanic crater, or on a river of lava. The&lt;br /&gt;
air affected by the mask tastes slightly&lt;br /&gt;
unpleasant, but this does not cause any&lt;br /&gt;
damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
Although the mask is constantly active, once the toxicity of the air has been&lt;br /&gt;
removed, the air itself is no longer the&lt;br /&gt;
subject of a magical effect. This means&lt;br /&gt;
that the air is not resisted by characters with Magic Resistance, so magi can&lt;br /&gt;
breathe using the mask without lowering&lt;br /&gt;
their Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Note that Muto effects which change&lt;br /&gt;
the air to be non-toxic are of little value&lt;br /&gt;
to magi, as the effect only lasts as long as&lt;br /&gt;
the spell duration. This means that when&lt;br /&gt;
the magus tries to breathe the magically&lt;br /&gt;
changed air, his Magic Resistance will resist the air as it is the subject of a magical&lt;br /&gt;
effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (68), Two Seasons (51), Three&lt;br /&gt;
Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Warning_Bell|Vulcan’s Warning Bell]]&#039;&#039; is an enchanted item that is intended to give the covenant&lt;br /&gt;
due warning that the volcano is about to erupt. In most circumstances, the warning is sufficient to allow either the covenant to be evacuated, or (perhaps more usefully)&lt;br /&gt;
the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scorn_of_Aphrodite’s_Tears|Scorn of Aphrodite’s Tears]]&#039;&#039; ritual can be cast, which suppresses the imminent eruption. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Flame_Tongue|The Flame Tongue]]&#039;&#039; spell can be used to direct a belch of hot lava at an individual, which can be used as a weapon to discourage invaders. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Creeping_Earth_2|Creeping Earth]]&#039;&#039; makes the earth rise over the course of a month, seriously damaging buildings.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Creeping Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The caster of this spell stamps his foot on the ground and a patch of earth, centered on his position and 35 paces across, slowly but inexorably rises up for the duration of the spell. The earth rises at a rate of about one inch per day (up to three feet over the spell duration).&lt;br /&gt;
&lt;br /&gt;
This is fast enough for people to observe if they watch the earth for more than a Diameter, and the movement can destroy buildings and other structures — even the strongest castle walls run the risk of collapse.&lt;br /&gt;
&lt;br /&gt;
This spell only works when cast within a league of a volcano (three miles). This is&lt;br /&gt;
because this movement is only a slightly unnatural property of the earth in such&lt;br /&gt;
regions, whereas it is a grossly unnatural property of earth elsewhere. &lt;br /&gt;
|Base 2, +1 Touch, +3 Moon, +1 Part, +2 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Flame Tongue ====&lt;br /&gt;
&#039;&#039;For info on this spell&#039;s community erratum, see [[Talk:Flame Tongue]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Voice, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This spell causes a glutinous glob of lava (from a lake or river of magma) to&lt;br /&gt;
leap out and hit something. The volume of lava moved is about 2 cubic feet, and it&lt;br /&gt;
can be moved to hit any location within Voice range. Whatever the lava hits takes&lt;br /&gt;
between +15 and +60 damage, depending on how much of it is covered by the lava. The lava sticks to whatever it hits and continues to inflict damage each round. It takes several days for the lava to cool naturally.&lt;br /&gt;
&lt;br /&gt;
The heat of the lava is also sufficient to ignite anything flammable that it hits.&lt;br /&gt;
&lt;br /&gt;
Flame Tongue is an Aimed spell, with a +6 bonus to hit due to the size of the volume of lava. &lt;br /&gt;
&lt;br /&gt;
If the caster tries to totally immerse a person with the lava projectile, there is a&lt;br /&gt;
–6 penalty to the Aiming Roll (effectively canceling the +6 size bonus). There is no&lt;br /&gt;
penalty to the Aiming Roll if the objective is to merely splash someone. In some circumstances, the storyguide may decide that a missed attack to immerse a character&lt;br /&gt;
results in a splash. &lt;br /&gt;
|Base 10, +2 Voice, +1 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scorn of Aphrodite’s Tears ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:Individual, Ritual&#039;&#039;&#039; &lt;br /&gt;
|This ritual is cast when the eruption of a volcano is imminent, and it climaxes&lt;br /&gt;
with a vial of pure water being poured into the crater mouth. The ritual prevents the&lt;br /&gt;
volcano from erupting. &lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles in diameter (although the crater will&lt;br /&gt;
be only a fraction of this size), and the peak can be up to 15,000 feet high.&lt;br /&gt;
|Base 3, +1 Touch, +13 Size, +1 affect a volcano (equivalent to affecting stone)}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
===Vulcan&#039;s Warning Bell===&lt;br /&gt;
&lt;br /&gt;
This enchanted bell is suspended in the vapors escaping from a volcanic crater. It detects when the volcano is preparing to erupt. Normally, the bell gives a number of days warning equal to 1 stress die. If a 0 is rolled on the stress die, then the number on the botch die represents the number of hours warning. If the botch die is itself a 0 (i.e., a botch), then there is no warning. The variable warning is a feature of the eruption, not the bell; Hermetic magic cannot predict the future directly, so the item must rely on advance signs of the eruption, and they appear at varying times.&lt;br /&gt;
&lt;br /&gt;
Note that if the volcano unexpectedly erupts due to a supernatural effect, there may be considerably less warning.&lt;br /&gt;
&lt;br /&gt;
There are two effects involved — one to detect the imminent eruption and one to ring the bell. Note that it might be possible for a magus to design a single effect that both detects an eruption and rings a bell to convey this information, as a cosmetic effect. That is not the approach taken here.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Vibration of Anticipation ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 19&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect gives the bell the magical&lt;br /&gt;
sense to detect the imminent eruption. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (38), Two Seasons (29), Three&lt;br /&gt;
Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Clarion Call ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect rings the bell. The frequency of the ringing increases as the eruption time nears, and in the final hours the bell urgently rings every few seconds.&lt;br /&gt;
|Base 2, +2 effect metal; +10 unlimited uses, +3 linked trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (34), Two Seasons (26), Three Seasons (23), Four Seasons (22).&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
In order to colonize the volcanic crater, your characters need to be able to create solid ground from the lava to build upon. Even if your magi build on the rim of a volcanic crater, the earth may need to be stabilized. In any case, the magi will need to ensure that day-today habitation is possible, by cooling the building interiors and preventing the ingress of toxic fumes. Designers must also provide for the feeding and watering of the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
These effects allow the construction of&lt;br /&gt;
buildings within the volcanic crater, or are&lt;br /&gt;
required to make the buildings habitable.&lt;br /&gt;
&lt;br /&gt;
One strategy is to create a series of&lt;br /&gt;
stable islands in the lava (using the Seeds&lt;br /&gt;
of Earth enchanted items), upon which&lt;br /&gt;
Mystic Towers (see ArM5, page 153) can&lt;br /&gt;
be raised. The towers are cooled by Cold&lt;br /&gt;
Marble Slabs, and Fumarole Vents ensure&lt;br /&gt;
that the air inside the towers is safe to&lt;br /&gt;
breathe. An alternative approach is to use&lt;br /&gt;
the Repulsion of Earth effect, which causes&lt;br /&gt;
a tower to float. A tower created near the&lt;br /&gt;
volcanic crater can then be floated and&lt;br /&gt;
pushed out over the lava lake; the floating tower will still need to be made habitable by Cold Marble Slabs and Fumaroles. A&lt;br /&gt;
third strategy is to create buildings made&lt;br /&gt;
from molten lava itself, using spells such&lt;br /&gt;
as Tower of Lava.&lt;br /&gt;
&lt;br /&gt;
In addition, the Repulsion of Earth and&lt;br /&gt;
The Heart That Could Move Stone effects&lt;br /&gt;
could obviously be the basis of a flying&lt;br /&gt;
covenant. For another technique that&lt;br /&gt;
achieves the same goal, see the chapter&lt;br /&gt;
on the Flying Castle of Thomae in Legends&lt;br /&gt;
of Hermes (page 122). If the same method&lt;br /&gt;
were applied in a volcanic setting, precautions would have to be taken to protect the materials of which the flight disk&lt;br /&gt;
is comprised.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cold Marble Slab ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|This marble slab, about a pace across, is activated when it is hung above the entrance of a building, and it chills the building. Normally, this would make continued occupation of the building intolerable; however, if the building is in a very hot location (such as a volcanic crater), then the cooling provided by the marble slab cancels out the ambient heat and makes the building habitable. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Cold Marble Slab&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
The chilling effect is not sufficient to cool anything very hot, such as lava, that&lt;br /&gt;
happens to be in the building. However, it is sufficient to cool the air that is heated&lt;br /&gt;
by the lava. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Vent ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This enchanted item is a vent that is placed over a window in a room. The fumarole vent destroys the toxic properties of the air passing into the room, in the same way that a &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fumarole_Mask|Fumarole Mask]]&#039;&#039; does&lt;br /&gt;
(see earlier). This allows people to freely breathe in a room that is in a building constructed in (or very near) a volcanic crater, or on a river of lava.&lt;br /&gt;
&lt;br /&gt;
As the effect uses the Hermetic target Room, to target the air passing into the room, only one vent is required even if the room has multiple openings. However, if a building has multiple rooms it requires a vent in each room. A version of the vent with a target of Structure could be invented to protect the entire building.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun, +2 Room; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (88), Two Seasons (66), Three Seasons (59), Four Seasons (55).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Repulsion of Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This feather encased in amber is an enchanted item that is activated by being brought over the entrance to a stone building. When active, it causes the stone building to float several paces above the ground. If the effect ends (by the item being removed, for  example), then the building crashes to the ground. This may cause significant damage to the building.&lt;br /&gt;
&lt;br /&gt;
A Finesse Roll against an Ease Factor of 9 must be made if the building must be torn from its foundations. If the roll is failed, then any subterranean (i.e., basement) levels of the building are damaged and rendered unusable. This does not affect the upper levels. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Repulsion of Earth&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
Once it is floating, the building can be moved. However, the building is still&lt;br /&gt;
incredibly massive and so it requires an enormous amount of force (or magic such&lt;br /&gt;
as The Heart That Could Move Stone) to move. The building cannot be pushed by an individual, normal strength man, nor will it blow away in the breeze.&lt;br /&gt;
|Base 3, +1 Touch, +2 Sun, +3 Structure, +1 effect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Seed of Earth ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Ig)(Te)&#039;&#039;&#039; 59&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|When this small piece of volcanic rock is thrown onto molten lava, it solidifies a&lt;br /&gt;
portion of the lava, creating a roughly circular island about 80 feet across and 50&lt;br /&gt;
feet deep. The seed itself is buried 25 feet down, in the center of the island. As the effect has a constant duration, the island is stable and suitable for building structures&lt;br /&gt;
upon. If the seed is removed, dispelled, or destroyed, then roll a stress die; this is the&lt;br /&gt;
number of rounds that the island remains until it dissolves back into the lava. The Ignem requisite is for cooling the island.&lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part, +6 Size, +1 Ignem requisite, free Terram requisite ; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to complete project, as lesser enchanted item: 118.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Heart that Could Move Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|The caster can move stone buildings with incredible force. This usually causes&lt;br /&gt;
the stone building to collapse, as it is torn from its foundations. Anyone inside takes&lt;br /&gt;
+10 damage from the falling structure.&lt;br /&gt;
&lt;br /&gt;
However, if the building is floating (through the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Repulsion_of_Earth|Repulsion of Earth]]&#039;&#039; effect, for&lt;br /&gt;
example), then the character can push the building to a new location. Characters inside the building when it is being moved must make Dexterity rolls against an Ease Factor of 6, each round, or lose their footing. Unless special precautions are taken, laboratories inside the building are disrupted by the movement, which ruins any laboratory activities being conducted that season. It takes a season to reorganize a laboratory disrupted in this way. &lt;br /&gt;
|Base 3, +1 Touch, +1 Diameter, +3 Structure, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tower of Lava ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 50&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell sculpts a tower out of hot bubbling lava. The resulting tower is solid&lt;br /&gt;
and rigid, but if its foundations remain in lava, then the tower will dissolve back into&lt;br /&gt;
the bulk within a day. The Part target is required, because the spell does not use all&lt;br /&gt;
the available lava.&lt;br /&gt;
&lt;br /&gt;
The tower is about the same size and dimensions as the one created by the spell&lt;br /&gt;
&#039;&#039;Conjuring the Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, page 153]]). A Finesse roll against an Ease Factor of 15 is required to ensure that the tower is well made; failure means that the lava takes a solid but malformed shape. &lt;br /&gt;
|Base 3, +1 Touch, +1 Part, +6 size, +3 elaborate design}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (100), Two Seasons (75), Three Seasons (67), Four Seasons (63).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Solidity of Stone ====&lt;br /&gt;
&#039;&#039;&#039;MuTe&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell changes a mass of stone so that it has the unnatural property that it does&lt;br /&gt;
not melt, even when heated to tremendous temperatures. The purpose of this spell is to prevent a building created out of molten lava (like that created by &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Tower_of_Lava|Tower of Lava]]&#039;&#039;) from&lt;br /&gt;
dissolving back into the bulk lava.&lt;br /&gt;
&lt;br /&gt;
Obviously, this spell must be cast every month otherwise the tower will melt&lt;br /&gt;
and collapse.&lt;br /&gt;
&lt;br /&gt;
The stone will still be hot, even if it is solid. So, a building protected like this will need to be cooled (or inhabited by characters immune to heat).&lt;br /&gt;
|Base 4, +1 Touch, +3 Moon, +4 size, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====New Laboratory Virtue: Volcanic Minerals====&lt;br /&gt;
&#039;&#039;Free Laboratory Outfitting Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is supplied with exotic minerals from a volcano. The laboratory needs to be regularly resupplied, otherwise this Virtue is lost. There is no benefit in taking this Virtue multiple times — once the laboratory’s demands for exotic minerals have been met, additional minerals are of little value. &#039;&#039;&#039;–1 Upkeep, +1 Terram&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
These effects can provide health and wealth to the inhabitants of a covenant occupying the mineral-rich environment of a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Sculpt the Stone Machine ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, ritual&lt;br /&gt;
|This ritual creates a machine made of stone that is suitable for use as the invested&lt;br /&gt;
item &#039;&#039;Stone Harvester&#039;&#039;. The machine appears to be a large stone beetle about one pace&lt;br /&gt;
in length. Until it is invested with the &#039;&#039;Stone Harvester&#039;&#039; suite of effects, the machine is merely a very elaborate statue.&lt;br /&gt;
|Base 3, +1 Touch, +3 elaborate design, +1 minimum ritual effect magnitude}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
===Stone Harvester===&lt;br /&gt;
&lt;br /&gt;
This invested item is a beetle-shaped machine that crawls along the rim of the&lt;br /&gt;
volcanic crater. It collects and sorts the volcanic debris for valuable and exotic&lt;br /&gt;
materials, which can be used to reduce the Upkeep of Hermetic Laboratories (see [[Covenants_Chapter_Nine:_Laboratories#Upkeep|Covenants, page 110]]). Each Stone Harvester can provide the Free Outfittings Virtue &#039;&#039;Volcanic Minerals&#039;&#039; (see Insert) for up to&lt;br /&gt;
5 Hermetic Laboratories. Note that the laboratories do not have to be located in&lt;br /&gt;
the volcano — the minerals can be transported to a remote laboratory.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Stone Harvester&#039;&#039; is a huge stone device. It requires 20 pawns to open for enchantment (taking one season and a Magic Theory Score of 10). The effects later require 13 pawns of vis to invest into the Stone Harvester.&lt;br /&gt;
&lt;br /&gt;
As the Stone Harvester is made of stone and only traverses the volcanic crater rim,&lt;br /&gt;
it does not need any particular protection from either heat or fumes. A version of the&lt;br /&gt;
Stone Harvester that actually enters the lava would obviously require some protection.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Harvest Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 43&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The &#039;&#039;Stone Harvester&#039;&#039; uses this effect to collect stone/mineral/metal material of&lt;br /&gt;
a particular sort that it encounters — the stone is identifying material using the &#039;&#039;Stone&lt;br /&gt;
Wealth&#039;&#039; effect. The collected stone is placed in a large stone basket on the back of the&lt;br /&gt;
&#039;&#039;Stone Harvester&#039;&#039; which must be periodically emptied by a grog (precisely how frequently depends on the rarity of the collected stone). If the grog fails to empty the basket, the Stone Harvester will continue to harvest, but excess stone will fall out of the basket.&lt;br /&gt;
|Base 3, +3 Sight, +1 Diameter, +1 Part, +2 effect metal; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (86), Two Seasons (65), Three Seasons (58), Four Seasons (54).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Wealth ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|This effect grants the Stone Harvester the sense to smell whether a particular sort of stone, metal, or mineral is nearby (within about 5 paces). The Stone Harvester contains a small compartment and it targets materials that match the material in the compartment. If there is no material in the compartment the Stone Harvester continues to move about the crater rim, but will obviously not find any matching material. The Stone Harvester only identifies Terram based objects, but of course additional effects could be invented to&lt;br /&gt;
allow the Stone Harvester to identify and manipulate Animal, Aquam, Corpus, or Herbam objects.&lt;br /&gt;
&lt;br /&gt;
This sense allows the harvester to smell things buried to a depth of about 1 pace.&lt;br /&gt;
|Base 2, +2 Sun, +2 Smell, +1 smell through intervening material; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (38), Two Seasons (29), Three Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Crawler ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect manipulates the legs of the &#039;&#039;Stone Harvester&#039;&#039;, enabling it to move around&lt;br /&gt;
the crater rim. The Stone Harvester moves constantly, at the pace of a walking man, in&lt;br /&gt;
a clockwise direction around the crater rim.&lt;br /&gt;
|Base 3, +2 Sun, +1 affect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (28), Two Seasons (21), Three Seasons (19), Four Seasons (18).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Hammer ====&lt;br /&gt;
&#039;&#039;&#039;PeTe&#039;&#039;&#039; 33&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This effect is activated when the &#039;&#039;Stone Harvester&#039;&#039; detects that its target material is&lt;br /&gt;
beneath the surface of the earth. The &#039;&#039;Stone Hammer&#039;&#039; effect loosens up to one cubic pace&lt;br /&gt;
of intervening stone or dirt. This allows the target material to be lifted out of the ground.&lt;br /&gt;
|Base 3, +3 Sight, +1 Part, +1 affect stone; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (66), Two Seasons (50), Three&lt;br /&gt;
Seasons (44), Four Seasons (42).&lt;br /&gt;
&lt;br /&gt;
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===Story Seed: Tophet&#039;s Gate===&lt;br /&gt;
&lt;br /&gt;
Many volcanoes are reputed to be gates to Hell. One well-known incident that demonstrates this occurred when the heretical Ostrogothic king Theodoric died in 526. A jet-black stallion arrived at Theodoric’s palace in Ravenna, gathered the dead king’s body, and then&lt;br /&gt;
galloped away to Mt. Etna, straight into the crater and down into Hell.&lt;br /&gt;
&lt;br /&gt;
If there is a hell portal in the volcano, it is likely accessed via an Infernal regio.&lt;br /&gt;
&lt;br /&gt;
For ease, the story seeds that follow refer to a single devil interacting with the covenant. In your saga, a series of demons could interact with the covenant, or one or two powerful demons could take on the role of the devil.&lt;br /&gt;
&lt;br /&gt;
====Deals with the Devil====&lt;br /&gt;
&lt;br /&gt;
Even if they are not infernalists, the devil may offer the magi power. Of&lt;br /&gt;
course, dealing with the devil imperils the immortal souls of the magi, but if his&lt;br /&gt;
help is really needed, then what choice do the magi have?&lt;br /&gt;
&lt;br /&gt;
Some aid that the devil can offer is listed here. The devil may merely wait for&lt;br /&gt;
opportunities to offer his aid, or he may actively arrange circumstances where his&lt;br /&gt;
aid is needed. Corrupter demons (see [[Realms_of_Power:_The_Infernal_Chapter_Five:_Demons_as_Corrupters|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories concerning deals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Portal&#039;&#039;&#039;: The magi need to rapidly travel. The devil offers the hell portal,&lt;br /&gt;
explaining that by traveling through it they can arrive at any crossroads in Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vis&#039;&#039;&#039;: If the magi run short of vis, then the devil is able to offer some from Hell’s&lt;br /&gt;
stocks. Of course, this will be infernally tainted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Illusions&#039;&#039;&#039;: A foolish magus has committed a crime under the Code of Hermes:&lt;br /&gt;
perhaps he has endangered other magi by interfering in the mundane, he has scried upon the secrets of another magus, or he has killed another magus. The devil offers to cover this indiscretion; his illusions cannot be broken by Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Against Age&#039;&#039;&#039;: If the magi are very elderly, they may find it difficult to&lt;br /&gt;
create an effective Longevity Ritual. The devil offers a ward against age which will prolong the magi’s lives far beyond the capability of Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
====Sacrifices====&lt;br /&gt;
&lt;br /&gt;
A portal to Hell is unlikely to remain open without frequent sacrifice. Even if it would, the devil would hardly inform the magi of this fact, as making sacrifices to the devil is a good way to damn your soul. Some stories that might arise from sacrifices include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revolt in the Inferno&#039;&#039;&#039;: The magi sacrifice the children of the grogs to the devil by casting them into the volcano. Rego Mentem effects can easily keep the grogs under control&lt;br /&gt;
in even the most despicable circumstances, but one botched spell by the magi could unravel all their careful plans and throw the covenant into revolt against their infernal masters.&lt;br /&gt;
The devil might even manufacture circumstances to make this happen — after all, a bloody revolt is sure to lead to more dammed souls, regardless of how it ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hidden Coven&#039;&#039;&#039;: Although the magi do not make sacrifices to the devil, a coven of infernalists hidden nearby does. The coven infiltrated the ranks of the covenant grogs and secretly cast sacrifices into the volcano heart. Will the infernalists be found out?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Henchmen&#039;&#039;&#039;: The magi seek out and assassinate infernalists and devil worshipers throughout Mythic Europe. Where possible they throw the bodies of these executed heretics into the maw of the volcano. The magi argue that they are performing god’s work, but on the other hand by executing an infernalist the magi have prevented him from repenting and saving his soul, thus ensuring another damned soul for hell. Are the magi the servants of heaven or hell?&lt;br /&gt;
&lt;br /&gt;
====Guardians====&lt;br /&gt;
&lt;br /&gt;
The covenant magi might neither worship nor deal with the devil; instead they might guard the hell portal and try to prevent demons from escaping into the world. Destroyer demons (see [[Realms_of_Power:_The_Infernal_Chapter_Seven:_Demons_as_Destroyers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories where Hell directly attacks the covenant. Some stories that might arise from this are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Masters&#039;&#039;&#039;: It is well-known in the Order that the covenant guards a portal to Hell. This is considered a worthy duty and many other covenants in the Tribunal send gifts of vis to help maintain a powerful Aegis around the covenant and to assist in the regular casting of a network of wards that envelope the crater. Re-casting is required as the bubbling volcano regularly breaks the circular wards. The magi of the covenant are also wellknown as masters of warding magic and other tribunal magi visit the covenant for instruction and study.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunder the Gate&#039;&#039;&#039;: Rumors reach the magi of a ritual that can destroy the hell portal. Chasing leads and researching this project might require travel throughout Mythic Europe,&lt;br /&gt;
and include many years of work. Of course, there is always the possibility that the rumored ritual is an Infernal plot: maybe the ritual will summon a demonic horde to destroy the covenant, or maybe the rumors are just intended to distract the magi from warding the portal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Devil’s Night&#039;&#039;&#039;: Once a year, the forces of Hell batter against the covenant’s defenses. Usually, these efforts are futile, but this year Hell has managed to marshal an army of soldiers led by infernalists in the mundane world, near the covenant. The infernalists plan to attack the covenant in the hope of breaking the wards about the&lt;br /&gt;
hell portal. As the covenant is more used to dealing with supernatural assaults, there may be unexpected problems in dealing with a large mundane attack.&lt;br /&gt;
&lt;br /&gt;
====Tragic Heroes====&lt;br /&gt;
&lt;br /&gt;
The covenant was founded by a magus whose lover (or beloved friend or family member) secretly turned to infernalism and then died in a state of unrepentant sin. The magus intends to study and then open the portal to hell, so he can travel to Hell and rescue his&lt;br /&gt;
beloved from eternal damnation. The magus’ plan may actually be the playing out of a stratagem of a Deceiver demon (see [[Realms_of_Power:_The_Infernal_Chapter_Six:_Demons_as_Deceivers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]). Some stories that this might inspire include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recruitment&#039;&#039;&#039;: The magus tries to recruit a small group of magi to help in his&lt;br /&gt;
project. Can he trust them? Do they suspect he is an infernalist?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Bargain&#039;&#039;&#039;: The devil rises from the hell portal and offers to return the&lt;br /&gt;
soul of the magus’ lover in exchange for the souls of a wealthy family of aristocrats. Is the devil trustworthy? Will dealing with the devil damn the magus himself? (No, and yes, obviously, but the magus might convince himself otherwise.) Can the magus find a way to damn the aristocrats?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dead Martyrs&#039;&#039;&#039;: Carrying a collection of holy relics will help protect the magus as he walks through the wastes of hell searching for his beloved. The magus can amass relics by raiding churches and monasteries. He might be able to buy relics, too, although he will need to be wary of fakes, and by buying relics the magus will commit the canon law crime of simony.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heaven’s Labors&#039;&#039;&#039;: A saint appears to the magus in a dream and offers to protect him during his journey through Hell. However, before the saint will help, the magus must found a monastery dedicated to the saint on the rim of the volcano. The prayers of the monks in the monastery will aid the magus during his sojourn in Hell.&lt;br /&gt;
&lt;br /&gt;
====Accused of Infernalism====&lt;br /&gt;
&lt;br /&gt;
A very real danger, of course, from living in close proximity to a portal to Hell is that regardless of the intentions of the characters they are vulnerable to accusations of infernalism. For this reason, the magi may want to keep the hell portal secret. Some possible stories arising from this concern are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A grog goes missing&#039;&#039;&#039;: Has he merely fallen into the lava, or has he run away?&lt;br /&gt;
What does he know about the hell portal? Was he a spy from a rival covenant? Can the magi track him down before he reveals their secret?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Visitors&#039;&#039;&#039;: Foreign magi unexpectedly arrive at the covenant. Can the hell portal be hidden from them? Can the visitors be encouraged to leave promptly without arousing their&lt;br /&gt;
suspicions, or do they already know about the portal? Can the demons on the other side of the hell portal be relied upon to keep quiet?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Framed&#039;&#039;&#039;: Even if the volcano is not really a hell portal, it is common knowledge&lt;br /&gt;
(right or wrong) that many volcanoes are. This means that a rival covenant might accuse the magi of infernalism, anyway. If the rival covenant is politically well-connected, within the tribunal, the accusation could lead to an investigation by the Quaesitors. Dealing with the investigation could be bothersome and disruptive to laboratory work even if there is nothing for the Quaesitors to find. Of course, a diabolically clever rival could even&lt;br /&gt;
make their own deal with the devil to plant evidence of infernalism in the volcano crater.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Thermal Bath of Good Humor===&lt;br /&gt;
&lt;br /&gt;
This invested item is a bath in which the covenfolk (and magi) can bathe in water heated by the volcano. Regular bathing in these waters increases the health of the characters. On the other hand, a version of this bath called &#039;&#039;The Thermal Bath of Scalded Flesh&#039;&#039; could be invented as a sadistic torture device.&lt;br /&gt;
&lt;br /&gt;
The bath is a huge item; if it is made of stone, it requires 20 pawns to open for enchantment (this takes one season and a Magic Theory Score of 10). If the bath is made of metal (iron or copper), it requires 25 pawns to open for enchantment (this takes one season and a Magic Theory Score of 13). The effects later only require 1 and 3 pawns to invest, which means that&lt;br /&gt;
there is plenty of room in the bath for other effects.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Test the Waters ====&lt;br /&gt;
&#039;&#039;&#039;InIg&#039;&#039;&#039; 9&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect determines the temperature in the bath. When the temperature drops below a comfortable bathing temperature, it activates the heating effect Fill the Bath. If the bath is intended to be &#039;&#039;The Thermal Bath of Scalded Flesh&#039;&#039;, then this effect is invented to monitor around (and activate the [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fill_the_Bath|&#039;&#039;Fill the Bath&#039;&#039;]] effect at) the boiling temperature of water.&lt;br /&gt;
|Base 2, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (18), Two Seasons (14), Three Seasons (12), Four Seasons (12).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fill the Bath ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 28&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect causes the water in the bath&lt;br /&gt;
to move through the air, pass over a volcanically heated region, and then back in a&lt;br /&gt;
circle into the bath. The water travels in&lt;br /&gt;
its circuit as a gentle stream suspended in&lt;br /&gt;
the air at about waist height. The water returns to the bath warmed and dissolved in&lt;br /&gt;
the water are a number of beneficial mineral salts.&lt;br /&gt;
&lt;br /&gt;
If the bath is being controlled to a comfortable bathing temperature, then any characters who bathe once a day for most of the year receives a +1 Living Condition modifier to their Aging Rolls for that year, and a +1 Modifier to any Recovery Rolls they make during the year (see ArM5, pages [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Aging|168]] and [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Recovering_From_Wounds|179]]). This modifier cannot be increased by more frequent bathing. These beneficial effects come from the mineral salts that are entrained in the water. The beneficial effects are not magical in origin, and a character who constantly&lt;br /&gt;
uses the bath in this way does not gain Warping Points. The bath does not need to be able to detect the mineral salts as they are naturally present in the volcano. &lt;br /&gt;
&lt;br /&gt;
If for some reason, the mineral salts are lacking from the volcano (which would be highly unusual) then the bath has no beneficial effects on the bather — apart from cleanliness, of course!&lt;br /&gt;
&lt;br /&gt;
If the bath is being controlled to a scalding temperature, then any character immersed in the bath takes +12 damage each round due to the elevated temperature.&lt;br /&gt;
&lt;br /&gt;
The effect requires both the presence of water in the bath and a volcanic region to heat the water within Sight range. If either of these elements are missing the effect does not activate.&lt;br /&gt;
|Base 1, +3 Sight, +1 Diameter, +2 very unnatural effect; +10 unlimited uses per day, +3 linked trigger ([[Hermetic_Projects_Chapter_Two:_The_Burning_City#Test_the_Waters|&#039;&#039;Test the Waters&#039;&#039;]])}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (56), Two Seasons (42), Three Seasons (38), Four Seasons (35).&lt;br /&gt;
&lt;br /&gt;
===Well Ever-Full===&lt;br /&gt;
&lt;br /&gt;
This well is an invested item. It has two effects enchanted in it: one periodically fills the well with water from the sea, the other removes the salt from the water. As both effects are momentary, once the water has been affected it is no longer under a magical effect. The water is thus drinkable by characters with Magic Resistance. If there is a suitable river or lake near the covenant, then the well could source its water from there, without the need to remove the salt from the water. However, many naturally-occurring volcanoes are located on islands remote from sources of fresh water. River and lake sources can also be problematic as they may not be available year-round (through either evaporation or freezing), and may even dry up completely for years at a time.&lt;br /&gt;
&lt;br /&gt;
As the two effects require 6 and 3 pawns of vis respectively, the well must be opened for enchantment using at least 9 pawns of vis. A well (a huge item made of stone) takes 20 pawns of vis to open for enchantment (leaving room for extra effects to be invested if desired). It takes one season to open the well for enchantment, which requires a Magic Theory Score of 10.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fill the Well ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 54&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 2 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect is triggered every sunrise and sunset. It instantaneously fills the well&lt;br /&gt;
with water from the sea (which must be within seven leagues). The effect requires an Arcane Connection to the sea. Any water which remains from the previous triggering of the effect&lt;br /&gt;
is sufficient for this. However, if the well is ever completely drained of water, it must&lt;br /&gt;
be primed with a cup of water from the sea. If the well ceases to work (for some reason) for more than a few months, then the well must also be refilled with a cup of water from the sea, as the Arcane Connection to the sea will have expired.&lt;br /&gt;
&lt;br /&gt;
The volume of water that is transported daily into the well is sufficient to supply&lt;br /&gt;
the water needs of a covenant of several hundred people.&lt;br /&gt;
&lt;br /&gt;
The effect is based on the Rego Corpus guidelines, applied by analogy to the Aquam Form. Note that the water is only transported a distance of seven leagues, so for this to be effective the well must be located with seven leagues of the water source. A version of this effect, using the guideline one magnitude higher, would enable the water to be transported any distance.&lt;br /&gt;
|Base 30, +4 Arcane; +3 environmental trigger, +1 2 uses per day}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (108), Two Seasons (81), Three Seasons (72), Four Seasons (68).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cleanse the Undine&#039;s Tears ====&lt;br /&gt;
&#039;&#039;&#039;PeAq&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 2 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect eliminates the salt in the water in the well. This effect is triggered by the [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fill_the_Well|&#039;&#039;Fill the Well&#039;&#039;]] power, and is activated one round later.&lt;br /&gt;
&lt;br /&gt;
Note that the salinity of the water will not return once it has been removed. This&lt;br /&gt;
is because salt is not part of the essential nature of water.&lt;br /&gt;
|Base 15, +1 Touch; +3 linked trigger (&#039;&#039;Fill the Well&#039;&#039;), +1 2 uses per day}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (48), Two Seasons (36), Three Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seed: Vulcan&#039;s Forge====&lt;br /&gt;
The Roman God [https://en.wikipedia.org/wiki/Vulcan_(mythology) Vulcan] (Greek, [https://en.wikipedia.org/wiki/Hephaestus Hephaestus]) had forges beneath Vesuvius and Vulcano, and possibly other volcanoes too. Many volcanoes thus contain faerie regiones that led to Vulcan’s court.&lt;br /&gt;
&lt;br /&gt;
Of course, whether the Vulcan presiding over this hot and sooty realm is the real Vulcan, or merely a faerie portraying the role, is unclear. Stories that might arise from Vulcan’s Forge include:&lt;br /&gt;
&lt;br /&gt;
=====The Competition===== &lt;br /&gt;
&lt;br /&gt;
An emissary from Vulcan arrives at the covenant and delivers a challenge. Vulcan claims that the volcano is his forge and will not allow the magi to remain unless they beat him in a series of competitions. The competitions include:&lt;br /&gt;
&lt;br /&gt;
* Forging the strongest sword.&lt;br /&gt;
* Creating the sharpest edged blade.&lt;br /&gt;
* Smelting the largest amount of iron from ore in one day.&lt;br /&gt;
* Manufacturing the most beautiful and delicate copper tiara.&lt;br /&gt;
&lt;br /&gt;
The competition will be judged by Vulcan’s wife [https://en.wikipedia.org/wiki/Venus_(mythology) Venus] ([https://en.wikipedia.org/wiki/Aphrodite Aphrodite]). If the magi refuse to participate then Vulcan will cause the volcano to erupt. On the other hand, as long as the magi perform credibly Vulcan will let them stay, even if they do not actually win the competition.&lt;br /&gt;
&lt;br /&gt;
=====Forge Companion===== &lt;br /&gt;
&lt;br /&gt;
Vulcan offers to train a character in the art of metalworking (or the magi request this). The character lives for several years in Vulcan’s court and gains an Affinity Virtue with either Craft: Metalwork, Rego, Ignem, or something similar. The years spent in the faerie court are also spent learning Abilities or Arts from Vulcan, working at his  forge, or adventuring in the faerie court.&lt;br /&gt;
&lt;br /&gt;
=====Smith for Hire===== &lt;br /&gt;
&lt;br /&gt;
Vulcan can make highly complex devices and can find exotic materials. He is willing to work for the magi, but they need to pay him with presents for his wife Venus. Items created by Vulcan are especially useful for magi, as when he uses his forge he automatically prepares the item for enchantment (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Preparation_for_Enchantment|ArM5, page 97]]). This means that the magi can invest items that are large or made of exotic components, even if they lack the required Magic Theory to prepare the item for enchantment themselves. Items forged by Vulcan are also very cost-effective as invested items — depending, of course, upon what Venus’ present costs the magi.&lt;br /&gt;
&lt;br /&gt;
=====Outside Influence===== &lt;br /&gt;
&lt;br /&gt;
If it becomes known that the covenant is in contact with Vulcan’s court, then representatives of [[Houses_of_Hermes:_Mystery_Cults_Chapter_Four:_House_Merinita|House Merinita]] and [[Houses_of_Hermes:_Mystery_Cults_Chapter_Five:_House_Verditius|House Verditius]] are likely to both be very  interested. The covenant can expect to be visited by many magi of these Houses, which could lead to competition over local resources, the establishment of a House Verditius dominated chapterhouse on the very doorstep of a covenant, and legal wrangling at Tribunal over whether anyone is “molesting the faeries” of Vulcan’s court. At the very least, many visitors are likely to distract the magi from their own work.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
Volcanoes might be home to a number of supernatural creatures. These effects may help the magi deal with their neighbors.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Basalt Cage ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|This ritual creates a large cage made out of basalt stone with a single gate (also&lt;br /&gt;
made of basalt) that can be opened and shut. The cage is large enough to hold ten man-sized creatures. Individuals in the cage may find it difficult to escape, if the gate is somehow locked or barred.&lt;br /&gt;
 &lt;br /&gt;
However, the main purpose of the ritual is to create a cage which is subsequently&lt;br /&gt;
enchanted as an item with the effect [[Hermetic_Projects_Chapter_Two:_The_Burning_City#The_Entrapped_Flame|&#039;&#039;The Entrapped Flame&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
Note that, if your character is talented at Rego magics, he may find it easier to use&lt;br /&gt;
a Rego Terram craft effect to sculpt such a cage from a hunk of basalt. However, remember to consider that the magus must make a Finesse roll against an Ease Factor of 24 to succeed in casting such a Rego craft effect, as it would be hard for a mundane craftsman to sculpt such an item and it would take him a long time to do so (see [[Covenants_Chapter_Four:_Covenfolk#Rego_Craft_Magic|&#039;&#039;Covenants&#039;&#039; page 49]]).&lt;br /&gt;
|Base 3, +1 Touch, +1 Size, +1 complex structure, +2 minimum level of a ritual}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (40), Two Seasons (30), Three Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Commune with the Fire Soul ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 30&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster plunges his hands into lava (which will cause damage if he is not protected) and communes with the spirit of the volcano. If the volcano’s spirit is a creature with Might, then this spell needs to penetrate its Magic Resistance.&lt;br /&gt;
&lt;br /&gt;
The length of time a conversation with a volcano spirit takes is highly variable, and depends on the activity of the volcano. The spell allows the caster to perceive and participate in the conversation at either great speed or very slowly, as appropriate. A conversation of a few simple sentences with a dormant volcano could take many days, and would therefore require either a spell with a different duration or magical effects similar&lt;br /&gt;
to [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#General_16|&#039;&#039;Maintaining the Demanding Spell&#039;&#039;]] (ArM5, page 162) in order to maintain the Concentration duration. On the other hand, a long multi-faceted discourse with an active volcano can be conducted in a fraction of a round.&lt;br /&gt;
|Base 20, +1 Touch, +1 Concentration}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (60), Two Seasons (45), Three Seasons (40), Four Seasons (38).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Ring of Protection Against Creatures of Fire ====&lt;br /&gt;
&#039;&#039;&#039;ReIg&#039;&#039;&#039; 35&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: +22, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This ring, with an inset ruby, wards the wearer against creatures with an Ignem Form who have a Magic Might of no more than 20.&lt;br /&gt;
|Base Effect at level 20, using Sun Duration instead of Ring and Individual Target instead of Circle; +11 penetration bonus of 22; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (70), Two Seasons (53), Three Seasons (47), Four Seasons (44).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Sense the Hearts of Fire ====&lt;br /&gt;
&#039;&#039;&#039;InIg&#039;&#039;&#039; 30&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|The caster detects whether creatures he can see have an Ignem Form Might. This is a magical property of a creature made of flame. It has no effect on creatures that are not made of Ignem, regardless of whether they have a Might or not. Creatures apparently made of flame (creatures of another Form, illusions, or the effects of Hermetic Rego Ignem magic) who do not have an Ignem Form Might are also not detected by this effect.&lt;br /&gt;
&lt;br /&gt;
Obviously, this spell needs to Penetrate the Magic Resistance of the detected creatures.&lt;br /&gt;
|Base 4, +2 Sun, +4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (60), Two Seasons (45), Three Seasons (40), Four Seasons (38).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Sublimation of Flame ====&lt;br /&gt;
&#039;&#039;&#039;MuIg(Au)&#039;&#039;&#039; 30&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Voice, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell changes a fire elemental (or another creature made of fire) into air for a&lt;br /&gt;
short period of time. This renders the fire elemental incapable of using many of its powers for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
If the target is in a well-ventilated area (such as outside), then the air that forms its body disperses. This inflicts an Incapacitating Wound on the fire elemental, and when its body returns to fire, numerous small fires erupt throughout the volume it has filled (about 50 paces across). These small fires cause +3 damage to anyone in the volume, and ignite&lt;br /&gt;
flammable materials.&lt;br /&gt;
&lt;br /&gt;
If the target is in an enclosed area (such as inside a room), then the air is closely contained, and the creature suffers no damage. When the fire elemental’s body returns to flame anyone else remaining within the room immediately takes either +10 or +Might damage (whichever is greater) as the elemental’s incandescent body of flame coalesces. &lt;br /&gt;
&lt;br /&gt;
This spell must Penetrate the Magic Resistance of the fire elemental. This spell is able to affect creatures of up to Size +6 (this includes fire elementals of up to Might 25)&lt;br /&gt;
|Base 5, +2 Voice, +1 Diameter, +2 size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (60), Two Seasons (45), Three Seasons (40), Four Seasons (38).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Entrapped Flame ====&lt;br /&gt;
&#039;&#039;&#039;ReIg&#039;&#039;&#039; 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: +22, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This effect is enchanted into a cage made from basalt stone (see [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Basalt_Cage|&#039;&#039;Basalt Cage&#039;&#039;]]) which is&lt;br /&gt;
large enough to hold ten man-sized creatures. Creatures with Ignem Magic Might up to 20 cannot escape from the cage.&lt;br /&gt;
&lt;br /&gt;
The cage has a gate, that can be opened and shut by characters who are not affected by the cage. Shutting the gate activates the effect.&lt;br /&gt;
|Base Effect at level 20, using Sun Duration, +2 Room; +11 penetration bonus&lt;br /&gt;
of 22, +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
This item could be invented as a lesser enchanted item. Required Lab Total to invent lesser enchanted item: 90 Alternatively, the item could be invented as an invested item. It takes 20 pawns of vis (huge, stone), one season and a Magic Theory Score of 10 to open the basalt cage for enchantment. Then, invest the effect. Required Lab Total to invest effect: One Season (90), Two Seasons (68), Three Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seed: Eternal Spirit of Flame====&lt;br /&gt;
The volcano (or a regio within it) may be inhabited by a powerful magical nature spirit, or possibly a spirit associated with another realm. Once the characters have established  themselves in or near the volcano, they can try to contact and commune with this spirit. Alternatively, the spirit may contact the magi itself. Bjornaer and Merinita characters&lt;br /&gt;
are particularly likely to be contacted, as they are generally the magi most connected with nature, but any character apparently interested in the welfare of the volcano could be contacted.&lt;br /&gt;
&lt;br /&gt;
Communing with the spirit at the heart of the volcano allows the characters to access the Volcano Lore Supernatural Ability (this is a type of Nature Lore; see [[Houses_of_Hermes:_Mystery_Cults_Chapter_Four:_House_Merinita#Nature_Mysteries|&#039;&#039;Houses of Hermes: Mystery Cults&#039;&#039;, pages 102–106]], or [[Guardians_of_the_Forest_Chapter_Four:_The_Forest#New_Arcane_Ability:_Forest_Lore*|&#039;&#039;Guardians of the Forests: The Rhine Tribunal&#039;&#039;, page 37]]).&lt;br /&gt;
&lt;br /&gt;
The volcano spirit can grant Virtues to characters who are loyal to it. The basic procedure is that the character performs a quest for the spirit and makes a sacrifice (gains a Flaw) and in return the spirit grants the character a portion of his power (a Virtue). Each quest is a good opportunity for the troupe to tell a story. Some example Virtues, quests, and&lt;br /&gt;
sacrifices include the following.&lt;br /&gt;
&lt;br /&gt;
=====Virtues===== &lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Elemental_Magic|&#039;&#039;&#039;Elemental Magic&#039;&#039;&#039;]], Major Hermetic Virtue (ArM5, page 41): Many of these projects use elemental Forms with other elemental Forms as requisites. A character with the Elemental Magic Virtue can ignore such requisites, making the projects easier.&lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Greater_Immunity|&#039;&#039;&#039;Greater Immunity&#039;&#039;&#039;]], Major Supernatural Virtue (ArM5, page 43), or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Lesser_Immunity|&#039;&#039;&#039;Lesser Immunity&#039;&#039;&#039;]], Minor Supernatural Virtue (ArM5, page 44): Immunity to lava, heat, or noxious fumes could be very convenient for living in the Burning City.&lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Major_Magical_Focus|&#039;&#039;&#039;Major Magical Focus&#039;&#039;&#039;]], Major Supernatural Virtue (ArM5, page 45), or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Minor_Magical_Focus|&#039;&#039;&#039;Minor Magical Focus&#039;&#039;&#039;]], Minor Supernatural Virtue (ArM5, page 46): A major focus in volcanoes or a minor focus such as ash, fire elementals, lava, volcanic fumes, or volcanic rock.&lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Mythic_Blood|&#039;&#039;&#039;Mythic Blood&#039;&#039;&#039;]], Major Hermetic Virtue (ArM5, page 47): The magus could have his blood mingled with that of Vulcan, a fire elemental, or a dragon, and thus inherit useful supernatural powers from this powerful lineage. &lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Special_Circumstances|&#039;&#039;&#039;Special Circumstances&#039;&#039;&#039;]], Minor Hermetic Virtue (ArM5, page 49): Your magus gains a bonus to his magic when casting inside a volcano.&lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Ways_of_the_(Land)|&#039;&#039;&#039;Ways of the (Volcano)&#039;&#039;&#039;]], Major General Virtue (ArM5, page 50): Your character gains a deeper understanding of volcanic regions.&lt;br /&gt;
&lt;br /&gt;
=====Quests===== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Awaken the Sleeper&#039;&#039;&#039;: The spirit of the volcano is lonely, but he has a brother who lies dormant beneath the earth. The character must awaken the brother (cause him to erupt),&lt;br /&gt;
creating a new volcanic crater. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood to Flame&#039;&#039;&#039;: The character must invent, and cast on himself, a ritual that permanently changes his blood to lava.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleanse the Slopes&#039;&#039;&#039;: The slopes of the volcano have been colonized by a monastery that rings a bell to the glory of God. Each peal of the bell strengthens the Divine and weakens the magic aura that the volcano spirit feeds upon. The character must silence the monastery bell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gather the Embers&#039;&#039;&#039;: The spirit of the volcano has a number of children (fire elementals) that over the centuries have dispersed throughout Mythic Europe. One of his children is trapped in the catacombs beneath a mundane king’s castle (the fire elemental is used as a source of central heating for the castle). The character must travel to the castle and rescue the fire elemental from its servitude.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stoke the Fire&#039;&#039;&#039;: The volcano has been weakened by long centuries of activity. The character must recharge the heart of the volcano by casting a rook of Creo vis into the crater heart.&lt;br /&gt;
&lt;br /&gt;
=====Sacrifices===== &lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Blatant_Gift|&#039;&#039;&#039;Blatant Gift&#039;&#039;&#039;]], Major Hermetic Flaw (ArM5, page 51): The character sweats, puffs, fumes, and rumbles like a volcano on the brink of eruption; other characters find him very unusual.&lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Chaotic_Magic|&#039;&#039;&#039;Chaotic Magic&#039;&#039;&#039;]], Major Hermetic Flaw (ArM5, page 52): The character’s magic becomes like an erupting volcano and difficult to control.&lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Difficult_Spontaneous_Magic|&#039;&#039;&#039;Difficult Spontaneous Magic&#039;&#039;&#039;]], Minor Hermetic Flaw (ArM5, page 53): Like a dormant volcano, the character’s spontaneous magic becomes difficult to rouse.&lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Incomprehensible|&#039;&#039;&#039;Incomprehensible&#039;&#039;&#039;]], Minor General (ArM5, page 55): The character’s understanding of magic changes and becomes full of allusions to bubbling lava and drifting ash that other magi cannot readily comprehend.&lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Missing_Hand|&#039;&#039;&#039;Missing Hand&#039;&#039;&#039;]], Minor General (ArM5, page 56): The character cuts his hand off and casts it into the volcanic crater, linking him with the volcano’s spirit.&lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Unpredictable_Magic|&#039;&#039;&#039;Unpredictable Magic&#039;&#039;&#039;]], Minor Hermetic (ArM5, page 60): The character’s magic can erupt unexpectedly.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
To complete many of the projects that comprise the Burning City your characters might want to increase their Lab Total. These are some strategies that you might like to employ.&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
Shape and Material bonuses can give your characters bonuses to their Lab Total when inventing item effects ([[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Instilling_The_Effect|ArM5, page 99]]). Also, if a magus has a Talisman, then its Shape and Material bonuses can be used to give him a bonus when casting appropriate spells (once the Talisman has been attuned; see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Talisman_Attunement|ArM5, page 98]]).&lt;br /&gt;
&lt;br /&gt;
Some new Shape and Material Bonuses are listed later (the troupe should feel free to devise their own Shape and Material bonuses too). The bonuses written in italic text have been drawn from other books in Ars Magica Fifth Edition. The bonuses written in regular text are new suggestions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ash&#039;&#039;&#039; (burned debris, not the tree) (+2&lt;br /&gt;
burning things, +5 affect things that&lt;br /&gt;
have been burned, +2 Ignem)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifacts from Pompeii and Herculaneum&#039;&#039;&#039; (+3 volcanoes)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marble&#039;&#039;&#039; (&#039;&#039;+5 wards, +3 beauty&#039;&#039;, +3 cold)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mask&#039;&#039;&#039; (&#039;&#039;+2 affect wearer’s sight, +3 hiding, +7 disguise,&#039;&#039; +2 affect wearer’s breathing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror&#039;&#039;&#039; (+7 illusions, +5 see the truth)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vent&#039;&#039;&#039; (+7 affect air passing through it)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volcano&#039;&#039;&#039; (+5 volcanoes)&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
Features can be added to a laboratory which add a bonus to certain types of Lab&lt;br /&gt;
Totals, and elements of the laboratory’s structure or location can also be auspicious for some sorts of work. Many of the options presented in &#039;&#039;Covenants&#039;&#039; ([[Covenants_Chapter_Nine:_Laboratories#Laboratory_Specializations|pages 112–121]]) could help with the Burning City effects. Some new Laboratory Virtues and Flaws include the following.&lt;br /&gt;
&lt;br /&gt;
====Features====&lt;br /&gt;
&lt;br /&gt;
A Greater Feature is a &#039;&#039;Major Structure Virtue&#039;&#039; for a Laboratory and it adds +2 Aesthetics and +3 points distributed among the appropriate specializations. A Lesser Feature is a &#039;&#039;Minor Structural Virtue&#039;&#039; and it adds +1 Aesthetics and +1 in an appropriate specialization.&lt;br /&gt;
&lt;br /&gt;
=====Fumes=====&lt;br /&gt;
&lt;br /&gt;
A sphere of glass rests on plinth in the laboratory. Trapped in the sphere are swirling, noxious vapors captured from a volcanic vent. &#039;&#039;Specializations: Pe, Au, Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Pool of Lava=====&lt;br /&gt;
&lt;br /&gt;
The laboratory is either built to enclose a pool of lava or a specially constructed cauldron keeps a sample of lava hot and molten. &#039;&#039;Specializations: Ig, Te&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Thermal Spring=====&lt;br /&gt;
&lt;br /&gt;
A volcanically heated spring bubbles up from the center of the laboratory. &#039;&#039;Specializations: Cr, Aq, Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Volcanic Rock=====&lt;br /&gt;
&lt;br /&gt;
In the center of the laboratory is a huge slab of volcanic rock. &#039;&#039;Specializations: Mu, Ig, Te&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Dormant Volcano====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Free Structure Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is located in a dormant volcano crater. &#039;&#039;+1 Aesthetics, +1 Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Active Volcano====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Major Structure Flaw&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is located in an active volcanic crater. Note that the Safety, Upkeep, and Health factors here assume that this laboratory and the magus are both somehow protected from the catastrophic hazards of being in an active volcano crater. &#039;&#039;+2 Upkeep, –2 Safety, –1 Health, +1 Experimentation, +3 Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Mineral Bath====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Minor Outfitting Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory contains a mineral bath that is heated by a volcanic source. The magus takes frequent baths while contemplating his work. &#039;&#039;+2 Health, –1 Safety, +1 Aq, +1 Longevity Rituals&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Volcanic Spirit Forge====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Minor Supernatural Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory contains a forge that is heated by a volcanic spirit. &#039;&#039;–1 Upkeep, –1&lt;br /&gt;
Safety, +1 Experimentation, +1 Re, +1 Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Hell Portal====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Major Supernatural Flaw&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory contains a fiery portal to Hell. &#039;&#039;–2 Safety, +2 Warping, +1 Re, +3 Vi&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
Your magus could try to accomplish some of these projects using experimentation (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Arcane_Experiments|ArM5, pages 107–109]]). What follows are some example side effects and modified effects that could result from experimentation on these projects (if a side effect or modified effect is rolled on the Extraordinary Effects table; see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Experimentation:_Extraordinary_Results|ArM5, page 109]]).&lt;br /&gt;
&lt;br /&gt;
These are only suggestions: your troupe should feel free to modify, or ignore these, or create your own, as necessary.&lt;br /&gt;
&lt;br /&gt;
* The effect only works when the volcano is erupting.&lt;br /&gt;
* The effect only works when used within the crater of a particular volcano.&lt;br /&gt;
* Tears of lava momentarily flow from either the caster’s or the target’s eyes. This causes +10 heat damage, and blinds him for one diameter.&lt;br /&gt;
* The target (or caster) belches a powerful sulfurous stench. This causes no damage, but it is obnoxious and it draws attention to the character.&lt;br /&gt;
* The target (or caster) becomes very hot, and sweats profusely. He must make a Stamina check against an Ease Factor of 6 or immediately lose a Long Term Fatigue level due to lack of water (the Fatigue level can only be regained by drinking).&lt;br /&gt;
* Any flammable items held or worn by the caster (or target) ignite. This usually includes clothing, straps holding armor together, etc.&lt;br /&gt;
* Metal objects held or worn by the caster (or target) melt. This causes no damage if he immediately drops the item, although usually it ruins the item. If the character holds onto the item, he takes +12 heat damage. If he is wearing full metal armor, he takes +48 damage; partial metal armor, +36 damage.&lt;br /&gt;
* The caster’s (or target’s) clothing turns to ash. This causes no damage exceptto the clothing, but obviously it draws attention to the character. Metal armor and jewelry is slightly singed, but otherwise unaffected.&lt;br /&gt;
* Fires within Voice range of the target (or caster) briefly flare up to a brilliant, searing heat and then extinguish. &lt;br /&gt;
* Wherever the caster (or target) walks, her footprints burn into the surfaces she walks upon. This leaves a clear trail of scorched earth and ash. This side effect lasts for Sun duration.&lt;br /&gt;
* The room briefly fills with toxic volcanic fumes. An immediate Stamina check, against an Ease Factor of 6, must be made for each character within the room. If this is failed the character takes a Medium wound. If the room is normally ventilated, the poisonous fumes disperse within 1 round. However, if the room is sealed, the fumes persist and characters in the room need to take another Stamina check every Diameter. If the effect is cast outside, there is no damaging effect as the fumes are too quickly dispersed, although characters within Voice range of the caster do smell the fumes before they disperse.&lt;br /&gt;
* The humors of the caster (or target) become temporarily unbalanced. Make a Stamina check for the target against an Ease Factor of 6. If this is failed, the character develops a disease due to an excess of hot, dry, yellow bile, which causes a Medium Wound.&lt;br /&gt;
* The humors of the caster (or target) become subtly, but permanently unbalanced. This causes no immediate effect, but the character’s subsequent Aging checks are made with an additional –1 Living Condition Modifier. Note, that this side-effect only affects the character once, even if he is affected by the spell/item effect multiple times.&lt;br /&gt;
* The humors of the caster (or target) are buffered against extreme swings. This causes no immediate effect, but the character’s subsequent Aging checks are made with an additional +1 Living Condition Modifier. Note, that this side effect only affects the character once, even if he is affected by the spell/item effect multiple times.&lt;br /&gt;
* The outer layers of the target’s skin form a hard, black crust. This gives him a +3 bonus  to Soak, which lasts for Sun duration. When this side-effect expires, the crust of skin  peels off over a period of about one week. This has no game-mechanical effect, but it is visually unappealing: the peeling skin is broken, scabbed, and burnt.&lt;br /&gt;
* The caster (or target) is imbued with a warm internal glow. She does not suffer from exposure, hunger, or thirst until the glow subsides, which takes a simple die of Sun durations. This side effect appears to bypass the Limit of Energy, which could make the spell Lab Text an important source of insight for a magus attempting research in this area.&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22624</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22624"/>
		<updated>2026-03-26T09:49:35Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Effects to Deal with Volcanic Inhabitants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Pitch Brush ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 6 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.&lt;br /&gt;
&lt;br /&gt;
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges’ worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).&lt;br /&gt;
|Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (96), Two Seasons (72), Three&lt;br /&gt;
Seasons (64), Four Seasons (60).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cloven Hoofed Boots ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Te)&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; part&lt;br /&gt;
|These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly&lt;br /&gt;
follow behind, but this would require a lot of agility.&lt;br /&gt;
&lt;br /&gt;
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat. &lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part,&lt;br /&gt;
free Terram requisite; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (48), Two Seasons (36), Three&lt;br /&gt;
Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Steed of Vesuvius ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell magically transforms a horse so that he is able to gallop across&lt;br /&gt;
molten lava as if it were a cobbled road. The horse also has no fear of the heat or&lt;br /&gt;
fumes expelled by the lava, and he does not suffer from the heat of the lava or the&lt;br /&gt;
toxicity of the fumes. The rider of the horse does not receive any protection from this spell.&lt;br /&gt;
&lt;br /&gt;
When the spell expires, the horse suffers a Long-Term Fatigue level.&lt;br /&gt;
&lt;br /&gt;
The requisite is free because it is part of the guideline and required for the effect.&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Dragon&#039;s Blood ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Ig)(Te)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This ritual changes the blood of the&lt;br /&gt;
caster into lava. This does no harm to the&lt;br /&gt;
caster himself, and his super-heated blood&lt;br /&gt;
means that he is immune to any heat based damage that causes +15 or less damage (which includes lava).&lt;br /&gt;
&lt;br /&gt;
If the character is injured in melee combat, his opponent(s) must make Dexterity rolls against an Ease Factor of 6 to avoid being splattered by hot lava. Opponents who fail take +15 damage. If the caster’s melee opponents are unaware of his lava blood (that is, it is the first time they have seen him injured), then the Dexterity roll is made against an Ease Factor of 9.&lt;br /&gt;
&lt;br /&gt;
The Ignem and Rego requisites are required to give the additional protection from heat. The Terram requisite is free because it is required for the effect. |Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Covenant of the Dragon ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Te)(Ig)&#039;&#039;&#039; 85&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Group, Ritual&lt;br /&gt;
|This ritual changes the blood of a Group of up to 100 individuals into lava.&lt;br /&gt;
This has the same effect on each member of the Group as the ritual [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Dragon&#039;s_Blood|Dragon’s Blood]]. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Gaining_Warping_Points|ArM5, page 168]]).&lt;br /&gt;
|Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Mask ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it.&lt;br /&gt;
This allows the wearer of the mask to&lt;br /&gt;
breathe without trouble in the heart of a&lt;br /&gt;
volcanic crater, or on a river of lava. The&lt;br /&gt;
air affected by the mask tastes slightly&lt;br /&gt;
unpleasant, but this does not cause any&lt;br /&gt;
damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
Although the mask is constantly active, once the toxicity of the air has been&lt;br /&gt;
removed, the air itself is no longer the&lt;br /&gt;
subject of a magical effect. This means&lt;br /&gt;
that the air is not resisted by characters with Magic Resistance, so magi can&lt;br /&gt;
breathe using the mask without lowering&lt;br /&gt;
their Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Note that Muto effects which change&lt;br /&gt;
the air to be non-toxic are of little value&lt;br /&gt;
to magi, as the effect only lasts as long as&lt;br /&gt;
the spell duration. This means that when&lt;br /&gt;
the magus tries to breathe the magically&lt;br /&gt;
changed air, his Magic Resistance will resist the air as it is the subject of a magical&lt;br /&gt;
effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (68), Two Seasons (51), Three&lt;br /&gt;
Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Warning_Bell|Vulcan’s Warning Bell]]&#039;&#039; is an enchanted item that is intended to give the covenant&lt;br /&gt;
due warning that the volcano is about to erupt. In most circumstances, the warning is sufficient to allow either the covenant to be evacuated, or (perhaps more usefully)&lt;br /&gt;
the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scorn_of_Aphrodite’s_Tears|Scorn of Aphrodite’s Tears]]&#039;&#039; ritual can be cast, which suppresses the imminent eruption. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Flame_Tongue|The Flame Tongue]]&#039;&#039; spell can be used to direct a belch of hot lava at an individual, which can be used as a weapon to discourage invaders. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Creeping_Earth_2|Creeping Earth]]&#039;&#039; makes the earth rise over the course of a month, seriously damaging buildings.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Creeping Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The caster of this spell stamps his foot on the ground and a patch of earth, centered on his position and 35 paces across, slowly but inexorably rises up for the duration of the spell. The earth rises at a rate of about one inch per day (up to three feet over the spell duration).&lt;br /&gt;
&lt;br /&gt;
This is fast enough for people to observe if they watch the earth for more than a Diameter, and the movement can destroy buildings and other structures — even the strongest castle walls run the risk of collapse.&lt;br /&gt;
&lt;br /&gt;
This spell only works when cast within a league of a volcano (three miles). This is&lt;br /&gt;
because this movement is only a slightly unnatural property of the earth in such&lt;br /&gt;
regions, whereas it is a grossly unnatural property of earth elsewhere. &lt;br /&gt;
|Base 2, +1 Touch, +3 Moon, +1 Part, +2 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Flame Tongue ====&lt;br /&gt;
&#039;&#039;For info on this spell&#039;s community erratum, see [[Talk:Flame Tongue]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Voice, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This spell causes a glutinous glob of lava (from a lake or river of magma) to&lt;br /&gt;
leap out and hit something. The volume of lava moved is about 2 cubic feet, and it&lt;br /&gt;
can be moved to hit any location within Voice range. Whatever the lava hits takes&lt;br /&gt;
between +15 and +60 damage, depending on how much of it is covered by the lava. The lava sticks to whatever it hits and continues to inflict damage each round. It takes several days for the lava to cool naturally.&lt;br /&gt;
&lt;br /&gt;
The heat of the lava is also sufficient to ignite anything flammable that it hits.&lt;br /&gt;
&lt;br /&gt;
Flame Tongue is an Aimed spell, with a +6 bonus to hit due to the size of the volume of lava. &lt;br /&gt;
&lt;br /&gt;
If the caster tries to totally immerse a person with the lava projectile, there is a&lt;br /&gt;
–6 penalty to the Aiming Roll (effectively canceling the +6 size bonus). There is no&lt;br /&gt;
penalty to the Aiming Roll if the objective is to merely splash someone. In some circumstances, the storyguide may decide that a missed attack to immerse a character&lt;br /&gt;
results in a splash. &lt;br /&gt;
|Base 10, +2 Voice, +1 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scorn of Aphrodite’s Tears ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:Individual, Ritual&#039;&#039;&#039; &lt;br /&gt;
|This ritual is cast when the eruption of a volcano is imminent, and it climaxes&lt;br /&gt;
with a vial of pure water being poured into the crater mouth. The ritual prevents the&lt;br /&gt;
volcano from erupting. &lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles in diameter (although the crater will&lt;br /&gt;
be only a fraction of this size), and the peak can be up to 15,000 feet high.&lt;br /&gt;
|Base 3, +1 Touch, +13 Size, +1 affect a volcano (equivalent to affecting stone)}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
===Vulcan&#039;s Warning Bell===&lt;br /&gt;
&lt;br /&gt;
This enchanted bell is suspended in the vapors escaping from a volcanic crater. It detects when the volcano is preparing to erupt. Normally, the bell gives a number of days warning equal to 1 stress die. If a 0 is rolled on the stress die, then the number on the botch die represents the number of hours warning. If the botch die is itself a 0 (i.e., a botch), then there is no warning. The variable warning is a feature of the eruption, not the bell; Hermetic magic cannot predict the future directly, so the item must rely on advance signs of the eruption, and they appear at varying times.&lt;br /&gt;
&lt;br /&gt;
Note that if the volcano unexpectedly erupts due to a supernatural effect, there may be considerably less warning.&lt;br /&gt;
&lt;br /&gt;
There are two effects involved — one to detect the imminent eruption and one to ring the bell. Note that it might be possible for a magus to design a single effect that both detects an eruption and rings a bell to convey this information, as a cosmetic effect. That is not the approach taken here.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Vibration of Anticipation ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 19&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect gives the bell the magical&lt;br /&gt;
sense to detect the imminent eruption. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (38), Two Seasons (29), Three&lt;br /&gt;
Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Clarion Call ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect rings the bell. The frequency of the ringing increases as the eruption time nears, and in the final hours the bell urgently rings every few seconds.&lt;br /&gt;
|Base 2, +2 effect metal; +10 unlimited uses, +3 linked trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (34), Two Seasons (26), Three Seasons (23), Four Seasons (22).&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
In order to colonize the volcanic crater, your characters need to be able to create solid ground from the lava to build upon. Even if your magi build on the rim of a volcanic crater, the earth may need to be stabilized. In any case, the magi will need to ensure that day-today habitation is possible, by cooling the building interiors and preventing the ingress of toxic fumes. Designers must also provide for the feeding and watering of the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
These effects allow the construction of&lt;br /&gt;
buildings within the volcanic crater, or are&lt;br /&gt;
required to make the buildings habitable.&lt;br /&gt;
&lt;br /&gt;
One strategy is to create a series of&lt;br /&gt;
stable islands in the lava (using the Seeds&lt;br /&gt;
of Earth enchanted items), upon which&lt;br /&gt;
Mystic Towers (see ArM5, page 153) can&lt;br /&gt;
be raised. The towers are cooled by Cold&lt;br /&gt;
Marble Slabs, and Fumarole Vents ensure&lt;br /&gt;
that the air inside the towers is safe to&lt;br /&gt;
breathe. An alternative approach is to use&lt;br /&gt;
the Repulsion of Earth effect, which causes&lt;br /&gt;
a tower to float. A tower created near the&lt;br /&gt;
volcanic crater can then be floated and&lt;br /&gt;
pushed out over the lava lake; the floating tower will still need to be made habitable by Cold Marble Slabs and Fumaroles. A&lt;br /&gt;
third strategy is to create buildings made&lt;br /&gt;
from molten lava itself, using spells such&lt;br /&gt;
as Tower of Lava.&lt;br /&gt;
&lt;br /&gt;
In addition, the Repulsion of Earth and&lt;br /&gt;
The Heart That Could Move Stone effects&lt;br /&gt;
could obviously be the basis of a flying&lt;br /&gt;
covenant. For another technique that&lt;br /&gt;
achieves the same goal, see the chapter&lt;br /&gt;
on the Flying Castle of Thomae in Legends&lt;br /&gt;
of Hermes (page 122). If the same method&lt;br /&gt;
were applied in a volcanic setting, precautions would have to be taken to protect the materials of which the flight disk&lt;br /&gt;
is comprised.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cold Marble Slab ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|This marble slab, about a pace across, is activated when it is hung above the entrance of a building, and it chills the building. Normally, this would make continued occupation of the building intolerable; however, if the building is in a very hot location (such as a volcanic crater), then the cooling provided by the marble slab cancels out the ambient heat and makes the building habitable. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Cold Marble Slab&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
The chilling effect is not sufficient to cool anything very hot, such as lava, that&lt;br /&gt;
happens to be in the building. However, it is sufficient to cool the air that is heated&lt;br /&gt;
by the lava. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Vent ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This enchanted item is a vent that is placed over a window in a room. The fumarole vent destroys the toxic properties of the air passing into the room, in the same way that a &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fumarole_Mask|Fumarole Mask]]&#039;&#039; does&lt;br /&gt;
(see earlier). This allows people to freely breathe in a room that is in a building constructed in (or very near) a volcanic crater, or on a river of lava.&lt;br /&gt;
&lt;br /&gt;
As the effect uses the Hermetic target Room, to target the air passing into the room, only one vent is required even if the room has multiple openings. However, if a building has multiple rooms it requires a vent in each room. A version of the vent with a target of Structure could be invented to protect the entire building.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun, +2 Room; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (88), Two Seasons (66), Three Seasons (59), Four Seasons (55).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Repulsion of Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This feather encased in amber is an enchanted item that is activated by being brought over the entrance to a stone building. When active, it causes the stone building to float several paces above the ground. If the effect ends (by the item being removed, for  example), then the building crashes to the ground. This may cause significant damage to the building.&lt;br /&gt;
&lt;br /&gt;
A Finesse Roll against an Ease Factor of 9 must be made if the building must be torn from its foundations. If the roll is failed, then any subterranean (i.e., basement) levels of the building are damaged and rendered unusable. This does not affect the upper levels. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Repulsion of Earth&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
Once it is floating, the building can be moved. However, the building is still&lt;br /&gt;
incredibly massive and so it requires an enormous amount of force (or magic such&lt;br /&gt;
as The Heart That Could Move Stone) to move. The building cannot be pushed by an individual, normal strength man, nor will it blow away in the breeze.&lt;br /&gt;
|Base 3, +1 Touch, +2 Sun, +3 Structure, +1 effect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Seed of Earth ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Ig)(Te)&#039;&#039;&#039; 59&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|When this small piece of volcanic rock is thrown onto molten lava, it solidifies a&lt;br /&gt;
portion of the lava, creating a roughly circular island about 80 feet across and 50&lt;br /&gt;
feet deep. The seed itself is buried 25 feet down, in the center of the island. As the effect has a constant duration, the island is stable and suitable for building structures&lt;br /&gt;
upon. If the seed is removed, dispelled, or destroyed, then roll a stress die; this is the&lt;br /&gt;
number of rounds that the island remains until it dissolves back into the lava. The Ignem requisite is for cooling the island.&lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part, +6 Size, +1 Ignem requisite, free Terram requisite ; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to complete project, as lesser enchanted item: 118.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Heart that Could Move Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|The caster can move stone buildings with incredible force. This usually causes&lt;br /&gt;
the stone building to collapse, as it is torn from its foundations. Anyone inside takes&lt;br /&gt;
+10 damage from the falling structure.&lt;br /&gt;
&lt;br /&gt;
However, if the building is floating (through the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Repulsion_of_Earth|Repulsion of Earth]]&#039;&#039; effect, for&lt;br /&gt;
example), then the character can push the building to a new location. Characters inside the building when it is being moved must make Dexterity rolls against an Ease Factor of 6, each round, or lose their footing. Unless special precautions are taken, laboratories inside the building are disrupted by the movement, which ruins any laboratory activities being conducted that season. It takes a season to reorganize a laboratory disrupted in this way. &lt;br /&gt;
|Base 3, +1 Touch, +1 Diameter, +3 Structure, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tower of Lava ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 50&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell sculpts a tower out of hot bubbling lava. The resulting tower is solid&lt;br /&gt;
and rigid, but if its foundations remain in lava, then the tower will dissolve back into&lt;br /&gt;
the bulk within a day. The Part target is required, because the spell does not use all&lt;br /&gt;
the available lava.&lt;br /&gt;
&lt;br /&gt;
The tower is about the same size and dimensions as the one created by the spell&lt;br /&gt;
&#039;&#039;Conjuring the Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, page 153]]). A Finesse roll against an Ease Factor of 15 is required to ensure that the tower is well made; failure means that the lava takes a solid but malformed shape. &lt;br /&gt;
|Base 3, +1 Touch, +1 Part, +6 size, +3 elaborate design}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (100), Two Seasons (75), Three Seasons (67), Four Seasons (63).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Solidity of Stone ====&lt;br /&gt;
&#039;&#039;&#039;MuTe&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell changes a mass of stone so that it has the unnatural property that it does&lt;br /&gt;
not melt, even when heated to tremendous temperatures. The purpose of this spell is to prevent a building created out of molten lava (like that created by &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Tower_of_Lava|Tower of Lava]]&#039;&#039;) from&lt;br /&gt;
dissolving back into the bulk lava.&lt;br /&gt;
&lt;br /&gt;
Obviously, this spell must be cast every month otherwise the tower will melt&lt;br /&gt;
and collapse.&lt;br /&gt;
&lt;br /&gt;
The stone will still be hot, even if it is solid. So, a building protected like this will need to be cooled (or inhabited by characters immune to heat).&lt;br /&gt;
|Base 4, +1 Touch, +3 Moon, +4 size, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====New Laboratory Virtue: Volcanic Minerals====&lt;br /&gt;
&#039;&#039;Free Laboratory Outfitting Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is supplied with exotic minerals from a volcano. The laboratory needs to be regularly resupplied, otherwise this Virtue is lost. There is no benefit in taking this Virtue multiple times — once the laboratory’s demands for exotic minerals have been met, additional minerals are of little value. &#039;&#039;&#039;–1 Upkeep, +1 Terram&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
These effects can provide health and wealth to the inhabitants of a covenant occupying the mineral-rich environment of a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Sculpt the Stone Machine ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, ritual&lt;br /&gt;
|This ritual creates a machine made of stone that is suitable for use as the invested&lt;br /&gt;
item &#039;&#039;Stone Harvester&#039;&#039;. The machine appears to be a large stone beetle about one pace&lt;br /&gt;
in length. Until it is invested with the &#039;&#039;Stone Harvester&#039;&#039; suite of effects, the machine is merely a very elaborate statue.&lt;br /&gt;
|Base 3, +1 Touch, +3 elaborate design, +1 minimum ritual effect magnitude}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
===Stone Harvester===&lt;br /&gt;
&lt;br /&gt;
This invested item is a beetle-shaped machine that crawls along the rim of the&lt;br /&gt;
volcanic crater. It collects and sorts the volcanic debris for valuable and exotic&lt;br /&gt;
materials, which can be used to reduce the Upkeep of Hermetic Laboratories (see [[Covenants_Chapter_Nine:_Laboratories#Upkeep|Covenants, page 110]]). Each Stone Harvester can provide the Free Outfittings Virtue &#039;&#039;Volcanic Minerals&#039;&#039; (see Insert) for up to&lt;br /&gt;
5 Hermetic Laboratories. Note that the laboratories do not have to be located in&lt;br /&gt;
the volcano — the minerals can be transported to a remote laboratory.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Stone Harvester&#039;&#039; is a huge stone device. It requires 20 pawns to open for enchantment (taking one season and a Magic Theory Score of 10). The effects later require 13 pawns of vis to invest into the Stone Harvester.&lt;br /&gt;
&lt;br /&gt;
As the Stone Harvester is made of stone and only traverses the volcanic crater rim,&lt;br /&gt;
it does not need any particular protection from either heat or fumes. A version of the&lt;br /&gt;
Stone Harvester that actually enters the lava would obviously require some protection.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Harvest Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 43&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The &#039;&#039;Stone Harvester&#039;&#039; uses this effect to collect stone/mineral/metal material of&lt;br /&gt;
a particular sort that it encounters — the stone is identifying material using the &#039;&#039;Stone&lt;br /&gt;
Wealth&#039;&#039; effect. The collected stone is placed in a large stone basket on the back of the&lt;br /&gt;
&#039;&#039;Stone Harvester&#039;&#039; which must be periodically emptied by a grog (precisely how frequently depends on the rarity of the collected stone). If the grog fails to empty the basket, the Stone Harvester will continue to harvest, but excess stone will fall out of the basket.&lt;br /&gt;
|Base 3, +3 Sight, +1 Diameter, +1 Part, +2 effect metal; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (86), Two Seasons (65), Three Seasons (58), Four Seasons (54).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Wealth ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|This effect grants the Stone Harvester the sense to smell whether a particular sort of stone, metal, or mineral is nearby (within about 5 paces). The Stone Harvester contains a small compartment and it targets materials that match the material in the compartment. If there is no material in the compartment the Stone Harvester continues to move about the crater rim, but will obviously not find any matching material. The Stone Harvester only identifies Terram based objects, but of course additional effects could be invented to&lt;br /&gt;
allow the Stone Harvester to identify and manipulate Animal, Aquam, Corpus, or Herbam objects.&lt;br /&gt;
&lt;br /&gt;
This sense allows the harvester to smell things buried to a depth of about 1 pace.&lt;br /&gt;
|Base 2, +2 Sun, +2 Smell, +1 smell through intervening material; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (38), Two Seasons (29), Three Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Crawler ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect manipulates the legs of the &#039;&#039;Stone Harvester&#039;&#039;, enabling it to move around&lt;br /&gt;
the crater rim. The Stone Harvester moves constantly, at the pace of a walking man, in&lt;br /&gt;
a clockwise direction around the crater rim.&lt;br /&gt;
|Base 3, +2 Sun, +1 affect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (28), Two Seasons (21), Three Seasons (19), Four Seasons (18).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Hammer ====&lt;br /&gt;
&#039;&#039;&#039;PeTe&#039;&#039;&#039; 33&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This effect is activated when the &#039;&#039;Stone Harvester&#039;&#039; detects that its target material is&lt;br /&gt;
beneath the surface of the earth. The &#039;&#039;Stone Hammer&#039;&#039; effect loosens up to one cubic pace&lt;br /&gt;
of intervening stone or dirt. This allows the target material to be lifted out of the ground.&lt;br /&gt;
|Base 3, +3 Sight, +1 Part, +1 affect stone; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (66), Two Seasons (50), Three&lt;br /&gt;
Seasons (44), Four Seasons (42).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
===Story Seed: Tophet&#039;s Gate===&lt;br /&gt;
&lt;br /&gt;
Many volcanoes are reputed to be gates to Hell. One well-known incident that demonstrates this occurred when the heretical Ostrogothic king Theodoric died in 526. A jet-black stallion arrived at Theodoric’s palace in Ravenna, gathered the dead king’s body, and then&lt;br /&gt;
galloped away to Mt. Etna, straight into the crater and down into Hell.&lt;br /&gt;
&lt;br /&gt;
If there is a hell portal in the volcano, it is likely accessed via an Infernal regio.&lt;br /&gt;
&lt;br /&gt;
For ease, the story seeds that follow refer to a single devil interacting with the covenant. In your saga, a series of demons could interact with the covenant, or one or two powerful demons could take on the role of the devil.&lt;br /&gt;
&lt;br /&gt;
====Deals with the Devil====&lt;br /&gt;
&lt;br /&gt;
Even if they are not infernalists, the devil may offer the magi power. Of&lt;br /&gt;
course, dealing with the devil imperils the immortal souls of the magi, but if his&lt;br /&gt;
help is really needed, then what choice do the magi have?&lt;br /&gt;
&lt;br /&gt;
Some aid that the devil can offer is listed here. The devil may merely wait for&lt;br /&gt;
opportunities to offer his aid, or he may actively arrange circumstances where his&lt;br /&gt;
aid is needed. Corrupter demons (see [[Realms_of_Power:_The_Infernal_Chapter_Five:_Demons_as_Corrupters|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories concerning deals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Portal&#039;&#039;&#039;: The magi need to rapidly travel. The devil offers the hell portal,&lt;br /&gt;
explaining that by traveling through it they can arrive at any crossroads in Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vis&#039;&#039;&#039;: If the magi run short of vis, then the devil is able to offer some from Hell’s&lt;br /&gt;
stocks. Of course, this will be infernally tainted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Illusions&#039;&#039;&#039;: A foolish magus has committed a crime under the Code of Hermes:&lt;br /&gt;
perhaps he has endangered other magi by interfering in the mundane, he has scried upon the secrets of another magus, or he has killed another magus. The devil offers to cover this indiscretion; his illusions cannot be broken by Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Against Age&#039;&#039;&#039;: If the magi are very elderly, they may find it difficult to&lt;br /&gt;
create an effective Longevity Ritual. The devil offers a ward against age which will prolong the magi’s lives far beyond the capability of Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
====Sacrifices====&lt;br /&gt;
&lt;br /&gt;
A portal to Hell is unlikely to remain open without frequent sacrifice. Even if it would, the devil would hardly inform the magi of this fact, as making sacrifices to the devil is a good way to damn your soul. Some stories that might arise from sacrifices include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revolt in the Inferno&#039;&#039;&#039;: The magi sacrifice the children of the grogs to the devil by casting them into the volcano. Rego Mentem effects can easily keep the grogs under control&lt;br /&gt;
in even the most despicable circumstances, but one botched spell by the magi could unravel all their careful plans and throw the covenant into revolt against their infernal masters.&lt;br /&gt;
The devil might even manufacture circumstances to make this happen — after all, a bloody revolt is sure to lead to more dammed souls, regardless of how it ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hidden Coven&#039;&#039;&#039;: Although the magi do not make sacrifices to the devil, a coven of infernalists hidden nearby does. The coven infiltrated the ranks of the covenant grogs and secretly cast sacrifices into the volcano heart. Will the infernalists be found out?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Henchmen&#039;&#039;&#039;: The magi seek out and assassinate infernalists and devil worshipers throughout Mythic Europe. Where possible they throw the bodies of these executed heretics into the maw of the volcano. The magi argue that they are performing god’s work, but on the other hand by executing an infernalist the magi have prevented him from repenting and saving his soul, thus ensuring another damned soul for hell. Are the magi the servants of heaven or hell?&lt;br /&gt;
&lt;br /&gt;
====Guardians====&lt;br /&gt;
&lt;br /&gt;
The covenant magi might neither worship nor deal with the devil; instead they might guard the hell portal and try to prevent demons from escaping into the world. Destroyer demons (see [[Realms_of_Power:_The_Infernal_Chapter_Seven:_Demons_as_Destroyers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories where Hell directly attacks the covenant. Some stories that might arise from this are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Masters&#039;&#039;&#039;: It is well-known in the Order that the covenant guards a portal to Hell. This is considered a worthy duty and many other covenants in the Tribunal send gifts of vis to help maintain a powerful Aegis around the covenant and to assist in the regular casting of a network of wards that envelope the crater. Re-casting is required as the bubbling volcano regularly breaks the circular wards. The magi of the covenant are also wellknown as masters of warding magic and other tribunal magi visit the covenant for instruction and study.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunder the Gate&#039;&#039;&#039;: Rumors reach the magi of a ritual that can destroy the hell portal. Chasing leads and researching this project might require travel throughout Mythic Europe,&lt;br /&gt;
and include many years of work. Of course, there is always the possibility that the rumored ritual is an Infernal plot: maybe the ritual will summon a demonic horde to destroy the covenant, or maybe the rumors are just intended to distract the magi from warding the portal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Devil’s Night&#039;&#039;&#039;: Once a year, the forces of Hell batter against the covenant’s defenses. Usually, these efforts are futile, but this year Hell has managed to marshal an army of soldiers led by infernalists in the mundane world, near the covenant. The infernalists plan to attack the covenant in the hope of breaking the wards about the&lt;br /&gt;
hell portal. As the covenant is more used to dealing with supernatural assaults, there may be unexpected problems in dealing with a large mundane attack.&lt;br /&gt;
&lt;br /&gt;
====Tragic Heroes====&lt;br /&gt;
&lt;br /&gt;
The covenant was founded by a magus whose lover (or beloved friend or family member) secretly turned to infernalism and then died in a state of unrepentant sin. The magus intends to study and then open the portal to hell, so he can travel to Hell and rescue his&lt;br /&gt;
beloved from eternal damnation. The magus’ plan may actually be the playing out of a stratagem of a Deceiver demon (see [[Realms_of_Power:_The_Infernal_Chapter_Six:_Demons_as_Deceivers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]). Some stories that this might inspire include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recruitment&#039;&#039;&#039;: The magus tries to recruit a small group of magi to help in his&lt;br /&gt;
project. Can he trust them? Do they suspect he is an infernalist?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Bargain&#039;&#039;&#039;: The devil rises from the hell portal and offers to return the&lt;br /&gt;
soul of the magus’ lover in exchange for the souls of a wealthy family of aristocrats. Is the devil trustworthy? Will dealing with the devil damn the magus himself? (No, and yes, obviously, but the magus might convince himself otherwise.) Can the magus find a way to damn the aristocrats?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dead Martyrs&#039;&#039;&#039;: Carrying a collection of holy relics will help protect the magus as he walks through the wastes of hell searching for his beloved. The magus can amass relics by raiding churches and monasteries. He might be able to buy relics, too, although he will need to be wary of fakes, and by buying relics the magus will commit the canon law crime of simony.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heaven’s Labors&#039;&#039;&#039;: A saint appears to the magus in a dream and offers to protect him during his journey through Hell. However, before the saint will help, the magus must found a monastery dedicated to the saint on the rim of the volcano. The prayers of the monks in the monastery will aid the magus during his sojourn in Hell.&lt;br /&gt;
&lt;br /&gt;
====Accused of Infernalism====&lt;br /&gt;
&lt;br /&gt;
A very real danger, of course, from living in close proximity to a portal to Hell is that regardless of the intentions of the characters they are vulnerable to accusations of infernalism. For this reason, the magi may want to keep the hell portal secret. Some possible stories arising from this concern are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A grog goes missing&#039;&#039;&#039;: Has he merely fallen into the lava, or has he run away?&lt;br /&gt;
What does he know about the hell portal? Was he a spy from a rival covenant? Can the magi track him down before he reveals their secret?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Visitors&#039;&#039;&#039;: Foreign magi unexpectedly arrive at the covenant. Can the hell portal be hidden from them? Can the visitors be encouraged to leave promptly without arousing their&lt;br /&gt;
suspicions, or do they already know about the portal? Can the demons on the other side of the hell portal be relied upon to keep quiet?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Framed&#039;&#039;&#039;: Even if the volcano is not really a hell portal, it is common knowledge&lt;br /&gt;
(right or wrong) that many volcanoes are. This means that a rival covenant might accuse the magi of infernalism, anyway. If the rival covenant is politically well-connected, within the tribunal, the accusation could lead to an investigation by the Quaesitors. Dealing with the investigation could be bothersome and disruptive to laboratory work even if there is nothing for the Quaesitors to find. Of course, a diabolically clever rival could even&lt;br /&gt;
make their own deal with the devil to plant evidence of infernalism in the volcano crater.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Thermal Bath of Good Humor===&lt;br /&gt;
&lt;br /&gt;
This invested item is a bath in which the covenfolk (and magi) can bathe in water heated by the volcano. Regular bathing in these waters increases the health of the characters. On the other hand, a version of this bath called &#039;&#039;The Thermal Bath of Scalded Flesh&#039;&#039; could be invented as a sadistic torture device.&lt;br /&gt;
&lt;br /&gt;
The bath is a huge item; if it is made of stone, it requires 20 pawns to open for enchantment (this takes one season and a Magic Theory Score of 10). If the bath is made of metal (iron or copper), it requires 25 pawns to open for enchantment (this takes one season and a Magic Theory Score of 13). The effects later only require 1 and 3 pawns to invest, which means that&lt;br /&gt;
there is plenty of room in the bath for other effects.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Test the Waters ====&lt;br /&gt;
&#039;&#039;&#039;InIg&#039;&#039;&#039; 9&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect determines the temperature in the bath. When the temperature drops below a comfortable bathing temperature, it activates the heating effect Fill the Bath. If the bath is intended to be &#039;&#039;The Thermal Bath of Scalded Flesh&#039;&#039;, then this effect is invented to monitor around (and activate the [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fill_the_Bath|&#039;&#039;Fill the Bath&#039;&#039;]] effect at) the boiling temperature of water.&lt;br /&gt;
|Base 2, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (18), Two Seasons (14), Three Seasons (12), Four Seasons (12).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fill the Bath ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 28&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect causes the water in the bath&lt;br /&gt;
to move through the air, pass over a volcanically heated region, and then back in a&lt;br /&gt;
circle into the bath. The water travels in&lt;br /&gt;
its circuit as a gentle stream suspended in&lt;br /&gt;
the air at about waist height. The water returns to the bath warmed and dissolved in&lt;br /&gt;
the water are a number of beneficial mineral salts.&lt;br /&gt;
&lt;br /&gt;
If the bath is being controlled to a comfortable bathing temperature, then any characters who bathe once a day for most of the year receives a +1 Living Condition modifier to their Aging Rolls for that year, and a +1 Modifier to any Recovery Rolls they make during the year (see ArM5, pages [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Aging|168]] and [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Recovering_From_Wounds|179]]). This modifier cannot be increased by more frequent bathing. These beneficial effects come from the mineral salts that are entrained in the water. The beneficial effects are not magical in origin, and a character who constantly&lt;br /&gt;
uses the bath in this way does not gain Warping Points. The bath does not need to be able to detect the mineral salts as they are naturally present in the volcano. &lt;br /&gt;
&lt;br /&gt;
If for some reason, the mineral salts are lacking from the volcano (which would be highly unusual) then the bath has no beneficial effects on the bather — apart from cleanliness, of course!&lt;br /&gt;
&lt;br /&gt;
If the bath is being controlled to a scalding temperature, then any character immersed in the bath takes +12 damage each round due to the elevated temperature.&lt;br /&gt;
&lt;br /&gt;
The effect requires both the presence of water in the bath and a volcanic region to heat the water within Sight range. If either of these elements are missing the effect does not activate.&lt;br /&gt;
|Base 1, +3 Sight, +1 Diameter, +2 very unnatural effect; +10 unlimited uses per day, +3 linked trigger ([[Hermetic_Projects_Chapter_Two:_The_Burning_City#Test_the_Waters|&#039;&#039;Test the Waters&#039;&#039;]])}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (56), Two Seasons (42), Three Seasons (38), Four Seasons (35).&lt;br /&gt;
&lt;br /&gt;
===Well Ever-Full===&lt;br /&gt;
&lt;br /&gt;
This well is an invested item. It has two effects enchanted in it: one periodically fills the well with water from the sea, the other removes the salt from the water. As both effects are momentary, once the water has been affected it is no longer under a magical effect. The water is thus drinkable by characters with Magic Resistance. If there is a suitable river or lake near the covenant, then the well could source its water from there, without the need to remove the salt from the water. However, many naturally-occurring volcanoes are located on islands remote from sources of fresh water. River and lake sources can also be problematic as they may not be available year-round (through either evaporation or freezing), and may even dry up completely for years at a time.&lt;br /&gt;
&lt;br /&gt;
As the two effects require 6 and 3 pawns of vis respectively, the well must be opened for enchantment using at least 9 pawns of vis. A well (a huge item made of stone) takes 20 pawns of vis to open for enchantment (leaving room for extra effects to be invested if desired). It takes one season to open the well for enchantment, which requires a Magic Theory Score of 10.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fill the Well ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 54&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 2 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect is triggered every sunrise and sunset. It instantaneously fills the well&lt;br /&gt;
with water from the sea (which must be within seven leagues). The effect requires an Arcane Connection to the sea. Any water which remains from the previous triggering of the effect&lt;br /&gt;
is sufficient for this. However, if the well is ever completely drained of water, it must&lt;br /&gt;
be primed with a cup of water from the sea. If the well ceases to work (for some reason) for more than a few months, then the well must also be refilled with a cup of water from the sea, as the Arcane Connection to the sea will have expired.&lt;br /&gt;
&lt;br /&gt;
The volume of water that is transported daily into the well is sufficient to supply&lt;br /&gt;
the water needs of a covenant of several hundred people.&lt;br /&gt;
&lt;br /&gt;
The effect is based on the Rego Corpus guidelines, applied by analogy to the Aquam Form. Note that the water is only transported a distance of seven leagues, so for this to be effective the well must be located with seven leagues of the water source. A version of this effect, using the guideline one magnitude higher, would enable the water to be transported any distance.&lt;br /&gt;
|Base 30, +4 Arcane; +3 environmental trigger, +1 2 uses per day}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (108), Two Seasons (81), Three Seasons (72), Four Seasons (68).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cleanse the Undine&#039;s Tears ====&lt;br /&gt;
&#039;&#039;&#039;PeAq&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 2 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect eliminates the salt in the water in the well. This effect is triggered by the [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fill_the_Well|&#039;&#039;Fill the Well&#039;&#039;]] power, and is activated one round later.&lt;br /&gt;
&lt;br /&gt;
Note that the salinity of the water will not return once it has been removed. This&lt;br /&gt;
is because salt is not part of the essential nature of water.&lt;br /&gt;
|Base 15, +1 Touch; +3 linked trigger (&#039;&#039;Fill the Well&#039;&#039;), +1 2 uses per day}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (48), Two Seasons (36), Three Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seed: Vulcan&#039;s Forge====&lt;br /&gt;
The Roman God [https://en.wikipedia.org/wiki/Vulcan_(mythology) Vulcan] (Greek, [https://en.wikipedia.org/wiki/Hephaestus Hephaestus]) had forges beneath Vesuvius and Vulcano, and possibly other volcanoes too. Many volcanoes thus contain faerie regiones that led to Vulcan’s court.&lt;br /&gt;
&lt;br /&gt;
Of course, whether the Vulcan presiding over this hot and sooty realm is the real Vulcan, or merely a faerie portraying the role, is unclear. Stories that might arise from Vulcan’s Forge include:&lt;br /&gt;
&lt;br /&gt;
=====The Competition===== &lt;br /&gt;
&lt;br /&gt;
An emissary from Vulcan arrives at the covenant and delivers a challenge. Vulcan claims that the volcano is his forge and will not allow the magi to remain unless they beat him in a series of competitions. The competitions include:&lt;br /&gt;
&lt;br /&gt;
* Forging the strongest sword.&lt;br /&gt;
* Creating the sharpest edged blade.&lt;br /&gt;
* Smelting the largest amount of iron from ore in one day.&lt;br /&gt;
* Manufacturing the most beautiful and delicate copper tiara.&lt;br /&gt;
&lt;br /&gt;
The competition will be judged by Vulcan’s wife [https://en.wikipedia.org/wiki/Venus_(mythology) Venus] ([https://en.wikipedia.org/wiki/Aphrodite Aphrodite]). If the magi refuse to participate then Vulcan will cause the volcano to erupt. On the other hand, as long as the magi perform credibly Vulcan will let them stay, even if they do not actually win the competition.&lt;br /&gt;
&lt;br /&gt;
=====Forge Companion===== &lt;br /&gt;
&lt;br /&gt;
Vulcan offers to train a character in the art of metalworking (or the magi request this). The character lives for several years in Vulcan’s court and gains an Affinity Virtue with either Craft: Metalwork, Rego, Ignem, or something similar. The years spent in the faerie court are also spent learning Abilities or Arts from Vulcan, working at his  forge, or adventuring in the faerie court.&lt;br /&gt;
&lt;br /&gt;
=====Smith for Hire===== &lt;br /&gt;
&lt;br /&gt;
Vulcan can make highly complex devices and can find exotic materials. He is willing to work for the magi, but they need to pay him with presents for his wife Venus. Items created by Vulcan are especially useful for magi, as when he uses his forge he automatically prepares the item for enchantment (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Preparation_for_Enchantment|ArM5, page 97]]). This means that the magi can invest items that are large or made of exotic components, even if they lack the required Magic Theory to prepare the item for enchantment themselves. Items forged by Vulcan are also very cost-effective as invested items — depending, of course, upon what Venus’ present costs the magi.&lt;br /&gt;
&lt;br /&gt;
=====Outside Influence===== &lt;br /&gt;
&lt;br /&gt;
If it becomes known that the covenant is in contact with Vulcan’s court, then representatives of [[Houses_of_Hermes:_Mystery_Cults_Chapter_Four:_House_Merinita|House Merinita]] and [[Houses_of_Hermes:_Mystery_Cults_Chapter_Five:_House_Verditius|House Verditius]] are likely to both be very  interested. The covenant can expect to be visited by many magi of these Houses, which could lead to competition over local resources, the establishment of a House Verditius dominated chapterhouse on the very doorstep of a covenant, and legal wrangling at Tribunal over whether anyone is “molesting the faeries” of Vulcan’s court. At the very least, many visitors are likely to distract the magi from their own work.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
Volcanoes might be home to a number of supernatural creatures. These effects may help the magi deal with their neighbors.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Basalt Cage ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|This ritual creates a large cage made out of basalt stone with a single gate (also&lt;br /&gt;
made of basalt) that can be opened and shut. The cage is large enough to hold ten man-sized creatures. Individuals in the cage may find it difficult to escape, if the gate is somehow locked or barred.&lt;br /&gt;
 &lt;br /&gt;
However, the main purpose of the ritual is to create a cage which is subsequently&lt;br /&gt;
enchanted as an item with the effect [[Hermetic_Projects_Chapter_Two:_The_Burning_City#The_Entrapped_Flame|&#039;&#039;The Entrapped Flame&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
Note that, if your character is talented at Rego magics, he may find it easier to use&lt;br /&gt;
a Rego Terram craft effect to sculpt such a cage from a hunk of basalt. However, remember to consider that the magus must make a Finesse roll against an Ease Factor of 24 to succeed in casting such a Rego craft effect, as it would be hard for a mundane craftsman to sculpt such an item and it would take him a long time to do so (see [[Covenants_Chapter_Four:_Covenfolk#Rego_Craft_Magic|&#039;&#039;Covenants&#039;&#039; page 49]]).&lt;br /&gt;
|Base 3, +1 Touch, +1 Size, +1 complex structure, +2 minimum level of a ritual}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (40), Two Seasons (30), Three Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Commune with the Fire Soul ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 30&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster plunges his hands into lava (which will cause damage if he is not protected) and communes with the spirit of the volcano. If the volcano’s spirit is a creature with Might, then this spell needs to penetrate its Magic Resistance.&lt;br /&gt;
&lt;br /&gt;
The length of time a conversation with a volcano spirit takes is highly variable, and depends on the activity of the volcano. The spell allows the caster to perceive and participate in the conversation at either great speed or very slowly, as appropriate. A conversation of a few simple sentences with a dormant volcano could take many days, and would therefore require either a spell with a different duration or magical effects similar&lt;br /&gt;
to [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#General_16|&#039;&#039;Maintaining the Demanding Spell&#039;&#039;]] (ArM5, page 162) in order to maintain the Concentration duration. On the other hand, a long multi-faceted discourse with an active volcano can be conducted in a fraction of a round.&lt;br /&gt;
|Base 20, +1 Touch, +1 Concentration}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (60), Two Seasons (45), Three Seasons (40), Four Seasons (38).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Ring of Protection Against Creatures of Fire ====&lt;br /&gt;
&#039;&#039;&#039;ReIg&#039;&#039;&#039; 35&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: +22, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This ring, with an inset ruby, wards the wearer against creatures with an Ignem Form who have a Magic Might of no more than 20.&lt;br /&gt;
|Base Effect at level 20, using Sun Duration instead of Ring and Individual Target instead of Circle; +11 penetration bonus of 22; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (70), Two Seasons (53), Three Seasons (47), Four Seasons (44).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Sense the Hearts of Fire ====&lt;br /&gt;
&#039;&#039;&#039;InIg&#039;&#039;&#039; 30&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|The caster detects whether creatures he can see have an Ignem Form Might. This is a magical property of a creature made of flame. It has no effect on creatures that are not made of Ignem, regardless of whether they have a Might or not. Creatures apparently made of flame (creatures of another Form, illusions, or the effects of Hermetic Rego Ignem magic) who do not have an Ignem Form Might are also not detected by this effect.&lt;br /&gt;
&lt;br /&gt;
Obviously, this spell needs to Penetrate the Magic Resistance of the detected creatures.&lt;br /&gt;
|Base 4, +2 Sun, +4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (60), Two Seasons (45), Three Seasons (40), Four Seasons (38).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Sublimation of Flame ====&lt;br /&gt;
&#039;&#039;&#039;MuIg(Au)&#039;&#039;&#039; 30&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Voice, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell changes a fire elemental (or another creature made of fire) into air for a&lt;br /&gt;
short period of time. This renders the fire elemental incapable of using many of its powers for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
If the target is in a well-ventilated area (such as outside), then the air that forms its body disperses. This inflicts an Incapacitating Wound on the fire elemental, and when its body returns to fire, numerous small fires erupt throughout the volume it has filled (about 50 paces across). These small fires cause +3 damage to anyone in the volume, and ignite&lt;br /&gt;
flammable materials.&lt;br /&gt;
&lt;br /&gt;
If the target is in an enclosed area (such as inside a room), then the air is closely contained, and the creature suffers no damage. When the fire elemental’s body returns to flame anyone else remaining within the room immediately takes either +10 or +Might damage (whichever is greater) as the elemental’s incandescent body of flame coalesces. &lt;br /&gt;
&lt;br /&gt;
This spell must Penetrate the Magic Resistance of the fire elemental. This spell is able to affect creatures of up to Size +6 (this includes fire elementals of up to Might 25)&lt;br /&gt;
|Base 5, +2 Voice, +1 Diameter, +2 size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (60), Two Seasons (45), Three Seasons (40), Four Seasons (38).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Entrapped Flame ====&lt;br /&gt;
&#039;&#039;&#039;ReIg&#039;&#039;&#039; 45&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: +22, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This effect is enchanted into a cage made from basalt stone (see [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Basalt_Cage|&#039;&#039;Basalt Cage&#039;&#039;]]) which is&lt;br /&gt;
large enough to hold ten man-sized creatures. Creatures with Ignem Magic Might up to 20 cannot escape from the cage.&lt;br /&gt;
&lt;br /&gt;
The cage has a gate, that can be opened and shut by characters who are not affected by the cage. Shutting the gate activates the effect.&lt;br /&gt;
|Base Effect at level 20, using Sun Duration, +2 Room; +11 penetration bonus&lt;br /&gt;
of 22, +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
This item could be invented as a lesser enchanted item. Required Lab Total to invent lesser enchanted item: 90 Alternatively, the item could be invented as an invested item. It takes 20 pawns of vis (huge, stone), one season and a Magic Theory Score of 10 to open the basalt cage for enchantment. Then, invest the effect. Required Lab Total to invest effect: One Season (90), Two Seasons (68), Three Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seed: Eternal Spirit of Flame====&lt;br /&gt;
The volcano (or a regio within it) may be inhabited by a powerful magical nature spirit, or possibly a spirit associated with another realm. Once the characters have established  themselves in or near the volcano, they can try to contact and commune with this spirit. Alternatively, the spirit may contact the magi itself. Bjornaer and Merinita characters&lt;br /&gt;
are particularly likely to be contacted, as they are generally the magi most connected with nature, but any character apparently interested in the welfare of the volcano could be contacted.&lt;br /&gt;
&lt;br /&gt;
Communing with the spirit at the heart of the volcano allows the characters to access the Volcano Lore Supernatural Ability (this is a type of Nature Lore; see [[Houses_of_Hermes:_Mystery_Cults_Chapter_Four:_House_Merinita#Nature_Mysteries|&#039;&#039;Houses of Hermes: Mystery Cults&#039;&#039;, pages 102–106]], or [[Guardians_of_the_Forest_Chapter_Four:_The_Forest#New_Arcane_Ability:_Forest_Lore*|&#039;&#039;Guardians of the Forests: The Rhine Tribunal&#039;&#039;, page 37]]).&lt;br /&gt;
&lt;br /&gt;
The volcano spirit can grant Virtues to characters who are loyal to it. The basic procedure is that the character performs a quest for the spirit and makes a sacrifice (gains a Flaw) and in return the spirit grants the character a portion of his power (a Virtue). Each quest is a good opportunity for the troupe to tell a story. Some example Virtues, quests, and&lt;br /&gt;
sacrifices include the following.&lt;br /&gt;
&lt;br /&gt;
=====Virtues===== &lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Elemental_Magic|&#039;&#039;&#039;Elemental Magic&#039;&#039;&#039;]], Major Hermetic Virtue (ArM5, page 41): Many of these projects use elemental Forms with other elemental Forms as requisites. A character with the Elemental Magic Virtue can ignore such requisites, making the projects easier.&lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Greater_Immunity|&#039;&#039;&#039;Greater Immunity&#039;&#039;&#039;]], Major Supernatural Virtue (ArM5, page 43), or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Lesser_Immunity|&#039;&#039;&#039;Lesser Immunity&#039;&#039;&#039;]], Minor Supernatural Virtue (ArM5, page 44): Immunity to lava, heat, or noxious fumes could be very convenient for living in the Burning City.&lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Major_Magical_Focus|&#039;&#039;&#039;Major Magical Focus&#039;&#039;&#039;]], Major Supernatural Virtue (ArM5, page 45), or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Minor_Magical_Focus|&#039;&#039;&#039;Minor Magical Focus&#039;&#039;&#039;]], Minor Supernatural Virtue (ArM5, page 46): A major focus in volcanoes or a minor focus such as ash, fire elementals, lava, volcanic fumes, or volcanic rock.&lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Mythic_Blood|&#039;&#039;&#039;Mythic Blood&#039;&#039;&#039;]], Major Hermetic Virtue (ArM5, page 47): The magus could have his blood mingled with that of Vulcan, a fire elemental, or a dragon, and thus inherit useful supernatural powers from this powerful lineage. &lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Special_Circumstances|&#039;&#039;&#039;Special Circumstances&#039;&#039;&#039;]], Minor Hermetic Virtue (ArM5, page 49): Your magus gains a bonus to his magic when casting inside a volcano.&lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Ways_of_the_(Land)|&#039;&#039;&#039;Ways of the (Volcano)&#039;&#039;&#039;]], Major General Virtue (ArM5, page 50): Your character gains a deeper understanding of volcanic regions.&lt;br /&gt;
&lt;br /&gt;
=====Quests===== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Awaken the Sleeper&#039;&#039;&#039;: The spirit of the volcano is lonely, but he has a brother who lies dormant beneath the earth. The character must awaken the brother (cause him to erupt),&lt;br /&gt;
creating a new volcanic crater. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood to Flame&#039;&#039;&#039;: The character must invent, and cast on himself, a ritual that permanently changes his blood to lava.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleanse the Slopes&#039;&#039;&#039;: The slopes of the volcano have been colonized by a monastery that rings a bell to the glory of God. Each peal of the bell strengthens the Divine and weakens the magic aura that the volcano spirit feeds upon. The character must silence the monastery bell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gather the Embers&#039;&#039;&#039;: The spirit of the volcano has a number of children (fire elementals) that over the centuries have dispersed throughout Mythic Europe. One of his children is trapped in the catacombs beneath a mundane king’s castle (the fire elemental is used as a source of central heating for the castle). The character must travel to the castle and rescue the fire elemental from its servitude.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stoke the Fire&#039;&#039;&#039;: The volcano has been weakened by long centuries of activity. The character must recharge the heart of the volcano by casting a rook of Creo vis into the crater heart.&lt;br /&gt;
&lt;br /&gt;
=====Sacrifices===== &lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Blatant_Gift|&#039;&#039;&#039;Blatant Gift&#039;&#039;&#039;]], Major Hermetic Flaw (ArM5, page 51): The character sweats, puffs, fumes, and rumbles like a volcano on the brink of eruption; other characters find him very unusual.&lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Chaotic_Magic|&#039;&#039;&#039;Chaotic Magic&#039;&#039;&#039;]], Major Hermetic Flaw (ArM5, page 52): The character’s magic becomes like an erupting volcano and difficult to control.&lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Difficult_Spontaneous_Magic|&#039;&#039;&#039;Difficult Spontaneous Magic&#039;&#039;&#039;]], Minor Hermetic Flaw (ArM5, page 53): Like a dormant volcano, the character’s spontaneous magic becomes difficult to rouse.&lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Incomprehensible|&#039;&#039;&#039;Incomprehensible&#039;&#039;&#039;]], Minor General (ArM5, page 55): The character’s understanding of magic changes and becomes full of allusions to bubbling lava and drifting ash that other magi cannot readily comprehend.&lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Missing_Hand|&#039;&#039;&#039;Missing Hand&#039;&#039;&#039;]], Minor General (ArM5, page 56): The character cuts his hand off and casts it into the volcanic crater, linking him with the volcano’s spirit.&lt;br /&gt;
&lt;br /&gt;
[[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Unpredictable_Magic|&#039;&#039;&#039;Unpredictable Magic&#039;&#039;&#039;]], Minor Hermetic (ArM5, page 60): The character’s magic can erupt unexpectedly.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
To complete many of the projects that comprise the Burning City your characters might want to increase their Lab Total. These are some strategies that you might like to employ.&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
Shape and Material bonuses can give your characters bonuses to their Lab Total when inventing item effects ([[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Instilling_The_Effect|ArM5, page 99]]). Also, if a magus has a Talisman, then its Shape and Material bonuses can be used to give him a bonus when casting appropriate spells (once the Talisman has been attuned; see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Talisman_Attunement|ArM5, page 98]]).&lt;br /&gt;
&lt;br /&gt;
Some new Shape and Material Bonuses are listed later (the troupe should feel free to devise their own Shape and Material bonuses too). The bonuses written in italic text have been drawn from other books in Ars Magica Fifth Edition. The bonuses written in regular text are new suggestions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ash&#039;&#039;&#039; (burned debris, not the tree) (+2&lt;br /&gt;
burning things, +5 affect things that&lt;br /&gt;
have been burned, +2 Ignem)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifacts from Pompeii and Herculaneum&#039;&#039;&#039; (+3 volcanoes)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marble&#039;&#039;&#039; (&#039;&#039;+5 wards, +3 beauty&#039;&#039;, +3 cold)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mask&#039;&#039;&#039; (&#039;&#039;+2 affect wearer’s sight, +3 hiding, +7 disguise,&#039;&#039; +2 affect wearer’s breathing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror&#039;&#039;&#039; (+7 illusions, +5 see the truth)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vent&#039;&#039;&#039; (+7 affect air passing through it)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volcano&#039;&#039;&#039; (+5 volcanoes)&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
Features can be added to a laboratory which add a bonus to certain types of Lab&lt;br /&gt;
Totals, and elements of the laboratory’s structure or location can also be auspicious for some sorts of work. Many of the options presented in &#039;&#039;Covenants&#039;&#039; ([[Covenants_Chapter_Nine:_Laboratories#Laboratory_Specializations|pages 112–121]]) could help with the Burning City effects. Some new Laboratory Virtues and Flaws include the following.&lt;br /&gt;
&lt;br /&gt;
====Features====&lt;br /&gt;
&lt;br /&gt;
A Greater Feature is a &#039;&#039;Major Structure Virtue&#039;&#039; for a Laboratory and it adds +2 Aesthetics and +3 points distributed among the appropriate specializations. A Lesser Feature is a &#039;&#039;Minor Structural Virtue&#039;&#039; and it adds +1 Aesthetics and +1 in an appropriate specialization.&lt;br /&gt;
&lt;br /&gt;
=====Fumes=====&lt;br /&gt;
&lt;br /&gt;
A sphere of glass rests on plinth in the laboratory. Trapped in the sphere are swirling, noxious vapors captured from a volcanic vent. &#039;&#039;Specializations: Pe, Au, Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Pool of Lava=====&lt;br /&gt;
&lt;br /&gt;
The laboratory is either built to enclose a pool of lava or a specially constructed cauldron keeps a sample of lava hot and molten. &#039;&#039;Specializations: Ig, Te&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Thermal Spring=====&lt;br /&gt;
&lt;br /&gt;
A volcanically heated spring bubbles up from the center of the laboratory. &#039;&#039;Specializations: Cr, Aq, Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Volcanic Rock=====&lt;br /&gt;
&lt;br /&gt;
In the center of the laboratory is a huge slab of volcanic rock. &#039;&#039;Specializations: Mu, Ig, Te&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Dormant Volcano====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Free Structure Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is located in a dormant volcano crater. &#039;&#039;+1 Aesthetics, +1 Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Active Volcano====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Major Structure Flaw&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is located in an active volcanic crater. Note that the Safety, Upkeep, and Health factors here assume that this laboratory and the magus are both somehow protected from the catastrophic hazards of being in an active volcano crater. &#039;&#039;+2 Upkeep, –2 Safety, –1 Health, +1 Experimentation, +3 Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Mineral Bath====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Minor Outfitting Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory contains a mineral bath that is heated by a volcanic source. The magus takes frequent baths while contemplating his work. &#039;&#039;+2 Health, –1 Safety, +1 Aq, +1 Longevity Rituals&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Volcanic Spirit Forge====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Minor Supernatural Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory contains a forge that is heated by a volcanic spirit. &#039;&#039;–1 Upkeep, –1&lt;br /&gt;
Safety, +1 Experimentation, +1 Re, +1 Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Hell Portal====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Major Supernatural Flaw&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory contains a fiery portal to Hell. &#039;&#039;–2 Safety, +2 Warping, +1 Re, +3 Vi&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
Your magus could try to accomplish some of these projects using experimentation (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Arcane_Experiments|ArM5, pages 107–109]]). What follows are some example side effects and modified effects that could result from experimentation on these projects (if a side effect or modified effect is rolled on the Extraordinary Effects table; see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Experimentation:_Extraordinary_Results|ArM5, page 109]]).&lt;br /&gt;
&lt;br /&gt;
These are only suggestions: your troupe should feel free to modify, or ignore these, or create your own, as necessary.&lt;br /&gt;
&lt;br /&gt;
* The effect only works when the volcano is erupting.&lt;br /&gt;
* The effect only works when used within the crater of a particular volcano.&lt;br /&gt;
* Tears of lava momentarily flow from either the caster’s or the target’s eyes. This causes +10 heat damage, and blinds him for one diameter.&lt;br /&gt;
* The target (or caster) belches a powerful sulfurous stench. This causes no damage, but it is obnoxious and it draws attention to the character.&lt;br /&gt;
* The target (or caster) becomes very hot, and sweats profusely. He must make a Stamina check against an Ease Factor of 6 or immediately lose a Long Term Fatigue level due to lack of water (the Fatigue level can only be regained by drinking).&lt;br /&gt;
* Any flammable items held or worn by the caster (or target) ignite. This usually includes clothing, straps holding armor together, etc.&lt;br /&gt;
* Metal objects held or worn by the caster (or target) melt. This causes no damage if he immediately drops the item, although usually it ruins the item. If the character holds onto the item, he takes +12 heat damage. If he is wearing full metal armor, he takes +48 damage; partial metal armor, +36 damage.&lt;br /&gt;
* The caster’s (or target’s) clothing turns to ash. This causes no damage exceptto the clothing, but obviously it draws attention to the character. Metal armor and jewelry is slightly singed, but otherwise unaffected.&lt;br /&gt;
* Fires within Voice range of the target (or caster) briefly flare up to a brilliant, searing heat and then extinguish. &lt;br /&gt;
* Wherever the caster (or target) walks, her footprints burn into the surfaces she walks upon. This leaves a clear trail of scorched earth and ash. This side effect lasts for Sun duration.&lt;br /&gt;
* The room briefly fills with toxic volcanic fumes. An immediate Stamina check, against an Ease Factor of 6, must be made for each character within the room. If this is failed the character takes a Medium wound. If the room is normally ventilated, the poisonous fumes disperse within 1 round. However, if the room is sealed, the fumes persist and characters in the room need to take another Stamina check every Diameter. If the effect is cast outside, there is no damaging effect as the fumes are too quickly dispersed, although characters within Voice range of the caster do smell the fumes before they disperse.&lt;br /&gt;
* The humors of the caster (or target) become temporarily unbalanced. Make a Stamina check for the target against an Ease Factor of 6. If this is failed, the character develops a disease due to an excess of hot, dry, yellow bile, which causes a Medium Wound.&lt;br /&gt;
* The humors of the caster (or target) become subtly, but permanently unbalanced. This causes no immediate effect, but the character’s subsequent Aging checks are made with an additional –1 Living Condition Modifier. Note, that this side-effect only affects the character once, even if he is affected by the spell/item effect multiple times.&lt;br /&gt;
* The humors of the caster (or target) are buffered against extreme swings. This causes no immediate effect, but the character’s subsequent Aging checks are made with an additional +1 Living Condition Modifier. Note, that this side effect only affects the character once, even if he is affected by the spell/item effect multiple times.&lt;br /&gt;
* The outer layers of the target’s skin form a hard, black crust. This gives him a +3 bonus  to Soak, which lasts for Sun duration. When this side-effect expires, the crust of skin  peels off over a period of about one week. This has no game-mechanical effect, but it is visually unappealing: the peeling skin is broken, scabbed, and burnt.&lt;br /&gt;
* The caster (or target) is imbued with a warm internal glow. She does not suffer from exposure, hunger, or thirst until the glow subsides, which takes a simple die of Sun durations. This side effect appears to bypass the Limit of Energy, which could make the spell Lab Text an important source of insight for a magus attempting research in this area.&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22623</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22623"/>
		<updated>2026-03-26T09:14:36Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Effects to Deal with Volcanic Inhabitants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Pitch Brush ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 6 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.&lt;br /&gt;
&lt;br /&gt;
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges’ worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).&lt;br /&gt;
|Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (96), Two Seasons (72), Three&lt;br /&gt;
Seasons (64), Four Seasons (60).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cloven Hoofed Boots ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Te)&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; part&lt;br /&gt;
|These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly&lt;br /&gt;
follow behind, but this would require a lot of agility.&lt;br /&gt;
&lt;br /&gt;
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat. &lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part,&lt;br /&gt;
free Terram requisite; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (48), Two Seasons (36), Three&lt;br /&gt;
Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Steed of Vesuvius ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell magically transforms a horse so that he is able to gallop across&lt;br /&gt;
molten lava as if it were a cobbled road. The horse also has no fear of the heat or&lt;br /&gt;
fumes expelled by the lava, and he does not suffer from the heat of the lava or the&lt;br /&gt;
toxicity of the fumes. The rider of the horse does not receive any protection from this spell.&lt;br /&gt;
&lt;br /&gt;
When the spell expires, the horse suffers a Long-Term Fatigue level.&lt;br /&gt;
&lt;br /&gt;
The requisite is free because it is part of the guideline and required for the effect.&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Dragon&#039;s Blood ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Ig)(Te)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This ritual changes the blood of the&lt;br /&gt;
caster into lava. This does no harm to the&lt;br /&gt;
caster himself, and his super-heated blood&lt;br /&gt;
means that he is immune to any heat based damage that causes +15 or less damage (which includes lava).&lt;br /&gt;
&lt;br /&gt;
If the character is injured in melee combat, his opponent(s) must make Dexterity rolls against an Ease Factor of 6 to avoid being splattered by hot lava. Opponents who fail take +15 damage. If the caster’s melee opponents are unaware of his lava blood (that is, it is the first time they have seen him injured), then the Dexterity roll is made against an Ease Factor of 9.&lt;br /&gt;
&lt;br /&gt;
The Ignem and Rego requisites are required to give the additional protection from heat. The Terram requisite is free because it is required for the effect. |Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Covenant of the Dragon ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Te)(Ig)&#039;&#039;&#039; 85&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Group, Ritual&lt;br /&gt;
|This ritual changes the blood of a Group of up to 100 individuals into lava.&lt;br /&gt;
This has the same effect on each member of the Group as the ritual [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Dragon&#039;s_Blood|Dragon’s Blood]]. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Gaining_Warping_Points|ArM5, page 168]]).&lt;br /&gt;
|Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Mask ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it.&lt;br /&gt;
This allows the wearer of the mask to&lt;br /&gt;
breathe without trouble in the heart of a&lt;br /&gt;
volcanic crater, or on a river of lava. The&lt;br /&gt;
air affected by the mask tastes slightly&lt;br /&gt;
unpleasant, but this does not cause any&lt;br /&gt;
damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
Although the mask is constantly active, once the toxicity of the air has been&lt;br /&gt;
removed, the air itself is no longer the&lt;br /&gt;
subject of a magical effect. This means&lt;br /&gt;
that the air is not resisted by characters with Magic Resistance, so magi can&lt;br /&gt;
breathe using the mask without lowering&lt;br /&gt;
their Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Note that Muto effects which change&lt;br /&gt;
the air to be non-toxic are of little value&lt;br /&gt;
to magi, as the effect only lasts as long as&lt;br /&gt;
the spell duration. This means that when&lt;br /&gt;
the magus tries to breathe the magically&lt;br /&gt;
changed air, his Magic Resistance will resist the air as it is the subject of a magical&lt;br /&gt;
effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (68), Two Seasons (51), Three&lt;br /&gt;
Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Warning_Bell|Vulcan’s Warning Bell]]&#039;&#039; is an enchanted item that is intended to give the covenant&lt;br /&gt;
due warning that the volcano is about to erupt. In most circumstances, the warning is sufficient to allow either the covenant to be evacuated, or (perhaps more usefully)&lt;br /&gt;
the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scorn_of_Aphrodite’s_Tears|Scorn of Aphrodite’s Tears]]&#039;&#039; ritual can be cast, which suppresses the imminent eruption. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Flame_Tongue|The Flame Tongue]]&#039;&#039; spell can be used to direct a belch of hot lava at an individual, which can be used as a weapon to discourage invaders. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Creeping_Earth_2|Creeping Earth]]&#039;&#039; makes the earth rise over the course of a month, seriously damaging buildings.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Creeping Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The caster of this spell stamps his foot on the ground and a patch of earth, centered on his position and 35 paces across, slowly but inexorably rises up for the duration of the spell. The earth rises at a rate of about one inch per day (up to three feet over the spell duration).&lt;br /&gt;
&lt;br /&gt;
This is fast enough for people to observe if they watch the earth for more than a Diameter, and the movement can destroy buildings and other structures — even the strongest castle walls run the risk of collapse.&lt;br /&gt;
&lt;br /&gt;
This spell only works when cast within a league of a volcano (three miles). This is&lt;br /&gt;
because this movement is only a slightly unnatural property of the earth in such&lt;br /&gt;
regions, whereas it is a grossly unnatural property of earth elsewhere. &lt;br /&gt;
|Base 2, +1 Touch, +3 Moon, +1 Part, +2 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Flame Tongue ====&lt;br /&gt;
&#039;&#039;For info on this spell&#039;s community erratum, see [[Talk:Flame Tongue]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Voice, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This spell causes a glutinous glob of lava (from a lake or river of magma) to&lt;br /&gt;
leap out and hit something. The volume of lava moved is about 2 cubic feet, and it&lt;br /&gt;
can be moved to hit any location within Voice range. Whatever the lava hits takes&lt;br /&gt;
between +15 and +60 damage, depending on how much of it is covered by the lava. The lava sticks to whatever it hits and continues to inflict damage each round. It takes several days for the lava to cool naturally.&lt;br /&gt;
&lt;br /&gt;
The heat of the lava is also sufficient to ignite anything flammable that it hits.&lt;br /&gt;
&lt;br /&gt;
Flame Tongue is an Aimed spell, with a +6 bonus to hit due to the size of the volume of lava. &lt;br /&gt;
&lt;br /&gt;
If the caster tries to totally immerse a person with the lava projectile, there is a&lt;br /&gt;
–6 penalty to the Aiming Roll (effectively canceling the +6 size bonus). There is no&lt;br /&gt;
penalty to the Aiming Roll if the objective is to merely splash someone. In some circumstances, the storyguide may decide that a missed attack to immerse a character&lt;br /&gt;
results in a splash. &lt;br /&gt;
|Base 10, +2 Voice, +1 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scorn of Aphrodite’s Tears ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:Individual, Ritual&#039;&#039;&#039; &lt;br /&gt;
|This ritual is cast when the eruption of a volcano is imminent, and it climaxes&lt;br /&gt;
with a vial of pure water being poured into the crater mouth. The ritual prevents the&lt;br /&gt;
volcano from erupting. &lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles in diameter (although the crater will&lt;br /&gt;
be only a fraction of this size), and the peak can be up to 15,000 feet high.&lt;br /&gt;
|Base 3, +1 Touch, +13 Size, +1 affect a volcano (equivalent to affecting stone)}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
===Vulcan&#039;s Warning Bell===&lt;br /&gt;
&lt;br /&gt;
This enchanted bell is suspended in the vapors escaping from a volcanic crater. It detects when the volcano is preparing to erupt. Normally, the bell gives a number of days warning equal to 1 stress die. If a 0 is rolled on the stress die, then the number on the botch die represents the number of hours warning. If the botch die is itself a 0 (i.e., a botch), then there is no warning. The variable warning is a feature of the eruption, not the bell; Hermetic magic cannot predict the future directly, so the item must rely on advance signs of the eruption, and they appear at varying times.&lt;br /&gt;
&lt;br /&gt;
Note that if the volcano unexpectedly erupts due to a supernatural effect, there may be considerably less warning.&lt;br /&gt;
&lt;br /&gt;
There are two effects involved — one to detect the imminent eruption and one to ring the bell. Note that it might be possible for a magus to design a single effect that both detects an eruption and rings a bell to convey this information, as a cosmetic effect. That is not the approach taken here.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Vibration of Anticipation ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 19&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect gives the bell the magical&lt;br /&gt;
sense to detect the imminent eruption. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (38), Two Seasons (29), Three&lt;br /&gt;
Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Clarion Call ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect rings the bell. The frequency of the ringing increases as the eruption time nears, and in the final hours the bell urgently rings every few seconds.&lt;br /&gt;
|Base 2, +2 effect metal; +10 unlimited uses, +3 linked trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (34), Two Seasons (26), Three Seasons (23), Four Seasons (22).&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
In order to colonize the volcanic crater, your characters need to be able to create solid ground from the lava to build upon. Even if your magi build on the rim of a volcanic crater, the earth may need to be stabilized. In any case, the magi will need to ensure that day-today habitation is possible, by cooling the building interiors and preventing the ingress of toxic fumes. Designers must also provide for the feeding and watering of the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
These effects allow the construction of&lt;br /&gt;
buildings within the volcanic crater, or are&lt;br /&gt;
required to make the buildings habitable.&lt;br /&gt;
&lt;br /&gt;
One strategy is to create a series of&lt;br /&gt;
stable islands in the lava (using the Seeds&lt;br /&gt;
of Earth enchanted items), upon which&lt;br /&gt;
Mystic Towers (see ArM5, page 153) can&lt;br /&gt;
be raised. The towers are cooled by Cold&lt;br /&gt;
Marble Slabs, and Fumarole Vents ensure&lt;br /&gt;
that the air inside the towers is safe to&lt;br /&gt;
breathe. An alternative approach is to use&lt;br /&gt;
the Repulsion of Earth effect, which causes&lt;br /&gt;
a tower to float. A tower created near the&lt;br /&gt;
volcanic crater can then be floated and&lt;br /&gt;
pushed out over the lava lake; the floating tower will still need to be made habitable by Cold Marble Slabs and Fumaroles. A&lt;br /&gt;
third strategy is to create buildings made&lt;br /&gt;
from molten lava itself, using spells such&lt;br /&gt;
as Tower of Lava.&lt;br /&gt;
&lt;br /&gt;
In addition, the Repulsion of Earth and&lt;br /&gt;
The Heart That Could Move Stone effects&lt;br /&gt;
could obviously be the basis of a flying&lt;br /&gt;
covenant. For another technique that&lt;br /&gt;
achieves the same goal, see the chapter&lt;br /&gt;
on the Flying Castle of Thomae in Legends&lt;br /&gt;
of Hermes (page 122). If the same method&lt;br /&gt;
were applied in a volcanic setting, precautions would have to be taken to protect the materials of which the flight disk&lt;br /&gt;
is comprised.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cold Marble Slab ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|This marble slab, about a pace across, is activated when it is hung above the entrance of a building, and it chills the building. Normally, this would make continued occupation of the building intolerable; however, if the building is in a very hot location (such as a volcanic crater), then the cooling provided by the marble slab cancels out the ambient heat and makes the building habitable. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Cold Marble Slab&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
The chilling effect is not sufficient to cool anything very hot, such as lava, that&lt;br /&gt;
happens to be in the building. However, it is sufficient to cool the air that is heated&lt;br /&gt;
by the lava. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Vent ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This enchanted item is a vent that is placed over a window in a room. The fumarole vent destroys the toxic properties of the air passing into the room, in the same way that a &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fumarole_Mask|Fumarole Mask]]&#039;&#039; does&lt;br /&gt;
(see earlier). This allows people to freely breathe in a room that is in a building constructed in (or very near) a volcanic crater, or on a river of lava.&lt;br /&gt;
&lt;br /&gt;
As the effect uses the Hermetic target Room, to target the air passing into the room, only one vent is required even if the room has multiple openings. However, if a building has multiple rooms it requires a vent in each room. A version of the vent with a target of Structure could be invented to protect the entire building.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun, +2 Room; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (88), Two Seasons (66), Three Seasons (59), Four Seasons (55).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Repulsion of Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This feather encased in amber is an enchanted item that is activated by being brought over the entrance to a stone building. When active, it causes the stone building to float several paces above the ground. If the effect ends (by the item being removed, for  example), then the building crashes to the ground. This may cause significant damage to the building.&lt;br /&gt;
&lt;br /&gt;
A Finesse Roll against an Ease Factor of 9 must be made if the building must be torn from its foundations. If the roll is failed, then any subterranean (i.e., basement) levels of the building are damaged and rendered unusable. This does not affect the upper levels. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Repulsion of Earth&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
Once it is floating, the building can be moved. However, the building is still&lt;br /&gt;
incredibly massive and so it requires an enormous amount of force (or magic such&lt;br /&gt;
as The Heart That Could Move Stone) to move. The building cannot be pushed by an individual, normal strength man, nor will it blow away in the breeze.&lt;br /&gt;
|Base 3, +1 Touch, +2 Sun, +3 Structure, +1 effect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Seed of Earth ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Ig)(Te)&#039;&#039;&#039; 59&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|When this small piece of volcanic rock is thrown onto molten lava, it solidifies a&lt;br /&gt;
portion of the lava, creating a roughly circular island about 80 feet across and 50&lt;br /&gt;
feet deep. The seed itself is buried 25 feet down, in the center of the island. As the effect has a constant duration, the island is stable and suitable for building structures&lt;br /&gt;
upon. If the seed is removed, dispelled, or destroyed, then roll a stress die; this is the&lt;br /&gt;
number of rounds that the island remains until it dissolves back into the lava. The Ignem requisite is for cooling the island.&lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part, +6 Size, +1 Ignem requisite, free Terram requisite ; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to complete project, as lesser enchanted item: 118.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Heart that Could Move Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|The caster can move stone buildings with incredible force. This usually causes&lt;br /&gt;
the stone building to collapse, as it is torn from its foundations. Anyone inside takes&lt;br /&gt;
+10 damage from the falling structure.&lt;br /&gt;
&lt;br /&gt;
However, if the building is floating (through the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Repulsion_of_Earth|Repulsion of Earth]]&#039;&#039; effect, for&lt;br /&gt;
example), then the character can push the building to a new location. Characters inside the building when it is being moved must make Dexterity rolls against an Ease Factor of 6, each round, or lose their footing. Unless special precautions are taken, laboratories inside the building are disrupted by the movement, which ruins any laboratory activities being conducted that season. It takes a season to reorganize a laboratory disrupted in this way. &lt;br /&gt;
|Base 3, +1 Touch, +1 Diameter, +3 Structure, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tower of Lava ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 50&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell sculpts a tower out of hot bubbling lava. The resulting tower is solid&lt;br /&gt;
and rigid, but if its foundations remain in lava, then the tower will dissolve back into&lt;br /&gt;
the bulk within a day. The Part target is required, because the spell does not use all&lt;br /&gt;
the available lava.&lt;br /&gt;
&lt;br /&gt;
The tower is about the same size and dimensions as the one created by the spell&lt;br /&gt;
&#039;&#039;Conjuring the Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, page 153]]). A Finesse roll against an Ease Factor of 15 is required to ensure that the tower is well made; failure means that the lava takes a solid but malformed shape. &lt;br /&gt;
|Base 3, +1 Touch, +1 Part, +6 size, +3 elaborate design}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (100), Two Seasons (75), Three Seasons (67), Four Seasons (63).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Solidity of Stone ====&lt;br /&gt;
&#039;&#039;&#039;MuTe&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell changes a mass of stone so that it has the unnatural property that it does&lt;br /&gt;
not melt, even when heated to tremendous temperatures. The purpose of this spell is to prevent a building created out of molten lava (like that created by &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Tower_of_Lava|Tower of Lava]]&#039;&#039;) from&lt;br /&gt;
dissolving back into the bulk lava.&lt;br /&gt;
&lt;br /&gt;
Obviously, this spell must be cast every month otherwise the tower will melt&lt;br /&gt;
and collapse.&lt;br /&gt;
&lt;br /&gt;
The stone will still be hot, even if it is solid. So, a building protected like this will need to be cooled (or inhabited by characters immune to heat).&lt;br /&gt;
|Base 4, +1 Touch, +3 Moon, +4 size, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====New Laboratory Virtue: Volcanic Minerals====&lt;br /&gt;
&#039;&#039;Free Laboratory Outfitting Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is supplied with exotic minerals from a volcano. The laboratory needs to be regularly resupplied, otherwise this Virtue is lost. There is no benefit in taking this Virtue multiple times — once the laboratory’s demands for exotic minerals have been met, additional minerals are of little value. &#039;&#039;&#039;–1 Upkeep, +1 Terram&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
These effects can provide health and wealth to the inhabitants of a covenant occupying the mineral-rich environment of a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Sculpt the Stone Machine ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, ritual&lt;br /&gt;
|This ritual creates a machine made of stone that is suitable for use as the invested&lt;br /&gt;
item &#039;&#039;Stone Harvester&#039;&#039;. The machine appears to be a large stone beetle about one pace&lt;br /&gt;
in length. Until it is invested with the &#039;&#039;Stone Harvester&#039;&#039; suite of effects, the machine is merely a very elaborate statue.&lt;br /&gt;
|Base 3, +1 Touch, +3 elaborate design, +1 minimum ritual effect magnitude}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
===Stone Harvester===&lt;br /&gt;
&lt;br /&gt;
This invested item is a beetle-shaped machine that crawls along the rim of the&lt;br /&gt;
volcanic crater. It collects and sorts the volcanic debris for valuable and exotic&lt;br /&gt;
materials, which can be used to reduce the Upkeep of Hermetic Laboratories (see [[Covenants_Chapter_Nine:_Laboratories#Upkeep|Covenants, page 110]]). Each Stone Harvester can provide the Free Outfittings Virtue &#039;&#039;Volcanic Minerals&#039;&#039; (see Insert) for up to&lt;br /&gt;
5 Hermetic Laboratories. Note that the laboratories do not have to be located in&lt;br /&gt;
the volcano — the minerals can be transported to a remote laboratory.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Stone Harvester&#039;&#039; is a huge stone device. It requires 20 pawns to open for enchantment (taking one season and a Magic Theory Score of 10). The effects later require 13 pawns of vis to invest into the Stone Harvester.&lt;br /&gt;
&lt;br /&gt;
As the Stone Harvester is made of stone and only traverses the volcanic crater rim,&lt;br /&gt;
it does not need any particular protection from either heat or fumes. A version of the&lt;br /&gt;
Stone Harvester that actually enters the lava would obviously require some protection.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Harvest Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 43&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The &#039;&#039;Stone Harvester&#039;&#039; uses this effect to collect stone/mineral/metal material of&lt;br /&gt;
a particular sort that it encounters — the stone is identifying material using the &#039;&#039;Stone&lt;br /&gt;
Wealth&#039;&#039; effect. The collected stone is placed in a large stone basket on the back of the&lt;br /&gt;
&#039;&#039;Stone Harvester&#039;&#039; which must be periodically emptied by a grog (precisely how frequently depends on the rarity of the collected stone). If the grog fails to empty the basket, the Stone Harvester will continue to harvest, but excess stone will fall out of the basket.&lt;br /&gt;
|Base 3, +3 Sight, +1 Diameter, +1 Part, +2 effect metal; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (86), Two Seasons (65), Three Seasons (58), Four Seasons (54).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Wealth ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|This effect grants the Stone Harvester the sense to smell whether a particular sort of stone, metal, or mineral is nearby (within about 5 paces). The Stone Harvester contains a small compartment and it targets materials that match the material in the compartment. If there is no material in the compartment the Stone Harvester continues to move about the crater rim, but will obviously not find any matching material. The Stone Harvester only identifies Terram based objects, but of course additional effects could be invented to&lt;br /&gt;
allow the Stone Harvester to identify and manipulate Animal, Aquam, Corpus, or Herbam objects.&lt;br /&gt;
&lt;br /&gt;
This sense allows the harvester to smell things buried to a depth of about 1 pace.&lt;br /&gt;
|Base 2, +2 Sun, +2 Smell, +1 smell through intervening material; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (38), Two Seasons (29), Three Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Crawler ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect manipulates the legs of the &#039;&#039;Stone Harvester&#039;&#039;, enabling it to move around&lt;br /&gt;
the crater rim. The Stone Harvester moves constantly, at the pace of a walking man, in&lt;br /&gt;
a clockwise direction around the crater rim.&lt;br /&gt;
|Base 3, +2 Sun, +1 affect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (28), Two Seasons (21), Three Seasons (19), Four Seasons (18).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Hammer ====&lt;br /&gt;
&#039;&#039;&#039;PeTe&#039;&#039;&#039; 33&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This effect is activated when the &#039;&#039;Stone Harvester&#039;&#039; detects that its target material is&lt;br /&gt;
beneath the surface of the earth. The &#039;&#039;Stone Hammer&#039;&#039; effect loosens up to one cubic pace&lt;br /&gt;
of intervening stone or dirt. This allows the target material to be lifted out of the ground.&lt;br /&gt;
|Base 3, +3 Sight, +1 Part, +1 affect stone; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (66), Two Seasons (50), Three&lt;br /&gt;
Seasons (44), Four Seasons (42).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
===Story Seed: Tophet&#039;s Gate===&lt;br /&gt;
&lt;br /&gt;
Many volcanoes are reputed to be gates to Hell. One well-known incident that demonstrates this occurred when the heretical Ostrogothic king Theodoric died in 526. A jet-black stallion arrived at Theodoric’s palace in Ravenna, gathered the dead king’s body, and then&lt;br /&gt;
galloped away to Mt. Etna, straight into the crater and down into Hell.&lt;br /&gt;
&lt;br /&gt;
If there is a hell portal in the volcano, it is likely accessed via an Infernal regio.&lt;br /&gt;
&lt;br /&gt;
For ease, the story seeds that follow refer to a single devil interacting with the covenant. In your saga, a series of demons could interact with the covenant, or one or two powerful demons could take on the role of the devil.&lt;br /&gt;
&lt;br /&gt;
====Deals with the Devil====&lt;br /&gt;
&lt;br /&gt;
Even if they are not infernalists, the devil may offer the magi power. Of&lt;br /&gt;
course, dealing with the devil imperils the immortal souls of the magi, but if his&lt;br /&gt;
help is really needed, then what choice do the magi have?&lt;br /&gt;
&lt;br /&gt;
Some aid that the devil can offer is listed here. The devil may merely wait for&lt;br /&gt;
opportunities to offer his aid, or he may actively arrange circumstances where his&lt;br /&gt;
aid is needed. Corrupter demons (see [[Realms_of_Power:_The_Infernal_Chapter_Five:_Demons_as_Corrupters|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories concerning deals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Portal&#039;&#039;&#039;: The magi need to rapidly travel. The devil offers the hell portal,&lt;br /&gt;
explaining that by traveling through it they can arrive at any crossroads in Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vis&#039;&#039;&#039;: If the magi run short of vis, then the devil is able to offer some from Hell’s&lt;br /&gt;
stocks. Of course, this will be infernally tainted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Illusions&#039;&#039;&#039;: A foolish magus has committed a crime under the Code of Hermes:&lt;br /&gt;
perhaps he has endangered other magi by interfering in the mundane, he has scried upon the secrets of another magus, or he has killed another magus. The devil offers to cover this indiscretion; his illusions cannot be broken by Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Against Age&#039;&#039;&#039;: If the magi are very elderly, they may find it difficult to&lt;br /&gt;
create an effective Longevity Ritual. The devil offers a ward against age which will prolong the magi’s lives far beyond the capability of Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
====Sacrifices====&lt;br /&gt;
&lt;br /&gt;
A portal to Hell is unlikely to remain open without frequent sacrifice. Even if it would, the devil would hardly inform the magi of this fact, as making sacrifices to the devil is a good way to damn your soul. Some stories that might arise from sacrifices include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revolt in the Inferno&#039;&#039;&#039;: The magi sacrifice the children of the grogs to the devil by casting them into the volcano. Rego Mentem effects can easily keep the grogs under control&lt;br /&gt;
in even the most despicable circumstances, but one botched spell by the magi could unravel all their careful plans and throw the covenant into revolt against their infernal masters.&lt;br /&gt;
The devil might even manufacture circumstances to make this happen — after all, a bloody revolt is sure to lead to more dammed souls, regardless of how it ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hidden Coven&#039;&#039;&#039;: Although the magi do not make sacrifices to the devil, a coven of infernalists hidden nearby does. The coven infiltrated the ranks of the covenant grogs and secretly cast sacrifices into the volcano heart. Will the infernalists be found out?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Henchmen&#039;&#039;&#039;: The magi seek out and assassinate infernalists and devil worshipers throughout Mythic Europe. Where possible they throw the bodies of these executed heretics into the maw of the volcano. The magi argue that they are performing god’s work, but on the other hand by executing an infernalist the magi have prevented him from repenting and saving his soul, thus ensuring another damned soul for hell. Are the magi the servants of heaven or hell?&lt;br /&gt;
&lt;br /&gt;
====Guardians====&lt;br /&gt;
&lt;br /&gt;
The covenant magi might neither worship nor deal with the devil; instead they might guard the hell portal and try to prevent demons from escaping into the world. Destroyer demons (see [[Realms_of_Power:_The_Infernal_Chapter_Seven:_Demons_as_Destroyers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories where Hell directly attacks the covenant. Some stories that might arise from this are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Masters&#039;&#039;&#039;: It is well-known in the Order that the covenant guards a portal to Hell. This is considered a worthy duty and many other covenants in the Tribunal send gifts of vis to help maintain a powerful Aegis around the covenant and to assist in the regular casting of a network of wards that envelope the crater. Re-casting is required as the bubbling volcano regularly breaks the circular wards. The magi of the covenant are also wellknown as masters of warding magic and other tribunal magi visit the covenant for instruction and study.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunder the Gate&#039;&#039;&#039;: Rumors reach the magi of a ritual that can destroy the hell portal. Chasing leads and researching this project might require travel throughout Mythic Europe,&lt;br /&gt;
and include many years of work. Of course, there is always the possibility that the rumored ritual is an Infernal plot: maybe the ritual will summon a demonic horde to destroy the covenant, or maybe the rumors are just intended to distract the magi from warding the portal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Devil’s Night&#039;&#039;&#039;: Once a year, the forces of Hell batter against the covenant’s defenses. Usually, these efforts are futile, but this year Hell has managed to marshal an army of soldiers led by infernalists in the mundane world, near the covenant. The infernalists plan to attack the covenant in the hope of breaking the wards about the&lt;br /&gt;
hell portal. As the covenant is more used to dealing with supernatural assaults, there may be unexpected problems in dealing with a large mundane attack.&lt;br /&gt;
&lt;br /&gt;
====Tragic Heroes====&lt;br /&gt;
&lt;br /&gt;
The covenant was founded by a magus whose lover (or beloved friend or family member) secretly turned to infernalism and then died in a state of unrepentant sin. The magus intends to study and then open the portal to hell, so he can travel to Hell and rescue his&lt;br /&gt;
beloved from eternal damnation. The magus’ plan may actually be the playing out of a stratagem of a Deceiver demon (see [[Realms_of_Power:_The_Infernal_Chapter_Six:_Demons_as_Deceivers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]). Some stories that this might inspire include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recruitment&#039;&#039;&#039;: The magus tries to recruit a small group of magi to help in his&lt;br /&gt;
project. Can he trust them? Do they suspect he is an infernalist?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Bargain&#039;&#039;&#039;: The devil rises from the hell portal and offers to return the&lt;br /&gt;
soul of the magus’ lover in exchange for the souls of a wealthy family of aristocrats. Is the devil trustworthy? Will dealing with the devil damn the magus himself? (No, and yes, obviously, but the magus might convince himself otherwise.) Can the magus find a way to damn the aristocrats?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dead Martyrs&#039;&#039;&#039;: Carrying a collection of holy relics will help protect the magus as he walks through the wastes of hell searching for his beloved. The magus can amass relics by raiding churches and monasteries. He might be able to buy relics, too, although he will need to be wary of fakes, and by buying relics the magus will commit the canon law crime of simony.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heaven’s Labors&#039;&#039;&#039;: A saint appears to the magus in a dream and offers to protect him during his journey through Hell. However, before the saint will help, the magus must found a monastery dedicated to the saint on the rim of the volcano. The prayers of the monks in the monastery will aid the magus during his sojourn in Hell.&lt;br /&gt;
&lt;br /&gt;
====Accused of Infernalism====&lt;br /&gt;
&lt;br /&gt;
A very real danger, of course, from living in close proximity to a portal to Hell is that regardless of the intentions of the characters they are vulnerable to accusations of infernalism. For this reason, the magi may want to keep the hell portal secret. Some possible stories arising from this concern are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A grog goes missing&#039;&#039;&#039;: Has he merely fallen into the lava, or has he run away?&lt;br /&gt;
What does he know about the hell portal? Was he a spy from a rival covenant? Can the magi track him down before he reveals their secret?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Visitors&#039;&#039;&#039;: Foreign magi unexpectedly arrive at the covenant. Can the hell portal be hidden from them? Can the visitors be encouraged to leave promptly without arousing their&lt;br /&gt;
suspicions, or do they already know about the portal? Can the demons on the other side of the hell portal be relied upon to keep quiet?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Framed&#039;&#039;&#039;: Even if the volcano is not really a hell portal, it is common knowledge&lt;br /&gt;
(right or wrong) that many volcanoes are. This means that a rival covenant might accuse the magi of infernalism, anyway. If the rival covenant is politically well-connected, within the tribunal, the accusation could lead to an investigation by the Quaesitors. Dealing with the investigation could be bothersome and disruptive to laboratory work even if there is nothing for the Quaesitors to find. Of course, a diabolically clever rival could even&lt;br /&gt;
make their own deal with the devil to plant evidence of infernalism in the volcano crater.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Thermal Bath of Good Humor===&lt;br /&gt;
&lt;br /&gt;
This invested item is a bath in which the covenfolk (and magi) can bathe in water heated by the volcano. Regular bathing in these waters increases the health of the characters. On the other hand, a version of this bath called &#039;&#039;The Thermal Bath of Scalded Flesh&#039;&#039; could be invented as a sadistic torture device.&lt;br /&gt;
&lt;br /&gt;
The bath is a huge item; if it is made of stone, it requires 20 pawns to open for enchantment (this takes one season and a Magic Theory Score of 10). If the bath is made of metal (iron or copper), it requires 25 pawns to open for enchantment (this takes one season and a Magic Theory Score of 13). The effects later only require 1 and 3 pawns to invest, which means that&lt;br /&gt;
there is plenty of room in the bath for other effects.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Test the Waters ====&lt;br /&gt;
&#039;&#039;&#039;InIg&#039;&#039;&#039; 9&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect determines the temperature in the bath. When the temperature drops below a comfortable bathing temperature, it activates the heating effect Fill the Bath. If the bath is intended to be &#039;&#039;The Thermal Bath of Scalded Flesh&#039;&#039;, then this effect is invented to monitor around (and activate the [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fill_the_Bath|&#039;&#039;Fill the Bath&#039;&#039;]] effect at) the boiling temperature of water.&lt;br /&gt;
|Base 2, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (18), Two Seasons (14), Three Seasons (12), Four Seasons (12).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fill the Bath ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 28&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect causes the water in the bath&lt;br /&gt;
to move through the air, pass over a volcanically heated region, and then back in a&lt;br /&gt;
circle into the bath. The water travels in&lt;br /&gt;
its circuit as a gentle stream suspended in&lt;br /&gt;
the air at about waist height. The water returns to the bath warmed and dissolved in&lt;br /&gt;
the water are a number of beneficial mineral salts.&lt;br /&gt;
&lt;br /&gt;
If the bath is being controlled to a comfortable bathing temperature, then any characters who bathe once a day for most of the year receives a +1 Living Condition modifier to their Aging Rolls for that year, and a +1 Modifier to any Recovery Rolls they make during the year (see ArM5, pages [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Aging|168]] and [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Recovering_From_Wounds|179]]). This modifier cannot be increased by more frequent bathing. These beneficial effects come from the mineral salts that are entrained in the water. The beneficial effects are not magical in origin, and a character who constantly&lt;br /&gt;
uses the bath in this way does not gain Warping Points. The bath does not need to be able to detect the mineral salts as they are naturally present in the volcano. &lt;br /&gt;
&lt;br /&gt;
If for some reason, the mineral salts are lacking from the volcano (which would be highly unusual) then the bath has no beneficial effects on the bather — apart from cleanliness, of course!&lt;br /&gt;
&lt;br /&gt;
If the bath is being controlled to a scalding temperature, then any character immersed in the bath takes +12 damage each round due to the elevated temperature.&lt;br /&gt;
&lt;br /&gt;
The effect requires both the presence of water in the bath and a volcanic region to heat the water within Sight range. If either of these elements are missing the effect does not activate.&lt;br /&gt;
|Base 1, +3 Sight, +1 Diameter, +2 very unnatural effect; +10 unlimited uses per day, +3 linked trigger ([[Hermetic_Projects_Chapter_Two:_The_Burning_City#Test_the_Waters|&#039;&#039;Test the Waters&#039;&#039;]])}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (56), Two Seasons (42), Three Seasons (38), Four Seasons (35).&lt;br /&gt;
&lt;br /&gt;
===Well Ever-Full===&lt;br /&gt;
&lt;br /&gt;
This well is an invested item. It has two effects enchanted in it: one periodically fills the well with water from the sea, the other removes the salt from the water. As both effects are momentary, once the water has been affected it is no longer under a magical effect. The water is thus drinkable by characters with Magic Resistance. If there is a suitable river or lake near the covenant, then the well could source its water from there, without the need to remove the salt from the water. However, many naturally-occurring volcanoes are located on islands remote from sources of fresh water. River and lake sources can also be problematic as they may not be available year-round (through either evaporation or freezing), and may even dry up completely for years at a time.&lt;br /&gt;
&lt;br /&gt;
As the two effects require 6 and 3 pawns of vis respectively, the well must be opened for enchantment using at least 9 pawns of vis. A well (a huge item made of stone) takes 20 pawns of vis to open for enchantment (leaving room for extra effects to be invested if desired). It takes one season to open the well for enchantment, which requires a Magic Theory Score of 10.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fill the Well ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 54&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 2 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect is triggered every sunrise and sunset. It instantaneously fills the well&lt;br /&gt;
with water from the sea (which must be within seven leagues). The effect requires an Arcane Connection to the sea. Any water which remains from the previous triggering of the effect&lt;br /&gt;
is sufficient for this. However, if the well is ever completely drained of water, it must&lt;br /&gt;
be primed with a cup of water from the sea. If the well ceases to work (for some reason) for more than a few months, then the well must also be refilled with a cup of water from the sea, as the Arcane Connection to the sea will have expired.&lt;br /&gt;
&lt;br /&gt;
The volume of water that is transported daily into the well is sufficient to supply&lt;br /&gt;
the water needs of a covenant of several hundred people.&lt;br /&gt;
&lt;br /&gt;
The effect is based on the Rego Corpus guidelines, applied by analogy to the Aquam Form. Note that the water is only transported a distance of seven leagues, so for this to be effective the well must be located with seven leagues of the water source. A version of this effect, using the guideline one magnitude higher, would enable the water to be transported any distance.&lt;br /&gt;
|Base 30, +4 Arcane; +3 environmental trigger, +1 2 uses per day}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (108), Two Seasons (81), Three Seasons (72), Four Seasons (68).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cleanse the Undine&#039;s Tears ====&lt;br /&gt;
&#039;&#039;&#039;PeAq&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 2 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect eliminates the salt in the water in the well. This effect is triggered by the [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fill_the_Well|&#039;&#039;Fill the Well&#039;&#039;]] power, and is activated one round later.&lt;br /&gt;
&lt;br /&gt;
Note that the salinity of the water will not return once it has been removed. This&lt;br /&gt;
is because salt is not part of the essential nature of water.&lt;br /&gt;
|Base 15, +1 Touch; +3 linked trigger (&#039;&#039;Fill the Well&#039;&#039;), +1 2 uses per day}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (48), Two Seasons (36), Three Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seed: Vulcan&#039;s Forge====&lt;br /&gt;
The Roman God [https://en.wikipedia.org/wiki/Vulcan_(mythology) Vulcan] (Greek, [https://en.wikipedia.org/wiki/Hephaestus Hephaestus]) had forges beneath Vesuvius and Vulcano, and possibly other volcanoes too. Many volcanoes thus contain faerie regiones that led to Vulcan’s court.&lt;br /&gt;
&lt;br /&gt;
Of course, whether the Vulcan presiding over this hot and sooty realm is the real Vulcan, or merely a faerie portraying the role, is unclear. Stories that might arise from Vulcan’s Forge include:&lt;br /&gt;
&lt;br /&gt;
=====The Competition===== &lt;br /&gt;
&lt;br /&gt;
An emissary from Vulcan arrives at the covenant and delivers a challenge. Vulcan claims that the volcano is his forge and will not allow the magi to remain unless they beat him in a series of competitions. The competitions include:&lt;br /&gt;
&lt;br /&gt;
* Forging the strongest sword.&lt;br /&gt;
* Creating the sharpest edged blade.&lt;br /&gt;
* Smelting the largest amount of iron from ore in one day.&lt;br /&gt;
* Manufacturing the most beautiful and delicate copper tiara.&lt;br /&gt;
&lt;br /&gt;
The competition will be judged by Vulcan’s wife [https://en.wikipedia.org/wiki/Venus_(mythology) Venus] ([https://en.wikipedia.org/wiki/Aphrodite Aphrodite]). If the magi refuse to participate then Vulcan will cause the volcano to erupt. On the other hand, as long as the magi perform credibly Vulcan will let them stay, even if they do not actually win the competition.&lt;br /&gt;
&lt;br /&gt;
=====Forge Companion===== &lt;br /&gt;
&lt;br /&gt;
Vulcan offers to train a character in the art of metalworking (or the magi request this). The character lives for several years in Vulcan’s court and gains an Affinity Virtue with either Craft: Metalwork, Rego, Ignem, or something similar. The years spent in the faerie court are also spent learning Abilities or Arts from Vulcan, working at his  forge, or adventuring in the faerie court.&lt;br /&gt;
&lt;br /&gt;
=====Smith for Hire===== &lt;br /&gt;
&lt;br /&gt;
Vulcan can make highly complex devices and can find exotic materials. He is willing to work for the magi, but they need to pay him with presents for his wife Venus. Items created by Vulcan are especially useful for magi, as when he uses his forge he automatically prepares the item for enchantment (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Preparation_for_Enchantment|ArM5, page 97]]). This means that the magi can invest items that are large or made of exotic components, even if they lack the required Magic Theory to prepare the item for enchantment themselves. Items forged by Vulcan are also very cost-effective as invested items — depending, of course, upon what Venus’ present costs the magi.&lt;br /&gt;
&lt;br /&gt;
=====Outside Influence===== &lt;br /&gt;
&lt;br /&gt;
If it becomes known that the covenant is in contact with Vulcan’s court, then representatives of [[Houses_of_Hermes:_Mystery_Cults_Chapter_Four:_House_Merinita|House Merinita]] and [[Houses_of_Hermes:_Mystery_Cults_Chapter_Five:_House_Verditius|House Verditius]] are likely to both be very  interested. The covenant can expect to be visited by many magi of these Houses, which could lead to competition over local resources, the establishment of a House Verditius dominated chapterhouse on the very doorstep of a covenant, and legal wrangling at Tribunal over whether anyone is “molesting the faeries” of Vulcan’s court. At the very least, many visitors are likely to distract the magi from their own work.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
Volcanoes might be home to a number of supernatural creatures. These effects may help the magi deal with their neighbors.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Basalt Cage ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|This ritual creates a large cage made out of basalt stone with a single gate (also&lt;br /&gt;
made of basalt) that can be opened and shut. The cage is large enough to hold ten man-sized creatures. Individuals in the cage may find it difficult to escape, if the gate is somehow locked or barred.&lt;br /&gt;
 &lt;br /&gt;
However, the main purpose of the ritual is to create a cage which is subsequently&lt;br /&gt;
enchanted as an item with the effect &#039;&#039;The Entrapped Flame&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that, if your character is talented at Rego magics, he may find it easier to use&lt;br /&gt;
a Rego Terram craft effect to sculpt such a cage from a hunk of basalt. However, remember to consider that the magus must make a Finesse roll against an Ease Factor of 24 to succeed in casting such a Rego craft effect, as it would be hard for a mundane craftsman to sculpt such an item and it would take him a long time to do so (see &#039;&#039;Covenants&#039;&#039; page 49).&lt;br /&gt;
|Base 3, +1 Touch, +1 Size, +1 complex structure, +2 minimum level of a ritual}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (40), Two Seasons (30), Three Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Commune with the Fire Soul ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Ring of Protection Against Creatures of Fire ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Sense the Hearts of Fire ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Sublimation of Flame ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Entrapped Flame ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seed: Eternal Spirit of Flame====&lt;br /&gt;
The volcano (or a regio within it) may be inhabited by a powerful magical nature spirit, or possibly a spirit associated with another realm. Once the characters have established  themselves in or near the volcano, they can try to contact and commune with this spirit. Alternatively, the spirit may contact the magi itself. Bjornaer and Merinita characters&lt;br /&gt;
are particularly likely to be contacted, as they are generally the magi most connected with nature, but any character apparently interested in the welfare of the volcano could be contacted.&lt;br /&gt;
&lt;br /&gt;
Communing with the spirit at the heart of the volcano allows the characters to access the Volcano Lore Supernatural Ability (this is a type of Nature Lore; see Houses of Hermes: Mystery Cults, pages 102–106, or Guardians of the Forests: The Rhine Tribunal, page 37).&lt;br /&gt;
&lt;br /&gt;
The volcano spirit can grant Virtues to characters who are loyal to it. The basic procedure is that the character performs a quest for the spirit and makes a sacrifice (gains a Flaw) and in return the spirit grants the character a portion of his power (a Virtue). Each quest is a good opportunity for the troupe to tell a story. Some example Virtues, quests, and&lt;br /&gt;
sacrifices include the following.&lt;br /&gt;
=====Virtues===== &lt;br /&gt;
=====Quests===== &lt;br /&gt;
=====Sacrifices===== &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
To complete many of the projects that comprise the Burning City your characters might want to increase their Lab Total. These are some strategies that you might like to employ.&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
Shape and Material bonuses can give your characters bonuses to their Lab Total when inventing item effects ([[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Instilling_The_Effect|ArM5, page 99]]). Also, if a magus has a Talisman, then its Shape and Material bonuses can be used to give him a bonus when casting appropriate spells (once the Talisman has been attuned; see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Talisman_Attunement|ArM5, page 98]]).&lt;br /&gt;
&lt;br /&gt;
Some new Shape and Material Bonuses are listed later (the troupe should feel free to devise their own Shape and Material bonuses too). The bonuses written in italic text have been drawn from other books in Ars Magica Fifth Edition. The bonuses written in regular text are new suggestions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ash&#039;&#039;&#039; (burned debris, not the tree) (+2&lt;br /&gt;
burning things, +5 affect things that&lt;br /&gt;
have been burned, +2 Ignem)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifacts from Pompeii and Herculaneum&#039;&#039;&#039; (+3 volcanoes)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marble&#039;&#039;&#039; (&#039;&#039;+5 wards, +3 beauty&#039;&#039;, +3 cold)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mask&#039;&#039;&#039; (&#039;&#039;+2 affect wearer’s sight, +3 hiding, +7 disguise,&#039;&#039; +2 affect wearer’s breathing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror&#039;&#039;&#039; (+7 illusions, +5 see the truth)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vent&#039;&#039;&#039; (+7 affect air passing through it)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volcano&#039;&#039;&#039; (+5 volcanoes)&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
Features can be added to a laboratory which add a bonus to certain types of Lab&lt;br /&gt;
Totals, and elements of the laboratory’s structure or location can also be auspicious for some sorts of work. Many of the options presented in &#039;&#039;Covenants&#039;&#039; ([[Covenants_Chapter_Nine:_Laboratories#Laboratory_Specializations|pages 112–121]]) could help with the Burning City effects. Some new Laboratory Virtues and Flaws include the following.&lt;br /&gt;
&lt;br /&gt;
====Features====&lt;br /&gt;
&lt;br /&gt;
A Greater Feature is a &#039;&#039;Major Structure Virtue&#039;&#039; for a Laboratory and it adds +2 Aesthetics and +3 points distributed among the appropriate specializations. A Lesser Feature is a &#039;&#039;Minor Structural Virtue&#039;&#039; and it adds +1 Aesthetics and +1 in an appropriate specialization.&lt;br /&gt;
&lt;br /&gt;
=====Fumes=====&lt;br /&gt;
&lt;br /&gt;
A sphere of glass rests on plinth in the laboratory. Trapped in the sphere are swirling, noxious vapors captured from a volcanic vent. &#039;&#039;Specializations: Pe, Au, Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Pool of Lava=====&lt;br /&gt;
&lt;br /&gt;
The laboratory is either built to enclose a pool of lava or a specially constructed cauldron keeps a sample of lava hot and molten. &#039;&#039;Specializations: Ig, Te&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Thermal Spring=====&lt;br /&gt;
&lt;br /&gt;
A volcanically heated spring bubbles up from the center of the laboratory. &#039;&#039;Specializations: Cr, Aq, Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Volcanic Rock=====&lt;br /&gt;
&lt;br /&gt;
In the center of the laboratory is a huge slab of volcanic rock. &#039;&#039;Specializations: Mu, Ig, Te&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Dormant Volcano====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Free Structure Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is located in a dormant volcano crater. &#039;&#039;+1 Aesthetics, +1 Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Active Volcano====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Major Structure Flaw&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is located in an active volcanic crater. Note that the Safety, Upkeep, and Health factors here assume that this laboratory and the magus are both somehow protected from the catastrophic hazards of being in an active volcano crater. &#039;&#039;+2 Upkeep, –2 Safety, –1 Health, +1 Experimentation, +3 Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Mineral Bath====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Minor Outfitting Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory contains a mineral bath that is heated by a volcanic source. The magus takes frequent baths while contemplating his work. &#039;&#039;+2 Health, –1 Safety, +1 Aq, +1 Longevity Rituals&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Volcanic Spirit Forge====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Minor Supernatural Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory contains a forge that is heated by a volcanic spirit. &#039;&#039;–1 Upkeep, –1&lt;br /&gt;
Safety, +1 Experimentation, +1 Re, +1 Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Hell Portal====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Major Supernatural Flaw&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory contains a fiery portal to Hell. &#039;&#039;–2 Safety, +2 Warping, +1 Re, +3 Vi&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
Your magus could try to accomplish some of these projects using experimentation (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Arcane_Experiments|ArM5, pages 107–109]]). What follows are some example side effects and modified effects that could result from experimentation on these projects (if a side effect or modified effect is rolled on the Extraordinary Effects table; see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Experimentation:_Extraordinary_Results|ArM5, page 109]]).&lt;br /&gt;
&lt;br /&gt;
These are only suggestions: your troupe should feel free to modify, or ignore these, or create your own, as necessary.&lt;br /&gt;
&lt;br /&gt;
* The effect only works when the volcano is erupting.&lt;br /&gt;
* The effect only works when used within the crater of a particular volcano.&lt;br /&gt;
* Tears of lava momentarily flow from either the caster’s or the target’s eyes. This causes +10 heat damage, and blinds him for one diameter.&lt;br /&gt;
* The target (or caster) belches a powerful sulfurous stench. This causes no damage, but it is obnoxious and it draws attention to the character.&lt;br /&gt;
* The target (or caster) becomes very hot, and sweats profusely. He must make a Stamina check against an Ease Factor of 6 or immediately lose a Long Term Fatigue level due to lack of water (the Fatigue level can only be regained by drinking).&lt;br /&gt;
* Any flammable items held or worn by the caster (or target) ignite. This usually includes clothing, straps holding armor together, etc.&lt;br /&gt;
* Metal objects held or worn by the caster (or target) melt. This causes no damage if he immediately drops the item, although usually it ruins the item. If the character holds onto the item, he takes +12 heat damage. If he is wearing full metal armor, he takes +48 damage; partial metal armor, +36 damage.&lt;br /&gt;
* The caster’s (or target’s) clothing turns to ash. This causes no damage exceptto the clothing, but obviously it draws attention to the character. Metal armor and jewelry is slightly singed, but otherwise unaffected.&lt;br /&gt;
* Fires within Voice range of the target (or caster) briefly flare up to a brilliant, searing heat and then extinguish. &lt;br /&gt;
* Wherever the caster (or target) walks, her footprints burn into the surfaces she walks upon. This leaves a clear trail of scorched earth and ash. This side effect lasts for Sun duration.&lt;br /&gt;
* The room briefly fills with toxic volcanic fumes. An immediate Stamina check, against an Ease Factor of 6, must be made for each character within the room. If this is failed the character takes a Medium wound. If the room is normally ventilated, the poisonous fumes disperse within 1 round. However, if the room is sealed, the fumes persist and characters in the room need to take another Stamina check every Diameter. If the effect is cast outside, there is no damaging effect as the fumes are too quickly dispersed, although characters within Voice range of the caster do smell the fumes before they disperse.&lt;br /&gt;
* The humors of the caster (or target) become temporarily unbalanced. Make a Stamina check for the target against an Ease Factor of 6. If this is failed, the character develops a disease due to an excess of hot, dry, yellow bile, which causes a Medium Wound.&lt;br /&gt;
* The humors of the caster (or target) become subtly, but permanently unbalanced. This causes no immediate effect, but the character’s subsequent Aging checks are made with an additional –1 Living Condition Modifier. Note, that this side-effect only affects the character once, even if he is affected by the spell/item effect multiple times.&lt;br /&gt;
* The humors of the caster (or target) are buffered against extreme swings. This causes no immediate effect, but the character’s subsequent Aging checks are made with an additional +1 Living Condition Modifier. Note, that this side effect only affects the character once, even if he is affected by the spell/item effect multiple times.&lt;br /&gt;
* The outer layers of the target’s skin form a hard, black crust. This gives him a +3 bonus  to Soak, which lasts for Sun duration. When this side-effect expires, the crust of skin  peels off over a period of about one week. This has no game-mechanical effect, but it is visually unappealing: the peeling skin is broken, scabbed, and burnt.&lt;br /&gt;
* The caster (or target) is imbued with a warm internal glow. She does not suffer from exposure, hunger, or thirst until the glow subsides, which takes a simple die of Sun durations. This side effect appears to bypass the Limit of Energy, which could make the spell Lab Text an important source of insight for a magus attempting research in this area.&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22613</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22613"/>
		<updated>2026-03-25T16:06:16Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Effects to Deal with Volcanic Inhabitants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
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====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Pitch Brush ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 6 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.&lt;br /&gt;
&lt;br /&gt;
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges’ worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).&lt;br /&gt;
|Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (96), Two Seasons (72), Three&lt;br /&gt;
Seasons (64), Four Seasons (60).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cloven Hoofed Boots ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Te)&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; part&lt;br /&gt;
|These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly&lt;br /&gt;
follow behind, but this would require a lot of agility.&lt;br /&gt;
&lt;br /&gt;
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat. &lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part,&lt;br /&gt;
free Terram requisite; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (48), Two Seasons (36), Three&lt;br /&gt;
Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Steed of Vesuvius ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell magically transforms a horse so that he is able to gallop across&lt;br /&gt;
molten lava as if it were a cobbled road. The horse also has no fear of the heat or&lt;br /&gt;
fumes expelled by the lava, and he does not suffer from the heat of the lava or the&lt;br /&gt;
toxicity of the fumes. The rider of the horse does not receive any protection from this spell.&lt;br /&gt;
&lt;br /&gt;
When the spell expires, the horse suffers a Long-Term Fatigue level.&lt;br /&gt;
&lt;br /&gt;
The requisite is free because it is part of the guideline and required for the effect.&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Dragon&#039;s Blood ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Ig)(Te)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This ritual changes the blood of the&lt;br /&gt;
caster into lava. This does no harm to the&lt;br /&gt;
caster himself, and his super-heated blood&lt;br /&gt;
means that he is immune to any heat based damage that causes +15 or less damage (which includes lava).&lt;br /&gt;
&lt;br /&gt;
If the character is injured in melee combat, his opponent(s) must make Dexterity rolls against an Ease Factor of 6 to avoid being splattered by hot lava. Opponents who fail take +15 damage. If the caster’s melee opponents are unaware of his lava blood (that is, it is the first time they have seen him injured), then the Dexterity roll is made against an Ease Factor of 9.&lt;br /&gt;
&lt;br /&gt;
The Ignem and Rego requisites are required to give the additional protection from heat. The Terram requisite is free because it is required for the effect. |Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Covenant of the Dragon ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Te)(Ig)&#039;&#039;&#039; 85&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Group, Ritual&lt;br /&gt;
|This ritual changes the blood of a Group of up to 100 individuals into lava.&lt;br /&gt;
This has the same effect on each member of the Group as the ritual [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Dragon&#039;s_Blood|Dragon’s Blood]]. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Gaining_Warping_Points|ArM5, page 168]]).&lt;br /&gt;
|Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Mask ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it.&lt;br /&gt;
This allows the wearer of the mask to&lt;br /&gt;
breathe without trouble in the heart of a&lt;br /&gt;
volcanic crater, or on a river of lava. The&lt;br /&gt;
air affected by the mask tastes slightly&lt;br /&gt;
unpleasant, but this does not cause any&lt;br /&gt;
damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
Although the mask is constantly active, once the toxicity of the air has been&lt;br /&gt;
removed, the air itself is no longer the&lt;br /&gt;
subject of a magical effect. This means&lt;br /&gt;
that the air is not resisted by characters with Magic Resistance, so magi can&lt;br /&gt;
breathe using the mask without lowering&lt;br /&gt;
their Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Note that Muto effects which change&lt;br /&gt;
the air to be non-toxic are of little value&lt;br /&gt;
to magi, as the effect only lasts as long as&lt;br /&gt;
the spell duration. This means that when&lt;br /&gt;
the magus tries to breathe the magically&lt;br /&gt;
changed air, his Magic Resistance will resist the air as it is the subject of a magical&lt;br /&gt;
effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (68), Two Seasons (51), Three&lt;br /&gt;
Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Warning_Bell|Vulcan’s Warning Bell]]&#039;&#039; is an enchanted item that is intended to give the covenant&lt;br /&gt;
due warning that the volcano is about to erupt. In most circumstances, the warning is sufficient to allow either the covenant to be evacuated, or (perhaps more usefully)&lt;br /&gt;
the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scorn_of_Aphrodite’s_Tears|Scorn of Aphrodite’s Tears]]&#039;&#039; ritual can be cast, which suppresses the imminent eruption. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Flame_Tongue|The Flame Tongue]]&#039;&#039; spell can be used to direct a belch of hot lava at an individual, which can be used as a weapon to discourage invaders. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Creeping_Earth_2|Creeping Earth]]&#039;&#039; makes the earth rise over the course of a month, seriously damaging buildings.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Creeping Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The caster of this spell stamps his foot on the ground and a patch of earth, centered on his position and 35 paces across, slowly but inexorably rises up for the duration of the spell. The earth rises at a rate of about one inch per day (up to three feet over the spell duration).&lt;br /&gt;
&lt;br /&gt;
This is fast enough for people to observe if they watch the earth for more than a Diameter, and the movement can destroy buildings and other structures — even the strongest castle walls run the risk of collapse.&lt;br /&gt;
&lt;br /&gt;
This spell only works when cast within a league of a volcano (three miles). This is&lt;br /&gt;
because this movement is only a slightly unnatural property of the earth in such&lt;br /&gt;
regions, whereas it is a grossly unnatural property of earth elsewhere. &lt;br /&gt;
|Base 2, +1 Touch, +3 Moon, +1 Part, +2 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Flame Tongue ====&lt;br /&gt;
&#039;&#039;For info on this spell&#039;s community erratum, see [[Talk:Flame Tongue]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Voice, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This spell causes a glutinous glob of lava (from a lake or river of magma) to&lt;br /&gt;
leap out and hit something. The volume of lava moved is about 2 cubic feet, and it&lt;br /&gt;
can be moved to hit any location within Voice range. Whatever the lava hits takes&lt;br /&gt;
between +15 and +60 damage, depending on how much of it is covered by the lava. The lava sticks to whatever it hits and continues to inflict damage each round. It takes several days for the lava to cool naturally.&lt;br /&gt;
&lt;br /&gt;
The heat of the lava is also sufficient to ignite anything flammable that it hits.&lt;br /&gt;
&lt;br /&gt;
Flame Tongue is an Aimed spell, with a +6 bonus to hit due to the size of the volume of lava. &lt;br /&gt;
&lt;br /&gt;
If the caster tries to totally immerse a person with the lava projectile, there is a&lt;br /&gt;
–6 penalty to the Aiming Roll (effectively canceling the +6 size bonus). There is no&lt;br /&gt;
penalty to the Aiming Roll if the objective is to merely splash someone. In some circumstances, the storyguide may decide that a missed attack to immerse a character&lt;br /&gt;
results in a splash. &lt;br /&gt;
|Base 10, +2 Voice, +1 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scorn of Aphrodite’s Tears ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:Individual, Ritual&#039;&#039;&#039; &lt;br /&gt;
|This ritual is cast when the eruption of a volcano is imminent, and it climaxes&lt;br /&gt;
with a vial of pure water being poured into the crater mouth. The ritual prevents the&lt;br /&gt;
volcano from erupting. &lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles in diameter (although the crater will&lt;br /&gt;
be only a fraction of this size), and the peak can be up to 15,000 feet high.&lt;br /&gt;
|Base 3, +1 Touch, +13 Size, +1 affect a volcano (equivalent to affecting stone)}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
===Vulcan&#039;s Warning Bell===&lt;br /&gt;
&lt;br /&gt;
This enchanted bell is suspended in the vapors escaping from a volcanic crater. It detects when the volcano is preparing to erupt. Normally, the bell gives a number of days warning equal to 1 stress die. If a 0 is rolled on the stress die, then the number on the botch die represents the number of hours warning. If the botch die is itself a 0 (i.e., a botch), then there is no warning. The variable warning is a feature of the eruption, not the bell; Hermetic magic cannot predict the future directly, so the item must rely on advance signs of the eruption, and they appear at varying times.&lt;br /&gt;
&lt;br /&gt;
Note that if the volcano unexpectedly erupts due to a supernatural effect, there may be considerably less warning.&lt;br /&gt;
&lt;br /&gt;
There are two effects involved — one to detect the imminent eruption and one to ring the bell. Note that it might be possible for a magus to design a single effect that both detects an eruption and rings a bell to convey this information, as a cosmetic effect. That is not the approach taken here.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Vibration of Anticipation ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 19&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect gives the bell the magical&lt;br /&gt;
sense to detect the imminent eruption. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (38), Two Seasons (29), Three&lt;br /&gt;
Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Clarion Call ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect rings the bell. The frequency of the ringing increases as the eruption time nears, and in the final hours the bell urgently rings every few seconds.&lt;br /&gt;
|Base 2, +2 effect metal; +10 unlimited uses, +3 linked trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (34), Two Seasons (26), Three Seasons (23), Four Seasons (22).&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
In order to colonize the volcanic crater, your characters need to be able to create solid ground from the lava to build upon. Even if your magi build on the rim of a volcanic crater, the earth may need to be stabilized. In any case, the magi will need to ensure that day-today habitation is possible, by cooling the building interiors and preventing the ingress of toxic fumes. Designers must also provide for the feeding and watering of the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
These effects allow the construction of&lt;br /&gt;
buildings within the volcanic crater, or are&lt;br /&gt;
required to make the buildings habitable.&lt;br /&gt;
&lt;br /&gt;
One strategy is to create a series of&lt;br /&gt;
stable islands in the lava (using the Seeds&lt;br /&gt;
of Earth enchanted items), upon which&lt;br /&gt;
Mystic Towers (see ArM5, page 153) can&lt;br /&gt;
be raised. The towers are cooled by Cold&lt;br /&gt;
Marble Slabs, and Fumarole Vents ensure&lt;br /&gt;
that the air inside the towers is safe to&lt;br /&gt;
breathe. An alternative approach is to use&lt;br /&gt;
the Repulsion of Earth effect, which causes&lt;br /&gt;
a tower to float. A tower created near the&lt;br /&gt;
volcanic crater can then be floated and&lt;br /&gt;
pushed out over the lava lake; the floating tower will still need to be made habitable by Cold Marble Slabs and Fumaroles. A&lt;br /&gt;
third strategy is to create buildings made&lt;br /&gt;
from molten lava itself, using spells such&lt;br /&gt;
as Tower of Lava.&lt;br /&gt;
&lt;br /&gt;
In addition, the Repulsion of Earth and&lt;br /&gt;
The Heart That Could Move Stone effects&lt;br /&gt;
could obviously be the basis of a flying&lt;br /&gt;
covenant. For another technique that&lt;br /&gt;
achieves the same goal, see the chapter&lt;br /&gt;
on the Flying Castle of Thomae in Legends&lt;br /&gt;
of Hermes (page 122). If the same method&lt;br /&gt;
were applied in a volcanic setting, precautions would have to be taken to protect the materials of which the flight disk&lt;br /&gt;
is comprised.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cold Marble Slab ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|This marble slab, about a pace across, is activated when it is hung above the entrance of a building, and it chills the building. Normally, this would make continued occupation of the building intolerable; however, if the building is in a very hot location (such as a volcanic crater), then the cooling provided by the marble slab cancels out the ambient heat and makes the building habitable. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Cold Marble Slab&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
The chilling effect is not sufficient to cool anything very hot, such as lava, that&lt;br /&gt;
happens to be in the building. However, it is sufficient to cool the air that is heated&lt;br /&gt;
by the lava. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Vent ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This enchanted item is a vent that is placed over a window in a room. The fumarole vent destroys the toxic properties of the air passing into the room, in the same way that a &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fumarole_Mask|Fumarole Mask]]&#039;&#039; does&lt;br /&gt;
(see earlier). This allows people to freely breathe in a room that is in a building constructed in (or very near) a volcanic crater, or on a river of lava.&lt;br /&gt;
&lt;br /&gt;
As the effect uses the Hermetic target Room, to target the air passing into the room, only one vent is required even if the room has multiple openings. However, if a building has multiple rooms it requires a vent in each room. A version of the vent with a target of Structure could be invented to protect the entire building.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun, +2 Room; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (88), Two Seasons (66), Three Seasons (59), Four Seasons (55).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Repulsion of Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This feather encased in amber is an enchanted item that is activated by being brought over the entrance to a stone building. When active, it causes the stone building to float several paces above the ground. If the effect ends (by the item being removed, for  example), then the building crashes to the ground. This may cause significant damage to the building.&lt;br /&gt;
&lt;br /&gt;
A Finesse Roll against an Ease Factor of 9 must be made if the building must be torn from its foundations. If the roll is failed, then any subterranean (i.e., basement) levels of the building are damaged and rendered unusable. This does not affect the upper levels. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Repulsion of Earth&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
Once it is floating, the building can be moved. However, the building is still&lt;br /&gt;
incredibly massive and so it requires an enormous amount of force (or magic such&lt;br /&gt;
as The Heart That Could Move Stone) to move. The building cannot be pushed by an individual, normal strength man, nor will it blow away in the breeze.&lt;br /&gt;
|Base 3, +1 Touch, +2 Sun, +3 Structure, +1 effect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Seed of Earth ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Ig)(Te)&#039;&#039;&#039; 59&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|When this small piece of volcanic rock is thrown onto molten lava, it solidifies a&lt;br /&gt;
portion of the lava, creating a roughly circular island about 80 feet across and 50&lt;br /&gt;
feet deep. The seed itself is buried 25 feet down, in the center of the island. As the effect has a constant duration, the island is stable and suitable for building structures&lt;br /&gt;
upon. If the seed is removed, dispelled, or destroyed, then roll a stress die; this is the&lt;br /&gt;
number of rounds that the island remains until it dissolves back into the lava. The Ignem requisite is for cooling the island.&lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part, +6 Size, +1 Ignem requisite, free Terram requisite ; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to complete project, as lesser enchanted item: 118.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Heart that Could Move Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|The caster can move stone buildings with incredible force. This usually causes&lt;br /&gt;
the stone building to collapse, as it is torn from its foundations. Anyone inside takes&lt;br /&gt;
+10 damage from the falling structure.&lt;br /&gt;
&lt;br /&gt;
However, if the building is floating (through the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Repulsion_of_Earth|Repulsion of Earth]]&#039;&#039; effect, for&lt;br /&gt;
example), then the character can push the building to a new location. Characters inside the building when it is being moved must make Dexterity rolls against an Ease Factor of 6, each round, or lose their footing. Unless special precautions are taken, laboratories inside the building are disrupted by the movement, which ruins any laboratory activities being conducted that season. It takes a season to reorganize a laboratory disrupted in this way. &lt;br /&gt;
|Base 3, +1 Touch, +1 Diameter, +3 Structure, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tower of Lava ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 50&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell sculpts a tower out of hot bubbling lava. The resulting tower is solid&lt;br /&gt;
and rigid, but if its foundations remain in lava, then the tower will dissolve back into&lt;br /&gt;
the bulk within a day. The Part target is required, because the spell does not use all&lt;br /&gt;
the available lava.&lt;br /&gt;
&lt;br /&gt;
The tower is about the same size and dimensions as the one created by the spell&lt;br /&gt;
&#039;&#039;Conjuring the Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, page 153]]). A Finesse roll against an Ease Factor of 15 is required to ensure that the tower is well made; failure means that the lava takes a solid but malformed shape. &lt;br /&gt;
|Base 3, +1 Touch, +1 Part, +6 size, +3 elaborate design}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (100), Two Seasons (75), Three Seasons (67), Four Seasons (63).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Solidity of Stone ====&lt;br /&gt;
&#039;&#039;&#039;MuTe&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell changes a mass of stone so that it has the unnatural property that it does&lt;br /&gt;
not melt, even when heated to tremendous temperatures. The purpose of this spell is to prevent a building created out of molten lava (like that created by &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Tower_of_Lava|Tower of Lava]]&#039;&#039;) from&lt;br /&gt;
dissolving back into the bulk lava.&lt;br /&gt;
&lt;br /&gt;
Obviously, this spell must be cast every month otherwise the tower will melt&lt;br /&gt;
and collapse.&lt;br /&gt;
&lt;br /&gt;
The stone will still be hot, even if it is solid. So, a building protected like this will need to be cooled (or inhabited by characters immune to heat).&lt;br /&gt;
|Base 4, +1 Touch, +3 Moon, +4 size, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====New Laboratory Virtue: Volcanic Minerals====&lt;br /&gt;
&#039;&#039;Free Laboratory Outfitting Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is supplied with exotic minerals from a volcano. The laboratory needs to be regularly resupplied, otherwise this Virtue is lost. There is no benefit in taking this Virtue multiple times — once the laboratory’s demands for exotic minerals have been met, additional minerals are of little value. &#039;&#039;&#039;–1 Upkeep, +1 Terram&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
These effects can provide health and wealth to the inhabitants of a covenant occupying the mineral-rich environment of a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Sculpt the Stone Machine ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, ritual&lt;br /&gt;
|This ritual creates a machine made of stone that is suitable for use as the invested&lt;br /&gt;
item &#039;&#039;Stone Harvester&#039;&#039;. The machine appears to be a large stone beetle about one pace&lt;br /&gt;
in length. Until it is invested with the &#039;&#039;Stone Harvester&#039;&#039; suite of effects, the machine is merely a very elaborate statue.&lt;br /&gt;
|Base 3, +1 Touch, +3 elaborate design, +1 minimum ritual effect magnitude}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
===Stone Harvester===&lt;br /&gt;
&lt;br /&gt;
This invested item is a beetle-shaped machine that crawls along the rim of the&lt;br /&gt;
volcanic crater. It collects and sorts the volcanic debris for valuable and exotic&lt;br /&gt;
materials, which can be used to reduce the Upkeep of Hermetic Laboratories (see [[Covenants_Chapter_Nine:_Laboratories#Upkeep|Covenants, page 110]]). Each Stone Harvester can provide the Free Outfittings Virtue &#039;&#039;Volcanic Minerals&#039;&#039; (see Insert) for up to&lt;br /&gt;
5 Hermetic Laboratories. Note that the laboratories do not have to be located in&lt;br /&gt;
the volcano — the minerals can be transported to a remote laboratory.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Stone Harvester&#039;&#039; is a huge stone device. It requires 20 pawns to open for enchantment (taking one season and a Magic Theory Score of 10). The effects later require 13 pawns of vis to invest into the Stone Harvester.&lt;br /&gt;
&lt;br /&gt;
As the Stone Harvester is made of stone and only traverses the volcanic crater rim,&lt;br /&gt;
it does not need any particular protection from either heat or fumes. A version of the&lt;br /&gt;
Stone Harvester that actually enters the lava would obviously require some protection.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Harvest Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 43&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The &#039;&#039;Stone Harvester&#039;&#039; uses this effect to collect stone/mineral/metal material of&lt;br /&gt;
a particular sort that it encounters — the stone is identifying material using the &#039;&#039;Stone&lt;br /&gt;
Wealth&#039;&#039; effect. The collected stone is placed in a large stone basket on the back of the&lt;br /&gt;
&#039;&#039;Stone Harvester&#039;&#039; which must be periodically emptied by a grog (precisely how frequently depends on the rarity of the collected stone). If the grog fails to empty the basket, the Stone Harvester will continue to harvest, but excess stone will fall out of the basket.&lt;br /&gt;
|Base 3, +3 Sight, +1 Diameter, +1 Part, +2 effect metal; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (86), Two Seasons (65), Three Seasons (58), Four Seasons (54).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Wealth ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|This effect grants the Stone Harvester the sense to smell whether a particular sort of stone, metal, or mineral is nearby (within about 5 paces). The Stone Harvester contains a small compartment and it targets materials that match the material in the compartment. If there is no material in the compartment the Stone Harvester continues to move about the crater rim, but will obviously not find any matching material. The Stone Harvester only identifies Terram based objects, but of course additional effects could be invented to&lt;br /&gt;
allow the Stone Harvester to identify and manipulate Animal, Aquam, Corpus, or Herbam objects.&lt;br /&gt;
&lt;br /&gt;
This sense allows the harvester to smell things buried to a depth of about 1 pace.&lt;br /&gt;
|Base 2, +2 Sun, +2 Smell, +1 smell through intervening material; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (38), Two Seasons (29), Three Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Crawler ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect manipulates the legs of the &#039;&#039;Stone Harvester&#039;&#039;, enabling it to move around&lt;br /&gt;
the crater rim. The Stone Harvester moves constantly, at the pace of a walking man, in&lt;br /&gt;
a clockwise direction around the crater rim.&lt;br /&gt;
|Base 3, +2 Sun, +1 affect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (28), Two Seasons (21), Three Seasons (19), Four Seasons (18).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Hammer ====&lt;br /&gt;
&#039;&#039;&#039;PeTe&#039;&#039;&#039; 33&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This effect is activated when the &#039;&#039;Stone Harvester&#039;&#039; detects that its target material is&lt;br /&gt;
beneath the surface of the earth. The &#039;&#039;Stone Hammer&#039;&#039; effect loosens up to one cubic pace&lt;br /&gt;
of intervening stone or dirt. This allows the target material to be lifted out of the ground.&lt;br /&gt;
|Base 3, +3 Sight, +1 Part, +1 affect stone; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (66), Two Seasons (50), Three&lt;br /&gt;
Seasons (44), Four Seasons (42).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
===Story Seed: Tophet&#039;s Gate===&lt;br /&gt;
&lt;br /&gt;
Many volcanoes are reputed to be gates to Hell. One well-known incident that demonstrates this occurred when the heretical Ostrogothic king Theodoric died in 526. A jet-black stallion arrived at Theodoric’s palace in Ravenna, gathered the dead king’s body, and then&lt;br /&gt;
galloped away to Mt. Etna, straight into the crater and down into Hell.&lt;br /&gt;
&lt;br /&gt;
If there is a hell portal in the volcano, it is likely accessed via an Infernal regio.&lt;br /&gt;
&lt;br /&gt;
For ease, the story seeds that follow refer to a single devil interacting with the covenant. In your saga, a series of demons could interact with the covenant, or one or two powerful demons could take on the role of the devil.&lt;br /&gt;
&lt;br /&gt;
====Deals with the Devil====&lt;br /&gt;
&lt;br /&gt;
Even if they are not infernalists, the devil may offer the magi power. Of&lt;br /&gt;
course, dealing with the devil imperils the immortal souls of the magi, but if his&lt;br /&gt;
help is really needed, then what choice do the magi have?&lt;br /&gt;
&lt;br /&gt;
Some aid that the devil can offer is listed here. The devil may merely wait for&lt;br /&gt;
opportunities to offer his aid, or he may actively arrange circumstances where his&lt;br /&gt;
aid is needed. Corrupter demons (see [[Realms_of_Power:_The_Infernal_Chapter_Five:_Demons_as_Corrupters|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories concerning deals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Portal&#039;&#039;&#039;: The magi need to rapidly travel. The devil offers the hell portal,&lt;br /&gt;
explaining that by traveling through it they can arrive at any crossroads in Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vis&#039;&#039;&#039;: If the magi run short of vis, then the devil is able to offer some from Hell’s&lt;br /&gt;
stocks. Of course, this will be infernally tainted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Illusions&#039;&#039;&#039;: A foolish magus has committed a crime under the Code of Hermes:&lt;br /&gt;
perhaps he has endangered other magi by interfering in the mundane, he has scried upon the secrets of another magus, or he has killed another magus. The devil offers to cover this indiscretion; his illusions cannot be broken by Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Against Age&#039;&#039;&#039;: If the magi are very elderly, they may find it difficult to&lt;br /&gt;
create an effective Longevity Ritual. The devil offers a ward against age which will prolong the magi’s lives far beyond the capability of Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
====Sacrifices====&lt;br /&gt;
&lt;br /&gt;
A portal to Hell is unlikely to remain open without frequent sacrifice. Even if it would, the devil would hardly inform the magi of this fact, as making sacrifices to the devil is a good way to damn your soul. Some stories that might arise from sacrifices include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revolt in the Inferno&#039;&#039;&#039;: The magi sacrifice the children of the grogs to the devil by casting them into the volcano. Rego Mentem effects can easily keep the grogs under control&lt;br /&gt;
in even the most despicable circumstances, but one botched spell by the magi could unravel all their careful plans and throw the covenant into revolt against their infernal masters.&lt;br /&gt;
The devil might even manufacture circumstances to make this happen — after all, a bloody revolt is sure to lead to more dammed souls, regardless of how it ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hidden Coven&#039;&#039;&#039;: Although the magi do not make sacrifices to the devil, a coven of infernalists hidden nearby does. The coven infiltrated the ranks of the covenant grogs and secretly cast sacrifices into the volcano heart. Will the infernalists be found out?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Henchmen&#039;&#039;&#039;: The magi seek out and assassinate infernalists and devil worshipers throughout Mythic Europe. Where possible they throw the bodies of these executed heretics into the maw of the volcano. The magi argue that they are performing god’s work, but on the other hand by executing an infernalist the magi have prevented him from repenting and saving his soul, thus ensuring another damned soul for hell. Are the magi the servants of heaven or hell?&lt;br /&gt;
&lt;br /&gt;
====Guardians====&lt;br /&gt;
&lt;br /&gt;
The covenant magi might neither worship nor deal with the devil; instead they might guard the hell portal and try to prevent demons from escaping into the world. Destroyer demons (see [[Realms_of_Power:_The_Infernal_Chapter_Seven:_Demons_as_Destroyers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories where Hell directly attacks the covenant. Some stories that might arise from this are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Masters&#039;&#039;&#039;: It is well-known in the Order that the covenant guards a portal to Hell. This is considered a worthy duty and many other covenants in the Tribunal send gifts of vis to help maintain a powerful Aegis around the covenant and to assist in the regular casting of a network of wards that envelope the crater. Re-casting is required as the bubbling volcano regularly breaks the circular wards. The magi of the covenant are also wellknown as masters of warding magic and other tribunal magi visit the covenant for instruction and study.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunder the Gate&#039;&#039;&#039;: Rumors reach the magi of a ritual that can destroy the hell portal. Chasing leads and researching this project might require travel throughout Mythic Europe,&lt;br /&gt;
and include many years of work. Of course, there is always the possibility that the rumored ritual is an Infernal plot: maybe the ritual will summon a demonic horde to destroy the covenant, or maybe the rumors are just intended to distract the magi from warding the portal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Devil’s Night&#039;&#039;&#039;: Once a year, the forces of Hell batter against the covenant’s defenses. Usually, these efforts are futile, but this year Hell has managed to marshal an army of soldiers led by infernalists in the mundane world, near the covenant. The infernalists plan to attack the covenant in the hope of breaking the wards about the&lt;br /&gt;
hell portal. As the covenant is more used to dealing with supernatural assaults, there may be unexpected problems in dealing with a large mundane attack.&lt;br /&gt;
&lt;br /&gt;
====Tragic Heroes====&lt;br /&gt;
&lt;br /&gt;
The covenant was founded by a magus whose lover (or beloved friend or family member) secretly turned to infernalism and then died in a state of unrepentant sin. The magus intends to study and then open the portal to hell, so he can travel to Hell and rescue his&lt;br /&gt;
beloved from eternal damnation. The magus’ plan may actually be the playing out of a stratagem of a Deceiver demon (see [[Realms_of_Power:_The_Infernal_Chapter_Six:_Demons_as_Deceivers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]). Some stories that this might inspire include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recruitment&#039;&#039;&#039;: The magus tries to recruit a small group of magi to help in his&lt;br /&gt;
project. Can he trust them? Do they suspect he is an infernalist?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Bargain&#039;&#039;&#039;: The devil rises from the hell portal and offers to return the&lt;br /&gt;
soul of the magus’ lover in exchange for the souls of a wealthy family of aristocrats. Is the devil trustworthy? Will dealing with the devil damn the magus himself? (No, and yes, obviously, but the magus might convince himself otherwise.) Can the magus find a way to damn the aristocrats?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dead Martyrs&#039;&#039;&#039;: Carrying a collection of holy relics will help protect the magus as he walks through the wastes of hell searching for his beloved. The magus can amass relics by raiding churches and monasteries. He might be able to buy relics, too, although he will need to be wary of fakes, and by buying relics the magus will commit the canon law crime of simony.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heaven’s Labors&#039;&#039;&#039;: A saint appears to the magus in a dream and offers to protect him during his journey through Hell. However, before the saint will help, the magus must found a monastery dedicated to the saint on the rim of the volcano. The prayers of the monks in the monastery will aid the magus during his sojourn in Hell.&lt;br /&gt;
&lt;br /&gt;
====Accused of Infernalism====&lt;br /&gt;
&lt;br /&gt;
A very real danger, of course, from living in close proximity to a portal to Hell is that regardless of the intentions of the characters they are vulnerable to accusations of infernalism. For this reason, the magi may want to keep the hell portal secret. Some possible stories arising from this concern are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A grog goes missing&#039;&#039;&#039;: Has he merely fallen into the lava, or has he run away?&lt;br /&gt;
What does he know about the hell portal? Was he a spy from a rival covenant? Can the magi track him down before he reveals their secret?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Visitors&#039;&#039;&#039;: Foreign magi unexpectedly arrive at the covenant. Can the hell portal be hidden from them? Can the visitors be encouraged to leave promptly without arousing their&lt;br /&gt;
suspicions, or do they already know about the portal? Can the demons on the other side of the hell portal be relied upon to keep quiet?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Framed&#039;&#039;&#039;: Even if the volcano is not really a hell portal, it is common knowledge&lt;br /&gt;
(right or wrong) that many volcanoes are. This means that a rival covenant might accuse the magi of infernalism, anyway. If the rival covenant is politically well-connected, within the tribunal, the accusation could lead to an investigation by the Quaesitors. Dealing with the investigation could be bothersome and disruptive to laboratory work even if there is nothing for the Quaesitors to find. Of course, a diabolically clever rival could even&lt;br /&gt;
make their own deal with the devil to plant evidence of infernalism in the volcano crater.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Thermal Bath of Good Humor===&lt;br /&gt;
&lt;br /&gt;
This invested item is a bath in which the covenfolk (and magi) can bathe in water heated by the volcano. Regular bathing in these waters increases the health of the characters. On the other hand, a version of this bath called &#039;&#039;The Thermal Bath of Scalded Flesh&#039;&#039; could be invented as a sadistic torture device.&lt;br /&gt;
&lt;br /&gt;
The bath is a huge item; if it is made of stone, it requires 20 pawns to open for enchantment (this takes one season and a Magic Theory Score of 10). If the bath is made of metal (iron or copper), it requires 25 pawns to open for enchantment (this takes one season and a Magic Theory Score of 13). The effects later only require 1 and 3 pawns to invest, which means that&lt;br /&gt;
there is plenty of room in the bath for other effects.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Test the Waters ====&lt;br /&gt;
&#039;&#039;&#039;InIg&#039;&#039;&#039; 9&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect determines the temperature in the bath. When the temperature drops below a comfortable bathing temperature, it activates the heating effect Fill the Bath. If the bath is intended to be &#039;&#039;The Thermal Bath of Scalded Flesh&#039;&#039;, then this effect is invented to monitor around (and activate the [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fill_the_Bath|&#039;&#039;Fill the Bath&#039;&#039;]] effect at) the boiling temperature of water.&lt;br /&gt;
|Base 2, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (18), Two Seasons (14), Three Seasons (12), Four Seasons (12).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fill the Bath ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 28&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect causes the water in the bath&lt;br /&gt;
to move through the air, pass over a volcanically heated region, and then back in a&lt;br /&gt;
circle into the bath. The water travels in&lt;br /&gt;
its circuit as a gentle stream suspended in&lt;br /&gt;
the air at about waist height. The water returns to the bath warmed and dissolved in&lt;br /&gt;
the water are a number of beneficial mineral salts.&lt;br /&gt;
&lt;br /&gt;
If the bath is being controlled to a comfortable bathing temperature, then any characters who bathe once a day for most of the year receives a +1 Living Condition modifier to their Aging Rolls for that year, and a +1 Modifier to any Recovery Rolls they make during the year (see ArM5, pages [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Aging|168]] and [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Recovering_From_Wounds|179]]). This modifier cannot be increased by more frequent bathing. These beneficial effects come from the mineral salts that are entrained in the water. The beneficial effects are not magical in origin, and a character who constantly&lt;br /&gt;
uses the bath in this way does not gain Warping Points. The bath does not need to be able to detect the mineral salts as they are naturally present in the volcano. &lt;br /&gt;
&lt;br /&gt;
If for some reason, the mineral salts are lacking from the volcano (which would be highly unusual) then the bath has no beneficial effects on the bather — apart from cleanliness, of course!&lt;br /&gt;
&lt;br /&gt;
If the bath is being controlled to a scalding temperature, then any character immersed in the bath takes +12 damage each round due to the elevated temperature.&lt;br /&gt;
&lt;br /&gt;
The effect requires both the presence of water in the bath and a volcanic region to heat the water within Sight range. If either of these elements are missing the effect does not activate.&lt;br /&gt;
|Base 1, +3 Sight, +1 Diameter, +2 very unnatural effect; +10 unlimited uses per day, +3 linked trigger ([[Hermetic_Projects_Chapter_Two:_The_Burning_City#Test_the_Waters|&#039;&#039;Test the Waters&#039;&#039;]])}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (56), Two Seasons (42), Three Seasons (38), Four Seasons (35).&lt;br /&gt;
&lt;br /&gt;
===Well Ever-Full===&lt;br /&gt;
&lt;br /&gt;
This well is an invested item. It has two effects enchanted in it: one periodically fills the well with water from the sea, the other removes the salt from the water. As both effects are momentary, once the water has been affected it is no longer under a magical effect. The water is thus drinkable by characters with Magic Resistance. If there is a suitable river or lake near the covenant, then the well could source its water from there, without the need to remove the salt from the water. However, many naturally-occurring volcanoes are located on islands remote from sources of fresh water. River and lake sources can also be problematic as they may not be available year-round (through either evaporation or freezing), and may even dry up completely for years at a time.&lt;br /&gt;
&lt;br /&gt;
As the two effects require 6 and 3 pawns of vis respectively, the well must be opened for enchantment using at least 9 pawns of vis. A well (a huge item made of stone) takes 20 pawns of vis to open for enchantment (leaving room for extra effects to be invested if desired). It takes one season to open the well for enchantment, which requires a Magic Theory Score of 10.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fill the Well ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 54&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 2 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect is triggered every sunrise and sunset. It instantaneously fills the well&lt;br /&gt;
with water from the sea (which must be within seven leagues). The effect requires an Arcane Connection to the sea. Any water which remains from the previous triggering of the effect&lt;br /&gt;
is sufficient for this. However, if the well is ever completely drained of water, it must&lt;br /&gt;
be primed with a cup of water from the sea. If the well ceases to work (for some reason) for more than a few months, then the well must also be refilled with a cup of water from the sea, as the Arcane Connection to the sea will have expired.&lt;br /&gt;
&lt;br /&gt;
The volume of water that is transported daily into the well is sufficient to supply&lt;br /&gt;
the water needs of a covenant of several hundred people.&lt;br /&gt;
&lt;br /&gt;
The effect is based on the Rego Corpus guidelines, applied by analogy to the Aquam Form. Note that the water is only transported a distance of seven leagues, so for this to be effective the well must be located with seven leagues of the water source. A version of this effect, using the guideline one magnitude higher, would enable the water to be transported any distance.&lt;br /&gt;
|Base 30, +4 Arcane; +3 environmental trigger, +1 2 uses per day}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (108), Two Seasons (81), Three Seasons (72), Four Seasons (68).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cleanse the Undine&#039;s Tears ====&lt;br /&gt;
&#039;&#039;&#039;PeAq&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 2 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect eliminates the salt in the water in the well. This effect is triggered by the [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fill_the_Well|&#039;&#039;Fill the Well&#039;&#039;]] power, and is activated one round later.&lt;br /&gt;
&lt;br /&gt;
Note that the salinity of the water will not return once it has been removed. This&lt;br /&gt;
is because salt is not part of the essential nature of water.&lt;br /&gt;
|Base 15, +1 Touch; +3 linked trigger (&#039;&#039;Fill the Well&#039;&#039;), +1 2 uses per day}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (48), Two Seasons (36), Three Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seed: Vulcan&#039;s Forge====&lt;br /&gt;
The Roman God [https://en.wikipedia.org/wiki/Vulcan_(mythology) Vulcan] (Greek, [https://en.wikipedia.org/wiki/Hephaestus Hephaestus]) had forges beneath Vesuvius and Vulcano, and possibly other volcanoes too. Many volcanoes thus contain faerie regiones that led to Vulcan’s court.&lt;br /&gt;
&lt;br /&gt;
Of course, whether the Vulcan presiding over this hot and sooty realm is the real Vulcan, or merely a faerie portraying the role, is unclear. Stories that might arise from Vulcan’s Forge include:&lt;br /&gt;
&lt;br /&gt;
=====The Competition===== &lt;br /&gt;
&lt;br /&gt;
An emissary from Vulcan arrives at the covenant and delivers a challenge. Vulcan claims that the volcano is his forge and will not allow the magi to remain unless they beat him in a series of competitions. The competitions include:&lt;br /&gt;
&lt;br /&gt;
* Forging the strongest sword.&lt;br /&gt;
* Creating the sharpest edged blade.&lt;br /&gt;
* Smelting the largest amount of iron from ore in one day.&lt;br /&gt;
* Manufacturing the most beautiful and delicate copper tiara.&lt;br /&gt;
&lt;br /&gt;
The competition will be judged by Vulcan’s wife [https://en.wikipedia.org/wiki/Venus_(mythology) Venus] ([https://en.wikipedia.org/wiki/Aphrodite Aphrodite]). If the magi refuse to participate then Vulcan will cause the volcano to erupt. On the other hand, as long as the magi perform credibly Vulcan will let them stay, even if they do not actually win the competition.&lt;br /&gt;
&lt;br /&gt;
=====Forge Companion===== &lt;br /&gt;
&lt;br /&gt;
Vulcan offers to train a character in the art of metalworking (or the magi request this). The character lives for several years in Vulcan’s court and gains an Affinity Virtue with either Craft: Metalwork, Rego, Ignem, or something similar. The years spent in the faerie court are also spent learning Abilities or Arts from Vulcan, working at his  forge, or adventuring in the faerie court.&lt;br /&gt;
&lt;br /&gt;
=====Smith for Hire===== &lt;br /&gt;
&lt;br /&gt;
Vulcan can make highly complex devices and can find exotic materials. He is willing to work for the magi, but they need to pay him with presents for his wife Venus. Items created by Vulcan are especially useful for magi, as when he uses his forge he automatically prepares the item for enchantment (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Preparation_for_Enchantment|ArM5, page 97]]). This means that the magi can invest items that are large or made of exotic components, even if they lack the required Magic Theory to prepare the item for enchantment themselves. Items forged by Vulcan are also very cost-effective as invested items — depending, of course, upon what Venus’ present costs the magi.&lt;br /&gt;
&lt;br /&gt;
=====Outside Influence===== &lt;br /&gt;
&lt;br /&gt;
If it becomes known that the covenant is in contact with Vulcan’s court, then representatives of [[Houses_of_Hermes:_Mystery_Cults_Chapter_Four:_House_Merinita|House Merinita]] and [[Houses_of_Hermes:_Mystery_Cults_Chapter_Five:_House_Verditius|House Verditius]] are likely to both be very  interested. The covenant can expect to be visited by many magi of these Houses, which could lead to competition over local resources, the establishment of a House Verditius dominated chapterhouse on the very doorstep of a covenant, and legal wrangling at Tribunal over whether anyone is “molesting the faeries” of Vulcan’s court. At the very least, many visitors are likely to distract the magi from their own work.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
Volcanoes might be home to a number of supernatural creatures. These effects may help the magi deal with their neighbors.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Basalt Cage ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Basalt Cage ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Basalt Cage ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Basalt Cage ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Basalt Cage ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Basalt Cage ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seed: Eternal Spirit of Flame====&lt;br /&gt;
=====Virtues===== &lt;br /&gt;
=====Quests===== &lt;br /&gt;
=====Sacrifices===== &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
To complete many of the projects that comprise the Burning City your characters might want to increase their Lab Total. These are some strategies that you might like to employ.&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
Shape and Material bonuses can give your characters bonuses to their Lab Total when inventing item effects ([[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Instilling_The_Effect|ArM5, page 99]]). Also, if a magus has a Talisman, then its Shape and Material bonuses can be used to give him a bonus when casting appropriate spells (once the Talisman has been attuned; see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Talisman_Attunement|ArM5, page 98]]).&lt;br /&gt;
&lt;br /&gt;
Some new Shape and Material Bonuses are listed later (the troupe should feel free to devise their own Shape and Material bonuses too). The bonuses written in italic text have been drawn from other books in Ars Magica Fifth Edition. The bonuses written in regular text are new suggestions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ash&#039;&#039;&#039; (burned debris, not the tree) (+2&lt;br /&gt;
burning things, +5 affect things that&lt;br /&gt;
have been burned, +2 Ignem)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifacts from Pompeii and Herculaneum&#039;&#039;&#039; (+3 volcanoes)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marble&#039;&#039;&#039; (&#039;&#039;+5 wards, +3 beauty&#039;&#039;, +3 cold)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mask&#039;&#039;&#039; (&#039;&#039;+2 affect wearer’s sight, +3 hiding, +7 disguise,&#039;&#039; +2 affect wearer’s breathing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror&#039;&#039;&#039; (+7 illusions, +5 see the truth)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vent&#039;&#039;&#039; (+7 affect air passing through it)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volcano&#039;&#039;&#039; (+5 volcanoes)&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
Features can be added to a laboratory which add a bonus to certain types of Lab&lt;br /&gt;
Totals, and elements of the laboratory’s structure or location can also be auspicious for some sorts of work. Many of the options presented in &#039;&#039;Covenants&#039;&#039; ([[Covenants_Chapter_Nine:_Laboratories#Laboratory_Specializations|pages 112–121]]) could help with the Burning City effects. Some new Laboratory Virtues and Flaws include the following.&lt;br /&gt;
&lt;br /&gt;
====Features====&lt;br /&gt;
&lt;br /&gt;
A Greater Feature is a &#039;&#039;Major Structure Virtue&#039;&#039; for a Laboratory and it adds +2 Aesthetics and +3 points distributed among the appropriate specializations. A Lesser Feature is a &#039;&#039;Minor Structural Virtue&#039;&#039; and it adds +1 Aesthetics and +1 in an appropriate specialization.&lt;br /&gt;
&lt;br /&gt;
=====Fumes=====&lt;br /&gt;
&lt;br /&gt;
A sphere of glass rests on plinth in the laboratory. Trapped in the sphere are swirling, noxious vapors captured from a volcanic vent. &#039;&#039;Specializations: Pe, Au, Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Pool of Lava=====&lt;br /&gt;
&lt;br /&gt;
The laboratory is either built to enclose a pool of lava or a specially constructed cauldron keeps a sample of lava hot and molten. &#039;&#039;Specializations: Ig, Te&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Thermal Spring=====&lt;br /&gt;
&lt;br /&gt;
A volcanically heated spring bubbles up from the center of the laboratory. &#039;&#039;Specializations: Cr, Aq, Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Volcanic Rock=====&lt;br /&gt;
&lt;br /&gt;
In the center of the laboratory is a huge slab of volcanic rock. &#039;&#039;Specializations: Mu, Ig, Te&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Dormant Volcano====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Free Structure Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is located in a dormant volcano crater. &#039;&#039;+1 Aesthetics, +1 Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Active Volcano====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Major Structure Flaw&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is located in an active volcanic crater. Note that the Safety, Upkeep, and Health factors here assume that this laboratory and the magus are both somehow protected from the catastrophic hazards of being in an active volcano crater. &#039;&#039;+2 Upkeep, –2 Safety, –1 Health, +1 Experimentation, +3 Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Mineral Bath====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Minor Outfitting Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory contains a mineral bath that is heated by a volcanic source. The magus takes frequent baths while contemplating his work. &#039;&#039;+2 Health, –1 Safety, +1 Aq, +1 Longevity Rituals&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Volcanic Spirit Forge====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Minor Supernatural Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory contains a forge that is heated by a volcanic spirit. &#039;&#039;–1 Upkeep, –1&lt;br /&gt;
Safety, +1 Experimentation, +1 Re, +1 Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Hell Portal====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Major Supernatural Flaw&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory contains a fiery portal to Hell. &#039;&#039;–2 Safety, +2 Warping, +1 Re, +3 Vi&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
Your magus could try to accomplish some of these projects using experimentation (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Arcane_Experiments|ArM5, pages 107–109]]). What follows are some example side effects and modified effects that could result from experimentation on these projects (if a side effect or modified effect is rolled on the Extraordinary Effects table; see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Experimentation:_Extraordinary_Results|ArM5, page 109]]).&lt;br /&gt;
&lt;br /&gt;
These are only suggestions: your troupe should feel free to modify, or ignore these, or create your own, as necessary.&lt;br /&gt;
&lt;br /&gt;
* The effect only works when the volcano is erupting.&lt;br /&gt;
* The effect only works when used within the crater of a particular volcano.&lt;br /&gt;
* Tears of lava momentarily flow from either the caster’s or the target’s eyes. This causes +10 heat damage, and blinds him for one diameter.&lt;br /&gt;
* The target (or caster) belches a powerful sulfurous stench. This causes no damage, but it is obnoxious and it draws attention to the character.&lt;br /&gt;
* The target (or caster) becomes very hot, and sweats profusely. He must make a Stamina check against an Ease Factor of 6 or immediately lose a Long Term Fatigue level due to lack of water (the Fatigue level can only be regained by drinking).&lt;br /&gt;
* Any flammable items held or worn by the caster (or target) ignite. This usually includes clothing, straps holding armor together, etc.&lt;br /&gt;
* Metal objects held or worn by the caster (or target) melt. This causes no damage if he immediately drops the item, although usually it ruins the item. If the character holds onto the item, he takes +12 heat damage. If he is wearing full metal armor, he takes +48 damage; partial metal armor, +36 damage.&lt;br /&gt;
* The caster’s (or target’s) clothing turns to ash. This causes no damage exceptto the clothing, but obviously it draws attention to the character. Metal armor and jewelry is slightly singed, but otherwise unaffected.&lt;br /&gt;
* Fires within Voice range of the target (or caster) briefly flare up to a brilliant, searing heat and then extinguish. &lt;br /&gt;
* Wherever the caster (or target) walks, her footprints burn into the surfaces she walks upon. This leaves a clear trail of scorched earth and ash. This side effect lasts for Sun duration.&lt;br /&gt;
* The room briefly fills with toxic volcanic fumes. An immediate Stamina check, against an Ease Factor of 6, must be made for each character within the room. If this is failed the character takes a Medium wound. If the room is normally ventilated, the poisonous fumes disperse within 1 round. However, if the room is sealed, the fumes persist and characters in the room need to take another Stamina check every Diameter. If the effect is cast outside, there is no damaging effect as the fumes are too quickly dispersed, although characters within Voice range of the caster do smell the fumes before they disperse.&lt;br /&gt;
* The humors of the caster (or target) become temporarily unbalanced. Make a Stamina check for the target against an Ease Factor of 6. If this is failed, the character develops a disease due to an excess of hot, dry, yellow bile, which causes a Medium Wound.&lt;br /&gt;
* The humors of the caster (or target) become subtly, but permanently unbalanced. This causes no immediate effect, but the character’s subsequent Aging checks are made with an additional –1 Living Condition Modifier. Note, that this side-effect only affects the character once, even if he is affected by the spell/item effect multiple times.&lt;br /&gt;
* The humors of the caster (or target) are buffered against extreme swings. This causes no immediate effect, but the character’s subsequent Aging checks are made with an additional +1 Living Condition Modifier. Note, that this side effect only affects the character once, even if he is affected by the spell/item effect multiple times.&lt;br /&gt;
* The outer layers of the target’s skin form a hard, black crust. This gives him a +3 bonus  to Soak, which lasts for Sun duration. When this side-effect expires, the crust of skin  peels off over a period of about one week. This has no game-mechanical effect, but it is visually unappealing: the peeling skin is broken, scabbed, and burnt.&lt;br /&gt;
* The caster (or target) is imbued with a warm internal glow. She does not suffer from exposure, hunger, or thirst until the glow subsides, which takes a simple die of Sun durations. This side effect appears to bypass the Limit of Energy, which could make the spell Lab Text an important source of insight for a magus attempting research in this area.&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22612</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22612"/>
		<updated>2026-03-25T15:59:26Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Well Ever-Full */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Pitch Brush ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 6 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.&lt;br /&gt;
&lt;br /&gt;
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges’ worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).&lt;br /&gt;
|Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (96), Two Seasons (72), Three&lt;br /&gt;
Seasons (64), Four Seasons (60).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cloven Hoofed Boots ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Te)&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; part&lt;br /&gt;
|These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly&lt;br /&gt;
follow behind, but this would require a lot of agility.&lt;br /&gt;
&lt;br /&gt;
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat. &lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part,&lt;br /&gt;
free Terram requisite; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (48), Two Seasons (36), Three&lt;br /&gt;
Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Steed of Vesuvius ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell magically transforms a horse so that he is able to gallop across&lt;br /&gt;
molten lava as if it were a cobbled road. The horse also has no fear of the heat or&lt;br /&gt;
fumes expelled by the lava, and he does not suffer from the heat of the lava or the&lt;br /&gt;
toxicity of the fumes. The rider of the horse does not receive any protection from this spell.&lt;br /&gt;
&lt;br /&gt;
When the spell expires, the horse suffers a Long-Term Fatigue level.&lt;br /&gt;
&lt;br /&gt;
The requisite is free because it is part of the guideline and required for the effect.&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Dragon&#039;s Blood ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Ig)(Te)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This ritual changes the blood of the&lt;br /&gt;
caster into lava. This does no harm to the&lt;br /&gt;
caster himself, and his super-heated blood&lt;br /&gt;
means that he is immune to any heat based damage that causes +15 or less damage (which includes lava).&lt;br /&gt;
&lt;br /&gt;
If the character is injured in melee combat, his opponent(s) must make Dexterity rolls against an Ease Factor of 6 to avoid being splattered by hot lava. Opponents who fail take +15 damage. If the caster’s melee opponents are unaware of his lava blood (that is, it is the first time they have seen him injured), then the Dexterity roll is made against an Ease Factor of 9.&lt;br /&gt;
&lt;br /&gt;
The Ignem and Rego requisites are required to give the additional protection from heat. The Terram requisite is free because it is required for the effect. |Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Covenant of the Dragon ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Te)(Ig)&#039;&#039;&#039; 85&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Group, Ritual&lt;br /&gt;
|This ritual changes the blood of a Group of up to 100 individuals into lava.&lt;br /&gt;
This has the same effect on each member of the Group as the ritual [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Dragon&#039;s_Blood|Dragon’s Blood]]. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Gaining_Warping_Points|ArM5, page 168]]).&lt;br /&gt;
|Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Mask ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it.&lt;br /&gt;
This allows the wearer of the mask to&lt;br /&gt;
breathe without trouble in the heart of a&lt;br /&gt;
volcanic crater, or on a river of lava. The&lt;br /&gt;
air affected by the mask tastes slightly&lt;br /&gt;
unpleasant, but this does not cause any&lt;br /&gt;
damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
Although the mask is constantly active, once the toxicity of the air has been&lt;br /&gt;
removed, the air itself is no longer the&lt;br /&gt;
subject of a magical effect. This means&lt;br /&gt;
that the air is not resisted by characters with Magic Resistance, so magi can&lt;br /&gt;
breathe using the mask without lowering&lt;br /&gt;
their Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Note that Muto effects which change&lt;br /&gt;
the air to be non-toxic are of little value&lt;br /&gt;
to magi, as the effect only lasts as long as&lt;br /&gt;
the spell duration. This means that when&lt;br /&gt;
the magus tries to breathe the magically&lt;br /&gt;
changed air, his Magic Resistance will resist the air as it is the subject of a magical&lt;br /&gt;
effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (68), Two Seasons (51), Three&lt;br /&gt;
Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Warning_Bell|Vulcan’s Warning Bell]]&#039;&#039; is an enchanted item that is intended to give the covenant&lt;br /&gt;
due warning that the volcano is about to erupt. In most circumstances, the warning is sufficient to allow either the covenant to be evacuated, or (perhaps more usefully)&lt;br /&gt;
the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scorn_of_Aphrodite’s_Tears|Scorn of Aphrodite’s Tears]]&#039;&#039; ritual can be cast, which suppresses the imminent eruption. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Flame_Tongue|The Flame Tongue]]&#039;&#039; spell can be used to direct a belch of hot lava at an individual, which can be used as a weapon to discourage invaders. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Creeping_Earth_2|Creeping Earth]]&#039;&#039; makes the earth rise over the course of a month, seriously damaging buildings.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Creeping Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The caster of this spell stamps his foot on the ground and a patch of earth, centered on his position and 35 paces across, slowly but inexorably rises up for the duration of the spell. The earth rises at a rate of about one inch per day (up to three feet over the spell duration).&lt;br /&gt;
&lt;br /&gt;
This is fast enough for people to observe if they watch the earth for more than a Diameter, and the movement can destroy buildings and other structures — even the strongest castle walls run the risk of collapse.&lt;br /&gt;
&lt;br /&gt;
This spell only works when cast within a league of a volcano (three miles). This is&lt;br /&gt;
because this movement is only a slightly unnatural property of the earth in such&lt;br /&gt;
regions, whereas it is a grossly unnatural property of earth elsewhere. &lt;br /&gt;
|Base 2, +1 Touch, +3 Moon, +1 Part, +2 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Flame Tongue ====&lt;br /&gt;
&#039;&#039;For info on this spell&#039;s community erratum, see [[Talk:Flame Tongue]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Voice, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This spell causes a glutinous glob of lava (from a lake or river of magma) to&lt;br /&gt;
leap out and hit something. The volume of lava moved is about 2 cubic feet, and it&lt;br /&gt;
can be moved to hit any location within Voice range. Whatever the lava hits takes&lt;br /&gt;
between +15 and +60 damage, depending on how much of it is covered by the lava. The lava sticks to whatever it hits and continues to inflict damage each round. It takes several days for the lava to cool naturally.&lt;br /&gt;
&lt;br /&gt;
The heat of the lava is also sufficient to ignite anything flammable that it hits.&lt;br /&gt;
&lt;br /&gt;
Flame Tongue is an Aimed spell, with a +6 bonus to hit due to the size of the volume of lava. &lt;br /&gt;
&lt;br /&gt;
If the caster tries to totally immerse a person with the lava projectile, there is a&lt;br /&gt;
–6 penalty to the Aiming Roll (effectively canceling the +6 size bonus). There is no&lt;br /&gt;
penalty to the Aiming Roll if the objective is to merely splash someone. In some circumstances, the storyguide may decide that a missed attack to immerse a character&lt;br /&gt;
results in a splash. &lt;br /&gt;
|Base 10, +2 Voice, +1 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scorn of Aphrodite’s Tears ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:Individual, Ritual&#039;&#039;&#039; &lt;br /&gt;
|This ritual is cast when the eruption of a volcano is imminent, and it climaxes&lt;br /&gt;
with a vial of pure water being poured into the crater mouth. The ritual prevents the&lt;br /&gt;
volcano from erupting. &lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles in diameter (although the crater will&lt;br /&gt;
be only a fraction of this size), and the peak can be up to 15,000 feet high.&lt;br /&gt;
|Base 3, +1 Touch, +13 Size, +1 affect a volcano (equivalent to affecting stone)}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
===Vulcan&#039;s Warning Bell===&lt;br /&gt;
&lt;br /&gt;
This enchanted bell is suspended in the vapors escaping from a volcanic crater. It detects when the volcano is preparing to erupt. Normally, the bell gives a number of days warning equal to 1 stress die. If a 0 is rolled on the stress die, then the number on the botch die represents the number of hours warning. If the botch die is itself a 0 (i.e., a botch), then there is no warning. The variable warning is a feature of the eruption, not the bell; Hermetic magic cannot predict the future directly, so the item must rely on advance signs of the eruption, and they appear at varying times.&lt;br /&gt;
&lt;br /&gt;
Note that if the volcano unexpectedly erupts due to a supernatural effect, there may be considerably less warning.&lt;br /&gt;
&lt;br /&gt;
There are two effects involved — one to detect the imminent eruption and one to ring the bell. Note that it might be possible for a magus to design a single effect that both detects an eruption and rings a bell to convey this information, as a cosmetic effect. That is not the approach taken here.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Vibration of Anticipation ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 19&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect gives the bell the magical&lt;br /&gt;
sense to detect the imminent eruption. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (38), Two Seasons (29), Three&lt;br /&gt;
Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Clarion Call ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect rings the bell. The frequency of the ringing increases as the eruption time nears, and in the final hours the bell urgently rings every few seconds.&lt;br /&gt;
|Base 2, +2 effect metal; +10 unlimited uses, +3 linked trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (34), Two Seasons (26), Three Seasons (23), Four Seasons (22).&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
In order to colonize the volcanic crater, your characters need to be able to create solid ground from the lava to build upon. Even if your magi build on the rim of a volcanic crater, the earth may need to be stabilized. In any case, the magi will need to ensure that day-today habitation is possible, by cooling the building interiors and preventing the ingress of toxic fumes. Designers must also provide for the feeding and watering of the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
These effects allow the construction of&lt;br /&gt;
buildings within the volcanic crater, or are&lt;br /&gt;
required to make the buildings habitable.&lt;br /&gt;
&lt;br /&gt;
One strategy is to create a series of&lt;br /&gt;
stable islands in the lava (using the Seeds&lt;br /&gt;
of Earth enchanted items), upon which&lt;br /&gt;
Mystic Towers (see ArM5, page 153) can&lt;br /&gt;
be raised. The towers are cooled by Cold&lt;br /&gt;
Marble Slabs, and Fumarole Vents ensure&lt;br /&gt;
that the air inside the towers is safe to&lt;br /&gt;
breathe. An alternative approach is to use&lt;br /&gt;
the Repulsion of Earth effect, which causes&lt;br /&gt;
a tower to float. A tower created near the&lt;br /&gt;
volcanic crater can then be floated and&lt;br /&gt;
pushed out over the lava lake; the floating tower will still need to be made habitable by Cold Marble Slabs and Fumaroles. A&lt;br /&gt;
third strategy is to create buildings made&lt;br /&gt;
from molten lava itself, using spells such&lt;br /&gt;
as Tower of Lava.&lt;br /&gt;
&lt;br /&gt;
In addition, the Repulsion of Earth and&lt;br /&gt;
The Heart That Could Move Stone effects&lt;br /&gt;
could obviously be the basis of a flying&lt;br /&gt;
covenant. For another technique that&lt;br /&gt;
achieves the same goal, see the chapter&lt;br /&gt;
on the Flying Castle of Thomae in Legends&lt;br /&gt;
of Hermes (page 122). If the same method&lt;br /&gt;
were applied in a volcanic setting, precautions would have to be taken to protect the materials of which the flight disk&lt;br /&gt;
is comprised.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cold Marble Slab ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|This marble slab, about a pace across, is activated when it is hung above the entrance of a building, and it chills the building. Normally, this would make continued occupation of the building intolerable; however, if the building is in a very hot location (such as a volcanic crater), then the cooling provided by the marble slab cancels out the ambient heat and makes the building habitable. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Cold Marble Slab&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
The chilling effect is not sufficient to cool anything very hot, such as lava, that&lt;br /&gt;
happens to be in the building. However, it is sufficient to cool the air that is heated&lt;br /&gt;
by the lava. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Vent ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This enchanted item is a vent that is placed over a window in a room. The fumarole vent destroys the toxic properties of the air passing into the room, in the same way that a &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fumarole_Mask|Fumarole Mask]]&#039;&#039; does&lt;br /&gt;
(see earlier). This allows people to freely breathe in a room that is in a building constructed in (or very near) a volcanic crater, or on a river of lava.&lt;br /&gt;
&lt;br /&gt;
As the effect uses the Hermetic target Room, to target the air passing into the room, only one vent is required even if the room has multiple openings. However, if a building has multiple rooms it requires a vent in each room. A version of the vent with a target of Structure could be invented to protect the entire building.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun, +2 Room; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (88), Two Seasons (66), Three Seasons (59), Four Seasons (55).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Repulsion of Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This feather encased in amber is an enchanted item that is activated by being brought over the entrance to a stone building. When active, it causes the stone building to float several paces above the ground. If the effect ends (by the item being removed, for  example), then the building crashes to the ground. This may cause significant damage to the building.&lt;br /&gt;
&lt;br /&gt;
A Finesse Roll against an Ease Factor of 9 must be made if the building must be torn from its foundations. If the roll is failed, then any subterranean (i.e., basement) levels of the building are damaged and rendered unusable. This does not affect the upper levels. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Repulsion of Earth&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
Once it is floating, the building can be moved. However, the building is still&lt;br /&gt;
incredibly massive and so it requires an enormous amount of force (or magic such&lt;br /&gt;
as The Heart That Could Move Stone) to move. The building cannot be pushed by an individual, normal strength man, nor will it blow away in the breeze.&lt;br /&gt;
|Base 3, +1 Touch, +2 Sun, +3 Structure, +1 effect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Seed of Earth ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Ig)(Te)&#039;&#039;&#039; 59&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|When this small piece of volcanic rock is thrown onto molten lava, it solidifies a&lt;br /&gt;
portion of the lava, creating a roughly circular island about 80 feet across and 50&lt;br /&gt;
feet deep. The seed itself is buried 25 feet down, in the center of the island. As the effect has a constant duration, the island is stable and suitable for building structures&lt;br /&gt;
upon. If the seed is removed, dispelled, or destroyed, then roll a stress die; this is the&lt;br /&gt;
number of rounds that the island remains until it dissolves back into the lava. The Ignem requisite is for cooling the island.&lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part, +6 Size, +1 Ignem requisite, free Terram requisite ; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to complete project, as lesser enchanted item: 118.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Heart that Could Move Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|The caster can move stone buildings with incredible force. This usually causes&lt;br /&gt;
the stone building to collapse, as it is torn from its foundations. Anyone inside takes&lt;br /&gt;
+10 damage from the falling structure.&lt;br /&gt;
&lt;br /&gt;
However, if the building is floating (through the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Repulsion_of_Earth|Repulsion of Earth]]&#039;&#039; effect, for&lt;br /&gt;
example), then the character can push the building to a new location. Characters inside the building when it is being moved must make Dexterity rolls against an Ease Factor of 6, each round, or lose their footing. Unless special precautions are taken, laboratories inside the building are disrupted by the movement, which ruins any laboratory activities being conducted that season. It takes a season to reorganize a laboratory disrupted in this way. &lt;br /&gt;
|Base 3, +1 Touch, +1 Diameter, +3 Structure, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tower of Lava ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 50&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell sculpts a tower out of hot bubbling lava. The resulting tower is solid&lt;br /&gt;
and rigid, but if its foundations remain in lava, then the tower will dissolve back into&lt;br /&gt;
the bulk within a day. The Part target is required, because the spell does not use all&lt;br /&gt;
the available lava.&lt;br /&gt;
&lt;br /&gt;
The tower is about the same size and dimensions as the one created by the spell&lt;br /&gt;
&#039;&#039;Conjuring the Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, page 153]]). A Finesse roll against an Ease Factor of 15 is required to ensure that the tower is well made; failure means that the lava takes a solid but malformed shape. &lt;br /&gt;
|Base 3, +1 Touch, +1 Part, +6 size, +3 elaborate design}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (100), Two Seasons (75), Three Seasons (67), Four Seasons (63).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Solidity of Stone ====&lt;br /&gt;
&#039;&#039;&#039;MuTe&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell changes a mass of stone so that it has the unnatural property that it does&lt;br /&gt;
not melt, even when heated to tremendous temperatures. The purpose of this spell is to prevent a building created out of molten lava (like that created by &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Tower_of_Lava|Tower of Lava]]&#039;&#039;) from&lt;br /&gt;
dissolving back into the bulk lava.&lt;br /&gt;
&lt;br /&gt;
Obviously, this spell must be cast every month otherwise the tower will melt&lt;br /&gt;
and collapse.&lt;br /&gt;
&lt;br /&gt;
The stone will still be hot, even if it is solid. So, a building protected like this will need to be cooled (or inhabited by characters immune to heat).&lt;br /&gt;
|Base 4, +1 Touch, +3 Moon, +4 size, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====New Laboratory Virtue: Volcanic Minerals====&lt;br /&gt;
&#039;&#039;Free Laboratory Outfitting Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is supplied with exotic minerals from a volcano. The laboratory needs to be regularly resupplied, otherwise this Virtue is lost. There is no benefit in taking this Virtue multiple times — once the laboratory’s demands for exotic minerals have been met, additional minerals are of little value. &#039;&#039;&#039;–1 Upkeep, +1 Terram&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
These effects can provide health and wealth to the inhabitants of a covenant occupying the mineral-rich environment of a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Sculpt the Stone Machine ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, ritual&lt;br /&gt;
|This ritual creates a machine made of stone that is suitable for use as the invested&lt;br /&gt;
item &#039;&#039;Stone Harvester&#039;&#039;. The machine appears to be a large stone beetle about one pace&lt;br /&gt;
in length. Until it is invested with the &#039;&#039;Stone Harvester&#039;&#039; suite of effects, the machine is merely a very elaborate statue.&lt;br /&gt;
|Base 3, +1 Touch, +3 elaborate design, +1 minimum ritual effect magnitude}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
===Stone Harvester===&lt;br /&gt;
&lt;br /&gt;
This invested item is a beetle-shaped machine that crawls along the rim of the&lt;br /&gt;
volcanic crater. It collects and sorts the volcanic debris for valuable and exotic&lt;br /&gt;
materials, which can be used to reduce the Upkeep of Hermetic Laboratories (see [[Covenants_Chapter_Nine:_Laboratories#Upkeep|Covenants, page 110]]). Each Stone Harvester can provide the Free Outfittings Virtue &#039;&#039;Volcanic Minerals&#039;&#039; (see Insert) for up to&lt;br /&gt;
5 Hermetic Laboratories. Note that the laboratories do not have to be located in&lt;br /&gt;
the volcano — the minerals can be transported to a remote laboratory.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Stone Harvester&#039;&#039; is a huge stone device. It requires 20 pawns to open for enchantment (taking one season and a Magic Theory Score of 10). The effects later require 13 pawns of vis to invest into the Stone Harvester.&lt;br /&gt;
&lt;br /&gt;
As the Stone Harvester is made of stone and only traverses the volcanic crater rim,&lt;br /&gt;
it does not need any particular protection from either heat or fumes. A version of the&lt;br /&gt;
Stone Harvester that actually enters the lava would obviously require some protection.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Harvest Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 43&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The &#039;&#039;Stone Harvester&#039;&#039; uses this effect to collect stone/mineral/metal material of&lt;br /&gt;
a particular sort that it encounters — the stone is identifying material using the &#039;&#039;Stone&lt;br /&gt;
Wealth&#039;&#039; effect. The collected stone is placed in a large stone basket on the back of the&lt;br /&gt;
&#039;&#039;Stone Harvester&#039;&#039; which must be periodically emptied by a grog (precisely how frequently depends on the rarity of the collected stone). If the grog fails to empty the basket, the Stone Harvester will continue to harvest, but excess stone will fall out of the basket.&lt;br /&gt;
|Base 3, +3 Sight, +1 Diameter, +1 Part, +2 effect metal; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (86), Two Seasons (65), Three Seasons (58), Four Seasons (54).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Wealth ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|This effect grants the Stone Harvester the sense to smell whether a particular sort of stone, metal, or mineral is nearby (within about 5 paces). The Stone Harvester contains a small compartment and it targets materials that match the material in the compartment. If there is no material in the compartment the Stone Harvester continues to move about the crater rim, but will obviously not find any matching material. The Stone Harvester only identifies Terram based objects, but of course additional effects could be invented to&lt;br /&gt;
allow the Stone Harvester to identify and manipulate Animal, Aquam, Corpus, or Herbam objects.&lt;br /&gt;
&lt;br /&gt;
This sense allows the harvester to smell things buried to a depth of about 1 pace.&lt;br /&gt;
|Base 2, +2 Sun, +2 Smell, +1 smell through intervening material; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (38), Two Seasons (29), Three Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Crawler ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect manipulates the legs of the &#039;&#039;Stone Harvester&#039;&#039;, enabling it to move around&lt;br /&gt;
the crater rim. The Stone Harvester moves constantly, at the pace of a walking man, in&lt;br /&gt;
a clockwise direction around the crater rim.&lt;br /&gt;
|Base 3, +2 Sun, +1 affect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (28), Two Seasons (21), Three Seasons (19), Four Seasons (18).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Hammer ====&lt;br /&gt;
&#039;&#039;&#039;PeTe&#039;&#039;&#039; 33&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This effect is activated when the &#039;&#039;Stone Harvester&#039;&#039; detects that its target material is&lt;br /&gt;
beneath the surface of the earth. The &#039;&#039;Stone Hammer&#039;&#039; effect loosens up to one cubic pace&lt;br /&gt;
of intervening stone or dirt. This allows the target material to be lifted out of the ground.&lt;br /&gt;
|Base 3, +3 Sight, +1 Part, +1 affect stone; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (66), Two Seasons (50), Three&lt;br /&gt;
Seasons (44), Four Seasons (42).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
===Story Seed: Tophet&#039;s Gate===&lt;br /&gt;
&lt;br /&gt;
Many volcanoes are reputed to be gates to Hell. One well-known incident that demonstrates this occurred when the heretical Ostrogothic king Theodoric died in 526. A jet-black stallion arrived at Theodoric’s palace in Ravenna, gathered the dead king’s body, and then&lt;br /&gt;
galloped away to Mt. Etna, straight into the crater and down into Hell.&lt;br /&gt;
&lt;br /&gt;
If there is a hell portal in the volcano, it is likely accessed via an Infernal regio.&lt;br /&gt;
&lt;br /&gt;
For ease, the story seeds that follow refer to a single devil interacting with the covenant. In your saga, a series of demons could interact with the covenant, or one or two powerful demons could take on the role of the devil.&lt;br /&gt;
&lt;br /&gt;
====Deals with the Devil====&lt;br /&gt;
&lt;br /&gt;
Even if they are not infernalists, the devil may offer the magi power. Of&lt;br /&gt;
course, dealing with the devil imperils the immortal souls of the magi, but if his&lt;br /&gt;
help is really needed, then what choice do the magi have?&lt;br /&gt;
&lt;br /&gt;
Some aid that the devil can offer is listed here. The devil may merely wait for&lt;br /&gt;
opportunities to offer his aid, or he may actively arrange circumstances where his&lt;br /&gt;
aid is needed. Corrupter demons (see [[Realms_of_Power:_The_Infernal_Chapter_Five:_Demons_as_Corrupters|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories concerning deals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Portal&#039;&#039;&#039;: The magi need to rapidly travel. The devil offers the hell portal,&lt;br /&gt;
explaining that by traveling through it they can arrive at any crossroads in Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vis&#039;&#039;&#039;: If the magi run short of vis, then the devil is able to offer some from Hell’s&lt;br /&gt;
stocks. Of course, this will be infernally tainted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Illusions&#039;&#039;&#039;: A foolish magus has committed a crime under the Code of Hermes:&lt;br /&gt;
perhaps he has endangered other magi by interfering in the mundane, he has scried upon the secrets of another magus, or he has killed another magus. The devil offers to cover this indiscretion; his illusions cannot be broken by Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Against Age&#039;&#039;&#039;: If the magi are very elderly, they may find it difficult to&lt;br /&gt;
create an effective Longevity Ritual. The devil offers a ward against age which will prolong the magi’s lives far beyond the capability of Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
====Sacrifices====&lt;br /&gt;
&lt;br /&gt;
A portal to Hell is unlikely to remain open without frequent sacrifice. Even if it would, the devil would hardly inform the magi of this fact, as making sacrifices to the devil is a good way to damn your soul. Some stories that might arise from sacrifices include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revolt in the Inferno&#039;&#039;&#039;: The magi sacrifice the children of the grogs to the devil by casting them into the volcano. Rego Mentem effects can easily keep the grogs under control&lt;br /&gt;
in even the most despicable circumstances, but one botched spell by the magi could unravel all their careful plans and throw the covenant into revolt against their infernal masters.&lt;br /&gt;
The devil might even manufacture circumstances to make this happen — after all, a bloody revolt is sure to lead to more dammed souls, regardless of how it ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hidden Coven&#039;&#039;&#039;: Although the magi do not make sacrifices to the devil, a coven of infernalists hidden nearby does. The coven infiltrated the ranks of the covenant grogs and secretly cast sacrifices into the volcano heart. Will the infernalists be found out?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Henchmen&#039;&#039;&#039;: The magi seek out and assassinate infernalists and devil worshipers throughout Mythic Europe. Where possible they throw the bodies of these executed heretics into the maw of the volcano. The magi argue that they are performing god’s work, but on the other hand by executing an infernalist the magi have prevented him from repenting and saving his soul, thus ensuring another damned soul for hell. Are the magi the servants of heaven or hell?&lt;br /&gt;
&lt;br /&gt;
====Guardians====&lt;br /&gt;
&lt;br /&gt;
The covenant magi might neither worship nor deal with the devil; instead they might guard the hell portal and try to prevent demons from escaping into the world. Destroyer demons (see [[Realms_of_Power:_The_Infernal_Chapter_Seven:_Demons_as_Destroyers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories where Hell directly attacks the covenant. Some stories that might arise from this are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Masters&#039;&#039;&#039;: It is well-known in the Order that the covenant guards a portal to Hell. This is considered a worthy duty and many other covenants in the Tribunal send gifts of vis to help maintain a powerful Aegis around the covenant and to assist in the regular casting of a network of wards that envelope the crater. Re-casting is required as the bubbling volcano regularly breaks the circular wards. The magi of the covenant are also wellknown as masters of warding magic and other tribunal magi visit the covenant for instruction and study.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunder the Gate&#039;&#039;&#039;: Rumors reach the magi of a ritual that can destroy the hell portal. Chasing leads and researching this project might require travel throughout Mythic Europe,&lt;br /&gt;
and include many years of work. Of course, there is always the possibility that the rumored ritual is an Infernal plot: maybe the ritual will summon a demonic horde to destroy the covenant, or maybe the rumors are just intended to distract the magi from warding the portal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Devil’s Night&#039;&#039;&#039;: Once a year, the forces of Hell batter against the covenant’s defenses. Usually, these efforts are futile, but this year Hell has managed to marshal an army of soldiers led by infernalists in the mundane world, near the covenant. The infernalists plan to attack the covenant in the hope of breaking the wards about the&lt;br /&gt;
hell portal. As the covenant is more used to dealing with supernatural assaults, there may be unexpected problems in dealing with a large mundane attack.&lt;br /&gt;
&lt;br /&gt;
====Tragic Heroes====&lt;br /&gt;
&lt;br /&gt;
The covenant was founded by a magus whose lover (or beloved friend or family member) secretly turned to infernalism and then died in a state of unrepentant sin. The magus intends to study and then open the portal to hell, so he can travel to Hell and rescue his&lt;br /&gt;
beloved from eternal damnation. The magus’ plan may actually be the playing out of a stratagem of a Deceiver demon (see [[Realms_of_Power:_The_Infernal_Chapter_Six:_Demons_as_Deceivers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]). Some stories that this might inspire include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recruitment&#039;&#039;&#039;: The magus tries to recruit a small group of magi to help in his&lt;br /&gt;
project. Can he trust them? Do they suspect he is an infernalist?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Bargain&#039;&#039;&#039;: The devil rises from the hell portal and offers to return the&lt;br /&gt;
soul of the magus’ lover in exchange for the souls of a wealthy family of aristocrats. Is the devil trustworthy? Will dealing with the devil damn the magus himself? (No, and yes, obviously, but the magus might convince himself otherwise.) Can the magus find a way to damn the aristocrats?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dead Martyrs&#039;&#039;&#039;: Carrying a collection of holy relics will help protect the magus as he walks through the wastes of hell searching for his beloved. The magus can amass relics by raiding churches and monasteries. He might be able to buy relics, too, although he will need to be wary of fakes, and by buying relics the magus will commit the canon law crime of simony.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heaven’s Labors&#039;&#039;&#039;: A saint appears to the magus in a dream and offers to protect him during his journey through Hell. However, before the saint will help, the magus must found a monastery dedicated to the saint on the rim of the volcano. The prayers of the monks in the monastery will aid the magus during his sojourn in Hell.&lt;br /&gt;
&lt;br /&gt;
====Accused of Infernalism====&lt;br /&gt;
&lt;br /&gt;
A very real danger, of course, from living in close proximity to a portal to Hell is that regardless of the intentions of the characters they are vulnerable to accusations of infernalism. For this reason, the magi may want to keep the hell portal secret. Some possible stories arising from this concern are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A grog goes missing&#039;&#039;&#039;: Has he merely fallen into the lava, or has he run away?&lt;br /&gt;
What does he know about the hell portal? Was he a spy from a rival covenant? Can the magi track him down before he reveals their secret?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Visitors&#039;&#039;&#039;: Foreign magi unexpectedly arrive at the covenant. Can the hell portal be hidden from them? Can the visitors be encouraged to leave promptly without arousing their&lt;br /&gt;
suspicions, or do they already know about the portal? Can the demons on the other side of the hell portal be relied upon to keep quiet?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Framed&#039;&#039;&#039;: Even if the volcano is not really a hell portal, it is common knowledge&lt;br /&gt;
(right or wrong) that many volcanoes are. This means that a rival covenant might accuse the magi of infernalism, anyway. If the rival covenant is politically well-connected, within the tribunal, the accusation could lead to an investigation by the Quaesitors. Dealing with the investigation could be bothersome and disruptive to laboratory work even if there is nothing for the Quaesitors to find. Of course, a diabolically clever rival could even&lt;br /&gt;
make their own deal with the devil to plant evidence of infernalism in the volcano crater.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Thermal Bath of Good Humor===&lt;br /&gt;
&lt;br /&gt;
This invested item is a bath in which the covenfolk (and magi) can bathe in water heated by the volcano. Regular bathing in these waters increases the health of the characters. On the other hand, a version of this bath called &#039;&#039;The Thermal Bath of Scalded Flesh&#039;&#039; could be invented as a sadistic torture device.&lt;br /&gt;
&lt;br /&gt;
The bath is a huge item; if it is made of stone, it requires 20 pawns to open for enchantment (this takes one season and a Magic Theory Score of 10). If the bath is made of metal (iron or copper), it requires 25 pawns to open for enchantment (this takes one season and a Magic Theory Score of 13). The effects later only require 1 and 3 pawns to invest, which means that&lt;br /&gt;
there is plenty of room in the bath for other effects.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Test the Waters ====&lt;br /&gt;
&#039;&#039;&#039;InIg&#039;&#039;&#039; 9&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect determines the temperature in the bath. When the temperature drops below a comfortable bathing temperature, it activates the heating effect Fill the Bath. If the bath is intended to be &#039;&#039;The Thermal Bath of Scalded Flesh&#039;&#039;, then this effect is invented to monitor around (and activate the [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fill_the_Bath|&#039;&#039;Fill the Bath&#039;&#039;]] effect at) the boiling temperature of water.&lt;br /&gt;
|Base 2, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (18), Two Seasons (14), Three Seasons (12), Four Seasons (12).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fill the Bath ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 28&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect causes the water in the bath&lt;br /&gt;
to move through the air, pass over a volcanically heated region, and then back in a&lt;br /&gt;
circle into the bath. The water travels in&lt;br /&gt;
its circuit as a gentle stream suspended in&lt;br /&gt;
the air at about waist height. The water returns to the bath warmed and dissolved in&lt;br /&gt;
the water are a number of beneficial mineral salts.&lt;br /&gt;
&lt;br /&gt;
If the bath is being controlled to a comfortable bathing temperature, then any characters who bathe once a day for most of the year receives a +1 Living Condition modifier to their Aging Rolls for that year, and a +1 Modifier to any Recovery Rolls they make during the year (see ArM5, pages [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Aging|168]] and [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Recovering_From_Wounds|179]]). This modifier cannot be increased by more frequent bathing. These beneficial effects come from the mineral salts that are entrained in the water. The beneficial effects are not magical in origin, and a character who constantly&lt;br /&gt;
uses the bath in this way does not gain Warping Points. The bath does not need to be able to detect the mineral salts as they are naturally present in the volcano. &lt;br /&gt;
&lt;br /&gt;
If for some reason, the mineral salts are lacking from the volcano (which would be highly unusual) then the bath has no beneficial effects on the bather — apart from cleanliness, of course!&lt;br /&gt;
&lt;br /&gt;
If the bath is being controlled to a scalding temperature, then any character immersed in the bath takes +12 damage each round due to the elevated temperature.&lt;br /&gt;
&lt;br /&gt;
The effect requires both the presence of water in the bath and a volcanic region to heat the water within Sight range. If either of these elements are missing the effect does not activate.&lt;br /&gt;
|Base 1, +3 Sight, +1 Diameter, +2 very unnatural effect; +10 unlimited uses per day, +3 linked trigger ([[Hermetic_Projects_Chapter_Two:_The_Burning_City#Test_the_Waters|&#039;&#039;Test the Waters&#039;&#039;]])}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (56), Two Seasons (42), Three Seasons (38), Four Seasons (35).&lt;br /&gt;
&lt;br /&gt;
===Well Ever-Full===&lt;br /&gt;
&lt;br /&gt;
This well is an invested item. It has two effects enchanted in it: one periodically fills the well with water from the sea, the other removes the salt from the water. As both effects are momentary, once the water has been affected it is no longer under a magical effect. The water is thus drinkable by characters with Magic Resistance. If there is a suitable river or lake near the covenant, then the well could source its water from there, without the need to remove the salt from the water. However, many naturally-occurring volcanoes are located on islands remote from sources of fresh water. River and lake sources can also be problematic as they may not be available year-round (through either evaporation or freezing), and may even dry up completely for years at a time.&lt;br /&gt;
&lt;br /&gt;
As the two effects require 6 and 3 pawns of vis respectively, the well must be opened for enchantment using at least 9 pawns of vis. A well (a huge item made of stone) takes 20 pawns of vis to open for enchantment (leaving room for extra effects to be invested if desired). It takes one season to open the well for enchantment, which requires a Magic Theory Score of 10.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fill the Well ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 54&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 2 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect is triggered every sunrise and sunset. It instantaneously fills the well&lt;br /&gt;
with water from the sea (which must be within seven leagues). The effect requires an Arcane Connection to the sea. Any water which remains from the previous triggering of the effect&lt;br /&gt;
is sufficient for this. However, if the well is ever completely drained of water, it must&lt;br /&gt;
be primed with a cup of water from the sea. If the well ceases to work (for some reason) for more than a few months, then the well must also be refilled with a cup of water from the sea, as the Arcane Connection to the sea will have expired.&lt;br /&gt;
&lt;br /&gt;
The volume of water that is transported daily into the well is sufficient to supply&lt;br /&gt;
the water needs of a covenant of several hundred people.&lt;br /&gt;
&lt;br /&gt;
The effect is based on the Rego Corpus guidelines, applied by analogy to the Aquam Form. Note that the water is only transported a distance of seven leagues, so for this to be effective the well must be located with seven leagues of the water source. A version of this effect, using the guideline one magnitude higher, would enable the water to be transported any distance.&lt;br /&gt;
|Base 30, +4 Arcane; +3 environmental trigger, +1 2 uses per day}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (108), Two Seasons (81), Three Seasons (72), Four Seasons (68).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cleanse the Undine&#039;s Tears ====&lt;br /&gt;
&#039;&#039;&#039;PeAq&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 2 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect eliminates the salt in the water in the well. This effect is triggered by the [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fill_the_Well|&#039;&#039;Fill the Well&#039;&#039;]] power, and is activated one round later.&lt;br /&gt;
&lt;br /&gt;
Note that the salinity of the water will not return once it has been removed. This&lt;br /&gt;
is because salt is not part of the essential nature of water.&lt;br /&gt;
|Base 15, +1 Touch; +3 linked trigger (&#039;&#039;Fill the Well&#039;&#039;), +1 2 uses per day}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (48), Two Seasons (36), Three Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seed: Vulcan&#039;s Forge====&lt;br /&gt;
The Roman God [https://en.wikipedia.org/wiki/Vulcan_(mythology) Vulcan] (Greek, [https://en.wikipedia.org/wiki/Hephaestus Hephaestus]) had forges beneath Vesuvius and Vulcano, and possibly other volcanoes too. Many volcanoes thus contain faerie regiones that led to Vulcan’s court.&lt;br /&gt;
&lt;br /&gt;
Of course, whether the Vulcan presiding over this hot and sooty realm is the real Vulcan, or merely a faerie portraying the role, is unclear. Stories that might arise from Vulcan’s Forge include:&lt;br /&gt;
&lt;br /&gt;
=====The Competition===== &lt;br /&gt;
&lt;br /&gt;
An emissary from Vulcan arrives at the covenant and delivers a challenge. Vulcan claims that the volcano is his forge and will not allow the magi to remain unless they beat him in a series of competitions. The competitions include:&lt;br /&gt;
&lt;br /&gt;
* Forging the strongest sword.&lt;br /&gt;
* Creating the sharpest edged blade.&lt;br /&gt;
* Smelting the largest amount of iron from ore in one day.&lt;br /&gt;
* Manufacturing the most beautiful and delicate copper tiara.&lt;br /&gt;
&lt;br /&gt;
The competition will be judged by Vulcan’s wife [https://en.wikipedia.org/wiki/Venus_(mythology) Venus] ([https://en.wikipedia.org/wiki/Aphrodite Aphrodite]). If the magi refuse to participate then Vulcan will cause the volcano to erupt. On the other hand, as long as the magi perform credibly Vulcan will let them stay, even if they do not actually win the competition.&lt;br /&gt;
&lt;br /&gt;
=====Forge Companion===== &lt;br /&gt;
&lt;br /&gt;
Vulcan offers to train a character in the art of metalworking (or the magi request this). The character lives for several years in Vulcan’s court and gains an Affinity Virtue with either Craft: Metalwork, Rego, Ignem, or something similar. The years spent in the faerie court are also spent learning Abilities or Arts from Vulcan, working at his  forge, or adventuring in the faerie court.&lt;br /&gt;
&lt;br /&gt;
=====Smith for Hire===== &lt;br /&gt;
&lt;br /&gt;
Vulcan can make highly complex devices and can find exotic materials. He is willing to work for the magi, but they need to pay him with presents for his wife Venus. Items created by Vulcan are especially useful for magi, as when he uses his forge he automatically prepares the item for enchantment (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Preparation_for_Enchantment|ArM5, page 97]]). This means that the magi can invest items that are large or made of exotic components, even if they lack the required Magic Theory to prepare the item for enchantment themselves. Items forged by Vulcan are also very cost-effective as invested items — depending, of course, upon what Venus’ present costs the magi.&lt;br /&gt;
&lt;br /&gt;
=====Outside Influence===== &lt;br /&gt;
&lt;br /&gt;
If it becomes known that the covenant is in contact with Vulcan’s court, then representatives of [[Houses_of_Hermes:_Mystery_Cults_Chapter_Four:_House_Merinita|House Merinita]] and [[Houses_of_Hermes:_Mystery_Cults_Chapter_Five:_House_Verditius|House Verditius]] are likely to both be very  interested. The covenant can expect to be visited by many magi of these Houses, which could lead to competition over local resources, the establishment of a House Verditius dominated chapterhouse on the very doorstep of a covenant, and legal wrangling at Tribunal over whether anyone is “molesting the faeries” of Vulcan’s court. At the very least, many visitors are likely to distract the magi from their own work.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
To complete many of the projects that comprise the Burning City your characters might want to increase their Lab Total. These are some strategies that you might like to employ.&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
Shape and Material bonuses can give your characters bonuses to their Lab Total when inventing item effects ([[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Instilling_The_Effect|ArM5, page 99]]). Also, if a magus has a Talisman, then its Shape and Material bonuses can be used to give him a bonus when casting appropriate spells (once the Talisman has been attuned; see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Talisman_Attunement|ArM5, page 98]]).&lt;br /&gt;
&lt;br /&gt;
Some new Shape and Material Bonuses are listed later (the troupe should feel free to devise their own Shape and Material bonuses too). The bonuses written in italic text have been drawn from other books in Ars Magica Fifth Edition. The bonuses written in regular text are new suggestions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ash&#039;&#039;&#039; (burned debris, not the tree) (+2&lt;br /&gt;
burning things, +5 affect things that&lt;br /&gt;
have been burned, +2 Ignem)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifacts from Pompeii and Herculaneum&#039;&#039;&#039; (+3 volcanoes)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marble&#039;&#039;&#039; (&#039;&#039;+5 wards, +3 beauty&#039;&#039;, +3 cold)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mask&#039;&#039;&#039; (&#039;&#039;+2 affect wearer’s sight, +3 hiding, +7 disguise,&#039;&#039; +2 affect wearer’s breathing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror&#039;&#039;&#039; (+7 illusions, +5 see the truth)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vent&#039;&#039;&#039; (+7 affect air passing through it)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volcano&#039;&#039;&#039; (+5 volcanoes)&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
Features can be added to a laboratory which add a bonus to certain types of Lab&lt;br /&gt;
Totals, and elements of the laboratory’s structure or location can also be auspicious for some sorts of work. Many of the options presented in &#039;&#039;Covenants&#039;&#039; ([[Covenants_Chapter_Nine:_Laboratories#Laboratory_Specializations|pages 112–121]]) could help with the Burning City effects. Some new Laboratory Virtues and Flaws include the following.&lt;br /&gt;
&lt;br /&gt;
====Features====&lt;br /&gt;
&lt;br /&gt;
A Greater Feature is a &#039;&#039;Major Structure Virtue&#039;&#039; for a Laboratory and it adds +2 Aesthetics and +3 points distributed among the appropriate specializations. A Lesser Feature is a &#039;&#039;Minor Structural Virtue&#039;&#039; and it adds +1 Aesthetics and +1 in an appropriate specialization.&lt;br /&gt;
&lt;br /&gt;
=====Fumes=====&lt;br /&gt;
&lt;br /&gt;
A sphere of glass rests on plinth in the laboratory. Trapped in the sphere are swirling, noxious vapors captured from a volcanic vent. &#039;&#039;Specializations: Pe, Au, Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Pool of Lava=====&lt;br /&gt;
&lt;br /&gt;
The laboratory is either built to enclose a pool of lava or a specially constructed cauldron keeps a sample of lava hot and molten. &#039;&#039;Specializations: Ig, Te&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Thermal Spring=====&lt;br /&gt;
&lt;br /&gt;
A volcanically heated spring bubbles up from the center of the laboratory. &#039;&#039;Specializations: Cr, Aq, Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Volcanic Rock=====&lt;br /&gt;
&lt;br /&gt;
In the center of the laboratory is a huge slab of volcanic rock. &#039;&#039;Specializations: Mu, Ig, Te&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Dormant Volcano====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Free Structure Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is located in a dormant volcano crater. &#039;&#039;+1 Aesthetics, +1 Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Active Volcano====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Major Structure Flaw&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is located in an active volcanic crater. Note that the Safety, Upkeep, and Health factors here assume that this laboratory and the magus are both somehow protected from the catastrophic hazards of being in an active volcano crater. &#039;&#039;+2 Upkeep, –2 Safety, –1 Health, +1 Experimentation, +3 Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Mineral Bath====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Minor Outfitting Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory contains a mineral bath that is heated by a volcanic source. The magus takes frequent baths while contemplating his work. &#039;&#039;+2 Health, –1 Safety, +1 Aq, +1 Longevity Rituals&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Volcanic Spirit Forge====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Minor Supernatural Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory contains a forge that is heated by a volcanic spirit. &#039;&#039;–1 Upkeep, –1&lt;br /&gt;
Safety, +1 Experimentation, +1 Re, +1 Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Hell Portal====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Major Supernatural Flaw&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory contains a fiery portal to Hell. &#039;&#039;–2 Safety, +2 Warping, +1 Re, +3 Vi&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
Your magus could try to accomplish some of these projects using experimentation (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Arcane_Experiments|ArM5, pages 107–109]]). What follows are some example side effects and modified effects that could result from experimentation on these projects (if a side effect or modified effect is rolled on the Extraordinary Effects table; see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Experimentation:_Extraordinary_Results|ArM5, page 109]]).&lt;br /&gt;
&lt;br /&gt;
These are only suggestions: your troupe should feel free to modify, or ignore these, or create your own, as necessary.&lt;br /&gt;
&lt;br /&gt;
* The effect only works when the volcano is erupting.&lt;br /&gt;
* The effect only works when used within the crater of a particular volcano.&lt;br /&gt;
* Tears of lava momentarily flow from either the caster’s or the target’s eyes. This causes +10 heat damage, and blinds him for one diameter.&lt;br /&gt;
* The target (or caster) belches a powerful sulfurous stench. This causes no damage, but it is obnoxious and it draws attention to the character.&lt;br /&gt;
* The target (or caster) becomes very hot, and sweats profusely. He must make a Stamina check against an Ease Factor of 6 or immediately lose a Long Term Fatigue level due to lack of water (the Fatigue level can only be regained by drinking).&lt;br /&gt;
* Any flammable items held or worn by the caster (or target) ignite. This usually includes clothing, straps holding armor together, etc.&lt;br /&gt;
* Metal objects held or worn by the caster (or target) melt. This causes no damage if he immediately drops the item, although usually it ruins the item. If the character holds onto the item, he takes +12 heat damage. If he is wearing full metal armor, he takes +48 damage; partial metal armor, +36 damage.&lt;br /&gt;
* The caster’s (or target’s) clothing turns to ash. This causes no damage exceptto the clothing, but obviously it draws attention to the character. Metal armor and jewelry is slightly singed, but otherwise unaffected.&lt;br /&gt;
* Fires within Voice range of the target (or caster) briefly flare up to a brilliant, searing heat and then extinguish. &lt;br /&gt;
* Wherever the caster (or target) walks, her footprints burn into the surfaces she walks upon. This leaves a clear trail of scorched earth and ash. This side effect lasts for Sun duration.&lt;br /&gt;
* The room briefly fills with toxic volcanic fumes. An immediate Stamina check, against an Ease Factor of 6, must be made for each character within the room. If this is failed the character takes a Medium wound. If the room is normally ventilated, the poisonous fumes disperse within 1 round. However, if the room is sealed, the fumes persist and characters in the room need to take another Stamina check every Diameter. If the effect is cast outside, there is no damaging effect as the fumes are too quickly dispersed, although characters within Voice range of the caster do smell the fumes before they disperse.&lt;br /&gt;
* The humors of the caster (or target) become temporarily unbalanced. Make a Stamina check for the target against an Ease Factor of 6. If this is failed, the character develops a disease due to an excess of hot, dry, yellow bile, which causes a Medium Wound.&lt;br /&gt;
* The humors of the caster (or target) become subtly, but permanently unbalanced. This causes no immediate effect, but the character’s subsequent Aging checks are made with an additional –1 Living Condition Modifier. Note, that this side-effect only affects the character once, even if he is affected by the spell/item effect multiple times.&lt;br /&gt;
* The humors of the caster (or target) are buffered against extreme swings. This causes no immediate effect, but the character’s subsequent Aging checks are made with an additional +1 Living Condition Modifier. Note, that this side effect only affects the character once, even if he is affected by the spell/item effect multiple times.&lt;br /&gt;
* The outer layers of the target’s skin form a hard, black crust. This gives him a +3 bonus  to Soak, which lasts for Sun duration. When this side-effect expires, the crust of skin  peels off over a period of about one week. This has no game-mechanical effect, but it is visually unappealing: the peeling skin is broken, scabbed, and burnt.&lt;br /&gt;
* The caster (or target) is imbued with a warm internal glow. She does not suffer from exposure, hunger, or thirst until the glow subsides, which takes a simple die of Sun durations. This side effect appears to bypass the Limit of Energy, which could make the spell Lab Text an important source of insight for a magus attempting research in this area.&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22611</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22611"/>
		<updated>2026-03-25T15:49:05Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Experimentation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Pitch Brush ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 6 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.&lt;br /&gt;
&lt;br /&gt;
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges’ worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).&lt;br /&gt;
|Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (96), Two Seasons (72), Three&lt;br /&gt;
Seasons (64), Four Seasons (60).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cloven Hoofed Boots ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Te)&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; part&lt;br /&gt;
|These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly&lt;br /&gt;
follow behind, but this would require a lot of agility.&lt;br /&gt;
&lt;br /&gt;
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat. &lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part,&lt;br /&gt;
free Terram requisite; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (48), Two Seasons (36), Three&lt;br /&gt;
Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Steed of Vesuvius ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell magically transforms a horse so that he is able to gallop across&lt;br /&gt;
molten lava as if it were a cobbled road. The horse also has no fear of the heat or&lt;br /&gt;
fumes expelled by the lava, and he does not suffer from the heat of the lava or the&lt;br /&gt;
toxicity of the fumes. The rider of the horse does not receive any protection from this spell.&lt;br /&gt;
&lt;br /&gt;
When the spell expires, the horse suffers a Long-Term Fatigue level.&lt;br /&gt;
&lt;br /&gt;
The requisite is free because it is part of the guideline and required for the effect.&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Dragon&#039;s Blood ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Ig)(Te)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This ritual changes the blood of the&lt;br /&gt;
caster into lava. This does no harm to the&lt;br /&gt;
caster himself, and his super-heated blood&lt;br /&gt;
means that he is immune to any heat based damage that causes +15 or less damage (which includes lava).&lt;br /&gt;
&lt;br /&gt;
If the character is injured in melee combat, his opponent(s) must make Dexterity rolls against an Ease Factor of 6 to avoid being splattered by hot lava. Opponents who fail take +15 damage. If the caster’s melee opponents are unaware of his lava blood (that is, it is the first time they have seen him injured), then the Dexterity roll is made against an Ease Factor of 9.&lt;br /&gt;
&lt;br /&gt;
The Ignem and Rego requisites are required to give the additional protection from heat. The Terram requisite is free because it is required for the effect. |Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Covenant of the Dragon ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Te)(Ig)&#039;&#039;&#039; 85&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Group, Ritual&lt;br /&gt;
|This ritual changes the blood of a Group of up to 100 individuals into lava.&lt;br /&gt;
This has the same effect on each member of the Group as the ritual [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Dragon&#039;s_Blood|Dragon’s Blood]]. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Gaining_Warping_Points|ArM5, page 168]]).&lt;br /&gt;
|Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Mask ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it.&lt;br /&gt;
This allows the wearer of the mask to&lt;br /&gt;
breathe without trouble in the heart of a&lt;br /&gt;
volcanic crater, or on a river of lava. The&lt;br /&gt;
air affected by the mask tastes slightly&lt;br /&gt;
unpleasant, but this does not cause any&lt;br /&gt;
damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
Although the mask is constantly active, once the toxicity of the air has been&lt;br /&gt;
removed, the air itself is no longer the&lt;br /&gt;
subject of a magical effect. This means&lt;br /&gt;
that the air is not resisted by characters with Magic Resistance, so magi can&lt;br /&gt;
breathe using the mask without lowering&lt;br /&gt;
their Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Note that Muto effects which change&lt;br /&gt;
the air to be non-toxic are of little value&lt;br /&gt;
to magi, as the effect only lasts as long as&lt;br /&gt;
the spell duration. This means that when&lt;br /&gt;
the magus tries to breathe the magically&lt;br /&gt;
changed air, his Magic Resistance will resist the air as it is the subject of a magical&lt;br /&gt;
effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (68), Two Seasons (51), Three&lt;br /&gt;
Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Warning_Bell|Vulcan’s Warning Bell]]&#039;&#039; is an enchanted item that is intended to give the covenant&lt;br /&gt;
due warning that the volcano is about to erupt. In most circumstances, the warning is sufficient to allow either the covenant to be evacuated, or (perhaps more usefully)&lt;br /&gt;
the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scorn_of_Aphrodite’s_Tears|Scorn of Aphrodite’s Tears]]&#039;&#039; ritual can be cast, which suppresses the imminent eruption. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Flame_Tongue|The Flame Tongue]]&#039;&#039; spell can be used to direct a belch of hot lava at an individual, which can be used as a weapon to discourage invaders. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Creeping_Earth_2|Creeping Earth]]&#039;&#039; makes the earth rise over the course of a month, seriously damaging buildings.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Creeping Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The caster of this spell stamps his foot on the ground and a patch of earth, centered on his position and 35 paces across, slowly but inexorably rises up for the duration of the spell. The earth rises at a rate of about one inch per day (up to three feet over the spell duration).&lt;br /&gt;
&lt;br /&gt;
This is fast enough for people to observe if they watch the earth for more than a Diameter, and the movement can destroy buildings and other structures — even the strongest castle walls run the risk of collapse.&lt;br /&gt;
&lt;br /&gt;
This spell only works when cast within a league of a volcano (three miles). This is&lt;br /&gt;
because this movement is only a slightly unnatural property of the earth in such&lt;br /&gt;
regions, whereas it is a grossly unnatural property of earth elsewhere. &lt;br /&gt;
|Base 2, +1 Touch, +3 Moon, +1 Part, +2 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Flame Tongue ====&lt;br /&gt;
&#039;&#039;For info on this spell&#039;s community erratum, see [[Talk:Flame Tongue]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Voice, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This spell causes a glutinous glob of lava (from a lake or river of magma) to&lt;br /&gt;
leap out and hit something. The volume of lava moved is about 2 cubic feet, and it&lt;br /&gt;
can be moved to hit any location within Voice range. Whatever the lava hits takes&lt;br /&gt;
between +15 and +60 damage, depending on how much of it is covered by the lava. The lava sticks to whatever it hits and continues to inflict damage each round. It takes several days for the lava to cool naturally.&lt;br /&gt;
&lt;br /&gt;
The heat of the lava is also sufficient to ignite anything flammable that it hits.&lt;br /&gt;
&lt;br /&gt;
Flame Tongue is an Aimed spell, with a +6 bonus to hit due to the size of the volume of lava. &lt;br /&gt;
&lt;br /&gt;
If the caster tries to totally immerse a person with the lava projectile, there is a&lt;br /&gt;
–6 penalty to the Aiming Roll (effectively canceling the +6 size bonus). There is no&lt;br /&gt;
penalty to the Aiming Roll if the objective is to merely splash someone. In some circumstances, the storyguide may decide that a missed attack to immerse a character&lt;br /&gt;
results in a splash. &lt;br /&gt;
|Base 10, +2 Voice, +1 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scorn of Aphrodite’s Tears ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:Individual, Ritual&#039;&#039;&#039; &lt;br /&gt;
|This ritual is cast when the eruption of a volcano is imminent, and it climaxes&lt;br /&gt;
with a vial of pure water being poured into the crater mouth. The ritual prevents the&lt;br /&gt;
volcano from erupting. &lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles in diameter (although the crater will&lt;br /&gt;
be only a fraction of this size), and the peak can be up to 15,000 feet high.&lt;br /&gt;
|Base 3, +1 Touch, +13 Size, +1 affect a volcano (equivalent to affecting stone)}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
===Vulcan&#039;s Warning Bell===&lt;br /&gt;
&lt;br /&gt;
This enchanted bell is suspended in the vapors escaping from a volcanic crater. It detects when the volcano is preparing to erupt. Normally, the bell gives a number of days warning equal to 1 stress die. If a 0 is rolled on the stress die, then the number on the botch die represents the number of hours warning. If the botch die is itself a 0 (i.e., a botch), then there is no warning. The variable warning is a feature of the eruption, not the bell; Hermetic magic cannot predict the future directly, so the item must rely on advance signs of the eruption, and they appear at varying times.&lt;br /&gt;
&lt;br /&gt;
Note that if the volcano unexpectedly erupts due to a supernatural effect, there may be considerably less warning.&lt;br /&gt;
&lt;br /&gt;
There are two effects involved — one to detect the imminent eruption and one to ring the bell. Note that it might be possible for a magus to design a single effect that both detects an eruption and rings a bell to convey this information, as a cosmetic effect. That is not the approach taken here.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Vibration of Anticipation ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 19&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect gives the bell the magical&lt;br /&gt;
sense to detect the imminent eruption. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (38), Two Seasons (29), Three&lt;br /&gt;
Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Clarion Call ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect rings the bell. The frequency of the ringing increases as the eruption time nears, and in the final hours the bell urgently rings every few seconds.&lt;br /&gt;
|Base 2, +2 effect metal; +10 unlimited uses, +3 linked trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (34), Two Seasons (26), Three Seasons (23), Four Seasons (22).&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
In order to colonize the volcanic crater, your characters need to be able to create solid ground from the lava to build upon. Even if your magi build on the rim of a volcanic crater, the earth may need to be stabilized. In any case, the magi will need to ensure that day-today habitation is possible, by cooling the building interiors and preventing the ingress of toxic fumes. Designers must also provide for the feeding and watering of the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
These effects allow the construction of&lt;br /&gt;
buildings within the volcanic crater, or are&lt;br /&gt;
required to make the buildings habitable.&lt;br /&gt;
&lt;br /&gt;
One strategy is to create a series of&lt;br /&gt;
stable islands in the lava (using the Seeds&lt;br /&gt;
of Earth enchanted items), upon which&lt;br /&gt;
Mystic Towers (see ArM5, page 153) can&lt;br /&gt;
be raised. The towers are cooled by Cold&lt;br /&gt;
Marble Slabs, and Fumarole Vents ensure&lt;br /&gt;
that the air inside the towers is safe to&lt;br /&gt;
breathe. An alternative approach is to use&lt;br /&gt;
the Repulsion of Earth effect, which causes&lt;br /&gt;
a tower to float. A tower created near the&lt;br /&gt;
volcanic crater can then be floated and&lt;br /&gt;
pushed out over the lava lake; the floating tower will still need to be made habitable by Cold Marble Slabs and Fumaroles. A&lt;br /&gt;
third strategy is to create buildings made&lt;br /&gt;
from molten lava itself, using spells such&lt;br /&gt;
as Tower of Lava.&lt;br /&gt;
&lt;br /&gt;
In addition, the Repulsion of Earth and&lt;br /&gt;
The Heart That Could Move Stone effects&lt;br /&gt;
could obviously be the basis of a flying&lt;br /&gt;
covenant. For another technique that&lt;br /&gt;
achieves the same goal, see the chapter&lt;br /&gt;
on the Flying Castle of Thomae in Legends&lt;br /&gt;
of Hermes (page 122). If the same method&lt;br /&gt;
were applied in a volcanic setting, precautions would have to be taken to protect the materials of which the flight disk&lt;br /&gt;
is comprised.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cold Marble Slab ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|This marble slab, about a pace across, is activated when it is hung above the entrance of a building, and it chills the building. Normally, this would make continued occupation of the building intolerable; however, if the building is in a very hot location (such as a volcanic crater), then the cooling provided by the marble slab cancels out the ambient heat and makes the building habitable. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Cold Marble Slab&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
The chilling effect is not sufficient to cool anything very hot, such as lava, that&lt;br /&gt;
happens to be in the building. However, it is sufficient to cool the air that is heated&lt;br /&gt;
by the lava. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Vent ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This enchanted item is a vent that is placed over a window in a room. The fumarole vent destroys the toxic properties of the air passing into the room, in the same way that a &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fumarole_Mask|Fumarole Mask]]&#039;&#039; does&lt;br /&gt;
(see earlier). This allows people to freely breathe in a room that is in a building constructed in (or very near) a volcanic crater, or on a river of lava.&lt;br /&gt;
&lt;br /&gt;
As the effect uses the Hermetic target Room, to target the air passing into the room, only one vent is required even if the room has multiple openings. However, if a building has multiple rooms it requires a vent in each room. A version of the vent with a target of Structure could be invented to protect the entire building.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun, +2 Room; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (88), Two Seasons (66), Three Seasons (59), Four Seasons (55).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Repulsion of Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This feather encased in amber is an enchanted item that is activated by being brought over the entrance to a stone building. When active, it causes the stone building to float several paces above the ground. If the effect ends (by the item being removed, for  example), then the building crashes to the ground. This may cause significant damage to the building.&lt;br /&gt;
&lt;br /&gt;
A Finesse Roll against an Ease Factor of 9 must be made if the building must be torn from its foundations. If the roll is failed, then any subterranean (i.e., basement) levels of the building are damaged and rendered unusable. This does not affect the upper levels. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Repulsion of Earth&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
Once it is floating, the building can be moved. However, the building is still&lt;br /&gt;
incredibly massive and so it requires an enormous amount of force (or magic such&lt;br /&gt;
as The Heart That Could Move Stone) to move. The building cannot be pushed by an individual, normal strength man, nor will it blow away in the breeze.&lt;br /&gt;
|Base 3, +1 Touch, +2 Sun, +3 Structure, +1 effect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Seed of Earth ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Ig)(Te)&#039;&#039;&#039; 59&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|When this small piece of volcanic rock is thrown onto molten lava, it solidifies a&lt;br /&gt;
portion of the lava, creating a roughly circular island about 80 feet across and 50&lt;br /&gt;
feet deep. The seed itself is buried 25 feet down, in the center of the island. As the effect has a constant duration, the island is stable and suitable for building structures&lt;br /&gt;
upon. If the seed is removed, dispelled, or destroyed, then roll a stress die; this is the&lt;br /&gt;
number of rounds that the island remains until it dissolves back into the lava. The Ignem requisite is for cooling the island.&lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part, +6 Size, +1 Ignem requisite, free Terram requisite ; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to complete project, as lesser enchanted item: 118.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Heart that Could Move Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|The caster can move stone buildings with incredible force. This usually causes&lt;br /&gt;
the stone building to collapse, as it is torn from its foundations. Anyone inside takes&lt;br /&gt;
+10 damage from the falling structure.&lt;br /&gt;
&lt;br /&gt;
However, if the building is floating (through the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Repulsion_of_Earth|Repulsion of Earth]]&#039;&#039; effect, for&lt;br /&gt;
example), then the character can push the building to a new location. Characters inside the building when it is being moved must make Dexterity rolls against an Ease Factor of 6, each round, or lose their footing. Unless special precautions are taken, laboratories inside the building are disrupted by the movement, which ruins any laboratory activities being conducted that season. It takes a season to reorganize a laboratory disrupted in this way. &lt;br /&gt;
|Base 3, +1 Touch, +1 Diameter, +3 Structure, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tower of Lava ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 50&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell sculpts a tower out of hot bubbling lava. The resulting tower is solid&lt;br /&gt;
and rigid, but if its foundations remain in lava, then the tower will dissolve back into&lt;br /&gt;
the bulk within a day. The Part target is required, because the spell does not use all&lt;br /&gt;
the available lava.&lt;br /&gt;
&lt;br /&gt;
The tower is about the same size and dimensions as the one created by the spell&lt;br /&gt;
&#039;&#039;Conjuring the Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, page 153]]). A Finesse roll against an Ease Factor of 15 is required to ensure that the tower is well made; failure means that the lava takes a solid but malformed shape. &lt;br /&gt;
|Base 3, +1 Touch, +1 Part, +6 size, +3 elaborate design}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (100), Two Seasons (75), Three Seasons (67), Four Seasons (63).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Solidity of Stone ====&lt;br /&gt;
&#039;&#039;&#039;MuTe&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell changes a mass of stone so that it has the unnatural property that it does&lt;br /&gt;
not melt, even when heated to tremendous temperatures. The purpose of this spell is to prevent a building created out of molten lava (like that created by &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Tower_of_Lava|Tower of Lava]]&#039;&#039;) from&lt;br /&gt;
dissolving back into the bulk lava.&lt;br /&gt;
&lt;br /&gt;
Obviously, this spell must be cast every month otherwise the tower will melt&lt;br /&gt;
and collapse.&lt;br /&gt;
&lt;br /&gt;
The stone will still be hot, even if it is solid. So, a building protected like this will need to be cooled (or inhabited by characters immune to heat).&lt;br /&gt;
|Base 4, +1 Touch, +3 Moon, +4 size, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====New Laboratory Virtue: Volcanic Minerals====&lt;br /&gt;
&#039;&#039;Free Laboratory Outfitting Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is supplied with exotic minerals from a volcano. The laboratory needs to be regularly resupplied, otherwise this Virtue is lost. There is no benefit in taking this Virtue multiple times — once the laboratory’s demands for exotic minerals have been met, additional minerals are of little value. &#039;&#039;&#039;–1 Upkeep, +1 Terram&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
These effects can provide health and wealth to the inhabitants of a covenant occupying the mineral-rich environment of a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Sculpt the Stone Machine ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, ritual&lt;br /&gt;
|This ritual creates a machine made of stone that is suitable for use as the invested&lt;br /&gt;
item &#039;&#039;Stone Harvester&#039;&#039;. The machine appears to be a large stone beetle about one pace&lt;br /&gt;
in length. Until it is invested with the &#039;&#039;Stone Harvester&#039;&#039; suite of effects, the machine is merely a very elaborate statue.&lt;br /&gt;
|Base 3, +1 Touch, +3 elaborate design, +1 minimum ritual effect magnitude}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
===Stone Harvester===&lt;br /&gt;
&lt;br /&gt;
This invested item is a beetle-shaped machine that crawls along the rim of the&lt;br /&gt;
volcanic crater. It collects and sorts the volcanic debris for valuable and exotic&lt;br /&gt;
materials, which can be used to reduce the Upkeep of Hermetic Laboratories (see [[Covenants_Chapter_Nine:_Laboratories#Upkeep|Covenants, page 110]]). Each Stone Harvester can provide the Free Outfittings Virtue &#039;&#039;Volcanic Minerals&#039;&#039; (see Insert) for up to&lt;br /&gt;
5 Hermetic Laboratories. Note that the laboratories do not have to be located in&lt;br /&gt;
the volcano — the minerals can be transported to a remote laboratory.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Stone Harvester&#039;&#039; is a huge stone device. It requires 20 pawns to open for enchantment (taking one season and a Magic Theory Score of 10). The effects later require 13 pawns of vis to invest into the Stone Harvester.&lt;br /&gt;
&lt;br /&gt;
As the Stone Harvester is made of stone and only traverses the volcanic crater rim,&lt;br /&gt;
it does not need any particular protection from either heat or fumes. A version of the&lt;br /&gt;
Stone Harvester that actually enters the lava would obviously require some protection.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Harvest Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 43&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The &#039;&#039;Stone Harvester&#039;&#039; uses this effect to collect stone/mineral/metal material of&lt;br /&gt;
a particular sort that it encounters — the stone is identifying material using the &#039;&#039;Stone&lt;br /&gt;
Wealth&#039;&#039; effect. The collected stone is placed in a large stone basket on the back of the&lt;br /&gt;
&#039;&#039;Stone Harvester&#039;&#039; which must be periodically emptied by a grog (precisely how frequently depends on the rarity of the collected stone). If the grog fails to empty the basket, the Stone Harvester will continue to harvest, but excess stone will fall out of the basket.&lt;br /&gt;
|Base 3, +3 Sight, +1 Diameter, +1 Part, +2 effect metal; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (86), Two Seasons (65), Three Seasons (58), Four Seasons (54).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Wealth ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|This effect grants the Stone Harvester the sense to smell whether a particular sort of stone, metal, or mineral is nearby (within about 5 paces). The Stone Harvester contains a small compartment and it targets materials that match the material in the compartment. If there is no material in the compartment the Stone Harvester continues to move about the crater rim, but will obviously not find any matching material. The Stone Harvester only identifies Terram based objects, but of course additional effects could be invented to&lt;br /&gt;
allow the Stone Harvester to identify and manipulate Animal, Aquam, Corpus, or Herbam objects.&lt;br /&gt;
&lt;br /&gt;
This sense allows the harvester to smell things buried to a depth of about 1 pace.&lt;br /&gt;
|Base 2, +2 Sun, +2 Smell, +1 smell through intervening material; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (38), Two Seasons (29), Three Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Crawler ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect manipulates the legs of the &#039;&#039;Stone Harvester&#039;&#039;, enabling it to move around&lt;br /&gt;
the crater rim. The Stone Harvester moves constantly, at the pace of a walking man, in&lt;br /&gt;
a clockwise direction around the crater rim.&lt;br /&gt;
|Base 3, +2 Sun, +1 affect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (28), Two Seasons (21), Three Seasons (19), Four Seasons (18).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Hammer ====&lt;br /&gt;
&#039;&#039;&#039;PeTe&#039;&#039;&#039; 33&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This effect is activated when the &#039;&#039;Stone Harvester&#039;&#039; detects that its target material is&lt;br /&gt;
beneath the surface of the earth. The &#039;&#039;Stone Hammer&#039;&#039; effect loosens up to one cubic pace&lt;br /&gt;
of intervening stone or dirt. This allows the target material to be lifted out of the ground.&lt;br /&gt;
|Base 3, +3 Sight, +1 Part, +1 affect stone; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (66), Two Seasons (50), Three&lt;br /&gt;
Seasons (44), Four Seasons (42).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
===Story Seed: Tophet&#039;s Gate===&lt;br /&gt;
&lt;br /&gt;
Many volcanoes are reputed to be gates to Hell. One well-known incident that demonstrates this occurred when the heretical Ostrogothic king Theodoric died in 526. A jet-black stallion arrived at Theodoric’s palace in Ravenna, gathered the dead king’s body, and then&lt;br /&gt;
galloped away to Mt. Etna, straight into the crater and down into Hell.&lt;br /&gt;
&lt;br /&gt;
If there is a hell portal in the volcano, it is likely accessed via an Infernal regio.&lt;br /&gt;
&lt;br /&gt;
For ease, the story seeds that follow refer to a single devil interacting with the covenant. In your saga, a series of demons could interact with the covenant, or one or two powerful demons could take on the role of the devil.&lt;br /&gt;
&lt;br /&gt;
====Deals with the Devil====&lt;br /&gt;
&lt;br /&gt;
Even if they are not infernalists, the devil may offer the magi power. Of&lt;br /&gt;
course, dealing with the devil imperils the immortal souls of the magi, but if his&lt;br /&gt;
help is really needed, then what choice do the magi have?&lt;br /&gt;
&lt;br /&gt;
Some aid that the devil can offer is listed here. The devil may merely wait for&lt;br /&gt;
opportunities to offer his aid, or he may actively arrange circumstances where his&lt;br /&gt;
aid is needed. Corrupter demons (see [[Realms_of_Power:_The_Infernal_Chapter_Five:_Demons_as_Corrupters|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories concerning deals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Portal&#039;&#039;&#039;: The magi need to rapidly travel. The devil offers the hell portal,&lt;br /&gt;
explaining that by traveling through it they can arrive at any crossroads in Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vis&#039;&#039;&#039;: If the magi run short of vis, then the devil is able to offer some from Hell’s&lt;br /&gt;
stocks. Of course, this will be infernally tainted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Illusions&#039;&#039;&#039;: A foolish magus has committed a crime under the Code of Hermes:&lt;br /&gt;
perhaps he has endangered other magi by interfering in the mundane, he has scried upon the secrets of another magus, or he has killed another magus. The devil offers to cover this indiscretion; his illusions cannot be broken by Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Against Age&#039;&#039;&#039;: If the magi are very elderly, they may find it difficult to&lt;br /&gt;
create an effective Longevity Ritual. The devil offers a ward against age which will prolong the magi’s lives far beyond the capability of Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
====Sacrifices====&lt;br /&gt;
&lt;br /&gt;
A portal to Hell is unlikely to remain open without frequent sacrifice. Even if it would, the devil would hardly inform the magi of this fact, as making sacrifices to the devil is a good way to damn your soul. Some stories that might arise from sacrifices include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revolt in the Inferno&#039;&#039;&#039;: The magi sacrifice the children of the grogs to the devil by casting them into the volcano. Rego Mentem effects can easily keep the grogs under control&lt;br /&gt;
in even the most despicable circumstances, but one botched spell by the magi could unravel all their careful plans and throw the covenant into revolt against their infernal masters.&lt;br /&gt;
The devil might even manufacture circumstances to make this happen — after all, a bloody revolt is sure to lead to more dammed souls, regardless of how it ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hidden Coven&#039;&#039;&#039;: Although the magi do not make sacrifices to the devil, a coven of infernalists hidden nearby does. The coven infiltrated the ranks of the covenant grogs and secretly cast sacrifices into the volcano heart. Will the infernalists be found out?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Henchmen&#039;&#039;&#039;: The magi seek out and assassinate infernalists and devil worshipers throughout Mythic Europe. Where possible they throw the bodies of these executed heretics into the maw of the volcano. The magi argue that they are performing god’s work, but on the other hand by executing an infernalist the magi have prevented him from repenting and saving his soul, thus ensuring another damned soul for hell. Are the magi the servants of heaven or hell?&lt;br /&gt;
&lt;br /&gt;
====Guardians====&lt;br /&gt;
&lt;br /&gt;
The covenant magi might neither worship nor deal with the devil; instead they might guard the hell portal and try to prevent demons from escaping into the world. Destroyer demons (see [[Realms_of_Power:_The_Infernal_Chapter_Seven:_Demons_as_Destroyers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories where Hell directly attacks the covenant. Some stories that might arise from this are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Masters&#039;&#039;&#039;: It is well-known in the Order that the covenant guards a portal to Hell. This is considered a worthy duty and many other covenants in the Tribunal send gifts of vis to help maintain a powerful Aegis around the covenant and to assist in the regular casting of a network of wards that envelope the crater. Re-casting is required as the bubbling volcano regularly breaks the circular wards. The magi of the covenant are also wellknown as masters of warding magic and other tribunal magi visit the covenant for instruction and study.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunder the Gate&#039;&#039;&#039;: Rumors reach the magi of a ritual that can destroy the hell portal. Chasing leads and researching this project might require travel throughout Mythic Europe,&lt;br /&gt;
and include many years of work. Of course, there is always the possibility that the rumored ritual is an Infernal plot: maybe the ritual will summon a demonic horde to destroy the covenant, or maybe the rumors are just intended to distract the magi from warding the portal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Devil’s Night&#039;&#039;&#039;: Once a year, the forces of Hell batter against the covenant’s defenses. Usually, these efforts are futile, but this year Hell has managed to marshal an army of soldiers led by infernalists in the mundane world, near the covenant. The infernalists plan to attack the covenant in the hope of breaking the wards about the&lt;br /&gt;
hell portal. As the covenant is more used to dealing with supernatural assaults, there may be unexpected problems in dealing with a large mundane attack.&lt;br /&gt;
&lt;br /&gt;
====Tragic Heroes====&lt;br /&gt;
&lt;br /&gt;
The covenant was founded by a magus whose lover (or beloved friend or family member) secretly turned to infernalism and then died in a state of unrepentant sin. The magus intends to study and then open the portal to hell, so he can travel to Hell and rescue his&lt;br /&gt;
beloved from eternal damnation. The magus’ plan may actually be the playing out of a stratagem of a Deceiver demon (see [[Realms_of_Power:_The_Infernal_Chapter_Six:_Demons_as_Deceivers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]). Some stories that this might inspire include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recruitment&#039;&#039;&#039;: The magus tries to recruit a small group of magi to help in his&lt;br /&gt;
project. Can he trust them? Do they suspect he is an infernalist?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Bargain&#039;&#039;&#039;: The devil rises from the hell portal and offers to return the&lt;br /&gt;
soul of the magus’ lover in exchange for the souls of a wealthy family of aristocrats. Is the devil trustworthy? Will dealing with the devil damn the magus himself? (No, and yes, obviously, but the magus might convince himself otherwise.) Can the magus find a way to damn the aristocrats?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dead Martyrs&#039;&#039;&#039;: Carrying a collection of holy relics will help protect the magus as he walks through the wastes of hell searching for his beloved. The magus can amass relics by raiding churches and monasteries. He might be able to buy relics, too, although he will need to be wary of fakes, and by buying relics the magus will commit the canon law crime of simony.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heaven’s Labors&#039;&#039;&#039;: A saint appears to the magus in a dream and offers to protect him during his journey through Hell. However, before the saint will help, the magus must found a monastery dedicated to the saint on the rim of the volcano. The prayers of the monks in the monastery will aid the magus during his sojourn in Hell.&lt;br /&gt;
&lt;br /&gt;
====Accused of Infernalism====&lt;br /&gt;
&lt;br /&gt;
A very real danger, of course, from living in close proximity to a portal to Hell is that regardless of the intentions of the characters they are vulnerable to accusations of infernalism. For this reason, the magi may want to keep the hell portal secret. Some possible stories arising from this concern are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A grog goes missing&#039;&#039;&#039;: Has he merely fallen into the lava, or has he run away?&lt;br /&gt;
What does he know about the hell portal? Was he a spy from a rival covenant? Can the magi track him down before he reveals their secret?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Visitors&#039;&#039;&#039;: Foreign magi unexpectedly arrive at the covenant. Can the hell portal be hidden from them? Can the visitors be encouraged to leave promptly without arousing their&lt;br /&gt;
suspicions, or do they already know about the portal? Can the demons on the other side of the hell portal be relied upon to keep quiet?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Framed&#039;&#039;&#039;: Even if the volcano is not really a hell portal, it is common knowledge&lt;br /&gt;
(right or wrong) that many volcanoes are. This means that a rival covenant might accuse the magi of infernalism, anyway. If the rival covenant is politically well-connected, within the tribunal, the accusation could lead to an investigation by the Quaesitors. Dealing with the investigation could be bothersome and disruptive to laboratory work even if there is nothing for the Quaesitors to find. Of course, a diabolically clever rival could even&lt;br /&gt;
make their own deal with the devil to plant evidence of infernalism in the volcano crater.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Thermal Bath of Good Humor===&lt;br /&gt;
&lt;br /&gt;
This invested item is a bath in which the covenfolk (and magi) can bathe in water heated by the volcano. Regular bathing in these waters increases the health of the characters. On the other hand, a version of this bath called &#039;&#039;The Thermal Bath of Scalded Flesh&#039;&#039; could be invented as a sadistic torture device.&lt;br /&gt;
&lt;br /&gt;
The bath is a huge item; if it is made of stone, it requires 20 pawns to open for enchantment (this takes one season and a Magic Theory Score of 10). If the bath is made of metal (iron or copper), it requires 25 pawns to open for enchantment (this takes one season and a Magic Theory Score of 13). The effects later only require 1 and 3 pawns to invest, which means that&lt;br /&gt;
there is plenty of room in the bath for other effects.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Test the Waters ====&lt;br /&gt;
&#039;&#039;&#039;InIg&#039;&#039;&#039; 9&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect determines the temperature in the bath. When the temperature drops below a comfortable bathing temperature, it activates the heating effect Fill the Bath. If the bath is intended to be &#039;&#039;The Thermal Bath of Scalded Flesh&#039;&#039;, then this effect is invented to monitor around (and activate the [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fill_the_Bath|&#039;&#039;Fill the Bath&#039;&#039;]] effect at) the boiling temperature of water.&lt;br /&gt;
|Base 2, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (18), Two Seasons (14), Three Seasons (12), Four Seasons (12).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fill the Bath ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 28&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect causes the water in the bath&lt;br /&gt;
to move through the air, pass over a volcanically heated region, and then back in a&lt;br /&gt;
circle into the bath. The water travels in&lt;br /&gt;
its circuit as a gentle stream suspended in&lt;br /&gt;
the air at about waist height. The water returns to the bath warmed and dissolved in&lt;br /&gt;
the water are a number of beneficial mineral salts.&lt;br /&gt;
&lt;br /&gt;
If the bath is being controlled to a comfortable bathing temperature, then any characters who bathe once a day for most of the year receives a +1 Living Condition modifier to their Aging Rolls for that year, and a +1 Modifier to any Recovery Rolls they make during the year (see ArM5, pages [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Aging|168]] and [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Recovering_From_Wounds|179]]). This modifier cannot be increased by more frequent bathing. These beneficial effects come from the mineral salts that are entrained in the water. The beneficial effects are not magical in origin, and a character who constantly&lt;br /&gt;
uses the bath in this way does not gain Warping Points. The bath does not need to be able to detect the mineral salts as they are naturally present in the volcano. &lt;br /&gt;
&lt;br /&gt;
If for some reason, the mineral salts are lacking from the volcano (which would be highly unusual) then the bath has no beneficial effects on the bather — apart from cleanliness, of course!&lt;br /&gt;
&lt;br /&gt;
If the bath is being controlled to a scalding temperature, then any character immersed in the bath takes +12 damage each round due to the elevated temperature.&lt;br /&gt;
&lt;br /&gt;
The effect requires both the presence of water in the bath and a volcanic region to heat the water within Sight range. If either of these elements are missing the effect does not activate.&lt;br /&gt;
|Base 1, +3 Sight, +1 Diameter, +2 very unnatural effect; +10 unlimited uses per day, +3 linked trigger ([[Hermetic_Projects_Chapter_Two:_The_Burning_City#Test_the_Waters|&#039;&#039;Test the Waters&#039;&#039;]])}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (56), Two Seasons (42), Three Seasons (38), Four Seasons (35).&lt;br /&gt;
&lt;br /&gt;
===Well Ever-Full===&lt;br /&gt;
&lt;br /&gt;
This well is an invested item. It has two effects enchanted in it: one periodically fills the well with water from the sea, the other removes the salt from the water. As both effects are momentary, once the water has been affected it is no longer under a magical effect. The water is thus drinkable by characters with Magic Resistance. If there is a suitable river or lake near the covenant, then the well could source its water from there, without the need to remove the salt from the water. However, many naturally-occurring volcanoes are located on islands remote from sources of fresh water. River and lake sources can also be problematic as they may not be available year-round (through either evaporation or freezing), and may even dry up completely for years at a time.&lt;br /&gt;
&lt;br /&gt;
As the two effects require 6 and 3 pawns of vis respectively, the well must be opened for enchantment using at least 9 pawns of vis. A well (a huge item made of stone) takes 20 pawns of vis to open for enchantment (leaving room for extra effects to be invested if desired). It takes one season to open the well for enchantment, which requires a Magic Theory Score of 10.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fill the Well ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 54&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 2 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect is triggered every sunrise and sunset. It instantaneously fills the well&lt;br /&gt;
with water from the sea (which must be within seven leagues). The effect requires an Arcane Connection to the sea. Any water which remains from the previous triggering of the effect&lt;br /&gt;
is sufficient for this. However, if the well is ever completely drained of water, it must&lt;br /&gt;
be primed with a cup of water from the sea. If the well ceases to work (for some reason) for more than a few months, then the well must also be refilled with a cup of water from the sea, as the Arcane Connection to the sea will have expired.&lt;br /&gt;
&lt;br /&gt;
The volume of water that is transported daily into the well is sufficient to supply&lt;br /&gt;
the water needs of a covenant of several hundred people.&lt;br /&gt;
&lt;br /&gt;
The effect is based on the Rego Corpus guidelines, applied by analogy to the Aquam Form. Note that the water is only transported a distance of seven leagues, so for this to be effective the well must be located with seven leagues of the water source. A version of this effect, using the guideline one magnitude higher, would enable the water to be transported any distance.&lt;br /&gt;
|Base 30, +4 Arcane; +3 environmental trigger, +1 2 uses per day}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (108), Two Seasons (81), Three Seasons (72), Four Seasons (68).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cleanse the Undine&#039;s Tears ====&lt;br /&gt;
&#039;&#039;&#039;PeAq&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 2 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect eliminates the salt in the water in the well. This effect is triggered by the [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fill_the_Well|&#039;&#039;Fill the Well&#039;&#039;]] power, and is activated one round later.&lt;br /&gt;
&lt;br /&gt;
Note that the salinity of the water will not return once it has been removed. This&lt;br /&gt;
is because salt is not part of the essential nature of water.&lt;br /&gt;
|Base 15, +1 Touch; +3 linked trigger (&#039;&#039;Fill the Well&#039;&#039;), +1 2 uses per day}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (48), Two Seasons (36), Three Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
To complete many of the projects that comprise the Burning City your characters might want to increase their Lab Total. These are some strategies that you might like to employ.&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
Shape and Material bonuses can give your characters bonuses to their Lab Total when inventing item effects ([[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Instilling_The_Effect|ArM5, page 99]]). Also, if a magus has a Talisman, then its Shape and Material bonuses can be used to give him a bonus when casting appropriate spells (once the Talisman has been attuned; see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Talisman_Attunement|ArM5, page 98]]).&lt;br /&gt;
&lt;br /&gt;
Some new Shape and Material Bonuses are listed later (the troupe should feel free to devise their own Shape and Material bonuses too). The bonuses written in italic text have been drawn from other books in Ars Magica Fifth Edition. The bonuses written in regular text are new suggestions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ash&#039;&#039;&#039; (burned debris, not the tree) (+2&lt;br /&gt;
burning things, +5 affect things that&lt;br /&gt;
have been burned, +2 Ignem)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifacts from Pompeii and Herculaneum&#039;&#039;&#039; (+3 volcanoes)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marble&#039;&#039;&#039; (&#039;&#039;+5 wards, +3 beauty&#039;&#039;, +3 cold)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mask&#039;&#039;&#039; (&#039;&#039;+2 affect wearer’s sight, +3 hiding, +7 disguise,&#039;&#039; +2 affect wearer’s breathing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror&#039;&#039;&#039; (+7 illusions, +5 see the truth)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vent&#039;&#039;&#039; (+7 affect air passing through it)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volcano&#039;&#039;&#039; (+5 volcanoes)&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
Features can be added to a laboratory which add a bonus to certain types of Lab&lt;br /&gt;
Totals, and elements of the laboratory’s structure or location can also be auspicious for some sorts of work. Many of the options presented in &#039;&#039;Covenants&#039;&#039; ([[Covenants_Chapter_Nine:_Laboratories#Laboratory_Specializations|pages 112–121]]) could help with the Burning City effects. Some new Laboratory Virtues and Flaws include the following.&lt;br /&gt;
&lt;br /&gt;
====Features====&lt;br /&gt;
&lt;br /&gt;
A Greater Feature is a &#039;&#039;Major Structure Virtue&#039;&#039; for a Laboratory and it adds +2 Aesthetics and +3 points distributed among the appropriate specializations. A Lesser Feature is a &#039;&#039;Minor Structural Virtue&#039;&#039; and it adds +1 Aesthetics and +1 in an appropriate specialization.&lt;br /&gt;
&lt;br /&gt;
=====Fumes=====&lt;br /&gt;
&lt;br /&gt;
A sphere of glass rests on plinth in the laboratory. Trapped in the sphere are swirling, noxious vapors captured from a volcanic vent. &#039;&#039;Specializations: Pe, Au, Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Pool of Lava=====&lt;br /&gt;
&lt;br /&gt;
The laboratory is either built to enclose a pool of lava or a specially constructed cauldron keeps a sample of lava hot and molten. &#039;&#039;Specializations: Ig, Te&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Thermal Spring=====&lt;br /&gt;
&lt;br /&gt;
A volcanically heated spring bubbles up from the center of the laboratory. &#039;&#039;Specializations: Cr, Aq, Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Volcanic Rock=====&lt;br /&gt;
&lt;br /&gt;
In the center of the laboratory is a huge slab of volcanic rock. &#039;&#039;Specializations: Mu, Ig, Te&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Dormant Volcano====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Free Structure Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is located in a dormant volcano crater. &#039;&#039;+1 Aesthetics, +1 Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Active Volcano====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Major Structure Flaw&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is located in an active volcanic crater. Note that the Safety, Upkeep, and Health factors here assume that this laboratory and the magus are both somehow protected from the catastrophic hazards of being in an active volcano crater. &#039;&#039;+2 Upkeep, –2 Safety, –1 Health, +1 Experimentation, +3 Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Mineral Bath====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Minor Outfitting Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory contains a mineral bath that is heated by a volcanic source. The magus takes frequent baths while contemplating his work. &#039;&#039;+2 Health, –1 Safety, +1 Aq, +1 Longevity Rituals&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Volcanic Spirit Forge====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Minor Supernatural Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory contains a forge that is heated by a volcanic spirit. &#039;&#039;–1 Upkeep, –1&lt;br /&gt;
Safety, +1 Experimentation, +1 Re, +1 Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Hell Portal====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Major Supernatural Flaw&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory contains a fiery portal to Hell. &#039;&#039;–2 Safety, +2 Warping, +1 Re, +3 Vi&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
Your magus could try to accomplish some of these projects using experimentation (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Arcane_Experiments|ArM5, pages 107–109]]). What follows are some example side effects and modified effects that could result from experimentation on these projects (if a side effect or modified effect is rolled on the Extraordinary Effects table; see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Experimentation:_Extraordinary_Results|ArM5, page 109]]).&lt;br /&gt;
&lt;br /&gt;
These are only suggestions: your troupe should feel free to modify, or ignore these, or create your own, as necessary.&lt;br /&gt;
&lt;br /&gt;
* The effect only works when the volcano is erupting.&lt;br /&gt;
* The effect only works when used within the crater of a particular volcano.&lt;br /&gt;
* Tears of lava momentarily flow from either the caster’s or the target’s eyes. This causes +10 heat damage, and blinds him for one diameter.&lt;br /&gt;
* The target (or caster) belches a powerful sulfurous stench. This causes no damage, but it is obnoxious and it draws attention to the character.&lt;br /&gt;
* The target (or caster) becomes very hot, and sweats profusely. He must make a Stamina check against an Ease Factor of 6 or immediately lose a Long Term Fatigue level due to lack of water (the Fatigue level can only be regained by drinking).&lt;br /&gt;
* Any flammable items held or worn by the caster (or target) ignite. This usually includes clothing, straps holding armor together, etc.&lt;br /&gt;
* Metal objects held or worn by the caster (or target) melt. This causes no damage if he immediately drops the item, although usually it ruins the item. If the character holds onto the item, he takes +12 heat damage. If he is wearing full metal armor, he takes +48 damage; partial metal armor, +36 damage.&lt;br /&gt;
* The caster’s (or target’s) clothing turns to ash. This causes no damage exceptto the clothing, but obviously it draws attention to the character. Metal armor and jewelry is slightly singed, but otherwise unaffected.&lt;br /&gt;
* Fires within Voice range of the target (or caster) briefly flare up to a brilliant, searing heat and then extinguish. &lt;br /&gt;
* Wherever the caster (or target) walks, her footprints burn into the surfaces she walks upon. This leaves a clear trail of scorched earth and ash. This side effect lasts for Sun duration.&lt;br /&gt;
* The room briefly fills with toxic volcanic fumes. An immediate Stamina check, against an Ease Factor of 6, must be made for each character within the room. If this is failed the character takes a Medium wound. If the room is normally ventilated, the poisonous fumes disperse within 1 round. However, if the room is sealed, the fumes persist and characters in the room need to take another Stamina check every Diameter. If the effect is cast outside, there is no damaging effect as the fumes are too quickly dispersed, although characters within Voice range of the caster do smell the fumes before they disperse.&lt;br /&gt;
* The humors of the caster (or target) become temporarily unbalanced. Make a Stamina check for the target against an Ease Factor of 6. If this is failed, the character develops a disease due to an excess of hot, dry, yellow bile, which causes a Medium Wound.&lt;br /&gt;
* The humors of the caster (or target) become subtly, but permanently unbalanced. This causes no immediate effect, but the character’s subsequent Aging checks are made with an additional –1 Living Condition Modifier. Note, that this side-effect only affects the character once, even if he is affected by the spell/item effect multiple times.&lt;br /&gt;
* The humors of the caster (or target) are buffered against extreme swings. This causes no immediate effect, but the character’s subsequent Aging checks are made with an additional +1 Living Condition Modifier. Note, that this side effect only affects the character once, even if he is affected by the spell/item effect multiple times.&lt;br /&gt;
* The outer layers of the target’s skin form a hard, black crust. This gives him a +3 bonus  to Soak, which lasts for Sun duration. When this side-effect expires, the crust of skin  peels off over a period of about one week. This has no game-mechanical effect, but it is visually unappealing: the peeling skin is broken, scabbed, and burnt.&lt;br /&gt;
* The caster (or target) is imbued with a warm internal glow. She does not suffer from exposure, hunger, or thirst until the glow subsides, which takes a simple die of Sun durations. This side effect appears to bypass the Limit of Energy, which could make the spell Lab Text an important source of insight for a magus attempting research in this area.&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22610</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22610"/>
		<updated>2026-03-25T15:47:27Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Laboratory Customizations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Pitch Brush ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 6 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.&lt;br /&gt;
&lt;br /&gt;
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges’ worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).&lt;br /&gt;
|Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (96), Two Seasons (72), Three&lt;br /&gt;
Seasons (64), Four Seasons (60).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cloven Hoofed Boots ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Te)&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; part&lt;br /&gt;
|These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly&lt;br /&gt;
follow behind, but this would require a lot of agility.&lt;br /&gt;
&lt;br /&gt;
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat. &lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part,&lt;br /&gt;
free Terram requisite; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (48), Two Seasons (36), Three&lt;br /&gt;
Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Steed of Vesuvius ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell magically transforms a horse so that he is able to gallop across&lt;br /&gt;
molten lava as if it were a cobbled road. The horse also has no fear of the heat or&lt;br /&gt;
fumes expelled by the lava, and he does not suffer from the heat of the lava or the&lt;br /&gt;
toxicity of the fumes. The rider of the horse does not receive any protection from this spell.&lt;br /&gt;
&lt;br /&gt;
When the spell expires, the horse suffers a Long-Term Fatigue level.&lt;br /&gt;
&lt;br /&gt;
The requisite is free because it is part of the guideline and required for the effect.&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Dragon&#039;s Blood ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Ig)(Te)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This ritual changes the blood of the&lt;br /&gt;
caster into lava. This does no harm to the&lt;br /&gt;
caster himself, and his super-heated blood&lt;br /&gt;
means that he is immune to any heat based damage that causes +15 or less damage (which includes lava).&lt;br /&gt;
&lt;br /&gt;
If the character is injured in melee combat, his opponent(s) must make Dexterity rolls against an Ease Factor of 6 to avoid being splattered by hot lava. Opponents who fail take +15 damage. If the caster’s melee opponents are unaware of his lava blood (that is, it is the first time they have seen him injured), then the Dexterity roll is made against an Ease Factor of 9.&lt;br /&gt;
&lt;br /&gt;
The Ignem and Rego requisites are required to give the additional protection from heat. The Terram requisite is free because it is required for the effect. |Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Covenant of the Dragon ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Te)(Ig)&#039;&#039;&#039; 85&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Group, Ritual&lt;br /&gt;
|This ritual changes the blood of a Group of up to 100 individuals into lava.&lt;br /&gt;
This has the same effect on each member of the Group as the ritual [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Dragon&#039;s_Blood|Dragon’s Blood]]. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Gaining_Warping_Points|ArM5, page 168]]).&lt;br /&gt;
|Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Mask ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it.&lt;br /&gt;
This allows the wearer of the mask to&lt;br /&gt;
breathe without trouble in the heart of a&lt;br /&gt;
volcanic crater, or on a river of lava. The&lt;br /&gt;
air affected by the mask tastes slightly&lt;br /&gt;
unpleasant, but this does not cause any&lt;br /&gt;
damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
Although the mask is constantly active, once the toxicity of the air has been&lt;br /&gt;
removed, the air itself is no longer the&lt;br /&gt;
subject of a magical effect. This means&lt;br /&gt;
that the air is not resisted by characters with Magic Resistance, so magi can&lt;br /&gt;
breathe using the mask without lowering&lt;br /&gt;
their Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Note that Muto effects which change&lt;br /&gt;
the air to be non-toxic are of little value&lt;br /&gt;
to magi, as the effect only lasts as long as&lt;br /&gt;
the spell duration. This means that when&lt;br /&gt;
the magus tries to breathe the magically&lt;br /&gt;
changed air, his Magic Resistance will resist the air as it is the subject of a magical&lt;br /&gt;
effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (68), Two Seasons (51), Three&lt;br /&gt;
Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Warning_Bell|Vulcan’s Warning Bell]]&#039;&#039; is an enchanted item that is intended to give the covenant&lt;br /&gt;
due warning that the volcano is about to erupt. In most circumstances, the warning is sufficient to allow either the covenant to be evacuated, or (perhaps more usefully)&lt;br /&gt;
the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scorn_of_Aphrodite’s_Tears|Scorn of Aphrodite’s Tears]]&#039;&#039; ritual can be cast, which suppresses the imminent eruption. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Flame_Tongue|The Flame Tongue]]&#039;&#039; spell can be used to direct a belch of hot lava at an individual, which can be used as a weapon to discourage invaders. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Creeping_Earth_2|Creeping Earth]]&#039;&#039; makes the earth rise over the course of a month, seriously damaging buildings.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Creeping Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The caster of this spell stamps his foot on the ground and a patch of earth, centered on his position and 35 paces across, slowly but inexorably rises up for the duration of the spell. The earth rises at a rate of about one inch per day (up to three feet over the spell duration).&lt;br /&gt;
&lt;br /&gt;
This is fast enough for people to observe if they watch the earth for more than a Diameter, and the movement can destroy buildings and other structures — even the strongest castle walls run the risk of collapse.&lt;br /&gt;
&lt;br /&gt;
This spell only works when cast within a league of a volcano (three miles). This is&lt;br /&gt;
because this movement is only a slightly unnatural property of the earth in such&lt;br /&gt;
regions, whereas it is a grossly unnatural property of earth elsewhere. &lt;br /&gt;
|Base 2, +1 Touch, +3 Moon, +1 Part, +2 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Flame Tongue ====&lt;br /&gt;
&#039;&#039;For info on this spell&#039;s community erratum, see [[Talk:Flame Tongue]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Voice, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This spell causes a glutinous glob of lava (from a lake or river of magma) to&lt;br /&gt;
leap out and hit something. The volume of lava moved is about 2 cubic feet, and it&lt;br /&gt;
can be moved to hit any location within Voice range. Whatever the lava hits takes&lt;br /&gt;
between +15 and +60 damage, depending on how much of it is covered by the lava. The lava sticks to whatever it hits and continues to inflict damage each round. It takes several days for the lava to cool naturally.&lt;br /&gt;
&lt;br /&gt;
The heat of the lava is also sufficient to ignite anything flammable that it hits.&lt;br /&gt;
&lt;br /&gt;
Flame Tongue is an Aimed spell, with a +6 bonus to hit due to the size of the volume of lava. &lt;br /&gt;
&lt;br /&gt;
If the caster tries to totally immerse a person with the lava projectile, there is a&lt;br /&gt;
–6 penalty to the Aiming Roll (effectively canceling the +6 size bonus). There is no&lt;br /&gt;
penalty to the Aiming Roll if the objective is to merely splash someone. In some circumstances, the storyguide may decide that a missed attack to immerse a character&lt;br /&gt;
results in a splash. &lt;br /&gt;
|Base 10, +2 Voice, +1 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scorn of Aphrodite’s Tears ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:Individual, Ritual&#039;&#039;&#039; &lt;br /&gt;
|This ritual is cast when the eruption of a volcano is imminent, and it climaxes&lt;br /&gt;
with a vial of pure water being poured into the crater mouth. The ritual prevents the&lt;br /&gt;
volcano from erupting. &lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles in diameter (although the crater will&lt;br /&gt;
be only a fraction of this size), and the peak can be up to 15,000 feet high.&lt;br /&gt;
|Base 3, +1 Touch, +13 Size, +1 affect a volcano (equivalent to affecting stone)}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
===Vulcan&#039;s Warning Bell===&lt;br /&gt;
&lt;br /&gt;
This enchanted bell is suspended in the vapors escaping from a volcanic crater. It detects when the volcano is preparing to erupt. Normally, the bell gives a number of days warning equal to 1 stress die. If a 0 is rolled on the stress die, then the number on the botch die represents the number of hours warning. If the botch die is itself a 0 (i.e., a botch), then there is no warning. The variable warning is a feature of the eruption, not the bell; Hermetic magic cannot predict the future directly, so the item must rely on advance signs of the eruption, and they appear at varying times.&lt;br /&gt;
&lt;br /&gt;
Note that if the volcano unexpectedly erupts due to a supernatural effect, there may be considerably less warning.&lt;br /&gt;
&lt;br /&gt;
There are two effects involved — one to detect the imminent eruption and one to ring the bell. Note that it might be possible for a magus to design a single effect that both detects an eruption and rings a bell to convey this information, as a cosmetic effect. That is not the approach taken here.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Vibration of Anticipation ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 19&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect gives the bell the magical&lt;br /&gt;
sense to detect the imminent eruption. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (38), Two Seasons (29), Three&lt;br /&gt;
Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Clarion Call ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect rings the bell. The frequency of the ringing increases as the eruption time nears, and in the final hours the bell urgently rings every few seconds.&lt;br /&gt;
|Base 2, +2 effect metal; +10 unlimited uses, +3 linked trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (34), Two Seasons (26), Three Seasons (23), Four Seasons (22).&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
In order to colonize the volcanic crater, your characters need to be able to create solid ground from the lava to build upon. Even if your magi build on the rim of a volcanic crater, the earth may need to be stabilized. In any case, the magi will need to ensure that day-today habitation is possible, by cooling the building interiors and preventing the ingress of toxic fumes. Designers must also provide for the feeding and watering of the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
These effects allow the construction of&lt;br /&gt;
buildings within the volcanic crater, or are&lt;br /&gt;
required to make the buildings habitable.&lt;br /&gt;
&lt;br /&gt;
One strategy is to create a series of&lt;br /&gt;
stable islands in the lava (using the Seeds&lt;br /&gt;
of Earth enchanted items), upon which&lt;br /&gt;
Mystic Towers (see ArM5, page 153) can&lt;br /&gt;
be raised. The towers are cooled by Cold&lt;br /&gt;
Marble Slabs, and Fumarole Vents ensure&lt;br /&gt;
that the air inside the towers is safe to&lt;br /&gt;
breathe. An alternative approach is to use&lt;br /&gt;
the Repulsion of Earth effect, which causes&lt;br /&gt;
a tower to float. A tower created near the&lt;br /&gt;
volcanic crater can then be floated and&lt;br /&gt;
pushed out over the lava lake; the floating tower will still need to be made habitable by Cold Marble Slabs and Fumaroles. A&lt;br /&gt;
third strategy is to create buildings made&lt;br /&gt;
from molten lava itself, using spells such&lt;br /&gt;
as Tower of Lava.&lt;br /&gt;
&lt;br /&gt;
In addition, the Repulsion of Earth and&lt;br /&gt;
The Heart That Could Move Stone effects&lt;br /&gt;
could obviously be the basis of a flying&lt;br /&gt;
covenant. For another technique that&lt;br /&gt;
achieves the same goal, see the chapter&lt;br /&gt;
on the Flying Castle of Thomae in Legends&lt;br /&gt;
of Hermes (page 122). If the same method&lt;br /&gt;
were applied in a volcanic setting, precautions would have to be taken to protect the materials of which the flight disk&lt;br /&gt;
is comprised.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cold Marble Slab ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|This marble slab, about a pace across, is activated when it is hung above the entrance of a building, and it chills the building. Normally, this would make continued occupation of the building intolerable; however, if the building is in a very hot location (such as a volcanic crater), then the cooling provided by the marble slab cancels out the ambient heat and makes the building habitable. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Cold Marble Slab&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
The chilling effect is not sufficient to cool anything very hot, such as lava, that&lt;br /&gt;
happens to be in the building. However, it is sufficient to cool the air that is heated&lt;br /&gt;
by the lava. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Vent ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This enchanted item is a vent that is placed over a window in a room. The fumarole vent destroys the toxic properties of the air passing into the room, in the same way that a &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fumarole_Mask|Fumarole Mask]]&#039;&#039; does&lt;br /&gt;
(see earlier). This allows people to freely breathe in a room that is in a building constructed in (or very near) a volcanic crater, or on a river of lava.&lt;br /&gt;
&lt;br /&gt;
As the effect uses the Hermetic target Room, to target the air passing into the room, only one vent is required even if the room has multiple openings. However, if a building has multiple rooms it requires a vent in each room. A version of the vent with a target of Structure could be invented to protect the entire building.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun, +2 Room; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (88), Two Seasons (66), Three Seasons (59), Four Seasons (55).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Repulsion of Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This feather encased in amber is an enchanted item that is activated by being brought over the entrance to a stone building. When active, it causes the stone building to float several paces above the ground. If the effect ends (by the item being removed, for  example), then the building crashes to the ground. This may cause significant damage to the building.&lt;br /&gt;
&lt;br /&gt;
A Finesse Roll against an Ease Factor of 9 must be made if the building must be torn from its foundations. If the roll is failed, then any subterranean (i.e., basement) levels of the building are damaged and rendered unusable. This does not affect the upper levels. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Repulsion of Earth&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
Once it is floating, the building can be moved. However, the building is still&lt;br /&gt;
incredibly massive and so it requires an enormous amount of force (or magic such&lt;br /&gt;
as The Heart That Could Move Stone) to move. The building cannot be pushed by an individual, normal strength man, nor will it blow away in the breeze.&lt;br /&gt;
|Base 3, +1 Touch, +2 Sun, +3 Structure, +1 effect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Seed of Earth ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Ig)(Te)&#039;&#039;&#039; 59&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|When this small piece of volcanic rock is thrown onto molten lava, it solidifies a&lt;br /&gt;
portion of the lava, creating a roughly circular island about 80 feet across and 50&lt;br /&gt;
feet deep. The seed itself is buried 25 feet down, in the center of the island. As the effect has a constant duration, the island is stable and suitable for building structures&lt;br /&gt;
upon. If the seed is removed, dispelled, or destroyed, then roll a stress die; this is the&lt;br /&gt;
number of rounds that the island remains until it dissolves back into the lava. The Ignem requisite is for cooling the island.&lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part, +6 Size, +1 Ignem requisite, free Terram requisite ; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to complete project, as lesser enchanted item: 118.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Heart that Could Move Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|The caster can move stone buildings with incredible force. This usually causes&lt;br /&gt;
the stone building to collapse, as it is torn from its foundations. Anyone inside takes&lt;br /&gt;
+10 damage from the falling structure.&lt;br /&gt;
&lt;br /&gt;
However, if the building is floating (through the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Repulsion_of_Earth|Repulsion of Earth]]&#039;&#039; effect, for&lt;br /&gt;
example), then the character can push the building to a new location. Characters inside the building when it is being moved must make Dexterity rolls against an Ease Factor of 6, each round, or lose their footing. Unless special precautions are taken, laboratories inside the building are disrupted by the movement, which ruins any laboratory activities being conducted that season. It takes a season to reorganize a laboratory disrupted in this way. &lt;br /&gt;
|Base 3, +1 Touch, +1 Diameter, +3 Structure, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tower of Lava ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 50&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell sculpts a tower out of hot bubbling lava. The resulting tower is solid&lt;br /&gt;
and rigid, but if its foundations remain in lava, then the tower will dissolve back into&lt;br /&gt;
the bulk within a day. The Part target is required, because the spell does not use all&lt;br /&gt;
the available lava.&lt;br /&gt;
&lt;br /&gt;
The tower is about the same size and dimensions as the one created by the spell&lt;br /&gt;
&#039;&#039;Conjuring the Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, page 153]]). A Finesse roll against an Ease Factor of 15 is required to ensure that the tower is well made; failure means that the lava takes a solid but malformed shape. &lt;br /&gt;
|Base 3, +1 Touch, +1 Part, +6 size, +3 elaborate design}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (100), Two Seasons (75), Three Seasons (67), Four Seasons (63).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Solidity of Stone ====&lt;br /&gt;
&#039;&#039;&#039;MuTe&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell changes a mass of stone so that it has the unnatural property that it does&lt;br /&gt;
not melt, even when heated to tremendous temperatures. The purpose of this spell is to prevent a building created out of molten lava (like that created by &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Tower_of_Lava|Tower of Lava]]&#039;&#039;) from&lt;br /&gt;
dissolving back into the bulk lava.&lt;br /&gt;
&lt;br /&gt;
Obviously, this spell must be cast every month otherwise the tower will melt&lt;br /&gt;
and collapse.&lt;br /&gt;
&lt;br /&gt;
The stone will still be hot, even if it is solid. So, a building protected like this will need to be cooled (or inhabited by characters immune to heat).&lt;br /&gt;
|Base 4, +1 Touch, +3 Moon, +4 size, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====New Laboratory Virtue: Volcanic Minerals====&lt;br /&gt;
&#039;&#039;Free Laboratory Outfitting Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is supplied with exotic minerals from a volcano. The laboratory needs to be regularly resupplied, otherwise this Virtue is lost. There is no benefit in taking this Virtue multiple times — once the laboratory’s demands for exotic minerals have been met, additional minerals are of little value. &#039;&#039;&#039;–1 Upkeep, +1 Terram&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
These effects can provide health and wealth to the inhabitants of a covenant occupying the mineral-rich environment of a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Sculpt the Stone Machine ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, ritual&lt;br /&gt;
|This ritual creates a machine made of stone that is suitable for use as the invested&lt;br /&gt;
item &#039;&#039;Stone Harvester&#039;&#039;. The machine appears to be a large stone beetle about one pace&lt;br /&gt;
in length. Until it is invested with the &#039;&#039;Stone Harvester&#039;&#039; suite of effects, the machine is merely a very elaborate statue.&lt;br /&gt;
|Base 3, +1 Touch, +3 elaborate design, +1 minimum ritual effect magnitude}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
===Stone Harvester===&lt;br /&gt;
&lt;br /&gt;
This invested item is a beetle-shaped machine that crawls along the rim of the&lt;br /&gt;
volcanic crater. It collects and sorts the volcanic debris for valuable and exotic&lt;br /&gt;
materials, which can be used to reduce the Upkeep of Hermetic Laboratories (see [[Covenants_Chapter_Nine:_Laboratories#Upkeep|Covenants, page 110]]). Each Stone Harvester can provide the Free Outfittings Virtue &#039;&#039;Volcanic Minerals&#039;&#039; (see Insert) for up to&lt;br /&gt;
5 Hermetic Laboratories. Note that the laboratories do not have to be located in&lt;br /&gt;
the volcano — the minerals can be transported to a remote laboratory.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Stone Harvester&#039;&#039; is a huge stone device. It requires 20 pawns to open for enchantment (taking one season and a Magic Theory Score of 10). The effects later require 13 pawns of vis to invest into the Stone Harvester.&lt;br /&gt;
&lt;br /&gt;
As the Stone Harvester is made of stone and only traverses the volcanic crater rim,&lt;br /&gt;
it does not need any particular protection from either heat or fumes. A version of the&lt;br /&gt;
Stone Harvester that actually enters the lava would obviously require some protection.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Harvest Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 43&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The &#039;&#039;Stone Harvester&#039;&#039; uses this effect to collect stone/mineral/metal material of&lt;br /&gt;
a particular sort that it encounters — the stone is identifying material using the &#039;&#039;Stone&lt;br /&gt;
Wealth&#039;&#039; effect. The collected stone is placed in a large stone basket on the back of the&lt;br /&gt;
&#039;&#039;Stone Harvester&#039;&#039; which must be periodically emptied by a grog (precisely how frequently depends on the rarity of the collected stone). If the grog fails to empty the basket, the Stone Harvester will continue to harvest, but excess stone will fall out of the basket.&lt;br /&gt;
|Base 3, +3 Sight, +1 Diameter, +1 Part, +2 effect metal; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (86), Two Seasons (65), Three Seasons (58), Four Seasons (54).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Wealth ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|This effect grants the Stone Harvester the sense to smell whether a particular sort of stone, metal, or mineral is nearby (within about 5 paces). The Stone Harvester contains a small compartment and it targets materials that match the material in the compartment. If there is no material in the compartment the Stone Harvester continues to move about the crater rim, but will obviously not find any matching material. The Stone Harvester only identifies Terram based objects, but of course additional effects could be invented to&lt;br /&gt;
allow the Stone Harvester to identify and manipulate Animal, Aquam, Corpus, or Herbam objects.&lt;br /&gt;
&lt;br /&gt;
This sense allows the harvester to smell things buried to a depth of about 1 pace.&lt;br /&gt;
|Base 2, +2 Sun, +2 Smell, +1 smell through intervening material; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (38), Two Seasons (29), Three Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Crawler ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect manipulates the legs of the &#039;&#039;Stone Harvester&#039;&#039;, enabling it to move around&lt;br /&gt;
the crater rim. The Stone Harvester moves constantly, at the pace of a walking man, in&lt;br /&gt;
a clockwise direction around the crater rim.&lt;br /&gt;
|Base 3, +2 Sun, +1 affect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (28), Two Seasons (21), Three Seasons (19), Four Seasons (18).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Hammer ====&lt;br /&gt;
&#039;&#039;&#039;PeTe&#039;&#039;&#039; 33&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This effect is activated when the &#039;&#039;Stone Harvester&#039;&#039; detects that its target material is&lt;br /&gt;
beneath the surface of the earth. The &#039;&#039;Stone Hammer&#039;&#039; effect loosens up to one cubic pace&lt;br /&gt;
of intervening stone or dirt. This allows the target material to be lifted out of the ground.&lt;br /&gt;
|Base 3, +3 Sight, +1 Part, +1 affect stone; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (66), Two Seasons (50), Three&lt;br /&gt;
Seasons (44), Four Seasons (42).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
===Story Seed: Tophet&#039;s Gate===&lt;br /&gt;
&lt;br /&gt;
Many volcanoes are reputed to be gates to Hell. One well-known incident that demonstrates this occurred when the heretical Ostrogothic king Theodoric died in 526. A jet-black stallion arrived at Theodoric’s palace in Ravenna, gathered the dead king’s body, and then&lt;br /&gt;
galloped away to Mt. Etna, straight into the crater and down into Hell.&lt;br /&gt;
&lt;br /&gt;
If there is a hell portal in the volcano, it is likely accessed via an Infernal regio.&lt;br /&gt;
&lt;br /&gt;
For ease, the story seeds that follow refer to a single devil interacting with the covenant. In your saga, a series of demons could interact with the covenant, or one or two powerful demons could take on the role of the devil.&lt;br /&gt;
&lt;br /&gt;
====Deals with the Devil====&lt;br /&gt;
&lt;br /&gt;
Even if they are not infernalists, the devil may offer the magi power. Of&lt;br /&gt;
course, dealing with the devil imperils the immortal souls of the magi, but if his&lt;br /&gt;
help is really needed, then what choice do the magi have?&lt;br /&gt;
&lt;br /&gt;
Some aid that the devil can offer is listed here. The devil may merely wait for&lt;br /&gt;
opportunities to offer his aid, or he may actively arrange circumstances where his&lt;br /&gt;
aid is needed. Corrupter demons (see [[Realms_of_Power:_The_Infernal_Chapter_Five:_Demons_as_Corrupters|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories concerning deals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Portal&#039;&#039;&#039;: The magi need to rapidly travel. The devil offers the hell portal,&lt;br /&gt;
explaining that by traveling through it they can arrive at any crossroads in Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vis&#039;&#039;&#039;: If the magi run short of vis, then the devil is able to offer some from Hell’s&lt;br /&gt;
stocks. Of course, this will be infernally tainted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Illusions&#039;&#039;&#039;: A foolish magus has committed a crime under the Code of Hermes:&lt;br /&gt;
perhaps he has endangered other magi by interfering in the mundane, he has scried upon the secrets of another magus, or he has killed another magus. The devil offers to cover this indiscretion; his illusions cannot be broken by Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Against Age&#039;&#039;&#039;: If the magi are very elderly, they may find it difficult to&lt;br /&gt;
create an effective Longevity Ritual. The devil offers a ward against age which will prolong the magi’s lives far beyond the capability of Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
====Sacrifices====&lt;br /&gt;
&lt;br /&gt;
A portal to Hell is unlikely to remain open without frequent sacrifice. Even if it would, the devil would hardly inform the magi of this fact, as making sacrifices to the devil is a good way to damn your soul. Some stories that might arise from sacrifices include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revolt in the Inferno&#039;&#039;&#039;: The magi sacrifice the children of the grogs to the devil by casting them into the volcano. Rego Mentem effects can easily keep the grogs under control&lt;br /&gt;
in even the most despicable circumstances, but one botched spell by the magi could unravel all their careful plans and throw the covenant into revolt against their infernal masters.&lt;br /&gt;
The devil might even manufacture circumstances to make this happen — after all, a bloody revolt is sure to lead to more dammed souls, regardless of how it ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hidden Coven&#039;&#039;&#039;: Although the magi do not make sacrifices to the devil, a coven of infernalists hidden nearby does. The coven infiltrated the ranks of the covenant grogs and secretly cast sacrifices into the volcano heart. Will the infernalists be found out?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Henchmen&#039;&#039;&#039;: The magi seek out and assassinate infernalists and devil worshipers throughout Mythic Europe. Where possible they throw the bodies of these executed heretics into the maw of the volcano. The magi argue that they are performing god’s work, but on the other hand by executing an infernalist the magi have prevented him from repenting and saving his soul, thus ensuring another damned soul for hell. Are the magi the servants of heaven or hell?&lt;br /&gt;
&lt;br /&gt;
====Guardians====&lt;br /&gt;
&lt;br /&gt;
The covenant magi might neither worship nor deal with the devil; instead they might guard the hell portal and try to prevent demons from escaping into the world. Destroyer demons (see [[Realms_of_Power:_The_Infernal_Chapter_Seven:_Demons_as_Destroyers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories where Hell directly attacks the covenant. Some stories that might arise from this are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Masters&#039;&#039;&#039;: It is well-known in the Order that the covenant guards a portal to Hell. This is considered a worthy duty and many other covenants in the Tribunal send gifts of vis to help maintain a powerful Aegis around the covenant and to assist in the regular casting of a network of wards that envelope the crater. Re-casting is required as the bubbling volcano regularly breaks the circular wards. The magi of the covenant are also wellknown as masters of warding magic and other tribunal magi visit the covenant for instruction and study.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunder the Gate&#039;&#039;&#039;: Rumors reach the magi of a ritual that can destroy the hell portal. Chasing leads and researching this project might require travel throughout Mythic Europe,&lt;br /&gt;
and include many years of work. Of course, there is always the possibility that the rumored ritual is an Infernal plot: maybe the ritual will summon a demonic horde to destroy the covenant, or maybe the rumors are just intended to distract the magi from warding the portal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Devil’s Night&#039;&#039;&#039;: Once a year, the forces of Hell batter against the covenant’s defenses. Usually, these efforts are futile, but this year Hell has managed to marshal an army of soldiers led by infernalists in the mundane world, near the covenant. The infernalists plan to attack the covenant in the hope of breaking the wards about the&lt;br /&gt;
hell portal. As the covenant is more used to dealing with supernatural assaults, there may be unexpected problems in dealing with a large mundane attack.&lt;br /&gt;
&lt;br /&gt;
====Tragic Heroes====&lt;br /&gt;
&lt;br /&gt;
The covenant was founded by a magus whose lover (or beloved friend or family member) secretly turned to infernalism and then died in a state of unrepentant sin. The magus intends to study and then open the portal to hell, so he can travel to Hell and rescue his&lt;br /&gt;
beloved from eternal damnation. The magus’ plan may actually be the playing out of a stratagem of a Deceiver demon (see [[Realms_of_Power:_The_Infernal_Chapter_Six:_Demons_as_Deceivers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]). Some stories that this might inspire include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recruitment&#039;&#039;&#039;: The magus tries to recruit a small group of magi to help in his&lt;br /&gt;
project. Can he trust them? Do they suspect he is an infernalist?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Bargain&#039;&#039;&#039;: The devil rises from the hell portal and offers to return the&lt;br /&gt;
soul of the magus’ lover in exchange for the souls of a wealthy family of aristocrats. Is the devil trustworthy? Will dealing with the devil damn the magus himself? (No, and yes, obviously, but the magus might convince himself otherwise.) Can the magus find a way to damn the aristocrats?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dead Martyrs&#039;&#039;&#039;: Carrying a collection of holy relics will help protect the magus as he walks through the wastes of hell searching for his beloved. The magus can amass relics by raiding churches and monasteries. He might be able to buy relics, too, although he will need to be wary of fakes, and by buying relics the magus will commit the canon law crime of simony.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heaven’s Labors&#039;&#039;&#039;: A saint appears to the magus in a dream and offers to protect him during his journey through Hell. However, before the saint will help, the magus must found a monastery dedicated to the saint on the rim of the volcano. The prayers of the monks in the monastery will aid the magus during his sojourn in Hell.&lt;br /&gt;
&lt;br /&gt;
====Accused of Infernalism====&lt;br /&gt;
&lt;br /&gt;
A very real danger, of course, from living in close proximity to a portal to Hell is that regardless of the intentions of the characters they are vulnerable to accusations of infernalism. For this reason, the magi may want to keep the hell portal secret. Some possible stories arising from this concern are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A grog goes missing&#039;&#039;&#039;: Has he merely fallen into the lava, or has he run away?&lt;br /&gt;
What does he know about the hell portal? Was he a spy from a rival covenant? Can the magi track him down before he reveals their secret?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Visitors&#039;&#039;&#039;: Foreign magi unexpectedly arrive at the covenant. Can the hell portal be hidden from them? Can the visitors be encouraged to leave promptly without arousing their&lt;br /&gt;
suspicions, or do they already know about the portal? Can the demons on the other side of the hell portal be relied upon to keep quiet?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Framed&#039;&#039;&#039;: Even if the volcano is not really a hell portal, it is common knowledge&lt;br /&gt;
(right or wrong) that many volcanoes are. This means that a rival covenant might accuse the magi of infernalism, anyway. If the rival covenant is politically well-connected, within the tribunal, the accusation could lead to an investigation by the Quaesitors. Dealing with the investigation could be bothersome and disruptive to laboratory work even if there is nothing for the Quaesitors to find. Of course, a diabolically clever rival could even&lt;br /&gt;
make their own deal with the devil to plant evidence of infernalism in the volcano crater.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Thermal Bath of Good Humor===&lt;br /&gt;
&lt;br /&gt;
This invested item is a bath in which the covenfolk (and magi) can bathe in water heated by the volcano. Regular bathing in these waters increases the health of the characters. On the other hand, a version of this bath called &#039;&#039;The Thermal Bath of Scalded Flesh&#039;&#039; could be invented as a sadistic torture device.&lt;br /&gt;
&lt;br /&gt;
The bath is a huge item; if it is made of stone, it requires 20 pawns to open for enchantment (this takes one season and a Magic Theory Score of 10). If the bath is made of metal (iron or copper), it requires 25 pawns to open for enchantment (this takes one season and a Magic Theory Score of 13). The effects later only require 1 and 3 pawns to invest, which means that&lt;br /&gt;
there is plenty of room in the bath for other effects.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Test the Waters ====&lt;br /&gt;
&#039;&#039;&#039;InIg&#039;&#039;&#039; 9&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect determines the temperature in the bath. When the temperature drops below a comfortable bathing temperature, it activates the heating effect Fill the Bath. If the bath is intended to be &#039;&#039;The Thermal Bath of Scalded Flesh&#039;&#039;, then this effect is invented to monitor around (and activate the [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fill_the_Bath|&#039;&#039;Fill the Bath&#039;&#039;]] effect at) the boiling temperature of water.&lt;br /&gt;
|Base 2, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (18), Two Seasons (14), Three Seasons (12), Four Seasons (12).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fill the Bath ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 28&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect causes the water in the bath&lt;br /&gt;
to move through the air, pass over a volcanically heated region, and then back in a&lt;br /&gt;
circle into the bath. The water travels in&lt;br /&gt;
its circuit as a gentle stream suspended in&lt;br /&gt;
the air at about waist height. The water returns to the bath warmed and dissolved in&lt;br /&gt;
the water are a number of beneficial mineral salts.&lt;br /&gt;
&lt;br /&gt;
If the bath is being controlled to a comfortable bathing temperature, then any characters who bathe once a day for most of the year receives a +1 Living Condition modifier to their Aging Rolls for that year, and a +1 Modifier to any Recovery Rolls they make during the year (see ArM5, pages [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Aging|168]] and [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Recovering_From_Wounds|179]]). This modifier cannot be increased by more frequent bathing. These beneficial effects come from the mineral salts that are entrained in the water. The beneficial effects are not magical in origin, and a character who constantly&lt;br /&gt;
uses the bath in this way does not gain Warping Points. The bath does not need to be able to detect the mineral salts as they are naturally present in the volcano. &lt;br /&gt;
&lt;br /&gt;
If for some reason, the mineral salts are lacking from the volcano (which would be highly unusual) then the bath has no beneficial effects on the bather — apart from cleanliness, of course!&lt;br /&gt;
&lt;br /&gt;
If the bath is being controlled to a scalding temperature, then any character immersed in the bath takes +12 damage each round due to the elevated temperature.&lt;br /&gt;
&lt;br /&gt;
The effect requires both the presence of water in the bath and a volcanic region to heat the water within Sight range. If either of these elements are missing the effect does not activate.&lt;br /&gt;
|Base 1, +3 Sight, +1 Diameter, +2 very unnatural effect; +10 unlimited uses per day, +3 linked trigger ([[Hermetic_Projects_Chapter_Two:_The_Burning_City#Test_the_Waters|&#039;&#039;Test the Waters&#039;&#039;]])}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (56), Two Seasons (42), Three Seasons (38), Four Seasons (35).&lt;br /&gt;
&lt;br /&gt;
===Well Ever-Full===&lt;br /&gt;
&lt;br /&gt;
This well is an invested item. It has two effects enchanted in it: one periodically fills the well with water from the sea, the other removes the salt from the water. As both effects are momentary, once the water has been affected it is no longer under a magical effect. The water is thus drinkable by characters with Magic Resistance. If there is a suitable river or lake near the covenant, then the well could source its water from there, without the need to remove the salt from the water. However, many naturally-occurring volcanoes are located on islands remote from sources of fresh water. River and lake sources can also be problematic as they may not be available year-round (through either evaporation or freezing), and may even dry up completely for years at a time.&lt;br /&gt;
&lt;br /&gt;
As the two effects require 6 and 3 pawns of vis respectively, the well must be opened for enchantment using at least 9 pawns of vis. A well (a huge item made of stone) takes 20 pawns of vis to open for enchantment (leaving room for extra effects to be invested if desired). It takes one season to open the well for enchantment, which requires a Magic Theory Score of 10.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fill the Well ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 54&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 2 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect is triggered every sunrise and sunset. It instantaneously fills the well&lt;br /&gt;
with water from the sea (which must be within seven leagues). The effect requires an Arcane Connection to the sea. Any water which remains from the previous triggering of the effect&lt;br /&gt;
is sufficient for this. However, if the well is ever completely drained of water, it must&lt;br /&gt;
be primed with a cup of water from the sea. If the well ceases to work (for some reason) for more than a few months, then the well must also be refilled with a cup of water from the sea, as the Arcane Connection to the sea will have expired.&lt;br /&gt;
&lt;br /&gt;
The volume of water that is transported daily into the well is sufficient to supply&lt;br /&gt;
the water needs of a covenant of several hundred people.&lt;br /&gt;
&lt;br /&gt;
The effect is based on the Rego Corpus guidelines, applied by analogy to the Aquam Form. Note that the water is only transported a distance of seven leagues, so for this to be effective the well must be located with seven leagues of the water source. A version of this effect, using the guideline one magnitude higher, would enable the water to be transported any distance.&lt;br /&gt;
|Base 30, +4 Arcane; +3 environmental trigger, +1 2 uses per day}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (108), Two Seasons (81), Three Seasons (72), Four Seasons (68).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cleanse the Undine&#039;s Tears ====&lt;br /&gt;
&#039;&#039;&#039;PeAq&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 2 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect eliminates the salt in the water in the well. This effect is triggered by the [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fill_the_Well|&#039;&#039;Fill the Well&#039;&#039;]] power, and is activated one round later.&lt;br /&gt;
&lt;br /&gt;
Note that the salinity of the water will not return once it has been removed. This&lt;br /&gt;
is because salt is not part of the essential nature of water.&lt;br /&gt;
|Base 15, +1 Touch; +3 linked trigger (&#039;&#039;Fill the Well&#039;&#039;), +1 2 uses per day}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (48), Two Seasons (36), Three Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
To complete many of the projects that comprise the Burning City your characters might want to increase their Lab Total. These are some strategies that you might like to employ.&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
Shape and Material bonuses can give your characters bonuses to their Lab Total when inventing item effects ([[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Instilling_The_Effect|ArM5, page 99]]). Also, if a magus has a Talisman, then its Shape and Material bonuses can be used to give him a bonus when casting appropriate spells (once the Talisman has been attuned; see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Talisman_Attunement|ArM5, page 98]]).&lt;br /&gt;
&lt;br /&gt;
Some new Shape and Material Bonuses are listed later (the troupe should feel free to devise their own Shape and Material bonuses too). The bonuses written in italic text have been drawn from other books in Ars Magica Fifth Edition. The bonuses written in regular text are new suggestions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ash&#039;&#039;&#039; (burned debris, not the tree) (+2&lt;br /&gt;
burning things, +5 affect things that&lt;br /&gt;
have been burned, +2 Ignem)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifacts from Pompeii and Herculaneum&#039;&#039;&#039; (+3 volcanoes)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marble&#039;&#039;&#039; (&#039;&#039;+5 wards, +3 beauty&#039;&#039;, +3 cold)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mask&#039;&#039;&#039; (&#039;&#039;+2 affect wearer’s sight, +3 hiding, +7 disguise,&#039;&#039; +2 affect wearer’s breathing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror&#039;&#039;&#039; (+7 illusions, +5 see the truth)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vent&#039;&#039;&#039; (+7 affect air passing through it)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volcano&#039;&#039;&#039; (+5 volcanoes)&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
Features can be added to a laboratory which add a bonus to certain types of Lab&lt;br /&gt;
Totals, and elements of the laboratory’s structure or location can also be auspicious for some sorts of work. Many of the options presented in &#039;&#039;Covenants&#039;&#039; ([[Covenants_Chapter_Nine:_Laboratories#Laboratory_Specializations|pages 112–121]]) could help with the Burning City effects. Some new Laboratory Virtues and Flaws include the following.&lt;br /&gt;
&lt;br /&gt;
====Features====&lt;br /&gt;
&lt;br /&gt;
A Greater Feature is a &#039;&#039;Major Structure Virtue&#039;&#039; for a Laboratory and it adds +2 Aesthetics and +3 points distributed among the appropriate specializations. A Lesser Feature is a &#039;&#039;Minor Structural Virtue&#039;&#039; and it adds +1 Aesthetics and +1 in an appropriate specialization.&lt;br /&gt;
&lt;br /&gt;
=====Fumes=====&lt;br /&gt;
&lt;br /&gt;
A sphere of glass rests on plinth in the laboratory. Trapped in the sphere are swirling, noxious vapors captured from a volcanic vent. &#039;&#039;Specializations: Pe, Au, Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Pool of Lava=====&lt;br /&gt;
&lt;br /&gt;
The laboratory is either built to enclose a pool of lava or a specially constructed cauldron keeps a sample of lava hot and molten. &#039;&#039;Specializations: Ig, Te&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Thermal Spring=====&lt;br /&gt;
&lt;br /&gt;
A volcanically heated spring bubbles up from the center of the laboratory. &#039;&#039;Specializations: Cr, Aq, Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Volcanic Rock=====&lt;br /&gt;
&lt;br /&gt;
In the center of the laboratory is a huge slab of volcanic rock. &#039;&#039;Specializations: Mu, Ig, Te&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Dormant Volcano====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Free Structure Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is located in a dormant volcano crater. &#039;&#039;+1 Aesthetics, +1 Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Active Volcano====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Major Structure Flaw&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is located in an active volcanic crater. Note that the Safety, Upkeep, and Health factors here assume that this laboratory and the magus are both somehow protected from the catastrophic hazards of being in an active volcano crater. &#039;&#039;+2 Upkeep, –2 Safety, –1 Health, +1 Experimentation, +3 Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Mineral Bath====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Minor Outfitting Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory contains a mineral bath that is heated by a volcanic source. The magus takes frequent baths while contemplating his work. &#039;&#039;+2 Health, –1 Safety, +1 Aq, +1 Longevity Rituals&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Volcanic Spirit Forge====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Minor Supernatural Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory contains a forge that is heated by a volcanic spirit. &#039;&#039;–1 Upkeep, –1&lt;br /&gt;
Safety, +1 Experimentation, +1 Re, +1 Ig&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Hell Portal====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Major Supernatural Flaw&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory contains a fiery portal to Hell. &#039;&#039;–2 Safety, +2 Warping, +1 Re, +3 Vi&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
Your magus could try to accomplish some of these projects using experimentation (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Arcane_Experiments|ArM5, pages 107–109]]). What follows are some example side effects and modified effects that could result from experimentation on these projects (if a side effect or modified effect is rolled on the Extraordinary Effects table; see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Experimentation:_Extraordinary_Results|ArM5, page 109]]).&lt;br /&gt;
&lt;br /&gt;
These are only suggestions: your troupe should feel free to modify, or ignore these, or create your own, as necessary.&lt;br /&gt;
&lt;br /&gt;
* The effect only works when the volcano is erupting.&lt;br /&gt;
* The effect only works when used within the crater of a particular volcano.&lt;br /&gt;
* Tears of lava momentarily flow from either the caster’s or the target’s eyes. This causes +10 heat damage, and blinds him for one diameter.&lt;br /&gt;
* The target (or caster) belches a powerful sulfurous stench. This causes no damage, but it is obnoxious and it draws attention to the character.&lt;br /&gt;
* The target (or caster) becomes very hot, and sweats profusely. He must make a Stamina check against an Ease Factor of 6 or immediately lose a Long Term Fatigue level due to lack of water (the Fatigue level can only be regained by drinking).&lt;br /&gt;
* Any flammable items held or worn by the caster (or target) ignite. This usually includes clothing, straps holding armor together, etc.&lt;br /&gt;
* Metal objects held or worn by the caster (or target) melt. This causes no damage if he immediately drops the item, although usually it ruins the item. If the character holds onto the item, he takes +12 heat damage. If he is wearing full metal armor, he takes +48 damage; partial metal armor, +36 damage.&lt;br /&gt;
* The caster’s (or target’s) clothing turns to ash. This causes no damage exceptto the clothing, but obviously it draws attention to the character. Metal armor and jewelry is slightly singed, but otherwise unaffected.&lt;br /&gt;
* Fires within Voice range of the target (or caster) briefly flare up to a brilliant,&lt;br /&gt;
searing heat and then extinguish. &lt;br /&gt;
* Wherever the caster (or target) walks, her footprints burn into the surfaces&lt;br /&gt;
she walks upon. This leaves a clear trail of scorched earth and ash. This side effect lasts for Sun duration.&lt;br /&gt;
* The room briefly fills with toxic volcanic fumes. An immediate Stamina check, against an Ease Factor of 6, must be made for each character within the room. If this is failed the character takes a Medium wound. If the room is normally ventilated, the poisonous fumes disperse within 1 round. However, if the room is sealed, the fumes persist and characters in the room need to take another Stamina check every Diameter. If the effect is cast&lt;br /&gt;
outside, there is no damaging effect as the fumes are too quickly dispersed, although characters within Voice range of the caster do smell the fumes before they disperse.&lt;br /&gt;
* The humors of the caster (or target) become temporarily unbalanced. Make a Stamina check for the target against an Ease Factor of 6. If this is failed, the character develops a disease due to an excess of hot, dry, yellow bile, which causes a Medium Wound.&lt;br /&gt;
* The humors of the caster (or target) become subtly, but permanently unbalanced. This causes no immediate effect, but the character’s subsequent Aging checks are made with an additional –1 Living Condition Modifier. Note, that this side-effect only affects the character once, even if he is affected by the spell/item effect multiple times.&lt;br /&gt;
* The humors of the caster (or target) are buffered against extreme swings.&lt;br /&gt;
This causes no immediate effect, but the character’s subsequent Aging checks are made with an additional +1 Living Condition Modifier. Note, that this side effect only affects the character once, even if he is affected by the spell/item effect multiple times.&lt;br /&gt;
* The outer layers of the target’s skin form a hard, black crust. This gives him a +3 bonus to Soak, which lasts for Sun duration. When this side-effect expires, the crust of skin peels off over a period of about one week. This has no game-mechanical effect, but&lt;br /&gt;
it is visually unappealing: the peeling skin is broken, scabbed, and burnt.&lt;br /&gt;
* The caster (or target) is imbued with a warm internal glow. She does not suffer from exposure, hunger, or thirst until the glow subsides, which takes a simple die of Sun durations. This side effect appears to bypass the Limit of Energy, which could make the spell Lab Text an important source of insight for a magus attempting research&lt;br /&gt;
in this area.&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22609</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22609"/>
		<updated>2026-03-25T15:37:42Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Shape and Material Bonuses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Pitch Brush ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 6 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.&lt;br /&gt;
&lt;br /&gt;
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges’ worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).&lt;br /&gt;
|Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (96), Two Seasons (72), Three&lt;br /&gt;
Seasons (64), Four Seasons (60).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cloven Hoofed Boots ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Te)&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; part&lt;br /&gt;
|These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly&lt;br /&gt;
follow behind, but this would require a lot of agility.&lt;br /&gt;
&lt;br /&gt;
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat. &lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part,&lt;br /&gt;
free Terram requisite; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (48), Two Seasons (36), Three&lt;br /&gt;
Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Steed of Vesuvius ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell magically transforms a horse so that he is able to gallop across&lt;br /&gt;
molten lava as if it were a cobbled road. The horse also has no fear of the heat or&lt;br /&gt;
fumes expelled by the lava, and he does not suffer from the heat of the lava or the&lt;br /&gt;
toxicity of the fumes. The rider of the horse does not receive any protection from this spell.&lt;br /&gt;
&lt;br /&gt;
When the spell expires, the horse suffers a Long-Term Fatigue level.&lt;br /&gt;
&lt;br /&gt;
The requisite is free because it is part of the guideline and required for the effect.&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Dragon&#039;s Blood ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Ig)(Te)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This ritual changes the blood of the&lt;br /&gt;
caster into lava. This does no harm to the&lt;br /&gt;
caster himself, and his super-heated blood&lt;br /&gt;
means that he is immune to any heat based damage that causes +15 or less damage (which includes lava).&lt;br /&gt;
&lt;br /&gt;
If the character is injured in melee combat, his opponent(s) must make Dexterity rolls against an Ease Factor of 6 to avoid being splattered by hot lava. Opponents who fail take +15 damage. If the caster’s melee opponents are unaware of his lava blood (that is, it is the first time they have seen him injured), then the Dexterity roll is made against an Ease Factor of 9.&lt;br /&gt;
&lt;br /&gt;
The Ignem and Rego requisites are required to give the additional protection from heat. The Terram requisite is free because it is required for the effect. |Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Covenant of the Dragon ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Te)(Ig)&#039;&#039;&#039; 85&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Group, Ritual&lt;br /&gt;
|This ritual changes the blood of a Group of up to 100 individuals into lava.&lt;br /&gt;
This has the same effect on each member of the Group as the ritual [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Dragon&#039;s_Blood|Dragon’s Blood]]. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Gaining_Warping_Points|ArM5, page 168]]).&lt;br /&gt;
|Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Mask ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it.&lt;br /&gt;
This allows the wearer of the mask to&lt;br /&gt;
breathe without trouble in the heart of a&lt;br /&gt;
volcanic crater, or on a river of lava. The&lt;br /&gt;
air affected by the mask tastes slightly&lt;br /&gt;
unpleasant, but this does not cause any&lt;br /&gt;
damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
Although the mask is constantly active, once the toxicity of the air has been&lt;br /&gt;
removed, the air itself is no longer the&lt;br /&gt;
subject of a magical effect. This means&lt;br /&gt;
that the air is not resisted by characters with Magic Resistance, so magi can&lt;br /&gt;
breathe using the mask without lowering&lt;br /&gt;
their Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Note that Muto effects which change&lt;br /&gt;
the air to be non-toxic are of little value&lt;br /&gt;
to magi, as the effect only lasts as long as&lt;br /&gt;
the spell duration. This means that when&lt;br /&gt;
the magus tries to breathe the magically&lt;br /&gt;
changed air, his Magic Resistance will resist the air as it is the subject of a magical&lt;br /&gt;
effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (68), Two Seasons (51), Three&lt;br /&gt;
Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Warning_Bell|Vulcan’s Warning Bell]]&#039;&#039; is an enchanted item that is intended to give the covenant&lt;br /&gt;
due warning that the volcano is about to erupt. In most circumstances, the warning is sufficient to allow either the covenant to be evacuated, or (perhaps more usefully)&lt;br /&gt;
the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scorn_of_Aphrodite’s_Tears|Scorn of Aphrodite’s Tears]]&#039;&#039; ritual can be cast, which suppresses the imminent eruption. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Flame_Tongue|The Flame Tongue]]&#039;&#039; spell can be used to direct a belch of hot lava at an individual, which can be used as a weapon to discourage invaders. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Creeping_Earth_2|Creeping Earth]]&#039;&#039; makes the earth rise over the course of a month, seriously damaging buildings.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Creeping Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The caster of this spell stamps his foot on the ground and a patch of earth, centered on his position and 35 paces across, slowly but inexorably rises up for the duration of the spell. The earth rises at a rate of about one inch per day (up to three feet over the spell duration).&lt;br /&gt;
&lt;br /&gt;
This is fast enough for people to observe if they watch the earth for more than a Diameter, and the movement can destroy buildings and other structures — even the strongest castle walls run the risk of collapse.&lt;br /&gt;
&lt;br /&gt;
This spell only works when cast within a league of a volcano (three miles). This is&lt;br /&gt;
because this movement is only a slightly unnatural property of the earth in such&lt;br /&gt;
regions, whereas it is a grossly unnatural property of earth elsewhere. &lt;br /&gt;
|Base 2, +1 Touch, +3 Moon, +1 Part, +2 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Flame Tongue ====&lt;br /&gt;
&#039;&#039;For info on this spell&#039;s community erratum, see [[Talk:Flame Tongue]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Voice, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This spell causes a glutinous glob of lava (from a lake or river of magma) to&lt;br /&gt;
leap out and hit something. The volume of lava moved is about 2 cubic feet, and it&lt;br /&gt;
can be moved to hit any location within Voice range. Whatever the lava hits takes&lt;br /&gt;
between +15 and +60 damage, depending on how much of it is covered by the lava. The lava sticks to whatever it hits and continues to inflict damage each round. It takes several days for the lava to cool naturally.&lt;br /&gt;
&lt;br /&gt;
The heat of the lava is also sufficient to ignite anything flammable that it hits.&lt;br /&gt;
&lt;br /&gt;
Flame Tongue is an Aimed spell, with a +6 bonus to hit due to the size of the volume of lava. &lt;br /&gt;
&lt;br /&gt;
If the caster tries to totally immerse a person with the lava projectile, there is a&lt;br /&gt;
–6 penalty to the Aiming Roll (effectively canceling the +6 size bonus). There is no&lt;br /&gt;
penalty to the Aiming Roll if the objective is to merely splash someone. In some circumstances, the storyguide may decide that a missed attack to immerse a character&lt;br /&gt;
results in a splash. &lt;br /&gt;
|Base 10, +2 Voice, +1 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scorn of Aphrodite’s Tears ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:Individual, Ritual&#039;&#039;&#039; &lt;br /&gt;
|This ritual is cast when the eruption of a volcano is imminent, and it climaxes&lt;br /&gt;
with a vial of pure water being poured into the crater mouth. The ritual prevents the&lt;br /&gt;
volcano from erupting. &lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles in diameter (although the crater will&lt;br /&gt;
be only a fraction of this size), and the peak can be up to 15,000 feet high.&lt;br /&gt;
|Base 3, +1 Touch, +13 Size, +1 affect a volcano (equivalent to affecting stone)}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
===Vulcan&#039;s Warning Bell===&lt;br /&gt;
&lt;br /&gt;
This enchanted bell is suspended in the vapors escaping from a volcanic crater. It detects when the volcano is preparing to erupt. Normally, the bell gives a number of days warning equal to 1 stress die. If a 0 is rolled on the stress die, then the number on the botch die represents the number of hours warning. If the botch die is itself a 0 (i.e., a botch), then there is no warning. The variable warning is a feature of the eruption, not the bell; Hermetic magic cannot predict the future directly, so the item must rely on advance signs of the eruption, and they appear at varying times.&lt;br /&gt;
&lt;br /&gt;
Note that if the volcano unexpectedly erupts due to a supernatural effect, there may be considerably less warning.&lt;br /&gt;
&lt;br /&gt;
There are two effects involved — one to detect the imminent eruption and one to ring the bell. Note that it might be possible for a magus to design a single effect that both detects an eruption and rings a bell to convey this information, as a cosmetic effect. That is not the approach taken here.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Vibration of Anticipation ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 19&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect gives the bell the magical&lt;br /&gt;
sense to detect the imminent eruption. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (38), Two Seasons (29), Three&lt;br /&gt;
Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Clarion Call ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect rings the bell. The frequency of the ringing increases as the eruption time nears, and in the final hours the bell urgently rings every few seconds.&lt;br /&gt;
|Base 2, +2 effect metal; +10 unlimited uses, +3 linked trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (34), Two Seasons (26), Three Seasons (23), Four Seasons (22).&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
In order to colonize the volcanic crater, your characters need to be able to create solid ground from the lava to build upon. Even if your magi build on the rim of a volcanic crater, the earth may need to be stabilized. In any case, the magi will need to ensure that day-today habitation is possible, by cooling the building interiors and preventing the ingress of toxic fumes. Designers must also provide for the feeding and watering of the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
These effects allow the construction of&lt;br /&gt;
buildings within the volcanic crater, or are&lt;br /&gt;
required to make the buildings habitable.&lt;br /&gt;
&lt;br /&gt;
One strategy is to create a series of&lt;br /&gt;
stable islands in the lava (using the Seeds&lt;br /&gt;
of Earth enchanted items), upon which&lt;br /&gt;
Mystic Towers (see ArM5, page 153) can&lt;br /&gt;
be raised. The towers are cooled by Cold&lt;br /&gt;
Marble Slabs, and Fumarole Vents ensure&lt;br /&gt;
that the air inside the towers is safe to&lt;br /&gt;
breathe. An alternative approach is to use&lt;br /&gt;
the Repulsion of Earth effect, which causes&lt;br /&gt;
a tower to float. A tower created near the&lt;br /&gt;
volcanic crater can then be floated and&lt;br /&gt;
pushed out over the lava lake; the floating tower will still need to be made habitable by Cold Marble Slabs and Fumaroles. A&lt;br /&gt;
third strategy is to create buildings made&lt;br /&gt;
from molten lava itself, using spells such&lt;br /&gt;
as Tower of Lava.&lt;br /&gt;
&lt;br /&gt;
In addition, the Repulsion of Earth and&lt;br /&gt;
The Heart That Could Move Stone effects&lt;br /&gt;
could obviously be the basis of a flying&lt;br /&gt;
covenant. For another technique that&lt;br /&gt;
achieves the same goal, see the chapter&lt;br /&gt;
on the Flying Castle of Thomae in Legends&lt;br /&gt;
of Hermes (page 122). If the same method&lt;br /&gt;
were applied in a volcanic setting, precautions would have to be taken to protect the materials of which the flight disk&lt;br /&gt;
is comprised.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cold Marble Slab ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|This marble slab, about a pace across, is activated when it is hung above the entrance of a building, and it chills the building. Normally, this would make continued occupation of the building intolerable; however, if the building is in a very hot location (such as a volcanic crater), then the cooling provided by the marble slab cancels out the ambient heat and makes the building habitable. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Cold Marble Slab&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
The chilling effect is not sufficient to cool anything very hot, such as lava, that&lt;br /&gt;
happens to be in the building. However, it is sufficient to cool the air that is heated&lt;br /&gt;
by the lava. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Vent ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This enchanted item is a vent that is placed over a window in a room. The fumarole vent destroys the toxic properties of the air passing into the room, in the same way that a &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fumarole_Mask|Fumarole Mask]]&#039;&#039; does&lt;br /&gt;
(see earlier). This allows people to freely breathe in a room that is in a building constructed in (or very near) a volcanic crater, or on a river of lava.&lt;br /&gt;
&lt;br /&gt;
As the effect uses the Hermetic target Room, to target the air passing into the room, only one vent is required even if the room has multiple openings. However, if a building has multiple rooms it requires a vent in each room. A version of the vent with a target of Structure could be invented to protect the entire building.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun, +2 Room; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (88), Two Seasons (66), Three Seasons (59), Four Seasons (55).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Repulsion of Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This feather encased in amber is an enchanted item that is activated by being brought over the entrance to a stone building. When active, it causes the stone building to float several paces above the ground. If the effect ends (by the item being removed, for  example), then the building crashes to the ground. This may cause significant damage to the building.&lt;br /&gt;
&lt;br /&gt;
A Finesse Roll against an Ease Factor of 9 must be made if the building must be torn from its foundations. If the roll is failed, then any subterranean (i.e., basement) levels of the building are damaged and rendered unusable. This does not affect the upper levels. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Repulsion of Earth&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
Once it is floating, the building can be moved. However, the building is still&lt;br /&gt;
incredibly massive and so it requires an enormous amount of force (or magic such&lt;br /&gt;
as The Heart That Could Move Stone) to move. The building cannot be pushed by an individual, normal strength man, nor will it blow away in the breeze.&lt;br /&gt;
|Base 3, +1 Touch, +2 Sun, +3 Structure, +1 effect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Seed of Earth ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Ig)(Te)&#039;&#039;&#039; 59&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|When this small piece of volcanic rock is thrown onto molten lava, it solidifies a&lt;br /&gt;
portion of the lava, creating a roughly circular island about 80 feet across and 50&lt;br /&gt;
feet deep. The seed itself is buried 25 feet down, in the center of the island. As the effect has a constant duration, the island is stable and suitable for building structures&lt;br /&gt;
upon. If the seed is removed, dispelled, or destroyed, then roll a stress die; this is the&lt;br /&gt;
number of rounds that the island remains until it dissolves back into the lava. The Ignem requisite is for cooling the island.&lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part, +6 Size, +1 Ignem requisite, free Terram requisite ; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to complete project, as lesser enchanted item: 118.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Heart that Could Move Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|The caster can move stone buildings with incredible force. This usually causes&lt;br /&gt;
the stone building to collapse, as it is torn from its foundations. Anyone inside takes&lt;br /&gt;
+10 damage from the falling structure.&lt;br /&gt;
&lt;br /&gt;
However, if the building is floating (through the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Repulsion_of_Earth|Repulsion of Earth]]&#039;&#039; effect, for&lt;br /&gt;
example), then the character can push the building to a new location. Characters inside the building when it is being moved must make Dexterity rolls against an Ease Factor of 6, each round, or lose their footing. Unless special precautions are taken, laboratories inside the building are disrupted by the movement, which ruins any laboratory activities being conducted that season. It takes a season to reorganize a laboratory disrupted in this way. &lt;br /&gt;
|Base 3, +1 Touch, +1 Diameter, +3 Structure, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tower of Lava ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 50&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell sculpts a tower out of hot bubbling lava. The resulting tower is solid&lt;br /&gt;
and rigid, but if its foundations remain in lava, then the tower will dissolve back into&lt;br /&gt;
the bulk within a day. The Part target is required, because the spell does not use all&lt;br /&gt;
the available lava.&lt;br /&gt;
&lt;br /&gt;
The tower is about the same size and dimensions as the one created by the spell&lt;br /&gt;
&#039;&#039;Conjuring the Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, page 153]]). A Finesse roll against an Ease Factor of 15 is required to ensure that the tower is well made; failure means that the lava takes a solid but malformed shape. &lt;br /&gt;
|Base 3, +1 Touch, +1 Part, +6 size, +3 elaborate design}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (100), Two Seasons (75), Three Seasons (67), Four Seasons (63).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Solidity of Stone ====&lt;br /&gt;
&#039;&#039;&#039;MuTe&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell changes a mass of stone so that it has the unnatural property that it does&lt;br /&gt;
not melt, even when heated to tremendous temperatures. The purpose of this spell is to prevent a building created out of molten lava (like that created by &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Tower_of_Lava|Tower of Lava]]&#039;&#039;) from&lt;br /&gt;
dissolving back into the bulk lava.&lt;br /&gt;
&lt;br /&gt;
Obviously, this spell must be cast every month otherwise the tower will melt&lt;br /&gt;
and collapse.&lt;br /&gt;
&lt;br /&gt;
The stone will still be hot, even if it is solid. So, a building protected like this will need to be cooled (or inhabited by characters immune to heat).&lt;br /&gt;
|Base 4, +1 Touch, +3 Moon, +4 size, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====New Laboratory Virtue: Volcanic Minerals====&lt;br /&gt;
&#039;&#039;Free Laboratory Outfitting Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is supplied with exotic minerals from a volcano. The laboratory needs to be regularly resupplied, otherwise this Virtue is lost. There is no benefit in taking this Virtue multiple times — once the laboratory’s demands for exotic minerals have been met, additional minerals are of little value. &#039;&#039;&#039;–1 Upkeep, +1 Terram&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
These effects can provide health and wealth to the inhabitants of a covenant occupying the mineral-rich environment of a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Sculpt the Stone Machine ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, ritual&lt;br /&gt;
|This ritual creates a machine made of stone that is suitable for use as the invested&lt;br /&gt;
item &#039;&#039;Stone Harvester&#039;&#039;. The machine appears to be a large stone beetle about one pace&lt;br /&gt;
in length. Until it is invested with the &#039;&#039;Stone Harvester&#039;&#039; suite of effects, the machine is merely a very elaborate statue.&lt;br /&gt;
|Base 3, +1 Touch, +3 elaborate design, +1 minimum ritual effect magnitude}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
===Stone Harvester===&lt;br /&gt;
&lt;br /&gt;
This invested item is a beetle-shaped machine that crawls along the rim of the&lt;br /&gt;
volcanic crater. It collects and sorts the volcanic debris for valuable and exotic&lt;br /&gt;
materials, which can be used to reduce the Upkeep of Hermetic Laboratories (see [[Covenants_Chapter_Nine:_Laboratories#Upkeep|Covenants, page 110]]). Each Stone Harvester can provide the Free Outfittings Virtue &#039;&#039;Volcanic Minerals&#039;&#039; (see Insert) for up to&lt;br /&gt;
5 Hermetic Laboratories. Note that the laboratories do not have to be located in&lt;br /&gt;
the volcano — the minerals can be transported to a remote laboratory.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Stone Harvester&#039;&#039; is a huge stone device. It requires 20 pawns to open for enchantment (taking one season and a Magic Theory Score of 10). The effects later require 13 pawns of vis to invest into the Stone Harvester.&lt;br /&gt;
&lt;br /&gt;
As the Stone Harvester is made of stone and only traverses the volcanic crater rim,&lt;br /&gt;
it does not need any particular protection from either heat or fumes. A version of the&lt;br /&gt;
Stone Harvester that actually enters the lava would obviously require some protection.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Harvest Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 43&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The &#039;&#039;Stone Harvester&#039;&#039; uses this effect to collect stone/mineral/metal material of&lt;br /&gt;
a particular sort that it encounters — the stone is identifying material using the &#039;&#039;Stone&lt;br /&gt;
Wealth&#039;&#039; effect. The collected stone is placed in a large stone basket on the back of the&lt;br /&gt;
&#039;&#039;Stone Harvester&#039;&#039; which must be periodically emptied by a grog (precisely how frequently depends on the rarity of the collected stone). If the grog fails to empty the basket, the Stone Harvester will continue to harvest, but excess stone will fall out of the basket.&lt;br /&gt;
|Base 3, +3 Sight, +1 Diameter, +1 Part, +2 effect metal; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (86), Two Seasons (65), Three Seasons (58), Four Seasons (54).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Wealth ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|This effect grants the Stone Harvester the sense to smell whether a particular sort of stone, metal, or mineral is nearby (within about 5 paces). The Stone Harvester contains a small compartment and it targets materials that match the material in the compartment. If there is no material in the compartment the Stone Harvester continues to move about the crater rim, but will obviously not find any matching material. The Stone Harvester only identifies Terram based objects, but of course additional effects could be invented to&lt;br /&gt;
allow the Stone Harvester to identify and manipulate Animal, Aquam, Corpus, or Herbam objects.&lt;br /&gt;
&lt;br /&gt;
This sense allows the harvester to smell things buried to a depth of about 1 pace.&lt;br /&gt;
|Base 2, +2 Sun, +2 Smell, +1 smell through intervening material; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (38), Two Seasons (29), Three Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Crawler ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect manipulates the legs of the &#039;&#039;Stone Harvester&#039;&#039;, enabling it to move around&lt;br /&gt;
the crater rim. The Stone Harvester moves constantly, at the pace of a walking man, in&lt;br /&gt;
a clockwise direction around the crater rim.&lt;br /&gt;
|Base 3, +2 Sun, +1 affect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (28), Two Seasons (21), Three Seasons (19), Four Seasons (18).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Hammer ====&lt;br /&gt;
&#039;&#039;&#039;PeTe&#039;&#039;&#039; 33&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This effect is activated when the &#039;&#039;Stone Harvester&#039;&#039; detects that its target material is&lt;br /&gt;
beneath the surface of the earth. The &#039;&#039;Stone Hammer&#039;&#039; effect loosens up to one cubic pace&lt;br /&gt;
of intervening stone or dirt. This allows the target material to be lifted out of the ground.&lt;br /&gt;
|Base 3, +3 Sight, +1 Part, +1 affect stone; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (66), Two Seasons (50), Three&lt;br /&gt;
Seasons (44), Four Seasons (42).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
===Story Seed: Tophet&#039;s Gate===&lt;br /&gt;
&lt;br /&gt;
Many volcanoes are reputed to be gates to Hell. One well-known incident that demonstrates this occurred when the heretical Ostrogothic king Theodoric died in 526. A jet-black stallion arrived at Theodoric’s palace in Ravenna, gathered the dead king’s body, and then&lt;br /&gt;
galloped away to Mt. Etna, straight into the crater and down into Hell.&lt;br /&gt;
&lt;br /&gt;
If there is a hell portal in the volcano, it is likely accessed via an Infernal regio.&lt;br /&gt;
&lt;br /&gt;
For ease, the story seeds that follow refer to a single devil interacting with the covenant. In your saga, a series of demons could interact with the covenant, or one or two powerful demons could take on the role of the devil.&lt;br /&gt;
&lt;br /&gt;
====Deals with the Devil====&lt;br /&gt;
&lt;br /&gt;
Even if they are not infernalists, the devil may offer the magi power. Of&lt;br /&gt;
course, dealing with the devil imperils the immortal souls of the magi, but if his&lt;br /&gt;
help is really needed, then what choice do the magi have?&lt;br /&gt;
&lt;br /&gt;
Some aid that the devil can offer is listed here. The devil may merely wait for&lt;br /&gt;
opportunities to offer his aid, or he may actively arrange circumstances where his&lt;br /&gt;
aid is needed. Corrupter demons (see [[Realms_of_Power:_The_Infernal_Chapter_Five:_Demons_as_Corrupters|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories concerning deals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Portal&#039;&#039;&#039;: The magi need to rapidly travel. The devil offers the hell portal,&lt;br /&gt;
explaining that by traveling through it they can arrive at any crossroads in Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vis&#039;&#039;&#039;: If the magi run short of vis, then the devil is able to offer some from Hell’s&lt;br /&gt;
stocks. Of course, this will be infernally tainted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Illusions&#039;&#039;&#039;: A foolish magus has committed a crime under the Code of Hermes:&lt;br /&gt;
perhaps he has endangered other magi by interfering in the mundane, he has scried upon the secrets of another magus, or he has killed another magus. The devil offers to cover this indiscretion; his illusions cannot be broken by Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Against Age&#039;&#039;&#039;: If the magi are very elderly, they may find it difficult to&lt;br /&gt;
create an effective Longevity Ritual. The devil offers a ward against age which will prolong the magi’s lives far beyond the capability of Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
====Sacrifices====&lt;br /&gt;
&lt;br /&gt;
A portal to Hell is unlikely to remain open without frequent sacrifice. Even if it would, the devil would hardly inform the magi of this fact, as making sacrifices to the devil is a good way to damn your soul. Some stories that might arise from sacrifices include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revolt in the Inferno&#039;&#039;&#039;: The magi sacrifice the children of the grogs to the devil by casting them into the volcano. Rego Mentem effects can easily keep the grogs under control&lt;br /&gt;
in even the most despicable circumstances, but one botched spell by the magi could unravel all their careful plans and throw the covenant into revolt against their infernal masters.&lt;br /&gt;
The devil might even manufacture circumstances to make this happen — after all, a bloody revolt is sure to lead to more dammed souls, regardless of how it ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hidden Coven&#039;&#039;&#039;: Although the magi do not make sacrifices to the devil, a coven of infernalists hidden nearby does. The coven infiltrated the ranks of the covenant grogs and secretly cast sacrifices into the volcano heart. Will the infernalists be found out?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Henchmen&#039;&#039;&#039;: The magi seek out and assassinate infernalists and devil worshipers throughout Mythic Europe. Where possible they throw the bodies of these executed heretics into the maw of the volcano. The magi argue that they are performing god’s work, but on the other hand by executing an infernalist the magi have prevented him from repenting and saving his soul, thus ensuring another damned soul for hell. Are the magi the servants of heaven or hell?&lt;br /&gt;
&lt;br /&gt;
====Guardians====&lt;br /&gt;
&lt;br /&gt;
The covenant magi might neither worship nor deal with the devil; instead they might guard the hell portal and try to prevent demons from escaping into the world. Destroyer demons (see [[Realms_of_Power:_The_Infernal_Chapter_Seven:_Demons_as_Destroyers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories where Hell directly attacks the covenant. Some stories that might arise from this are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Masters&#039;&#039;&#039;: It is well-known in the Order that the covenant guards a portal to Hell. This is considered a worthy duty and many other covenants in the Tribunal send gifts of vis to help maintain a powerful Aegis around the covenant and to assist in the regular casting of a network of wards that envelope the crater. Re-casting is required as the bubbling volcano regularly breaks the circular wards. The magi of the covenant are also wellknown as masters of warding magic and other tribunal magi visit the covenant for instruction and study.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunder the Gate&#039;&#039;&#039;: Rumors reach the magi of a ritual that can destroy the hell portal. Chasing leads and researching this project might require travel throughout Mythic Europe,&lt;br /&gt;
and include many years of work. Of course, there is always the possibility that the rumored ritual is an Infernal plot: maybe the ritual will summon a demonic horde to destroy the covenant, or maybe the rumors are just intended to distract the magi from warding the portal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Devil’s Night&#039;&#039;&#039;: Once a year, the forces of Hell batter against the covenant’s defenses. Usually, these efforts are futile, but this year Hell has managed to marshal an army of soldiers led by infernalists in the mundane world, near the covenant. The infernalists plan to attack the covenant in the hope of breaking the wards about the&lt;br /&gt;
hell portal. As the covenant is more used to dealing with supernatural assaults, there may be unexpected problems in dealing with a large mundane attack.&lt;br /&gt;
&lt;br /&gt;
====Tragic Heroes====&lt;br /&gt;
&lt;br /&gt;
The covenant was founded by a magus whose lover (or beloved friend or family member) secretly turned to infernalism and then died in a state of unrepentant sin. The magus intends to study and then open the portal to hell, so he can travel to Hell and rescue his&lt;br /&gt;
beloved from eternal damnation. The magus’ plan may actually be the playing out of a stratagem of a Deceiver demon (see [[Realms_of_Power:_The_Infernal_Chapter_Six:_Demons_as_Deceivers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]). Some stories that this might inspire include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recruitment&#039;&#039;&#039;: The magus tries to recruit a small group of magi to help in his&lt;br /&gt;
project. Can he trust them? Do they suspect he is an infernalist?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Bargain&#039;&#039;&#039;: The devil rises from the hell portal and offers to return the&lt;br /&gt;
soul of the magus’ lover in exchange for the souls of a wealthy family of aristocrats. Is the devil trustworthy? Will dealing with the devil damn the magus himself? (No, and yes, obviously, but the magus might convince himself otherwise.) Can the magus find a way to damn the aristocrats?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dead Martyrs&#039;&#039;&#039;: Carrying a collection of holy relics will help protect the magus as he walks through the wastes of hell searching for his beloved. The magus can amass relics by raiding churches and monasteries. He might be able to buy relics, too, although he will need to be wary of fakes, and by buying relics the magus will commit the canon law crime of simony.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heaven’s Labors&#039;&#039;&#039;: A saint appears to the magus in a dream and offers to protect him during his journey through Hell. However, before the saint will help, the magus must found a monastery dedicated to the saint on the rim of the volcano. The prayers of the monks in the monastery will aid the magus during his sojourn in Hell.&lt;br /&gt;
&lt;br /&gt;
====Accused of Infernalism====&lt;br /&gt;
&lt;br /&gt;
A very real danger, of course, from living in close proximity to a portal to Hell is that regardless of the intentions of the characters they are vulnerable to accusations of infernalism. For this reason, the magi may want to keep the hell portal secret. Some possible stories arising from this concern are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A grog goes missing&#039;&#039;&#039;: Has he merely fallen into the lava, or has he run away?&lt;br /&gt;
What does he know about the hell portal? Was he a spy from a rival covenant? Can the magi track him down before he reveals their secret?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Visitors&#039;&#039;&#039;: Foreign magi unexpectedly arrive at the covenant. Can the hell portal be hidden from them? Can the visitors be encouraged to leave promptly without arousing their&lt;br /&gt;
suspicions, or do they already know about the portal? Can the demons on the other side of the hell portal be relied upon to keep quiet?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Framed&#039;&#039;&#039;: Even if the volcano is not really a hell portal, it is common knowledge&lt;br /&gt;
(right or wrong) that many volcanoes are. This means that a rival covenant might accuse the magi of infernalism, anyway. If the rival covenant is politically well-connected, within the tribunal, the accusation could lead to an investigation by the Quaesitors. Dealing with the investigation could be bothersome and disruptive to laboratory work even if there is nothing for the Quaesitors to find. Of course, a diabolically clever rival could even&lt;br /&gt;
make their own deal with the devil to plant evidence of infernalism in the volcano crater.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Thermal Bath of Good Humor===&lt;br /&gt;
&lt;br /&gt;
This invested item is a bath in which the covenfolk (and magi) can bathe in water heated by the volcano. Regular bathing in these waters increases the health of the characters. On the other hand, a version of this bath called &#039;&#039;The Thermal Bath of Scalded Flesh&#039;&#039; could be invented as a sadistic torture device.&lt;br /&gt;
&lt;br /&gt;
The bath is a huge item; if it is made of stone, it requires 20 pawns to open for enchantment (this takes one season and a Magic Theory Score of 10). If the bath is made of metal (iron or copper), it requires 25 pawns to open for enchantment (this takes one season and a Magic Theory Score of 13). The effects later only require 1 and 3 pawns to invest, which means that&lt;br /&gt;
there is plenty of room in the bath for other effects.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Test the Waters ====&lt;br /&gt;
&#039;&#039;&#039;InIg&#039;&#039;&#039; 9&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect determines the temperature in the bath. When the temperature drops below a comfortable bathing temperature, it activates the heating effect Fill the Bath. If the bath is intended to be &#039;&#039;The Thermal Bath of Scalded Flesh&#039;&#039;, then this effect is invented to monitor around (and activate the [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fill_the_Bath|&#039;&#039;Fill the Bath&#039;&#039;]] effect at) the boiling temperature of water.&lt;br /&gt;
|Base 2, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (18), Two Seasons (14), Three Seasons (12), Four Seasons (12).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fill the Bath ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 28&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect causes the water in the bath&lt;br /&gt;
to move through the air, pass over a volcanically heated region, and then back in a&lt;br /&gt;
circle into the bath. The water travels in&lt;br /&gt;
its circuit as a gentle stream suspended in&lt;br /&gt;
the air at about waist height. The water returns to the bath warmed and dissolved in&lt;br /&gt;
the water are a number of beneficial mineral salts.&lt;br /&gt;
&lt;br /&gt;
If the bath is being controlled to a comfortable bathing temperature, then any characters who bathe once a day for most of the year receives a +1 Living Condition modifier to their Aging Rolls for that year, and a +1 Modifier to any Recovery Rolls they make during the year (see ArM5, pages [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Aging|168]] and [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Recovering_From_Wounds|179]]). This modifier cannot be increased by more frequent bathing. These beneficial effects come from the mineral salts that are entrained in the water. The beneficial effects are not magical in origin, and a character who constantly&lt;br /&gt;
uses the bath in this way does not gain Warping Points. The bath does not need to be able to detect the mineral salts as they are naturally present in the volcano. &lt;br /&gt;
&lt;br /&gt;
If for some reason, the mineral salts are lacking from the volcano (which would be highly unusual) then the bath has no beneficial effects on the bather — apart from cleanliness, of course!&lt;br /&gt;
&lt;br /&gt;
If the bath is being controlled to a scalding temperature, then any character immersed in the bath takes +12 damage each round due to the elevated temperature.&lt;br /&gt;
&lt;br /&gt;
The effect requires both the presence of water in the bath and a volcanic region to heat the water within Sight range. If either of these elements are missing the effect does not activate.&lt;br /&gt;
|Base 1, +3 Sight, +1 Diameter, +2 very unnatural effect; +10 unlimited uses per day, +3 linked trigger ([[Hermetic_Projects_Chapter_Two:_The_Burning_City#Test_the_Waters|&#039;&#039;Test the Waters&#039;&#039;]])}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (56), Two Seasons (42), Three Seasons (38), Four Seasons (35).&lt;br /&gt;
&lt;br /&gt;
===Well Ever-Full===&lt;br /&gt;
&lt;br /&gt;
This well is an invested item. It has two effects enchanted in it: one periodically fills the well with water from the sea, the other removes the salt from the water. As both effects are momentary, once the water has been affected it is no longer under a magical effect. The water is thus drinkable by characters with Magic Resistance. If there is a suitable river or lake near the covenant, then the well could source its water from there, without the need to remove the salt from the water. However, many naturally-occurring volcanoes are located on islands remote from sources of fresh water. River and lake sources can also be problematic as they may not be available year-round (through either evaporation or freezing), and may even dry up completely for years at a time.&lt;br /&gt;
&lt;br /&gt;
As the two effects require 6 and 3 pawns of vis respectively, the well must be opened for enchantment using at least 9 pawns of vis. A well (a huge item made of stone) takes 20 pawns of vis to open for enchantment (leaving room for extra effects to be invested if desired). It takes one season to open the well for enchantment, which requires a Magic Theory Score of 10.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fill the Well ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 54&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 2 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect is triggered every sunrise and sunset. It instantaneously fills the well&lt;br /&gt;
with water from the sea (which must be within seven leagues). The effect requires an Arcane Connection to the sea. Any water which remains from the previous triggering of the effect&lt;br /&gt;
is sufficient for this. However, if the well is ever completely drained of water, it must&lt;br /&gt;
be primed with a cup of water from the sea. If the well ceases to work (for some reason) for more than a few months, then the well must also be refilled with a cup of water from the sea, as the Arcane Connection to the sea will have expired.&lt;br /&gt;
&lt;br /&gt;
The volume of water that is transported daily into the well is sufficient to supply&lt;br /&gt;
the water needs of a covenant of several hundred people.&lt;br /&gt;
&lt;br /&gt;
The effect is based on the Rego Corpus guidelines, applied by analogy to the Aquam Form. Note that the water is only transported a distance of seven leagues, so for this to be effective the well must be located with seven leagues of the water source. A version of this effect, using the guideline one magnitude higher, would enable the water to be transported any distance.&lt;br /&gt;
|Base 30, +4 Arcane; +3 environmental trigger, +1 2 uses per day}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (108), Two Seasons (81), Three Seasons (72), Four Seasons (68).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cleanse the Undine&#039;s Tears ====&lt;br /&gt;
&#039;&#039;&#039;PeAq&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 2 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect eliminates the salt in the water in the well. This effect is triggered by the [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fill_the_Well|&#039;&#039;Fill the Well&#039;&#039;]] power, and is activated one round later.&lt;br /&gt;
&lt;br /&gt;
Note that the salinity of the water will not return once it has been removed. This&lt;br /&gt;
is because salt is not part of the essential nature of water.&lt;br /&gt;
|Base 15, +1 Touch; +3 linked trigger (&#039;&#039;Fill the Well&#039;&#039;), +1 2 uses per day}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (48), Two Seasons (36), Three Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
To complete many of the projects that comprise the Burning City your characters might want to increase their Lab Total. These are some strategies that you might like to employ.&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
Shape and Material bonuses can give your characters bonuses to their Lab Total when inventing item effects ([[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Instilling_The_Effect|ArM5, page 99]]). Also, if a magus has a Talisman, then its Shape and Material bonuses can be used to give him a bonus when casting appropriate spells (once the Talisman has been attuned; see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Talisman_Attunement|ArM5, page 98]]).&lt;br /&gt;
&lt;br /&gt;
Some new Shape and Material Bonuses are listed later (the troupe should feel free to devise their own Shape and Material bonuses too). The bonuses written in italic text have been drawn from other books in Ars Magica Fifth Edition. The bonuses written in regular text are new suggestions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ash&#039;&#039;&#039; (burned debris, not the tree) (+2&lt;br /&gt;
burning things, +5 affect things that&lt;br /&gt;
have been burned, +2 Ignem)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifacts from Pompeii and Herculaneum&#039;&#039;&#039; (+3 volcanoes)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marble&#039;&#039;&#039; (&#039;&#039;+5 wards, +3 beauty&#039;&#039;, +3 cold)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mask&#039;&#039;&#039; (&#039;&#039;+2 affect wearer’s sight, +3 hiding, +7 disguise,&#039;&#039; +2 affect wearer’s breathing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror&#039;&#039;&#039; (+7 illusions, +5 see the truth)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vent&#039;&#039;&#039; (+7 affect air passing through it)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volcano&#039;&#039;&#039; (+5 volcanoes)&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
Your magus could try to accomplish some of these projects using experimentation (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Arcane_Experiments|ArM5, pages 107–109]]). What follows are some example side effects and modified effects that could result from experimentation on these projects (if a side effect or modified effect is rolled on the Extraordinary Effects table; see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Experimentation:_Extraordinary_Results|ArM5, page 109]]).&lt;br /&gt;
&lt;br /&gt;
These are only suggestions: your troupe should feel free to modify, or ignore these, or create your own, as necessary.&lt;br /&gt;
&lt;br /&gt;
* The effect only works when the volcano is erupting.&lt;br /&gt;
* The effect only works when used within the crater of a particular volcano.&lt;br /&gt;
* Tears of lava momentarily flow from either the caster’s or the target’s eyes. This causes +10 heat damage, and blinds him for one diameter.&lt;br /&gt;
* The target (or caster) belches a powerful sulfurous stench. This causes no damage, but it is obnoxious and it draws attention to the character.&lt;br /&gt;
* The target (or caster) becomes very hot, and sweats profusely. He must make a Stamina check against an Ease Factor of 6 or immediately lose a Long Term Fatigue level due to lack of water (the Fatigue level can only be regained by drinking).&lt;br /&gt;
* Any flammable items held or worn by the caster (or target) ignite. This usually includes clothing, straps holding armor together, etc.&lt;br /&gt;
* Metal objects held or worn by the caster (or target) melt. This causes no damage if he immediately drops the item, although usually it ruins the item. If the character holds onto the item, he takes +12 heat damage. If he is wearing full metal armor, he takes +48 damage; partial metal armor, +36 damage.&lt;br /&gt;
* The caster’s (or target’s) clothing turns to ash. This causes no damage exceptto the clothing, but obviously it draws attention to the character. Metal armor and jewelry is slightly singed, but otherwise unaffected.&lt;br /&gt;
* Fires within Voice range of the target (or caster) briefly flare up to a brilliant,&lt;br /&gt;
searing heat and then extinguish. &lt;br /&gt;
* Wherever the caster (or target) walks, her footprints burn into the surfaces&lt;br /&gt;
she walks upon. This leaves a clear trail of scorched earth and ash. This side effect lasts for Sun duration.&lt;br /&gt;
* The room briefly fills with toxic volcanic fumes. An immediate Stamina check, against an Ease Factor of 6, must be made for each character within the room. If this is failed the character takes a Medium wound. If the room is normally ventilated, the poisonous fumes disperse within 1 round. However, if the room is sealed, the fumes persist and characters in the room need to take another Stamina check every Diameter. If the effect is cast&lt;br /&gt;
outside, there is no damaging effect as the fumes are too quickly dispersed, although characters within Voice range of the caster do smell the fumes before they disperse.&lt;br /&gt;
* The humors of the caster (or target) become temporarily unbalanced. Make a Stamina check for the target against an Ease Factor of 6. If this is failed, the character develops a disease due to an excess of hot, dry, yellow bile, which causes a Medium Wound.&lt;br /&gt;
* The humors of the caster (or target) become subtly, but permanently unbalanced. This causes no immediate effect, but the character’s subsequent Aging checks are made with an additional –1 Living Condition Modifier. Note, that this side-effect only affects the character once, even if he is affected by the spell/item effect multiple times.&lt;br /&gt;
* The humors of the caster (or target) are buffered against extreme swings.&lt;br /&gt;
This causes no immediate effect, but the character’s subsequent Aging checks are made with an additional +1 Living Condition Modifier. Note, that this side effect only affects the character once, even if he is affected by the spell/item effect multiple times.&lt;br /&gt;
* The outer layers of the target’s skin form a hard, black crust. This gives him a +3 bonus to Soak, which lasts for Sun duration. When this side-effect expires, the crust of skin peels off over a period of about one week. This has no game-mechanical effect, but&lt;br /&gt;
it is visually unappealing: the peeling skin is broken, scabbed, and burnt.&lt;br /&gt;
* The caster (or target) is imbued with a warm internal glow. She does not suffer from exposure, hunger, or thirst until the glow subsides, which takes a simple die of Sun durations. This side effect appears to bypass the Limit of Energy, which could make the spell Lab Text an important source of insight for a magus attempting research&lt;br /&gt;
in this area.&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22608</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22608"/>
		<updated>2026-03-25T15:06:09Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Well Ever-Full */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
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====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Pitch Brush ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 6 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.&lt;br /&gt;
&lt;br /&gt;
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges’ worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).&lt;br /&gt;
|Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (96), Two Seasons (72), Three&lt;br /&gt;
Seasons (64), Four Seasons (60).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cloven Hoofed Boots ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Te)&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; part&lt;br /&gt;
|These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly&lt;br /&gt;
follow behind, but this would require a lot of agility.&lt;br /&gt;
&lt;br /&gt;
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat. &lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part,&lt;br /&gt;
free Terram requisite; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (48), Two Seasons (36), Three&lt;br /&gt;
Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Steed of Vesuvius ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell magically transforms a horse so that he is able to gallop across&lt;br /&gt;
molten lava as if it were a cobbled road. The horse also has no fear of the heat or&lt;br /&gt;
fumes expelled by the lava, and he does not suffer from the heat of the lava or the&lt;br /&gt;
toxicity of the fumes. The rider of the horse does not receive any protection from this spell.&lt;br /&gt;
&lt;br /&gt;
When the spell expires, the horse suffers a Long-Term Fatigue level.&lt;br /&gt;
&lt;br /&gt;
The requisite is free because it is part of the guideline and required for the effect.&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Dragon&#039;s Blood ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Ig)(Te)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This ritual changes the blood of the&lt;br /&gt;
caster into lava. This does no harm to the&lt;br /&gt;
caster himself, and his super-heated blood&lt;br /&gt;
means that he is immune to any heat based damage that causes +15 or less damage (which includes lava).&lt;br /&gt;
&lt;br /&gt;
If the character is injured in melee combat, his opponent(s) must make Dexterity rolls against an Ease Factor of 6 to avoid being splattered by hot lava. Opponents who fail take +15 damage. If the caster’s melee opponents are unaware of his lava blood (that is, it is the first time they have seen him injured), then the Dexterity roll is made against an Ease Factor of 9.&lt;br /&gt;
&lt;br /&gt;
The Ignem and Rego requisites are required to give the additional protection from heat. The Terram requisite is free because it is required for the effect. |Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Covenant of the Dragon ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Te)(Ig)&#039;&#039;&#039; 85&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Group, Ritual&lt;br /&gt;
|This ritual changes the blood of a Group of up to 100 individuals into lava.&lt;br /&gt;
This has the same effect on each member of the Group as the ritual [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Dragon&#039;s_Blood|Dragon’s Blood]]. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Gaining_Warping_Points|ArM5, page 168]]).&lt;br /&gt;
|Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Mask ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it.&lt;br /&gt;
This allows the wearer of the mask to&lt;br /&gt;
breathe without trouble in the heart of a&lt;br /&gt;
volcanic crater, or on a river of lava. The&lt;br /&gt;
air affected by the mask tastes slightly&lt;br /&gt;
unpleasant, but this does not cause any&lt;br /&gt;
damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
Although the mask is constantly active, once the toxicity of the air has been&lt;br /&gt;
removed, the air itself is no longer the&lt;br /&gt;
subject of a magical effect. This means&lt;br /&gt;
that the air is not resisted by characters with Magic Resistance, so magi can&lt;br /&gt;
breathe using the mask without lowering&lt;br /&gt;
their Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Note that Muto effects which change&lt;br /&gt;
the air to be non-toxic are of little value&lt;br /&gt;
to magi, as the effect only lasts as long as&lt;br /&gt;
the spell duration. This means that when&lt;br /&gt;
the magus tries to breathe the magically&lt;br /&gt;
changed air, his Magic Resistance will resist the air as it is the subject of a magical&lt;br /&gt;
effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (68), Two Seasons (51), Three&lt;br /&gt;
Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Warning_Bell|Vulcan’s Warning Bell]]&#039;&#039; is an enchanted item that is intended to give the covenant&lt;br /&gt;
due warning that the volcano is about to erupt. In most circumstances, the warning is sufficient to allow either the covenant to be evacuated, or (perhaps more usefully)&lt;br /&gt;
the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scorn_of_Aphrodite’s_Tears|Scorn of Aphrodite’s Tears]]&#039;&#039; ritual can be cast, which suppresses the imminent eruption. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Flame_Tongue|The Flame Tongue]]&#039;&#039; spell can be used to direct a belch of hot lava at an individual, which can be used as a weapon to discourage invaders. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Creeping_Earth_2|Creeping Earth]]&#039;&#039; makes the earth rise over the course of a month, seriously damaging buildings.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Creeping Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The caster of this spell stamps his foot on the ground and a patch of earth, centered on his position and 35 paces across, slowly but inexorably rises up for the duration of the spell. The earth rises at a rate of about one inch per day (up to three feet over the spell duration).&lt;br /&gt;
&lt;br /&gt;
This is fast enough for people to observe if they watch the earth for more than a Diameter, and the movement can destroy buildings and other structures — even the strongest castle walls run the risk of collapse.&lt;br /&gt;
&lt;br /&gt;
This spell only works when cast within a league of a volcano (three miles). This is&lt;br /&gt;
because this movement is only a slightly unnatural property of the earth in such&lt;br /&gt;
regions, whereas it is a grossly unnatural property of earth elsewhere. &lt;br /&gt;
|Base 2, +1 Touch, +3 Moon, +1 Part, +2 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Flame Tongue ====&lt;br /&gt;
&#039;&#039;For info on this spell&#039;s community erratum, see [[Talk:Flame Tongue]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Voice, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This spell causes a glutinous glob of lava (from a lake or river of magma) to&lt;br /&gt;
leap out and hit something. The volume of lava moved is about 2 cubic feet, and it&lt;br /&gt;
can be moved to hit any location within Voice range. Whatever the lava hits takes&lt;br /&gt;
between +15 and +60 damage, depending on how much of it is covered by the lava. The lava sticks to whatever it hits and continues to inflict damage each round. It takes several days for the lava to cool naturally.&lt;br /&gt;
&lt;br /&gt;
The heat of the lava is also sufficient to ignite anything flammable that it hits.&lt;br /&gt;
&lt;br /&gt;
Flame Tongue is an Aimed spell, with a +6 bonus to hit due to the size of the volume of lava. &lt;br /&gt;
&lt;br /&gt;
If the caster tries to totally immerse a person with the lava projectile, there is a&lt;br /&gt;
–6 penalty to the Aiming Roll (effectively canceling the +6 size bonus). There is no&lt;br /&gt;
penalty to the Aiming Roll if the objective is to merely splash someone. In some circumstances, the storyguide may decide that a missed attack to immerse a character&lt;br /&gt;
results in a splash. &lt;br /&gt;
|Base 10, +2 Voice, +1 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scorn of Aphrodite’s Tears ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:Individual, Ritual&#039;&#039;&#039; &lt;br /&gt;
|This ritual is cast when the eruption of a volcano is imminent, and it climaxes&lt;br /&gt;
with a vial of pure water being poured into the crater mouth. The ritual prevents the&lt;br /&gt;
volcano from erupting. &lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles in diameter (although the crater will&lt;br /&gt;
be only a fraction of this size), and the peak can be up to 15,000 feet high.&lt;br /&gt;
|Base 3, +1 Touch, +13 Size, +1 affect a volcano (equivalent to affecting stone)}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
===Vulcan&#039;s Warning Bell===&lt;br /&gt;
&lt;br /&gt;
This enchanted bell is suspended in the vapors escaping from a volcanic crater. It detects when the volcano is preparing to erupt. Normally, the bell gives a number of days warning equal to 1 stress die. If a 0 is rolled on the stress die, then the number on the botch die represents the number of hours warning. If the botch die is itself a 0 (i.e., a botch), then there is no warning. The variable warning is a feature of the eruption, not the bell; Hermetic magic cannot predict the future directly, so the item must rely on advance signs of the eruption, and they appear at varying times.&lt;br /&gt;
&lt;br /&gt;
Note that if the volcano unexpectedly erupts due to a supernatural effect, there may be considerably less warning.&lt;br /&gt;
&lt;br /&gt;
There are two effects involved — one to detect the imminent eruption and one to ring the bell. Note that it might be possible for a magus to design a single effect that both detects an eruption and rings a bell to convey this information, as a cosmetic effect. That is not the approach taken here.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Vibration of Anticipation ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 19&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect gives the bell the magical&lt;br /&gt;
sense to detect the imminent eruption. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (38), Two Seasons (29), Three&lt;br /&gt;
Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Clarion Call ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect rings the bell. The frequency of the ringing increases as the eruption time nears, and in the final hours the bell urgently rings every few seconds.&lt;br /&gt;
|Base 2, +2 effect metal; +10 unlimited uses, +3 linked trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (34), Two Seasons (26), Three Seasons (23), Four Seasons (22).&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
In order to colonize the volcanic crater, your characters need to be able to create solid ground from the lava to build upon. Even if your magi build on the rim of a volcanic crater, the earth may need to be stabilized. In any case, the magi will need to ensure that day-today habitation is possible, by cooling the building interiors and preventing the ingress of toxic fumes. Designers must also provide for the feeding and watering of the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
These effects allow the construction of&lt;br /&gt;
buildings within the volcanic crater, or are&lt;br /&gt;
required to make the buildings habitable.&lt;br /&gt;
&lt;br /&gt;
One strategy is to create a series of&lt;br /&gt;
stable islands in the lava (using the Seeds&lt;br /&gt;
of Earth enchanted items), upon which&lt;br /&gt;
Mystic Towers (see ArM5, page 153) can&lt;br /&gt;
be raised. The towers are cooled by Cold&lt;br /&gt;
Marble Slabs, and Fumarole Vents ensure&lt;br /&gt;
that the air inside the towers is safe to&lt;br /&gt;
breathe. An alternative approach is to use&lt;br /&gt;
the Repulsion of Earth effect, which causes&lt;br /&gt;
a tower to float. A tower created near the&lt;br /&gt;
volcanic crater can then be floated and&lt;br /&gt;
pushed out over the lava lake; the floating tower will still need to be made habitable by Cold Marble Slabs and Fumaroles. A&lt;br /&gt;
third strategy is to create buildings made&lt;br /&gt;
from molten lava itself, using spells such&lt;br /&gt;
as Tower of Lava.&lt;br /&gt;
&lt;br /&gt;
In addition, the Repulsion of Earth and&lt;br /&gt;
The Heart That Could Move Stone effects&lt;br /&gt;
could obviously be the basis of a flying&lt;br /&gt;
covenant. For another technique that&lt;br /&gt;
achieves the same goal, see the chapter&lt;br /&gt;
on the Flying Castle of Thomae in Legends&lt;br /&gt;
of Hermes (page 122). If the same method&lt;br /&gt;
were applied in a volcanic setting, precautions would have to be taken to protect the materials of which the flight disk&lt;br /&gt;
is comprised.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cold Marble Slab ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|This marble slab, about a pace across, is activated when it is hung above the entrance of a building, and it chills the building. Normally, this would make continued occupation of the building intolerable; however, if the building is in a very hot location (such as a volcanic crater), then the cooling provided by the marble slab cancels out the ambient heat and makes the building habitable. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Cold Marble Slab&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
The chilling effect is not sufficient to cool anything very hot, such as lava, that&lt;br /&gt;
happens to be in the building. However, it is sufficient to cool the air that is heated&lt;br /&gt;
by the lava. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Vent ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This enchanted item is a vent that is placed over a window in a room. The fumarole vent destroys the toxic properties of the air passing into the room, in the same way that a &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fumarole_Mask|Fumarole Mask]]&#039;&#039; does&lt;br /&gt;
(see earlier). This allows people to freely breathe in a room that is in a building constructed in (or very near) a volcanic crater, or on a river of lava.&lt;br /&gt;
&lt;br /&gt;
As the effect uses the Hermetic target Room, to target the air passing into the room, only one vent is required even if the room has multiple openings. However, if a building has multiple rooms it requires a vent in each room. A version of the vent with a target of Structure could be invented to protect the entire building.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun, +2 Room; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (88), Two Seasons (66), Three Seasons (59), Four Seasons (55).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Repulsion of Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This feather encased in amber is an enchanted item that is activated by being brought over the entrance to a stone building. When active, it causes the stone building to float several paces above the ground. If the effect ends (by the item being removed, for  example), then the building crashes to the ground. This may cause significant damage to the building.&lt;br /&gt;
&lt;br /&gt;
A Finesse Roll against an Ease Factor of 9 must be made if the building must be torn from its foundations. If the roll is failed, then any subterranean (i.e., basement) levels of the building are damaged and rendered unusable. This does not affect the upper levels. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Repulsion of Earth&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
Once it is floating, the building can be moved. However, the building is still&lt;br /&gt;
incredibly massive and so it requires an enormous amount of force (or magic such&lt;br /&gt;
as The Heart That Could Move Stone) to move. The building cannot be pushed by an individual, normal strength man, nor will it blow away in the breeze.&lt;br /&gt;
|Base 3, +1 Touch, +2 Sun, +3 Structure, +1 effect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Seed of Earth ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Ig)(Te)&#039;&#039;&#039; 59&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|When this small piece of volcanic rock is thrown onto molten lava, it solidifies a&lt;br /&gt;
portion of the lava, creating a roughly circular island about 80 feet across and 50&lt;br /&gt;
feet deep. The seed itself is buried 25 feet down, in the center of the island. As the effect has a constant duration, the island is stable and suitable for building structures&lt;br /&gt;
upon. If the seed is removed, dispelled, or destroyed, then roll a stress die; this is the&lt;br /&gt;
number of rounds that the island remains until it dissolves back into the lava. The Ignem requisite is for cooling the island.&lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part, +6 Size, +1 Ignem requisite, free Terram requisite ; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to complete project, as lesser enchanted item: 118.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Heart that Could Move Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|The caster can move stone buildings with incredible force. This usually causes&lt;br /&gt;
the stone building to collapse, as it is torn from its foundations. Anyone inside takes&lt;br /&gt;
+10 damage from the falling structure.&lt;br /&gt;
&lt;br /&gt;
However, if the building is floating (through the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Repulsion_of_Earth|Repulsion of Earth]]&#039;&#039; effect, for&lt;br /&gt;
example), then the character can push the building to a new location. Characters inside the building when it is being moved must make Dexterity rolls against an Ease Factor of 6, each round, or lose their footing. Unless special precautions are taken, laboratories inside the building are disrupted by the movement, which ruins any laboratory activities being conducted that season. It takes a season to reorganize a laboratory disrupted in this way. &lt;br /&gt;
|Base 3, +1 Touch, +1 Diameter, +3 Structure, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tower of Lava ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 50&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell sculpts a tower out of hot bubbling lava. The resulting tower is solid&lt;br /&gt;
and rigid, but if its foundations remain in lava, then the tower will dissolve back into&lt;br /&gt;
the bulk within a day. The Part target is required, because the spell does not use all&lt;br /&gt;
the available lava.&lt;br /&gt;
&lt;br /&gt;
The tower is about the same size and dimensions as the one created by the spell&lt;br /&gt;
&#039;&#039;Conjuring the Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, page 153]]). A Finesse roll against an Ease Factor of 15 is required to ensure that the tower is well made; failure means that the lava takes a solid but malformed shape. &lt;br /&gt;
|Base 3, +1 Touch, +1 Part, +6 size, +3 elaborate design}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (100), Two Seasons (75), Three Seasons (67), Four Seasons (63).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Solidity of Stone ====&lt;br /&gt;
&#039;&#039;&#039;MuTe&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell changes a mass of stone so that it has the unnatural property that it does&lt;br /&gt;
not melt, even when heated to tremendous temperatures. The purpose of this spell is to prevent a building created out of molten lava (like that created by &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Tower_of_Lava|Tower of Lava]]&#039;&#039;) from&lt;br /&gt;
dissolving back into the bulk lava.&lt;br /&gt;
&lt;br /&gt;
Obviously, this spell must be cast every month otherwise the tower will melt&lt;br /&gt;
and collapse.&lt;br /&gt;
&lt;br /&gt;
The stone will still be hot, even if it is solid. So, a building protected like this will need to be cooled (or inhabited by characters immune to heat).&lt;br /&gt;
|Base 4, +1 Touch, +3 Moon, +4 size, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====New Laboratory Virtue: Volcanic Minerals====&lt;br /&gt;
&#039;&#039;Free Laboratory Outfitting Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is supplied with exotic minerals from a volcano. The laboratory needs to be regularly resupplied, otherwise this Virtue is lost. There is no benefit in taking this Virtue multiple times — once the laboratory’s demands for exotic minerals have been met, additional minerals are of little value. &#039;&#039;&#039;–1 Upkeep, +1 Terram&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
These effects can provide health and wealth to the inhabitants of a covenant occupying the mineral-rich environment of a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Sculpt the Stone Machine ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, ritual&lt;br /&gt;
|This ritual creates a machine made of stone that is suitable for use as the invested&lt;br /&gt;
item &#039;&#039;Stone Harvester&#039;&#039;. The machine appears to be a large stone beetle about one pace&lt;br /&gt;
in length. Until it is invested with the &#039;&#039;Stone Harvester&#039;&#039; suite of effects, the machine is merely a very elaborate statue.&lt;br /&gt;
|Base 3, +1 Touch, +3 elaborate design, +1 minimum ritual effect magnitude}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
===Stone Harvester===&lt;br /&gt;
&lt;br /&gt;
This invested item is a beetle-shaped machine that crawls along the rim of the&lt;br /&gt;
volcanic crater. It collects and sorts the volcanic debris for valuable and exotic&lt;br /&gt;
materials, which can be used to reduce the Upkeep of Hermetic Laboratories (see [[Covenants_Chapter_Nine:_Laboratories#Upkeep|Covenants, page 110]]). Each Stone Harvester can provide the Free Outfittings Virtue &#039;&#039;Volcanic Minerals&#039;&#039; (see Insert) for up to&lt;br /&gt;
5 Hermetic Laboratories. Note that the laboratories do not have to be located in&lt;br /&gt;
the volcano — the minerals can be transported to a remote laboratory.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Stone Harvester&#039;&#039; is a huge stone device. It requires 20 pawns to open for enchantment (taking one season and a Magic Theory Score of 10). The effects later require 13 pawns of vis to invest into the Stone Harvester.&lt;br /&gt;
&lt;br /&gt;
As the Stone Harvester is made of stone and only traverses the volcanic crater rim,&lt;br /&gt;
it does not need any particular protection from either heat or fumes. A version of the&lt;br /&gt;
Stone Harvester that actually enters the lava would obviously require some protection.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Harvest Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 43&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The &#039;&#039;Stone Harvester&#039;&#039; uses this effect to collect stone/mineral/metal material of&lt;br /&gt;
a particular sort that it encounters — the stone is identifying material using the &#039;&#039;Stone&lt;br /&gt;
Wealth&#039;&#039; effect. The collected stone is placed in a large stone basket on the back of the&lt;br /&gt;
&#039;&#039;Stone Harvester&#039;&#039; which must be periodically emptied by a grog (precisely how frequently depends on the rarity of the collected stone). If the grog fails to empty the basket, the Stone Harvester will continue to harvest, but excess stone will fall out of the basket.&lt;br /&gt;
|Base 3, +3 Sight, +1 Diameter, +1 Part, +2 effect metal; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (86), Two Seasons (65), Three Seasons (58), Four Seasons (54).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Wealth ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|This effect grants the Stone Harvester the sense to smell whether a particular sort of stone, metal, or mineral is nearby (within about 5 paces). The Stone Harvester contains a small compartment and it targets materials that match the material in the compartment. If there is no material in the compartment the Stone Harvester continues to move about the crater rim, but will obviously not find any matching material. The Stone Harvester only identifies Terram based objects, but of course additional effects could be invented to&lt;br /&gt;
allow the Stone Harvester to identify and manipulate Animal, Aquam, Corpus, or Herbam objects.&lt;br /&gt;
&lt;br /&gt;
This sense allows the harvester to smell things buried to a depth of about 1 pace.&lt;br /&gt;
|Base 2, +2 Sun, +2 Smell, +1 smell through intervening material; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (38), Two Seasons (29), Three Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Crawler ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect manipulates the legs of the &#039;&#039;Stone Harvester&#039;&#039;, enabling it to move around&lt;br /&gt;
the crater rim. The Stone Harvester moves constantly, at the pace of a walking man, in&lt;br /&gt;
a clockwise direction around the crater rim.&lt;br /&gt;
|Base 3, +2 Sun, +1 affect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (28), Two Seasons (21), Three Seasons (19), Four Seasons (18).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Hammer ====&lt;br /&gt;
&#039;&#039;&#039;PeTe&#039;&#039;&#039; 33&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This effect is activated when the &#039;&#039;Stone Harvester&#039;&#039; detects that its target material is&lt;br /&gt;
beneath the surface of the earth. The &#039;&#039;Stone Hammer&#039;&#039; effect loosens up to one cubic pace&lt;br /&gt;
of intervening stone or dirt. This allows the target material to be lifted out of the ground.&lt;br /&gt;
|Base 3, +3 Sight, +1 Part, +1 affect stone; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (66), Two Seasons (50), Three&lt;br /&gt;
Seasons (44), Four Seasons (42).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
===Story Seed: Tophet&#039;s Gate===&lt;br /&gt;
&lt;br /&gt;
Many volcanoes are reputed to be gates to Hell. One well-known incident that demonstrates this occurred when the heretical Ostrogothic king Theodoric died in 526. A jet-black stallion arrived at Theodoric’s palace in Ravenna, gathered the dead king’s body, and then&lt;br /&gt;
galloped away to Mt. Etna, straight into the crater and down into Hell.&lt;br /&gt;
&lt;br /&gt;
If there is a hell portal in the volcano, it is likely accessed via an Infernal regio.&lt;br /&gt;
&lt;br /&gt;
For ease, the story seeds that follow refer to a single devil interacting with the covenant. In your saga, a series of demons could interact with the covenant, or one or two powerful demons could take on the role of the devil.&lt;br /&gt;
&lt;br /&gt;
====Deals with the Devil====&lt;br /&gt;
&lt;br /&gt;
Even if they are not infernalists, the devil may offer the magi power. Of&lt;br /&gt;
course, dealing with the devil imperils the immortal souls of the magi, but if his&lt;br /&gt;
help is really needed, then what choice do the magi have?&lt;br /&gt;
&lt;br /&gt;
Some aid that the devil can offer is listed here. The devil may merely wait for&lt;br /&gt;
opportunities to offer his aid, or he may actively arrange circumstances where his&lt;br /&gt;
aid is needed. Corrupter demons (see [[Realms_of_Power:_The_Infernal_Chapter_Five:_Demons_as_Corrupters|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories concerning deals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Portal&#039;&#039;&#039;: The magi need to rapidly travel. The devil offers the hell portal,&lt;br /&gt;
explaining that by traveling through it they can arrive at any crossroads in Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vis&#039;&#039;&#039;: If the magi run short of vis, then the devil is able to offer some from Hell’s&lt;br /&gt;
stocks. Of course, this will be infernally tainted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Illusions&#039;&#039;&#039;: A foolish magus has committed a crime under the Code of Hermes:&lt;br /&gt;
perhaps he has endangered other magi by interfering in the mundane, he has scried upon the secrets of another magus, or he has killed another magus. The devil offers to cover this indiscretion; his illusions cannot be broken by Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Against Age&#039;&#039;&#039;: If the magi are very elderly, they may find it difficult to&lt;br /&gt;
create an effective Longevity Ritual. The devil offers a ward against age which will prolong the magi’s lives far beyond the capability of Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
====Sacrifices====&lt;br /&gt;
&lt;br /&gt;
A portal to Hell is unlikely to remain open without frequent sacrifice. Even if it would, the devil would hardly inform the magi of this fact, as making sacrifices to the devil is a good way to damn your soul. Some stories that might arise from sacrifices include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revolt in the Inferno&#039;&#039;&#039;: The magi sacrifice the children of the grogs to the devil by casting them into the volcano. Rego Mentem effects can easily keep the grogs under control&lt;br /&gt;
in even the most despicable circumstances, but one botched spell by the magi could unravel all their careful plans and throw the covenant into revolt against their infernal masters.&lt;br /&gt;
The devil might even manufacture circumstances to make this happen — after all, a bloody revolt is sure to lead to more dammed souls, regardless of how it ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hidden Coven&#039;&#039;&#039;: Although the magi do not make sacrifices to the devil, a coven of infernalists hidden nearby does. The coven infiltrated the ranks of the covenant grogs and secretly cast sacrifices into the volcano heart. Will the infernalists be found out?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Henchmen&#039;&#039;&#039;: The magi seek out and assassinate infernalists and devil worshipers throughout Mythic Europe. Where possible they throw the bodies of these executed heretics into the maw of the volcano. The magi argue that they are performing god’s work, but on the other hand by executing an infernalist the magi have prevented him from repenting and saving his soul, thus ensuring another damned soul for hell. Are the magi the servants of heaven or hell?&lt;br /&gt;
&lt;br /&gt;
====Guardians====&lt;br /&gt;
&lt;br /&gt;
The covenant magi might neither worship nor deal with the devil; instead they might guard the hell portal and try to prevent demons from escaping into the world. Destroyer demons (see [[Realms_of_Power:_The_Infernal_Chapter_Seven:_Demons_as_Destroyers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories where Hell directly attacks the covenant. Some stories that might arise from this are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Masters&#039;&#039;&#039;: It is well-known in the Order that the covenant guards a portal to Hell. This is considered a worthy duty and many other covenants in the Tribunal send gifts of vis to help maintain a powerful Aegis around the covenant and to assist in the regular casting of a network of wards that envelope the crater. Re-casting is required as the bubbling volcano regularly breaks the circular wards. The magi of the covenant are also wellknown as masters of warding magic and other tribunal magi visit the covenant for instruction and study.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunder the Gate&#039;&#039;&#039;: Rumors reach the magi of a ritual that can destroy the hell portal. Chasing leads and researching this project might require travel throughout Mythic Europe,&lt;br /&gt;
and include many years of work. Of course, there is always the possibility that the rumored ritual is an Infernal plot: maybe the ritual will summon a demonic horde to destroy the covenant, or maybe the rumors are just intended to distract the magi from warding the portal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Devil’s Night&#039;&#039;&#039;: Once a year, the forces of Hell batter against the covenant’s defenses. Usually, these efforts are futile, but this year Hell has managed to marshal an army of soldiers led by infernalists in the mundane world, near the covenant. The infernalists plan to attack the covenant in the hope of breaking the wards about the&lt;br /&gt;
hell portal. As the covenant is more used to dealing with supernatural assaults, there may be unexpected problems in dealing with a large mundane attack.&lt;br /&gt;
&lt;br /&gt;
====Tragic Heroes====&lt;br /&gt;
&lt;br /&gt;
The covenant was founded by a magus whose lover (or beloved friend or family member) secretly turned to infernalism and then died in a state of unrepentant sin. The magus intends to study and then open the portal to hell, so he can travel to Hell and rescue his&lt;br /&gt;
beloved from eternal damnation. The magus’ plan may actually be the playing out of a stratagem of a Deceiver demon (see [[Realms_of_Power:_The_Infernal_Chapter_Six:_Demons_as_Deceivers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]). Some stories that this might inspire include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recruitment&#039;&#039;&#039;: The magus tries to recruit a small group of magi to help in his&lt;br /&gt;
project. Can he trust them? Do they suspect he is an infernalist?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Bargain&#039;&#039;&#039;: The devil rises from the hell portal and offers to return the&lt;br /&gt;
soul of the magus’ lover in exchange for the souls of a wealthy family of aristocrats. Is the devil trustworthy? Will dealing with the devil damn the magus himself? (No, and yes, obviously, but the magus might convince himself otherwise.) Can the magus find a way to damn the aristocrats?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dead Martyrs&#039;&#039;&#039;: Carrying a collection of holy relics will help protect the magus as he walks through the wastes of hell searching for his beloved. The magus can amass relics by raiding churches and monasteries. He might be able to buy relics, too, although he will need to be wary of fakes, and by buying relics the magus will commit the canon law crime of simony.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heaven’s Labors&#039;&#039;&#039;: A saint appears to the magus in a dream and offers to protect him during his journey through Hell. However, before the saint will help, the magus must found a monastery dedicated to the saint on the rim of the volcano. The prayers of the monks in the monastery will aid the magus during his sojourn in Hell.&lt;br /&gt;
&lt;br /&gt;
====Accused of Infernalism====&lt;br /&gt;
&lt;br /&gt;
A very real danger, of course, from living in close proximity to a portal to Hell is that regardless of the intentions of the characters they are vulnerable to accusations of infernalism. For this reason, the magi may want to keep the hell portal secret. Some possible stories arising from this concern are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A grog goes missing&#039;&#039;&#039;: Has he merely fallen into the lava, or has he run away?&lt;br /&gt;
What does he know about the hell portal? Was he a spy from a rival covenant? Can the magi track him down before he reveals their secret?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Visitors&#039;&#039;&#039;: Foreign magi unexpectedly arrive at the covenant. Can the hell portal be hidden from them? Can the visitors be encouraged to leave promptly without arousing their&lt;br /&gt;
suspicions, or do they already know about the portal? Can the demons on the other side of the hell portal be relied upon to keep quiet?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Framed&#039;&#039;&#039;: Even if the volcano is not really a hell portal, it is common knowledge&lt;br /&gt;
(right or wrong) that many volcanoes are. This means that a rival covenant might accuse the magi of infernalism, anyway. If the rival covenant is politically well-connected, within the tribunal, the accusation could lead to an investigation by the Quaesitors. Dealing with the investigation could be bothersome and disruptive to laboratory work even if there is nothing for the Quaesitors to find. Of course, a diabolically clever rival could even&lt;br /&gt;
make their own deal with the devil to plant evidence of infernalism in the volcano crater.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Thermal Bath of Good Humor===&lt;br /&gt;
&lt;br /&gt;
This invested item is a bath in which the covenfolk (and magi) can bathe in water heated by the volcano. Regular bathing in these waters increases the health of the characters. On the other hand, a version of this bath called &#039;&#039;The Thermal Bath of Scalded Flesh&#039;&#039; could be invented as a sadistic torture device.&lt;br /&gt;
&lt;br /&gt;
The bath is a huge item; if it is made of stone, it requires 20 pawns to open for enchantment (this takes one season and a Magic Theory Score of 10). If the bath is made of metal (iron or copper), it requires 25 pawns to open for enchantment (this takes one season and a Magic Theory Score of 13). The effects later only require 1 and 3 pawns to invest, which means that&lt;br /&gt;
there is plenty of room in the bath for other effects.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Test the Waters ====&lt;br /&gt;
&#039;&#039;&#039;InIg&#039;&#039;&#039; 9&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect determines the temperature in the bath. When the temperature drops below a comfortable bathing temperature, it activates the heating effect Fill the Bath. If the bath is intended to be &#039;&#039;The Thermal Bath of Scalded Flesh&#039;&#039;, then this effect is invented to monitor around (and activate the [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fill_the_Bath|&#039;&#039;Fill the Bath&#039;&#039;]] effect at) the boiling temperature of water.&lt;br /&gt;
|Base 2, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (18), Two Seasons (14), Three Seasons (12), Four Seasons (12).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fill the Bath ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 28&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect causes the water in the bath&lt;br /&gt;
to move through the air, pass over a volcanically heated region, and then back in a&lt;br /&gt;
circle into the bath. The water travels in&lt;br /&gt;
its circuit as a gentle stream suspended in&lt;br /&gt;
the air at about waist height. The water returns to the bath warmed and dissolved in&lt;br /&gt;
the water are a number of beneficial mineral salts.&lt;br /&gt;
&lt;br /&gt;
If the bath is being controlled to a comfortable bathing temperature, then any characters who bathe once a day for most of the year receives a +1 Living Condition modifier to their Aging Rolls for that year, and a +1 Modifier to any Recovery Rolls they make during the year (see ArM5, pages [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Aging|168]] and [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Recovering_From_Wounds|179]]). This modifier cannot be increased by more frequent bathing. These beneficial effects come from the mineral salts that are entrained in the water. The beneficial effects are not magical in origin, and a character who constantly&lt;br /&gt;
uses the bath in this way does not gain Warping Points. The bath does not need to be able to detect the mineral salts as they are naturally present in the volcano. &lt;br /&gt;
&lt;br /&gt;
If for some reason, the mineral salts are lacking from the volcano (which would be highly unusual) then the bath has no beneficial effects on the bather — apart from cleanliness, of course!&lt;br /&gt;
&lt;br /&gt;
If the bath is being controlled to a scalding temperature, then any character immersed in the bath takes +12 damage each round due to the elevated temperature.&lt;br /&gt;
&lt;br /&gt;
The effect requires both the presence of water in the bath and a volcanic region to heat the water within Sight range. If either of these elements are missing the effect does not activate.&lt;br /&gt;
|Base 1, +3 Sight, +1 Diameter, +2 very unnatural effect; +10 unlimited uses per day, +3 linked trigger ([[Hermetic_Projects_Chapter_Two:_The_Burning_City#Test_the_Waters|&#039;&#039;Test the Waters&#039;&#039;]])}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (56), Two Seasons (42), Three Seasons (38), Four Seasons (35).&lt;br /&gt;
&lt;br /&gt;
===Well Ever-Full===&lt;br /&gt;
&lt;br /&gt;
This well is an invested item. It has two effects enchanted in it: one periodically fills the well with water from the sea, the other removes the salt from the water. As both effects are momentary, once the water has been affected it is no longer under a magical effect. The water is thus drinkable by characters with Magic Resistance. If there is a suitable river or lake near the covenant, then the well could source its water from there, without the need to remove the salt from the water. However, many naturally-occurring volcanoes are located on islands remote from sources of fresh water. River and lake sources can also be problematic as they may not be available year-round (through either evaporation or freezing), and may even dry up completely for years at a time.&lt;br /&gt;
&lt;br /&gt;
As the two effects require 6 and 3 pawns of vis respectively, the well must be opened for enchantment using at least 9 pawns of vis. A well (a huge item made of stone) takes 20 pawns of vis to open for enchantment (leaving room for extra effects to be invested if desired). It takes one season to open the well for enchantment, which requires a Magic Theory Score of 10.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fill the Well ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 54&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 2 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect is triggered every sunrise and sunset. It instantaneously fills the well&lt;br /&gt;
with water from the sea (which must be within seven leagues). The effect requires an Arcane Connection to the sea. Any water which remains from the previous triggering of the effect&lt;br /&gt;
is sufficient for this. However, if the well is ever completely drained of water, it must&lt;br /&gt;
be primed with a cup of water from the sea. If the well ceases to work (for some reason) for more than a few months, then the well must also be refilled with a cup of water from the sea, as the Arcane Connection to the sea will have expired.&lt;br /&gt;
&lt;br /&gt;
The volume of water that is transported daily into the well is sufficient to supply&lt;br /&gt;
the water needs of a covenant of several hundred people.&lt;br /&gt;
&lt;br /&gt;
The effect is based on the Rego Corpus guidelines, applied by analogy to the Aquam Form. Note that the water is only transported a distance of seven leagues, so for this to be effective the well must be located with seven leagues of the water source. A version of this effect, using the guideline one magnitude higher, would enable the water to be transported any distance.&lt;br /&gt;
|Base 30, +4 Arcane; +3 environmental trigger, +1 2 uses per day}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (108), Two Seasons (81), Three Seasons (72), Four Seasons (68).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cleanse the Undine&#039;s Tears ====&lt;br /&gt;
&#039;&#039;&#039;PeAq&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 2 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect eliminates the salt in the water in the well. This effect is triggered by the [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fill_the_Well|&#039;&#039;Fill the Well&#039;&#039;]] power, and is activated one round later.&lt;br /&gt;
&lt;br /&gt;
Note that the salinity of the water will not return once it has been removed. This&lt;br /&gt;
is because salt is not part of the essential nature of water.&lt;br /&gt;
|Base 15, +1 Touch; +3 linked trigger (&#039;&#039;Fill the Well&#039;&#039;), +1 2 uses per day}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (48), Two Seasons (36), Three Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
To complete many of the projects that comprise the Burning City your characters might want to increase their Lab Total. These are some strategies that you might like to employ.&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
Your magus could try to accomplish some of these projects using experimentation (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Arcane_Experiments|ArM5, pages 107–109]]). What follows are some example side effects and modified effects that could result from experimentation on these projects (if a side effect or modified effect is rolled on the Extraordinary Effects table; see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Experimentation:_Extraordinary_Results|ArM5, page 109]]).&lt;br /&gt;
&lt;br /&gt;
These are only suggestions: your troupe should feel free to modify, or ignore these, or create your own, as necessary.&lt;br /&gt;
&lt;br /&gt;
* The effect only works when the volcano is erupting.&lt;br /&gt;
* The effect only works when used within the crater of a particular volcano.&lt;br /&gt;
* Tears of lava momentarily flow from either the caster’s or the target’s eyes. This causes +10 heat damage, and blinds him for one diameter.&lt;br /&gt;
* The target (or caster) belches a powerful sulfurous stench. This causes no damage, but it is obnoxious and it draws attention to the character.&lt;br /&gt;
* The target (or caster) becomes very hot, and sweats profusely. He must make a Stamina check against an Ease Factor of 6 or immediately lose a Long Term Fatigue level due to lack of water (the Fatigue level can only be regained by drinking).&lt;br /&gt;
* Any flammable items held or worn by the caster (or target) ignite. This usually includes clothing, straps holding armor together, etc.&lt;br /&gt;
* Metal objects held or worn by the caster (or target) melt. This causes no damage if he immediately drops the item, although usually it ruins the item. If the character holds onto the item, he takes +12 heat damage. If he is wearing full metal armor, he takes +48 damage; partial metal armor, +36 damage.&lt;br /&gt;
* The caster’s (or target’s) clothing turns to ash. This causes no damage exceptto the clothing, but obviously it draws attention to the character. Metal armor and jewelry is slightly singed, but otherwise unaffected.&lt;br /&gt;
* Fires within Voice range of the target (or caster) briefly flare up to a brilliant,&lt;br /&gt;
searing heat and then extinguish. &lt;br /&gt;
* Wherever the caster (or target) walks, her footprints burn into the surfaces&lt;br /&gt;
she walks upon. This leaves a clear trail of scorched earth and ash. This side effect lasts for Sun duration.&lt;br /&gt;
* The room briefly fills with toxic volcanic fumes. An immediate Stamina check, against an Ease Factor of 6, must be made for each character within the room. If this is failed the character takes a Medium wound. If the room is normally ventilated, the poisonous fumes disperse within 1 round. However, if the room is sealed, the fumes persist and characters in the room need to take another Stamina check every Diameter. If the effect is cast&lt;br /&gt;
outside, there is no damaging effect as the fumes are too quickly dispersed, although characters within Voice range of the caster do smell the fumes before they disperse.&lt;br /&gt;
* The humors of the caster (or target) become temporarily unbalanced. Make a Stamina check for the target against an Ease Factor of 6. If this is failed, the character develops a disease due to an excess of hot, dry, yellow bile, which causes a Medium Wound.&lt;br /&gt;
* The humors of the caster (or target) become subtly, but permanently unbalanced. This causes no immediate effect, but the character’s subsequent Aging checks are made with an additional –1 Living Condition Modifier. Note, that this side-effect only affects the character once, even if he is affected by the spell/item effect multiple times.&lt;br /&gt;
* The humors of the caster (or target) are buffered against extreme swings.&lt;br /&gt;
This causes no immediate effect, but the character’s subsequent Aging checks are made with an additional +1 Living Condition Modifier. Note, that this side effect only affects the character once, even if he is affected by the spell/item effect multiple times.&lt;br /&gt;
* The outer layers of the target’s skin form a hard, black crust. This gives him a +3 bonus to Soak, which lasts for Sun duration. When this side-effect expires, the crust of skin peels off over a period of about one week. This has no game-mechanical effect, but&lt;br /&gt;
it is visually unappealing: the peeling skin is broken, scabbed, and burnt.&lt;br /&gt;
* The caster (or target) is imbued with a warm internal glow. She does not suffer from exposure, hunger, or thirst until the glow subsides, which takes a simple die of Sun durations. This side effect appears to bypass the Limit of Energy, which could make the spell Lab Text an important source of insight for a magus attempting research&lt;br /&gt;
in this area.&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22607</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22607"/>
		<updated>2026-03-25T15:05:01Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Well Ever-Full */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Pitch Brush ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 6 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.&lt;br /&gt;
&lt;br /&gt;
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges’ worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).&lt;br /&gt;
|Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (96), Two Seasons (72), Three&lt;br /&gt;
Seasons (64), Four Seasons (60).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cloven Hoofed Boots ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Te)&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; part&lt;br /&gt;
|These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly&lt;br /&gt;
follow behind, but this would require a lot of agility.&lt;br /&gt;
&lt;br /&gt;
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat. &lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part,&lt;br /&gt;
free Terram requisite; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (48), Two Seasons (36), Three&lt;br /&gt;
Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Steed of Vesuvius ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell magically transforms a horse so that he is able to gallop across&lt;br /&gt;
molten lava as if it were a cobbled road. The horse also has no fear of the heat or&lt;br /&gt;
fumes expelled by the lava, and he does not suffer from the heat of the lava or the&lt;br /&gt;
toxicity of the fumes. The rider of the horse does not receive any protection from this spell.&lt;br /&gt;
&lt;br /&gt;
When the spell expires, the horse suffers a Long-Term Fatigue level.&lt;br /&gt;
&lt;br /&gt;
The requisite is free because it is part of the guideline and required for the effect.&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Dragon&#039;s Blood ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Ig)(Te)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This ritual changes the blood of the&lt;br /&gt;
caster into lava. This does no harm to the&lt;br /&gt;
caster himself, and his super-heated blood&lt;br /&gt;
means that he is immune to any heat based damage that causes +15 or less damage (which includes lava).&lt;br /&gt;
&lt;br /&gt;
If the character is injured in melee combat, his opponent(s) must make Dexterity rolls against an Ease Factor of 6 to avoid being splattered by hot lava. Opponents who fail take +15 damage. If the caster’s melee opponents are unaware of his lava blood (that is, it is the first time they have seen him injured), then the Dexterity roll is made against an Ease Factor of 9.&lt;br /&gt;
&lt;br /&gt;
The Ignem and Rego requisites are required to give the additional protection from heat. The Terram requisite is free because it is required for the effect. |Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Covenant of the Dragon ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Te)(Ig)&#039;&#039;&#039; 85&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Group, Ritual&lt;br /&gt;
|This ritual changes the blood of a Group of up to 100 individuals into lava.&lt;br /&gt;
This has the same effect on each member of the Group as the ritual [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Dragon&#039;s_Blood|Dragon’s Blood]]. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Gaining_Warping_Points|ArM5, page 168]]).&lt;br /&gt;
|Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Mask ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it.&lt;br /&gt;
This allows the wearer of the mask to&lt;br /&gt;
breathe without trouble in the heart of a&lt;br /&gt;
volcanic crater, or on a river of lava. The&lt;br /&gt;
air affected by the mask tastes slightly&lt;br /&gt;
unpleasant, but this does not cause any&lt;br /&gt;
damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
Although the mask is constantly active, once the toxicity of the air has been&lt;br /&gt;
removed, the air itself is no longer the&lt;br /&gt;
subject of a magical effect. This means&lt;br /&gt;
that the air is not resisted by characters with Magic Resistance, so magi can&lt;br /&gt;
breathe using the mask without lowering&lt;br /&gt;
their Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Note that Muto effects which change&lt;br /&gt;
the air to be non-toxic are of little value&lt;br /&gt;
to magi, as the effect only lasts as long as&lt;br /&gt;
the spell duration. This means that when&lt;br /&gt;
the magus tries to breathe the magically&lt;br /&gt;
changed air, his Magic Resistance will resist the air as it is the subject of a magical&lt;br /&gt;
effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (68), Two Seasons (51), Three&lt;br /&gt;
Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Warning_Bell|Vulcan’s Warning Bell]]&#039;&#039; is an enchanted item that is intended to give the covenant&lt;br /&gt;
due warning that the volcano is about to erupt. In most circumstances, the warning is sufficient to allow either the covenant to be evacuated, or (perhaps more usefully)&lt;br /&gt;
the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scorn_of_Aphrodite’s_Tears|Scorn of Aphrodite’s Tears]]&#039;&#039; ritual can be cast, which suppresses the imminent eruption. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Flame_Tongue|The Flame Tongue]]&#039;&#039; spell can be used to direct a belch of hot lava at an individual, which can be used as a weapon to discourage invaders. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Creeping_Earth_2|Creeping Earth]]&#039;&#039; makes the earth rise over the course of a month, seriously damaging buildings.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Creeping Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The caster of this spell stamps his foot on the ground and a patch of earth, centered on his position and 35 paces across, slowly but inexorably rises up for the duration of the spell. The earth rises at a rate of about one inch per day (up to three feet over the spell duration).&lt;br /&gt;
&lt;br /&gt;
This is fast enough for people to observe if they watch the earth for more than a Diameter, and the movement can destroy buildings and other structures — even the strongest castle walls run the risk of collapse.&lt;br /&gt;
&lt;br /&gt;
This spell only works when cast within a league of a volcano (three miles). This is&lt;br /&gt;
because this movement is only a slightly unnatural property of the earth in such&lt;br /&gt;
regions, whereas it is a grossly unnatural property of earth elsewhere. &lt;br /&gt;
|Base 2, +1 Touch, +3 Moon, +1 Part, +2 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Flame Tongue ====&lt;br /&gt;
&#039;&#039;For info on this spell&#039;s community erratum, see [[Talk:Flame Tongue]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Voice, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This spell causes a glutinous glob of lava (from a lake or river of magma) to&lt;br /&gt;
leap out and hit something. The volume of lava moved is about 2 cubic feet, and it&lt;br /&gt;
can be moved to hit any location within Voice range. Whatever the lava hits takes&lt;br /&gt;
between +15 and +60 damage, depending on how much of it is covered by the lava. The lava sticks to whatever it hits and continues to inflict damage each round. It takes several days for the lava to cool naturally.&lt;br /&gt;
&lt;br /&gt;
The heat of the lava is also sufficient to ignite anything flammable that it hits.&lt;br /&gt;
&lt;br /&gt;
Flame Tongue is an Aimed spell, with a +6 bonus to hit due to the size of the volume of lava. &lt;br /&gt;
&lt;br /&gt;
If the caster tries to totally immerse a person with the lava projectile, there is a&lt;br /&gt;
–6 penalty to the Aiming Roll (effectively canceling the +6 size bonus). There is no&lt;br /&gt;
penalty to the Aiming Roll if the objective is to merely splash someone. In some circumstances, the storyguide may decide that a missed attack to immerse a character&lt;br /&gt;
results in a splash. &lt;br /&gt;
|Base 10, +2 Voice, +1 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scorn of Aphrodite’s Tears ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:Individual, Ritual&#039;&#039;&#039; &lt;br /&gt;
|This ritual is cast when the eruption of a volcano is imminent, and it climaxes&lt;br /&gt;
with a vial of pure water being poured into the crater mouth. The ritual prevents the&lt;br /&gt;
volcano from erupting. &lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles in diameter (although the crater will&lt;br /&gt;
be only a fraction of this size), and the peak can be up to 15,000 feet high.&lt;br /&gt;
|Base 3, +1 Touch, +13 Size, +1 affect a volcano (equivalent to affecting stone)}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
===Vulcan&#039;s Warning Bell===&lt;br /&gt;
&lt;br /&gt;
This enchanted bell is suspended in the vapors escaping from a volcanic crater. It detects when the volcano is preparing to erupt. Normally, the bell gives a number of days warning equal to 1 stress die. If a 0 is rolled on the stress die, then the number on the botch die represents the number of hours warning. If the botch die is itself a 0 (i.e., a botch), then there is no warning. The variable warning is a feature of the eruption, not the bell; Hermetic magic cannot predict the future directly, so the item must rely on advance signs of the eruption, and they appear at varying times.&lt;br /&gt;
&lt;br /&gt;
Note that if the volcano unexpectedly erupts due to a supernatural effect, there may be considerably less warning.&lt;br /&gt;
&lt;br /&gt;
There are two effects involved — one to detect the imminent eruption and one to ring the bell. Note that it might be possible for a magus to design a single effect that both detects an eruption and rings a bell to convey this information, as a cosmetic effect. That is not the approach taken here.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Vibration of Anticipation ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 19&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect gives the bell the magical&lt;br /&gt;
sense to detect the imminent eruption. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (38), Two Seasons (29), Three&lt;br /&gt;
Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Clarion Call ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect rings the bell. The frequency of the ringing increases as the eruption time nears, and in the final hours the bell urgently rings every few seconds.&lt;br /&gt;
|Base 2, +2 effect metal; +10 unlimited uses, +3 linked trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (34), Two Seasons (26), Three Seasons (23), Four Seasons (22).&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
In order to colonize the volcanic crater, your characters need to be able to create solid ground from the lava to build upon. Even if your magi build on the rim of a volcanic crater, the earth may need to be stabilized. In any case, the magi will need to ensure that day-today habitation is possible, by cooling the building interiors and preventing the ingress of toxic fumes. Designers must also provide for the feeding and watering of the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
These effects allow the construction of&lt;br /&gt;
buildings within the volcanic crater, or are&lt;br /&gt;
required to make the buildings habitable.&lt;br /&gt;
&lt;br /&gt;
One strategy is to create a series of&lt;br /&gt;
stable islands in the lava (using the Seeds&lt;br /&gt;
of Earth enchanted items), upon which&lt;br /&gt;
Mystic Towers (see ArM5, page 153) can&lt;br /&gt;
be raised. The towers are cooled by Cold&lt;br /&gt;
Marble Slabs, and Fumarole Vents ensure&lt;br /&gt;
that the air inside the towers is safe to&lt;br /&gt;
breathe. An alternative approach is to use&lt;br /&gt;
the Repulsion of Earth effect, which causes&lt;br /&gt;
a tower to float. A tower created near the&lt;br /&gt;
volcanic crater can then be floated and&lt;br /&gt;
pushed out over the lava lake; the floating tower will still need to be made habitable by Cold Marble Slabs and Fumaroles. A&lt;br /&gt;
third strategy is to create buildings made&lt;br /&gt;
from molten lava itself, using spells such&lt;br /&gt;
as Tower of Lava.&lt;br /&gt;
&lt;br /&gt;
In addition, the Repulsion of Earth and&lt;br /&gt;
The Heart That Could Move Stone effects&lt;br /&gt;
could obviously be the basis of a flying&lt;br /&gt;
covenant. For another technique that&lt;br /&gt;
achieves the same goal, see the chapter&lt;br /&gt;
on the Flying Castle of Thomae in Legends&lt;br /&gt;
of Hermes (page 122). If the same method&lt;br /&gt;
were applied in a volcanic setting, precautions would have to be taken to protect the materials of which the flight disk&lt;br /&gt;
is comprised.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cold Marble Slab ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|This marble slab, about a pace across, is activated when it is hung above the entrance of a building, and it chills the building. Normally, this would make continued occupation of the building intolerable; however, if the building is in a very hot location (such as a volcanic crater), then the cooling provided by the marble slab cancels out the ambient heat and makes the building habitable. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Cold Marble Slab&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
The chilling effect is not sufficient to cool anything very hot, such as lava, that&lt;br /&gt;
happens to be in the building. However, it is sufficient to cool the air that is heated&lt;br /&gt;
by the lava. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Vent ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This enchanted item is a vent that is placed over a window in a room. The fumarole vent destroys the toxic properties of the air passing into the room, in the same way that a &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fumarole_Mask|Fumarole Mask]]&#039;&#039; does&lt;br /&gt;
(see earlier). This allows people to freely breathe in a room that is in a building constructed in (or very near) a volcanic crater, or on a river of lava.&lt;br /&gt;
&lt;br /&gt;
As the effect uses the Hermetic target Room, to target the air passing into the room, only one vent is required even if the room has multiple openings. However, if a building has multiple rooms it requires a vent in each room. A version of the vent with a target of Structure could be invented to protect the entire building.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun, +2 Room; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (88), Two Seasons (66), Three Seasons (59), Four Seasons (55).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Repulsion of Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This feather encased in amber is an enchanted item that is activated by being brought over the entrance to a stone building. When active, it causes the stone building to float several paces above the ground. If the effect ends (by the item being removed, for  example), then the building crashes to the ground. This may cause significant damage to the building.&lt;br /&gt;
&lt;br /&gt;
A Finesse Roll against an Ease Factor of 9 must be made if the building must be torn from its foundations. If the roll is failed, then any subterranean (i.e., basement) levels of the building are damaged and rendered unusable. This does not affect the upper levels. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Repulsion of Earth&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
Once it is floating, the building can be moved. However, the building is still&lt;br /&gt;
incredibly massive and so it requires an enormous amount of force (or magic such&lt;br /&gt;
as The Heart That Could Move Stone) to move. The building cannot be pushed by an individual, normal strength man, nor will it blow away in the breeze.&lt;br /&gt;
|Base 3, +1 Touch, +2 Sun, +3 Structure, +1 effect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Seed of Earth ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Ig)(Te)&#039;&#039;&#039; 59&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|When this small piece of volcanic rock is thrown onto molten lava, it solidifies a&lt;br /&gt;
portion of the lava, creating a roughly circular island about 80 feet across and 50&lt;br /&gt;
feet deep. The seed itself is buried 25 feet down, in the center of the island. As the effect has a constant duration, the island is stable and suitable for building structures&lt;br /&gt;
upon. If the seed is removed, dispelled, or destroyed, then roll a stress die; this is the&lt;br /&gt;
number of rounds that the island remains until it dissolves back into the lava. The Ignem requisite is for cooling the island.&lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part, +6 Size, +1 Ignem requisite, free Terram requisite ; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to complete project, as lesser enchanted item: 118.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Heart that Could Move Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|The caster can move stone buildings with incredible force. This usually causes&lt;br /&gt;
the stone building to collapse, as it is torn from its foundations. Anyone inside takes&lt;br /&gt;
+10 damage from the falling structure.&lt;br /&gt;
&lt;br /&gt;
However, if the building is floating (through the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Repulsion_of_Earth|Repulsion of Earth]]&#039;&#039; effect, for&lt;br /&gt;
example), then the character can push the building to a new location. Characters inside the building when it is being moved must make Dexterity rolls against an Ease Factor of 6, each round, or lose their footing. Unless special precautions are taken, laboratories inside the building are disrupted by the movement, which ruins any laboratory activities being conducted that season. It takes a season to reorganize a laboratory disrupted in this way. &lt;br /&gt;
|Base 3, +1 Touch, +1 Diameter, +3 Structure, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tower of Lava ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 50&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell sculpts a tower out of hot bubbling lava. The resulting tower is solid&lt;br /&gt;
and rigid, but if its foundations remain in lava, then the tower will dissolve back into&lt;br /&gt;
the bulk within a day. The Part target is required, because the spell does not use all&lt;br /&gt;
the available lava.&lt;br /&gt;
&lt;br /&gt;
The tower is about the same size and dimensions as the one created by the spell&lt;br /&gt;
&#039;&#039;Conjuring the Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, page 153]]). A Finesse roll against an Ease Factor of 15 is required to ensure that the tower is well made; failure means that the lava takes a solid but malformed shape. &lt;br /&gt;
|Base 3, +1 Touch, +1 Part, +6 size, +3 elaborate design}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (100), Two Seasons (75), Three Seasons (67), Four Seasons (63).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Solidity of Stone ====&lt;br /&gt;
&#039;&#039;&#039;MuTe&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell changes a mass of stone so that it has the unnatural property that it does&lt;br /&gt;
not melt, even when heated to tremendous temperatures. The purpose of this spell is to prevent a building created out of molten lava (like that created by &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Tower_of_Lava|Tower of Lava]]&#039;&#039;) from&lt;br /&gt;
dissolving back into the bulk lava.&lt;br /&gt;
&lt;br /&gt;
Obviously, this spell must be cast every month otherwise the tower will melt&lt;br /&gt;
and collapse.&lt;br /&gt;
&lt;br /&gt;
The stone will still be hot, even if it is solid. So, a building protected like this will need to be cooled (or inhabited by characters immune to heat).&lt;br /&gt;
|Base 4, +1 Touch, +3 Moon, +4 size, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====New Laboratory Virtue: Volcanic Minerals====&lt;br /&gt;
&#039;&#039;Free Laboratory Outfitting Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is supplied with exotic minerals from a volcano. The laboratory needs to be regularly resupplied, otherwise this Virtue is lost. There is no benefit in taking this Virtue multiple times — once the laboratory’s demands for exotic minerals have been met, additional minerals are of little value. &#039;&#039;&#039;–1 Upkeep, +1 Terram&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
These effects can provide health and wealth to the inhabitants of a covenant occupying the mineral-rich environment of a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Sculpt the Stone Machine ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, ritual&lt;br /&gt;
|This ritual creates a machine made of stone that is suitable for use as the invested&lt;br /&gt;
item &#039;&#039;Stone Harvester&#039;&#039;. The machine appears to be a large stone beetle about one pace&lt;br /&gt;
in length. Until it is invested with the &#039;&#039;Stone Harvester&#039;&#039; suite of effects, the machine is merely a very elaborate statue.&lt;br /&gt;
|Base 3, +1 Touch, +3 elaborate design, +1 minimum ritual effect magnitude}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
===Stone Harvester===&lt;br /&gt;
&lt;br /&gt;
This invested item is a beetle-shaped machine that crawls along the rim of the&lt;br /&gt;
volcanic crater. It collects and sorts the volcanic debris for valuable and exotic&lt;br /&gt;
materials, which can be used to reduce the Upkeep of Hermetic Laboratories (see [[Covenants_Chapter_Nine:_Laboratories#Upkeep|Covenants, page 110]]). Each Stone Harvester can provide the Free Outfittings Virtue &#039;&#039;Volcanic Minerals&#039;&#039; (see Insert) for up to&lt;br /&gt;
5 Hermetic Laboratories. Note that the laboratories do not have to be located in&lt;br /&gt;
the volcano — the minerals can be transported to a remote laboratory.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Stone Harvester&#039;&#039; is a huge stone device. It requires 20 pawns to open for enchantment (taking one season and a Magic Theory Score of 10). The effects later require 13 pawns of vis to invest into the Stone Harvester.&lt;br /&gt;
&lt;br /&gt;
As the Stone Harvester is made of stone and only traverses the volcanic crater rim,&lt;br /&gt;
it does not need any particular protection from either heat or fumes. A version of the&lt;br /&gt;
Stone Harvester that actually enters the lava would obviously require some protection.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Harvest Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 43&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The &#039;&#039;Stone Harvester&#039;&#039; uses this effect to collect stone/mineral/metal material of&lt;br /&gt;
a particular sort that it encounters — the stone is identifying material using the &#039;&#039;Stone&lt;br /&gt;
Wealth&#039;&#039; effect. The collected stone is placed in a large stone basket on the back of the&lt;br /&gt;
&#039;&#039;Stone Harvester&#039;&#039; which must be periodically emptied by a grog (precisely how frequently depends on the rarity of the collected stone). If the grog fails to empty the basket, the Stone Harvester will continue to harvest, but excess stone will fall out of the basket.&lt;br /&gt;
|Base 3, +3 Sight, +1 Diameter, +1 Part, +2 effect metal; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (86), Two Seasons (65), Three Seasons (58), Four Seasons (54).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Wealth ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|This effect grants the Stone Harvester the sense to smell whether a particular sort of stone, metal, or mineral is nearby (within about 5 paces). The Stone Harvester contains a small compartment and it targets materials that match the material in the compartment. If there is no material in the compartment the Stone Harvester continues to move about the crater rim, but will obviously not find any matching material. The Stone Harvester only identifies Terram based objects, but of course additional effects could be invented to&lt;br /&gt;
allow the Stone Harvester to identify and manipulate Animal, Aquam, Corpus, or Herbam objects.&lt;br /&gt;
&lt;br /&gt;
This sense allows the harvester to smell things buried to a depth of about 1 pace.&lt;br /&gt;
|Base 2, +2 Sun, +2 Smell, +1 smell through intervening material; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (38), Two Seasons (29), Three Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Crawler ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect manipulates the legs of the &#039;&#039;Stone Harvester&#039;&#039;, enabling it to move around&lt;br /&gt;
the crater rim. The Stone Harvester moves constantly, at the pace of a walking man, in&lt;br /&gt;
a clockwise direction around the crater rim.&lt;br /&gt;
|Base 3, +2 Sun, +1 affect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (28), Two Seasons (21), Three Seasons (19), Four Seasons (18).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Hammer ====&lt;br /&gt;
&#039;&#039;&#039;PeTe&#039;&#039;&#039; 33&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This effect is activated when the &#039;&#039;Stone Harvester&#039;&#039; detects that its target material is&lt;br /&gt;
beneath the surface of the earth. The &#039;&#039;Stone Hammer&#039;&#039; effect loosens up to one cubic pace&lt;br /&gt;
of intervening stone or dirt. This allows the target material to be lifted out of the ground.&lt;br /&gt;
|Base 3, +3 Sight, +1 Part, +1 affect stone; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (66), Two Seasons (50), Three&lt;br /&gt;
Seasons (44), Four Seasons (42).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
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===Story Seed: Tophet&#039;s Gate===&lt;br /&gt;
&lt;br /&gt;
Many volcanoes are reputed to be gates to Hell. One well-known incident that demonstrates this occurred when the heretical Ostrogothic king Theodoric died in 526. A jet-black stallion arrived at Theodoric’s palace in Ravenna, gathered the dead king’s body, and then&lt;br /&gt;
galloped away to Mt. Etna, straight into the crater and down into Hell.&lt;br /&gt;
&lt;br /&gt;
If there is a hell portal in the volcano, it is likely accessed via an Infernal regio.&lt;br /&gt;
&lt;br /&gt;
For ease, the story seeds that follow refer to a single devil interacting with the covenant. In your saga, a series of demons could interact with the covenant, or one or two powerful demons could take on the role of the devil.&lt;br /&gt;
&lt;br /&gt;
====Deals with the Devil====&lt;br /&gt;
&lt;br /&gt;
Even if they are not infernalists, the devil may offer the magi power. Of&lt;br /&gt;
course, dealing with the devil imperils the immortal souls of the magi, but if his&lt;br /&gt;
help is really needed, then what choice do the magi have?&lt;br /&gt;
&lt;br /&gt;
Some aid that the devil can offer is listed here. The devil may merely wait for&lt;br /&gt;
opportunities to offer his aid, or he may actively arrange circumstances where his&lt;br /&gt;
aid is needed. Corrupter demons (see [[Realms_of_Power:_The_Infernal_Chapter_Five:_Demons_as_Corrupters|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories concerning deals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Portal&#039;&#039;&#039;: The magi need to rapidly travel. The devil offers the hell portal,&lt;br /&gt;
explaining that by traveling through it they can arrive at any crossroads in Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vis&#039;&#039;&#039;: If the magi run short of vis, then the devil is able to offer some from Hell’s&lt;br /&gt;
stocks. Of course, this will be infernally tainted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Illusions&#039;&#039;&#039;: A foolish magus has committed a crime under the Code of Hermes:&lt;br /&gt;
perhaps he has endangered other magi by interfering in the mundane, he has scried upon the secrets of another magus, or he has killed another magus. The devil offers to cover this indiscretion; his illusions cannot be broken by Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Against Age&#039;&#039;&#039;: If the magi are very elderly, they may find it difficult to&lt;br /&gt;
create an effective Longevity Ritual. The devil offers a ward against age which will prolong the magi’s lives far beyond the capability of Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
====Sacrifices====&lt;br /&gt;
&lt;br /&gt;
A portal to Hell is unlikely to remain open without frequent sacrifice. Even if it would, the devil would hardly inform the magi of this fact, as making sacrifices to the devil is a good way to damn your soul. Some stories that might arise from sacrifices include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revolt in the Inferno&#039;&#039;&#039;: The magi sacrifice the children of the grogs to the devil by casting them into the volcano. Rego Mentem effects can easily keep the grogs under control&lt;br /&gt;
in even the most despicable circumstances, but one botched spell by the magi could unravel all their careful plans and throw the covenant into revolt against their infernal masters.&lt;br /&gt;
The devil might even manufacture circumstances to make this happen — after all, a bloody revolt is sure to lead to more dammed souls, regardless of how it ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hidden Coven&#039;&#039;&#039;: Although the magi do not make sacrifices to the devil, a coven of infernalists hidden nearby does. The coven infiltrated the ranks of the covenant grogs and secretly cast sacrifices into the volcano heart. Will the infernalists be found out?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Henchmen&#039;&#039;&#039;: The magi seek out and assassinate infernalists and devil worshipers throughout Mythic Europe. Where possible they throw the bodies of these executed heretics into the maw of the volcano. The magi argue that they are performing god’s work, but on the other hand by executing an infernalist the magi have prevented him from repenting and saving his soul, thus ensuring another damned soul for hell. Are the magi the servants of heaven or hell?&lt;br /&gt;
&lt;br /&gt;
====Guardians====&lt;br /&gt;
&lt;br /&gt;
The covenant magi might neither worship nor deal with the devil; instead they might guard the hell portal and try to prevent demons from escaping into the world. Destroyer demons (see [[Realms_of_Power:_The_Infernal_Chapter_Seven:_Demons_as_Destroyers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories where Hell directly attacks the covenant. Some stories that might arise from this are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Masters&#039;&#039;&#039;: It is well-known in the Order that the covenant guards a portal to Hell. This is considered a worthy duty and many other covenants in the Tribunal send gifts of vis to help maintain a powerful Aegis around the covenant and to assist in the regular casting of a network of wards that envelope the crater. Re-casting is required as the bubbling volcano regularly breaks the circular wards. The magi of the covenant are also wellknown as masters of warding magic and other tribunal magi visit the covenant for instruction and study.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunder the Gate&#039;&#039;&#039;: Rumors reach the magi of a ritual that can destroy the hell portal. Chasing leads and researching this project might require travel throughout Mythic Europe,&lt;br /&gt;
and include many years of work. Of course, there is always the possibility that the rumored ritual is an Infernal plot: maybe the ritual will summon a demonic horde to destroy the covenant, or maybe the rumors are just intended to distract the magi from warding the portal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Devil’s Night&#039;&#039;&#039;: Once a year, the forces of Hell batter against the covenant’s defenses. Usually, these efforts are futile, but this year Hell has managed to marshal an army of soldiers led by infernalists in the mundane world, near the covenant. The infernalists plan to attack the covenant in the hope of breaking the wards about the&lt;br /&gt;
hell portal. As the covenant is more used to dealing with supernatural assaults, there may be unexpected problems in dealing with a large mundane attack.&lt;br /&gt;
&lt;br /&gt;
====Tragic Heroes====&lt;br /&gt;
&lt;br /&gt;
The covenant was founded by a magus whose lover (or beloved friend or family member) secretly turned to infernalism and then died in a state of unrepentant sin. The magus intends to study and then open the portal to hell, so he can travel to Hell and rescue his&lt;br /&gt;
beloved from eternal damnation. The magus’ plan may actually be the playing out of a stratagem of a Deceiver demon (see [[Realms_of_Power:_The_Infernal_Chapter_Six:_Demons_as_Deceivers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]). Some stories that this might inspire include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recruitment&#039;&#039;&#039;: The magus tries to recruit a small group of magi to help in his&lt;br /&gt;
project. Can he trust them? Do they suspect he is an infernalist?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Bargain&#039;&#039;&#039;: The devil rises from the hell portal and offers to return the&lt;br /&gt;
soul of the magus’ lover in exchange for the souls of a wealthy family of aristocrats. Is the devil trustworthy? Will dealing with the devil damn the magus himself? (No, and yes, obviously, but the magus might convince himself otherwise.) Can the magus find a way to damn the aristocrats?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dead Martyrs&#039;&#039;&#039;: Carrying a collection of holy relics will help protect the magus as he walks through the wastes of hell searching for his beloved. The magus can amass relics by raiding churches and monasteries. He might be able to buy relics, too, although he will need to be wary of fakes, and by buying relics the magus will commit the canon law crime of simony.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heaven’s Labors&#039;&#039;&#039;: A saint appears to the magus in a dream and offers to protect him during his journey through Hell. However, before the saint will help, the magus must found a monastery dedicated to the saint on the rim of the volcano. The prayers of the monks in the monastery will aid the magus during his sojourn in Hell.&lt;br /&gt;
&lt;br /&gt;
====Accused of Infernalism====&lt;br /&gt;
&lt;br /&gt;
A very real danger, of course, from living in close proximity to a portal to Hell is that regardless of the intentions of the characters they are vulnerable to accusations of infernalism. For this reason, the magi may want to keep the hell portal secret. Some possible stories arising from this concern are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A grog goes missing&#039;&#039;&#039;: Has he merely fallen into the lava, or has he run away?&lt;br /&gt;
What does he know about the hell portal? Was he a spy from a rival covenant? Can the magi track him down before he reveals their secret?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Visitors&#039;&#039;&#039;: Foreign magi unexpectedly arrive at the covenant. Can the hell portal be hidden from them? Can the visitors be encouraged to leave promptly without arousing their&lt;br /&gt;
suspicions, or do they already know about the portal? Can the demons on the other side of the hell portal be relied upon to keep quiet?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Framed&#039;&#039;&#039;: Even if the volcano is not really a hell portal, it is common knowledge&lt;br /&gt;
(right or wrong) that many volcanoes are. This means that a rival covenant might accuse the magi of infernalism, anyway. If the rival covenant is politically well-connected, within the tribunal, the accusation could lead to an investigation by the Quaesitors. Dealing with the investigation could be bothersome and disruptive to laboratory work even if there is nothing for the Quaesitors to find. Of course, a diabolically clever rival could even&lt;br /&gt;
make their own deal with the devil to plant evidence of infernalism in the volcano crater.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Thermal Bath of Good Humor===&lt;br /&gt;
&lt;br /&gt;
This invested item is a bath in which the covenfolk (and magi) can bathe in water heated by the volcano. Regular bathing in these waters increases the health of the characters. On the other hand, a version of this bath called &#039;&#039;The Thermal Bath of Scalded Flesh&#039;&#039; could be invented as a sadistic torture device.&lt;br /&gt;
&lt;br /&gt;
The bath is a huge item; if it is made of stone, it requires 20 pawns to open for enchantment (this takes one season and a Magic Theory Score of 10). If the bath is made of metal (iron or copper), it requires 25 pawns to open for enchantment (this takes one season and a Magic Theory Score of 13). The effects later only require 1 and 3 pawns to invest, which means that&lt;br /&gt;
there is plenty of room in the bath for other effects.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Test the Waters ====&lt;br /&gt;
&#039;&#039;&#039;InIg&#039;&#039;&#039; 9&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect determines the temperature in the bath. When the temperature drops below a comfortable bathing temperature, it activates the heating effect Fill the Bath. If the bath is intended to be &#039;&#039;The Thermal Bath of Scalded Flesh&#039;&#039;, then this effect is invented to monitor around (and activate the [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fill_the_Bath|&#039;&#039;Fill the Bath&#039;&#039;]] effect at) the boiling temperature of water.&lt;br /&gt;
|Base 2, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (18), Two Seasons (14), Three Seasons (12), Four Seasons (12).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fill the Bath ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 28&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect causes the water in the bath&lt;br /&gt;
to move through the air, pass over a volcanically heated region, and then back in a&lt;br /&gt;
circle into the bath. The water travels in&lt;br /&gt;
its circuit as a gentle stream suspended in&lt;br /&gt;
the air at about waist height. The water returns to the bath warmed and dissolved in&lt;br /&gt;
the water are a number of beneficial mineral salts.&lt;br /&gt;
&lt;br /&gt;
If the bath is being controlled to a comfortable bathing temperature, then any characters who bathe once a day for most of the year receives a +1 Living Condition modifier to their Aging Rolls for that year, and a +1 Modifier to any Recovery Rolls they make during the year (see ArM5, pages [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Aging|168]] and [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Recovering_From_Wounds|179]]). This modifier cannot be increased by more frequent bathing. These beneficial effects come from the mineral salts that are entrained in the water. The beneficial effects are not magical in origin, and a character who constantly&lt;br /&gt;
uses the bath in this way does not gain Warping Points. The bath does not need to be able to detect the mineral salts as they are naturally present in the volcano. &lt;br /&gt;
&lt;br /&gt;
If for some reason, the mineral salts are lacking from the volcano (which would be highly unusual) then the bath has no beneficial effects on the bather — apart from cleanliness, of course!&lt;br /&gt;
&lt;br /&gt;
If the bath is being controlled to a scalding temperature, then any character immersed in the bath takes +12 damage each round due to the elevated temperature.&lt;br /&gt;
&lt;br /&gt;
The effect requires both the presence of water in the bath and a volcanic region to heat the water within Sight range. If either of these elements are missing the effect does not activate.&lt;br /&gt;
|Base 1, +3 Sight, +1 Diameter, +2 very unnatural effect; +10 unlimited uses per day, +3 linked trigger ([[Hermetic_Projects_Chapter_Two:_The_Burning_City#Test_the_Waters|&#039;&#039;Test the Waters&#039;&#039;]])}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (56), Two Seasons (42), Three Seasons (38), Four Seasons (35).&lt;br /&gt;
&lt;br /&gt;
===Well Ever-Full===&lt;br /&gt;
&lt;br /&gt;
This well is an invested item. It has two effects enchanted in it: one periodically fills the well with water from the sea, the other removes the salt from the water. As both effects are momentary, once the water has been affected it is no longer under a magical effect. The water is thus drinkable by characters with Magic Resistance. If there is a suitable river or lake near the covenant, then the well could source its water from there, without the need to remove the salt from the water. However, many naturally-occurring volcanoes are located on islands remote from sources of fresh water. River and lake sources can also be problematic as they may not be available year-round (through either evaporation or freezing), and may even dry up completely for years at a time.&lt;br /&gt;
&lt;br /&gt;
As the two effects require 6 and 3 pawns of vis respectively, the well must be opened for enchantment using at least 9 pawns of vis. A well (a huge item made of stone) takes 20 pawns of vis to open for enchantment (leaving room for extra effects to be invested if desired). It takes one season to open the well for enchantment, which requires a Magic Theory Score of 10.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fill the Well ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 54&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 2 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect is triggered every sunrise and sunset. It instantaneously fills the well&lt;br /&gt;
with water from the sea (which must be within seven leagues). The effect requires an Arcane Connection to the sea. Any water which remains from the previous triggering of the effect&lt;br /&gt;
is sufficient for this. However, if the well is ever completely drained of water, it must&lt;br /&gt;
be primed with a cup of water from the sea. If the well ceases to work (for some reason) for more than a few months, then the well must also be refilled with a cup of water from the sea, as the Arcane Connection to the sea will have expired.&lt;br /&gt;
&lt;br /&gt;
The volume of water that is transported daily into the well is sufficient to supply&lt;br /&gt;
the water needs of a covenant of several hundred people.&lt;br /&gt;
&lt;br /&gt;
The effect is based on the Rego Corpus guidelines, applied by analogy to the Aquam Form. Note that the water is only transported a distance of seven leagues, so for this to be effective the well must be located with seven leagues of the water source. A version of this effect, using the guideline one magnitude higher, would enable the water to be transported any distance.&lt;br /&gt;
|Base 30, +4 Arcane; +3 environmental trigger, +1 2 uses per day}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (108), Two Seasons (81), Three Seasons (72), Four Seasons (68).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cleanse the Undine&#039;s Tears ====&lt;br /&gt;
&#039;&#039;&#039;PeAq&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 2 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect eliminates the salt in the water in the well. This effect is triggered by the &#039;&#039;Fill the Well&#039;&#039; power, and is activated one round later.&lt;br /&gt;
&lt;br /&gt;
Note that the salinity of the water will not return once it has been removed. This&lt;br /&gt;
is because salt is not part of the essential nature of water.&lt;br /&gt;
|Base 15, +1 Touch; +3 linked trigger, +1 2 uses per day}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (48), Two Seasons (36), Three Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
To complete many of the projects that comprise the Burning City your characters might want to increase their Lab Total. These are some strategies that you might like to employ.&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
Your magus could try to accomplish some of these projects using experimentation (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Arcane_Experiments|ArM5, pages 107–109]]). What follows are some example side effects and modified effects that could result from experimentation on these projects (if a side effect or modified effect is rolled on the Extraordinary Effects table; see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Experimentation:_Extraordinary_Results|ArM5, page 109]]).&lt;br /&gt;
&lt;br /&gt;
These are only suggestions: your troupe should feel free to modify, or ignore these, or create your own, as necessary.&lt;br /&gt;
&lt;br /&gt;
* The effect only works when the volcano is erupting.&lt;br /&gt;
* The effect only works when used within the crater of a particular volcano.&lt;br /&gt;
* Tears of lava momentarily flow from either the caster’s or the target’s eyes. This causes +10 heat damage, and blinds him for one diameter.&lt;br /&gt;
* The target (or caster) belches a powerful sulfurous stench. This causes no damage, but it is obnoxious and it draws attention to the character.&lt;br /&gt;
* The target (or caster) becomes very hot, and sweats profusely. He must make a Stamina check against an Ease Factor of 6 or immediately lose a Long Term Fatigue level due to lack of water (the Fatigue level can only be regained by drinking).&lt;br /&gt;
* Any flammable items held or worn by the caster (or target) ignite. This usually includes clothing, straps holding armor together, etc.&lt;br /&gt;
* Metal objects held or worn by the caster (or target) melt. This causes no damage if he immediately drops the item, although usually it ruins the item. If the character holds onto the item, he takes +12 heat damage. If he is wearing full metal armor, he takes +48 damage; partial metal armor, +36 damage.&lt;br /&gt;
* The caster’s (or target’s) clothing turns to ash. This causes no damage exceptto the clothing, but obviously it draws attention to the character. Metal armor and jewelry is slightly singed, but otherwise unaffected.&lt;br /&gt;
* Fires within Voice range of the target (or caster) briefly flare up to a brilliant,&lt;br /&gt;
searing heat and then extinguish. &lt;br /&gt;
* Wherever the caster (or target) walks, her footprints burn into the surfaces&lt;br /&gt;
she walks upon. This leaves a clear trail of scorched earth and ash. This side effect lasts for Sun duration.&lt;br /&gt;
* The room briefly fills with toxic volcanic fumes. An immediate Stamina check, against an Ease Factor of 6, must be made for each character within the room. If this is failed the character takes a Medium wound. If the room is normally ventilated, the poisonous fumes disperse within 1 round. However, if the room is sealed, the fumes persist and characters in the room need to take another Stamina check every Diameter. If the effect is cast&lt;br /&gt;
outside, there is no damaging effect as the fumes are too quickly dispersed, although characters within Voice range of the caster do smell the fumes before they disperse.&lt;br /&gt;
* The humors of the caster (or target) become temporarily unbalanced. Make a Stamina check for the target against an Ease Factor of 6. If this is failed, the character develops a disease due to an excess of hot, dry, yellow bile, which causes a Medium Wound.&lt;br /&gt;
* The humors of the caster (or target) become subtly, but permanently unbalanced. This causes no immediate effect, but the character’s subsequent Aging checks are made with an additional –1 Living Condition Modifier. Note, that this side-effect only affects the character once, even if he is affected by the spell/item effect multiple times.&lt;br /&gt;
* The humors of the caster (or target) are buffered against extreme swings.&lt;br /&gt;
This causes no immediate effect, but the character’s subsequent Aging checks are made with an additional +1 Living Condition Modifier. Note, that this side effect only affects the character once, even if he is affected by the spell/item effect multiple times.&lt;br /&gt;
* The outer layers of the target’s skin form a hard, black crust. This gives him a +3 bonus to Soak, which lasts for Sun duration. When this side-effect expires, the crust of skin peels off over a period of about one week. This has no game-mechanical effect, but&lt;br /&gt;
it is visually unappealing: the peeling skin is broken, scabbed, and burnt.&lt;br /&gt;
* The caster (or target) is imbued with a warm internal glow. She does not suffer from exposure, hunger, or thirst until the glow subsides, which takes a simple die of Sun durations. This side effect appears to bypass the Limit of Energy, which could make the spell Lab Text an important source of insight for a magus attempting research&lt;br /&gt;
in this area.&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22606</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22606"/>
		<updated>2026-03-25T14:59:14Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* The Thermal Bath of Good Humor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Pitch Brush ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 6 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.&lt;br /&gt;
&lt;br /&gt;
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges’ worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).&lt;br /&gt;
|Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (96), Two Seasons (72), Three&lt;br /&gt;
Seasons (64), Four Seasons (60).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cloven Hoofed Boots ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Te)&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; part&lt;br /&gt;
|These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly&lt;br /&gt;
follow behind, but this would require a lot of agility.&lt;br /&gt;
&lt;br /&gt;
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat. &lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part,&lt;br /&gt;
free Terram requisite; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (48), Two Seasons (36), Three&lt;br /&gt;
Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Steed of Vesuvius ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell magically transforms a horse so that he is able to gallop across&lt;br /&gt;
molten lava as if it were a cobbled road. The horse also has no fear of the heat or&lt;br /&gt;
fumes expelled by the lava, and he does not suffer from the heat of the lava or the&lt;br /&gt;
toxicity of the fumes. The rider of the horse does not receive any protection from this spell.&lt;br /&gt;
&lt;br /&gt;
When the spell expires, the horse suffers a Long-Term Fatigue level.&lt;br /&gt;
&lt;br /&gt;
The requisite is free because it is part of the guideline and required for the effect.&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Dragon&#039;s Blood ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Ig)(Te)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This ritual changes the blood of the&lt;br /&gt;
caster into lava. This does no harm to the&lt;br /&gt;
caster himself, and his super-heated blood&lt;br /&gt;
means that he is immune to any heat based damage that causes +15 or less damage (which includes lava).&lt;br /&gt;
&lt;br /&gt;
If the character is injured in melee combat, his opponent(s) must make Dexterity rolls against an Ease Factor of 6 to avoid being splattered by hot lava. Opponents who fail take +15 damage. If the caster’s melee opponents are unaware of his lava blood (that is, it is the first time they have seen him injured), then the Dexterity roll is made against an Ease Factor of 9.&lt;br /&gt;
&lt;br /&gt;
The Ignem and Rego requisites are required to give the additional protection from heat. The Terram requisite is free because it is required for the effect. |Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Covenant of the Dragon ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Te)(Ig)&#039;&#039;&#039; 85&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Group, Ritual&lt;br /&gt;
|This ritual changes the blood of a Group of up to 100 individuals into lava.&lt;br /&gt;
This has the same effect on each member of the Group as the ritual [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Dragon&#039;s_Blood|Dragon’s Blood]]. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Gaining_Warping_Points|ArM5, page 168]]).&lt;br /&gt;
|Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Mask ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it.&lt;br /&gt;
This allows the wearer of the mask to&lt;br /&gt;
breathe without trouble in the heart of a&lt;br /&gt;
volcanic crater, or on a river of lava. The&lt;br /&gt;
air affected by the mask tastes slightly&lt;br /&gt;
unpleasant, but this does not cause any&lt;br /&gt;
damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
Although the mask is constantly active, once the toxicity of the air has been&lt;br /&gt;
removed, the air itself is no longer the&lt;br /&gt;
subject of a magical effect. This means&lt;br /&gt;
that the air is not resisted by characters with Magic Resistance, so magi can&lt;br /&gt;
breathe using the mask without lowering&lt;br /&gt;
their Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Note that Muto effects which change&lt;br /&gt;
the air to be non-toxic are of little value&lt;br /&gt;
to magi, as the effect only lasts as long as&lt;br /&gt;
the spell duration. This means that when&lt;br /&gt;
the magus tries to breathe the magically&lt;br /&gt;
changed air, his Magic Resistance will resist the air as it is the subject of a magical&lt;br /&gt;
effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (68), Two Seasons (51), Three&lt;br /&gt;
Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Warning_Bell|Vulcan’s Warning Bell]]&#039;&#039; is an enchanted item that is intended to give the covenant&lt;br /&gt;
due warning that the volcano is about to erupt. In most circumstances, the warning is sufficient to allow either the covenant to be evacuated, or (perhaps more usefully)&lt;br /&gt;
the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scorn_of_Aphrodite’s_Tears|Scorn of Aphrodite’s Tears]]&#039;&#039; ritual can be cast, which suppresses the imminent eruption. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Flame_Tongue|The Flame Tongue]]&#039;&#039; spell can be used to direct a belch of hot lava at an individual, which can be used as a weapon to discourage invaders. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Creeping_Earth_2|Creeping Earth]]&#039;&#039; makes the earth rise over the course of a month, seriously damaging buildings.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Creeping Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The caster of this spell stamps his foot on the ground and a patch of earth, centered on his position and 35 paces across, slowly but inexorably rises up for the duration of the spell. The earth rises at a rate of about one inch per day (up to three feet over the spell duration).&lt;br /&gt;
&lt;br /&gt;
This is fast enough for people to observe if they watch the earth for more than a Diameter, and the movement can destroy buildings and other structures — even the strongest castle walls run the risk of collapse.&lt;br /&gt;
&lt;br /&gt;
This spell only works when cast within a league of a volcano (three miles). This is&lt;br /&gt;
because this movement is only a slightly unnatural property of the earth in such&lt;br /&gt;
regions, whereas it is a grossly unnatural property of earth elsewhere. &lt;br /&gt;
|Base 2, +1 Touch, +3 Moon, +1 Part, +2 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Flame Tongue ====&lt;br /&gt;
&#039;&#039;For info on this spell&#039;s community erratum, see [[Talk:Flame Tongue]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Voice, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This spell causes a glutinous glob of lava (from a lake or river of magma) to&lt;br /&gt;
leap out and hit something. The volume of lava moved is about 2 cubic feet, and it&lt;br /&gt;
can be moved to hit any location within Voice range. Whatever the lava hits takes&lt;br /&gt;
between +15 and +60 damage, depending on how much of it is covered by the lava. The lava sticks to whatever it hits and continues to inflict damage each round. It takes several days for the lava to cool naturally.&lt;br /&gt;
&lt;br /&gt;
The heat of the lava is also sufficient to ignite anything flammable that it hits.&lt;br /&gt;
&lt;br /&gt;
Flame Tongue is an Aimed spell, with a +6 bonus to hit due to the size of the volume of lava. &lt;br /&gt;
&lt;br /&gt;
If the caster tries to totally immerse a person with the lava projectile, there is a&lt;br /&gt;
–6 penalty to the Aiming Roll (effectively canceling the +6 size bonus). There is no&lt;br /&gt;
penalty to the Aiming Roll if the objective is to merely splash someone. In some circumstances, the storyguide may decide that a missed attack to immerse a character&lt;br /&gt;
results in a splash. &lt;br /&gt;
|Base 10, +2 Voice, +1 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scorn of Aphrodite’s Tears ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:Individual, Ritual&#039;&#039;&#039; &lt;br /&gt;
|This ritual is cast when the eruption of a volcano is imminent, and it climaxes&lt;br /&gt;
with a vial of pure water being poured into the crater mouth. The ritual prevents the&lt;br /&gt;
volcano from erupting. &lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles in diameter (although the crater will&lt;br /&gt;
be only a fraction of this size), and the peak can be up to 15,000 feet high.&lt;br /&gt;
|Base 3, +1 Touch, +13 Size, +1 affect a volcano (equivalent to affecting stone)}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
===Vulcan&#039;s Warning Bell===&lt;br /&gt;
&lt;br /&gt;
This enchanted bell is suspended in the vapors escaping from a volcanic crater. It detects when the volcano is preparing to erupt. Normally, the bell gives a number of days warning equal to 1 stress die. If a 0 is rolled on the stress die, then the number on the botch die represents the number of hours warning. If the botch die is itself a 0 (i.e., a botch), then there is no warning. The variable warning is a feature of the eruption, not the bell; Hermetic magic cannot predict the future directly, so the item must rely on advance signs of the eruption, and they appear at varying times.&lt;br /&gt;
&lt;br /&gt;
Note that if the volcano unexpectedly erupts due to a supernatural effect, there may be considerably less warning.&lt;br /&gt;
&lt;br /&gt;
There are two effects involved — one to detect the imminent eruption and one to ring the bell. Note that it might be possible for a magus to design a single effect that both detects an eruption and rings a bell to convey this information, as a cosmetic effect. That is not the approach taken here.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Vibration of Anticipation ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 19&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect gives the bell the magical&lt;br /&gt;
sense to detect the imminent eruption. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (38), Two Seasons (29), Three&lt;br /&gt;
Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Clarion Call ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect rings the bell. The frequency of the ringing increases as the eruption time nears, and in the final hours the bell urgently rings every few seconds.&lt;br /&gt;
|Base 2, +2 effect metal; +10 unlimited uses, +3 linked trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (34), Two Seasons (26), Three Seasons (23), Four Seasons (22).&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
In order to colonize the volcanic crater, your characters need to be able to create solid ground from the lava to build upon. Even if your magi build on the rim of a volcanic crater, the earth may need to be stabilized. In any case, the magi will need to ensure that day-today habitation is possible, by cooling the building interiors and preventing the ingress of toxic fumes. Designers must also provide for the feeding and watering of the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
These effects allow the construction of&lt;br /&gt;
buildings within the volcanic crater, or are&lt;br /&gt;
required to make the buildings habitable.&lt;br /&gt;
&lt;br /&gt;
One strategy is to create a series of&lt;br /&gt;
stable islands in the lava (using the Seeds&lt;br /&gt;
of Earth enchanted items), upon which&lt;br /&gt;
Mystic Towers (see ArM5, page 153) can&lt;br /&gt;
be raised. The towers are cooled by Cold&lt;br /&gt;
Marble Slabs, and Fumarole Vents ensure&lt;br /&gt;
that the air inside the towers is safe to&lt;br /&gt;
breathe. An alternative approach is to use&lt;br /&gt;
the Repulsion of Earth effect, which causes&lt;br /&gt;
a tower to float. A tower created near the&lt;br /&gt;
volcanic crater can then be floated and&lt;br /&gt;
pushed out over the lava lake; the floating tower will still need to be made habitable by Cold Marble Slabs and Fumaroles. A&lt;br /&gt;
third strategy is to create buildings made&lt;br /&gt;
from molten lava itself, using spells such&lt;br /&gt;
as Tower of Lava.&lt;br /&gt;
&lt;br /&gt;
In addition, the Repulsion of Earth and&lt;br /&gt;
The Heart That Could Move Stone effects&lt;br /&gt;
could obviously be the basis of a flying&lt;br /&gt;
covenant. For another technique that&lt;br /&gt;
achieves the same goal, see the chapter&lt;br /&gt;
on the Flying Castle of Thomae in Legends&lt;br /&gt;
of Hermes (page 122). If the same method&lt;br /&gt;
were applied in a volcanic setting, precautions would have to be taken to protect the materials of which the flight disk&lt;br /&gt;
is comprised.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cold Marble Slab ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|This marble slab, about a pace across, is activated when it is hung above the entrance of a building, and it chills the building. Normally, this would make continued occupation of the building intolerable; however, if the building is in a very hot location (such as a volcanic crater), then the cooling provided by the marble slab cancels out the ambient heat and makes the building habitable. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Cold Marble Slab&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
The chilling effect is not sufficient to cool anything very hot, such as lava, that&lt;br /&gt;
happens to be in the building. However, it is sufficient to cool the air that is heated&lt;br /&gt;
by the lava. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Vent ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This enchanted item is a vent that is placed over a window in a room. The fumarole vent destroys the toxic properties of the air passing into the room, in the same way that a &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fumarole_Mask|Fumarole Mask]]&#039;&#039; does&lt;br /&gt;
(see earlier). This allows people to freely breathe in a room that is in a building constructed in (or very near) a volcanic crater, or on a river of lava.&lt;br /&gt;
&lt;br /&gt;
As the effect uses the Hermetic target Room, to target the air passing into the room, only one vent is required even if the room has multiple openings. However, if a building has multiple rooms it requires a vent in each room. A version of the vent with a target of Structure could be invented to protect the entire building.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun, +2 Room; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (88), Two Seasons (66), Three Seasons (59), Four Seasons (55).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Repulsion of Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This feather encased in amber is an enchanted item that is activated by being brought over the entrance to a stone building. When active, it causes the stone building to float several paces above the ground. If the effect ends (by the item being removed, for  example), then the building crashes to the ground. This may cause significant damage to the building.&lt;br /&gt;
&lt;br /&gt;
A Finesse Roll against an Ease Factor of 9 must be made if the building must be torn from its foundations. If the roll is failed, then any subterranean (i.e., basement) levels of the building are damaged and rendered unusable. This does not affect the upper levels. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Repulsion of Earth&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
Once it is floating, the building can be moved. However, the building is still&lt;br /&gt;
incredibly massive and so it requires an enormous amount of force (or magic such&lt;br /&gt;
as The Heart That Could Move Stone) to move. The building cannot be pushed by an individual, normal strength man, nor will it blow away in the breeze.&lt;br /&gt;
|Base 3, +1 Touch, +2 Sun, +3 Structure, +1 effect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Seed of Earth ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Ig)(Te)&#039;&#039;&#039; 59&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|When this small piece of volcanic rock is thrown onto molten lava, it solidifies a&lt;br /&gt;
portion of the lava, creating a roughly circular island about 80 feet across and 50&lt;br /&gt;
feet deep. The seed itself is buried 25 feet down, in the center of the island. As the effect has a constant duration, the island is stable and suitable for building structures&lt;br /&gt;
upon. If the seed is removed, dispelled, or destroyed, then roll a stress die; this is the&lt;br /&gt;
number of rounds that the island remains until it dissolves back into the lava. The Ignem requisite is for cooling the island.&lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part, +6 Size, +1 Ignem requisite, free Terram requisite ; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to complete project, as lesser enchanted item: 118.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Heart that Could Move Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|The caster can move stone buildings with incredible force. This usually causes&lt;br /&gt;
the stone building to collapse, as it is torn from its foundations. Anyone inside takes&lt;br /&gt;
+10 damage from the falling structure.&lt;br /&gt;
&lt;br /&gt;
However, if the building is floating (through the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Repulsion_of_Earth|Repulsion of Earth]]&#039;&#039; effect, for&lt;br /&gt;
example), then the character can push the building to a new location. Characters inside the building when it is being moved must make Dexterity rolls against an Ease Factor of 6, each round, or lose their footing. Unless special precautions are taken, laboratories inside the building are disrupted by the movement, which ruins any laboratory activities being conducted that season. It takes a season to reorganize a laboratory disrupted in this way. &lt;br /&gt;
|Base 3, +1 Touch, +1 Diameter, +3 Structure, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tower of Lava ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 50&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell sculpts a tower out of hot bubbling lava. The resulting tower is solid&lt;br /&gt;
and rigid, but if its foundations remain in lava, then the tower will dissolve back into&lt;br /&gt;
the bulk within a day. The Part target is required, because the spell does not use all&lt;br /&gt;
the available lava.&lt;br /&gt;
&lt;br /&gt;
The tower is about the same size and dimensions as the one created by the spell&lt;br /&gt;
&#039;&#039;Conjuring the Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, page 153]]). A Finesse roll against an Ease Factor of 15 is required to ensure that the tower is well made; failure means that the lava takes a solid but malformed shape. &lt;br /&gt;
|Base 3, +1 Touch, +1 Part, +6 size, +3 elaborate design}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (100), Two Seasons (75), Three Seasons (67), Four Seasons (63).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Solidity of Stone ====&lt;br /&gt;
&#039;&#039;&#039;MuTe&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell changes a mass of stone so that it has the unnatural property that it does&lt;br /&gt;
not melt, even when heated to tremendous temperatures. The purpose of this spell is to prevent a building created out of molten lava (like that created by &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Tower_of_Lava|Tower of Lava]]&#039;&#039;) from&lt;br /&gt;
dissolving back into the bulk lava.&lt;br /&gt;
&lt;br /&gt;
Obviously, this spell must be cast every month otherwise the tower will melt&lt;br /&gt;
and collapse.&lt;br /&gt;
&lt;br /&gt;
The stone will still be hot, even if it is solid. So, a building protected like this will need to be cooled (or inhabited by characters immune to heat).&lt;br /&gt;
|Base 4, +1 Touch, +3 Moon, +4 size, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====New Laboratory Virtue: Volcanic Minerals====&lt;br /&gt;
&#039;&#039;Free Laboratory Outfitting Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is supplied with exotic minerals from a volcano. The laboratory needs to be regularly resupplied, otherwise this Virtue is lost. There is no benefit in taking this Virtue multiple times — once the laboratory’s demands for exotic minerals have been met, additional minerals are of little value. &#039;&#039;&#039;–1 Upkeep, +1 Terram&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
These effects can provide health and wealth to the inhabitants of a covenant occupying the mineral-rich environment of a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Sculpt the Stone Machine ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, ritual&lt;br /&gt;
|This ritual creates a machine made of stone that is suitable for use as the invested&lt;br /&gt;
item &#039;&#039;Stone Harvester&#039;&#039;. The machine appears to be a large stone beetle about one pace&lt;br /&gt;
in length. Until it is invested with the &#039;&#039;Stone Harvester&#039;&#039; suite of effects, the machine is merely a very elaborate statue.&lt;br /&gt;
|Base 3, +1 Touch, +3 elaborate design, +1 minimum ritual effect magnitude}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
===Stone Harvester===&lt;br /&gt;
&lt;br /&gt;
This invested item is a beetle-shaped machine that crawls along the rim of the&lt;br /&gt;
volcanic crater. It collects and sorts the volcanic debris for valuable and exotic&lt;br /&gt;
materials, which can be used to reduce the Upkeep of Hermetic Laboratories (see [[Covenants_Chapter_Nine:_Laboratories#Upkeep|Covenants, page 110]]). Each Stone Harvester can provide the Free Outfittings Virtue &#039;&#039;Volcanic Minerals&#039;&#039; (see Insert) for up to&lt;br /&gt;
5 Hermetic Laboratories. Note that the laboratories do not have to be located in&lt;br /&gt;
the volcano — the minerals can be transported to a remote laboratory.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Stone Harvester&#039;&#039; is a huge stone device. It requires 20 pawns to open for enchantment (taking one season and a Magic Theory Score of 10). The effects later require 13 pawns of vis to invest into the Stone Harvester.&lt;br /&gt;
&lt;br /&gt;
As the Stone Harvester is made of stone and only traverses the volcanic crater rim,&lt;br /&gt;
it does not need any particular protection from either heat or fumes. A version of the&lt;br /&gt;
Stone Harvester that actually enters the lava would obviously require some protection.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Harvest Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 43&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The &#039;&#039;Stone Harvester&#039;&#039; uses this effect to collect stone/mineral/metal material of&lt;br /&gt;
a particular sort that it encounters — the stone is identifying material using the &#039;&#039;Stone&lt;br /&gt;
Wealth&#039;&#039; effect. The collected stone is placed in a large stone basket on the back of the&lt;br /&gt;
&#039;&#039;Stone Harvester&#039;&#039; which must be periodically emptied by a grog (precisely how frequently depends on the rarity of the collected stone). If the grog fails to empty the basket, the Stone Harvester will continue to harvest, but excess stone will fall out of the basket.&lt;br /&gt;
|Base 3, +3 Sight, +1 Diameter, +1 Part, +2 effect metal; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (86), Two Seasons (65), Three Seasons (58), Four Seasons (54).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Wealth ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|This effect grants the Stone Harvester the sense to smell whether a particular sort of stone, metal, or mineral is nearby (within about 5 paces). The Stone Harvester contains a small compartment and it targets materials that match the material in the compartment. If there is no material in the compartment the Stone Harvester continues to move about the crater rim, but will obviously not find any matching material. The Stone Harvester only identifies Terram based objects, but of course additional effects could be invented to&lt;br /&gt;
allow the Stone Harvester to identify and manipulate Animal, Aquam, Corpus, or Herbam objects.&lt;br /&gt;
&lt;br /&gt;
This sense allows the harvester to smell things buried to a depth of about 1 pace.&lt;br /&gt;
|Base 2, +2 Sun, +2 Smell, +1 smell through intervening material; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (38), Two Seasons (29), Three Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Crawler ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect manipulates the legs of the &#039;&#039;Stone Harvester&#039;&#039;, enabling it to move around&lt;br /&gt;
the crater rim. The Stone Harvester moves constantly, at the pace of a walking man, in&lt;br /&gt;
a clockwise direction around the crater rim.&lt;br /&gt;
|Base 3, +2 Sun, +1 affect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (28), Two Seasons (21), Three Seasons (19), Four Seasons (18).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Hammer ====&lt;br /&gt;
&#039;&#039;&#039;PeTe&#039;&#039;&#039; 33&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This effect is activated when the &#039;&#039;Stone Harvester&#039;&#039; detects that its target material is&lt;br /&gt;
beneath the surface of the earth. The &#039;&#039;Stone Hammer&#039;&#039; effect loosens up to one cubic pace&lt;br /&gt;
of intervening stone or dirt. This allows the target material to be lifted out of the ground.&lt;br /&gt;
|Base 3, +3 Sight, +1 Part, +1 affect stone; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (66), Two Seasons (50), Three&lt;br /&gt;
Seasons (44), Four Seasons (42).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
===Story Seed: Tophet&#039;s Gate===&lt;br /&gt;
&lt;br /&gt;
Many volcanoes are reputed to be gates to Hell. One well-known incident that demonstrates this occurred when the heretical Ostrogothic king Theodoric died in 526. A jet-black stallion arrived at Theodoric’s palace in Ravenna, gathered the dead king’s body, and then&lt;br /&gt;
galloped away to Mt. Etna, straight into the crater and down into Hell.&lt;br /&gt;
&lt;br /&gt;
If there is a hell portal in the volcano, it is likely accessed via an Infernal regio.&lt;br /&gt;
&lt;br /&gt;
For ease, the story seeds that follow refer to a single devil interacting with the covenant. In your saga, a series of demons could interact with the covenant, or one or two powerful demons could take on the role of the devil.&lt;br /&gt;
&lt;br /&gt;
====Deals with the Devil====&lt;br /&gt;
&lt;br /&gt;
Even if they are not infernalists, the devil may offer the magi power. Of&lt;br /&gt;
course, dealing with the devil imperils the immortal souls of the magi, but if his&lt;br /&gt;
help is really needed, then what choice do the magi have?&lt;br /&gt;
&lt;br /&gt;
Some aid that the devil can offer is listed here. The devil may merely wait for&lt;br /&gt;
opportunities to offer his aid, or he may actively arrange circumstances where his&lt;br /&gt;
aid is needed. Corrupter demons (see [[Realms_of_Power:_The_Infernal_Chapter_Five:_Demons_as_Corrupters|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories concerning deals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Portal&#039;&#039;&#039;: The magi need to rapidly travel. The devil offers the hell portal,&lt;br /&gt;
explaining that by traveling through it they can arrive at any crossroads in Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vis&#039;&#039;&#039;: If the magi run short of vis, then the devil is able to offer some from Hell’s&lt;br /&gt;
stocks. Of course, this will be infernally tainted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Illusions&#039;&#039;&#039;: A foolish magus has committed a crime under the Code of Hermes:&lt;br /&gt;
perhaps he has endangered other magi by interfering in the mundane, he has scried upon the secrets of another magus, or he has killed another magus. The devil offers to cover this indiscretion; his illusions cannot be broken by Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Against Age&#039;&#039;&#039;: If the magi are very elderly, they may find it difficult to&lt;br /&gt;
create an effective Longevity Ritual. The devil offers a ward against age which will prolong the magi’s lives far beyond the capability of Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
====Sacrifices====&lt;br /&gt;
&lt;br /&gt;
A portal to Hell is unlikely to remain open without frequent sacrifice. Even if it would, the devil would hardly inform the magi of this fact, as making sacrifices to the devil is a good way to damn your soul. Some stories that might arise from sacrifices include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revolt in the Inferno&#039;&#039;&#039;: The magi sacrifice the children of the grogs to the devil by casting them into the volcano. Rego Mentem effects can easily keep the grogs under control&lt;br /&gt;
in even the most despicable circumstances, but one botched spell by the magi could unravel all their careful plans and throw the covenant into revolt against their infernal masters.&lt;br /&gt;
The devil might even manufacture circumstances to make this happen — after all, a bloody revolt is sure to lead to more dammed souls, regardless of how it ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hidden Coven&#039;&#039;&#039;: Although the magi do not make sacrifices to the devil, a coven of infernalists hidden nearby does. The coven infiltrated the ranks of the covenant grogs and secretly cast sacrifices into the volcano heart. Will the infernalists be found out?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Henchmen&#039;&#039;&#039;: The magi seek out and assassinate infernalists and devil worshipers throughout Mythic Europe. Where possible they throw the bodies of these executed heretics into the maw of the volcano. The magi argue that they are performing god’s work, but on the other hand by executing an infernalist the magi have prevented him from repenting and saving his soul, thus ensuring another damned soul for hell. Are the magi the servants of heaven or hell?&lt;br /&gt;
&lt;br /&gt;
====Guardians====&lt;br /&gt;
&lt;br /&gt;
The covenant magi might neither worship nor deal with the devil; instead they might guard the hell portal and try to prevent demons from escaping into the world. Destroyer demons (see [[Realms_of_Power:_The_Infernal_Chapter_Seven:_Demons_as_Destroyers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories where Hell directly attacks the covenant. Some stories that might arise from this are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Masters&#039;&#039;&#039;: It is well-known in the Order that the covenant guards a portal to Hell. This is considered a worthy duty and many other covenants in the Tribunal send gifts of vis to help maintain a powerful Aegis around the covenant and to assist in the regular casting of a network of wards that envelope the crater. Re-casting is required as the bubbling volcano regularly breaks the circular wards. The magi of the covenant are also wellknown as masters of warding magic and other tribunal magi visit the covenant for instruction and study.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunder the Gate&#039;&#039;&#039;: Rumors reach the magi of a ritual that can destroy the hell portal. Chasing leads and researching this project might require travel throughout Mythic Europe,&lt;br /&gt;
and include many years of work. Of course, there is always the possibility that the rumored ritual is an Infernal plot: maybe the ritual will summon a demonic horde to destroy the covenant, or maybe the rumors are just intended to distract the magi from warding the portal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Devil’s Night&#039;&#039;&#039;: Once a year, the forces of Hell batter against the covenant’s defenses. Usually, these efforts are futile, but this year Hell has managed to marshal an army of soldiers led by infernalists in the mundane world, near the covenant. The infernalists plan to attack the covenant in the hope of breaking the wards about the&lt;br /&gt;
hell portal. As the covenant is more used to dealing with supernatural assaults, there may be unexpected problems in dealing with a large mundane attack.&lt;br /&gt;
&lt;br /&gt;
====Tragic Heroes====&lt;br /&gt;
&lt;br /&gt;
The covenant was founded by a magus whose lover (or beloved friend or family member) secretly turned to infernalism and then died in a state of unrepentant sin. The magus intends to study and then open the portal to hell, so he can travel to Hell and rescue his&lt;br /&gt;
beloved from eternal damnation. The magus’ plan may actually be the playing out of a stratagem of a Deceiver demon (see [[Realms_of_Power:_The_Infernal_Chapter_Six:_Demons_as_Deceivers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]). Some stories that this might inspire include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recruitment&#039;&#039;&#039;: The magus tries to recruit a small group of magi to help in his&lt;br /&gt;
project. Can he trust them? Do they suspect he is an infernalist?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Bargain&#039;&#039;&#039;: The devil rises from the hell portal and offers to return the&lt;br /&gt;
soul of the magus’ lover in exchange for the souls of a wealthy family of aristocrats. Is the devil trustworthy? Will dealing with the devil damn the magus himself? (No, and yes, obviously, but the magus might convince himself otherwise.) Can the magus find a way to damn the aristocrats?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dead Martyrs&#039;&#039;&#039;: Carrying a collection of holy relics will help protect the magus as he walks through the wastes of hell searching for his beloved. The magus can amass relics by raiding churches and monasteries. He might be able to buy relics, too, although he will need to be wary of fakes, and by buying relics the magus will commit the canon law crime of simony.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heaven’s Labors&#039;&#039;&#039;: A saint appears to the magus in a dream and offers to protect him during his journey through Hell. However, before the saint will help, the magus must found a monastery dedicated to the saint on the rim of the volcano. The prayers of the monks in the monastery will aid the magus during his sojourn in Hell.&lt;br /&gt;
&lt;br /&gt;
====Accused of Infernalism====&lt;br /&gt;
&lt;br /&gt;
A very real danger, of course, from living in close proximity to a portal to Hell is that regardless of the intentions of the characters they are vulnerable to accusations of infernalism. For this reason, the magi may want to keep the hell portal secret. Some possible stories arising from this concern are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A grog goes missing&#039;&#039;&#039;: Has he merely fallen into the lava, or has he run away?&lt;br /&gt;
What does he know about the hell portal? Was he a spy from a rival covenant? Can the magi track him down before he reveals their secret?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Visitors&#039;&#039;&#039;: Foreign magi unexpectedly arrive at the covenant. Can the hell portal be hidden from them? Can the visitors be encouraged to leave promptly without arousing their&lt;br /&gt;
suspicions, or do they already know about the portal? Can the demons on the other side of the hell portal be relied upon to keep quiet?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Framed&#039;&#039;&#039;: Even if the volcano is not really a hell portal, it is common knowledge&lt;br /&gt;
(right or wrong) that many volcanoes are. This means that a rival covenant might accuse the magi of infernalism, anyway. If the rival covenant is politically well-connected, within the tribunal, the accusation could lead to an investigation by the Quaesitors. Dealing with the investigation could be bothersome and disruptive to laboratory work even if there is nothing for the Quaesitors to find. Of course, a diabolically clever rival could even&lt;br /&gt;
make their own deal with the devil to plant evidence of infernalism in the volcano crater.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Thermal Bath of Good Humor===&lt;br /&gt;
&lt;br /&gt;
This invested item is a bath in which the covenfolk (and magi) can bathe in water heated by the volcano. Regular bathing in these waters increases the health of the characters. On the other hand, a version of this bath called &#039;&#039;The Thermal Bath of Scalded Flesh&#039;&#039; could be invented as a sadistic torture device.&lt;br /&gt;
&lt;br /&gt;
The bath is a huge item; if it is made of stone, it requires 20 pawns to open for enchantment (this takes one season and a Magic Theory Score of 10). If the bath is made of metal (iron or copper), it requires 25 pawns to open for enchantment (this takes one season and a Magic Theory Score of 13). The effects later only require 1 and 3 pawns to invest, which means that&lt;br /&gt;
there is plenty of room in the bath for other effects.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Test the Waters ====&lt;br /&gt;
&#039;&#039;&#039;InIg&#039;&#039;&#039; 9&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect determines the temperature in the bath. When the temperature drops below a comfortable bathing temperature, it activates the heating effect Fill the Bath. If the bath is intended to be &#039;&#039;The Thermal Bath of Scalded Flesh&#039;&#039;, then this effect is invented to monitor around (and activate the [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fill_the_Bath|&#039;&#039;Fill the Bath&#039;&#039;]] effect at) the boiling temperature of water.&lt;br /&gt;
|Base 2, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (18), Two Seasons (14), Three Seasons (12), Four Seasons (12).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fill the Bath ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 28&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect causes the water in the bath&lt;br /&gt;
to move through the air, pass over a volcanically heated region, and then back in a&lt;br /&gt;
circle into the bath. The water travels in&lt;br /&gt;
its circuit as a gentle stream suspended in&lt;br /&gt;
the air at about waist height. The water returns to the bath warmed and dissolved in&lt;br /&gt;
the water are a number of beneficial mineral salts.&lt;br /&gt;
&lt;br /&gt;
If the bath is being controlled to a comfortable bathing temperature, then any characters who bathe once a day for most of the year receives a +1 Living Condition modifier to their Aging Rolls for that year, and a +1 Modifier to any Recovery Rolls they make during the year (see ArM5, pages [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Aging|168]] and [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Recovering_From_Wounds|179]]). This modifier cannot be increased by more frequent bathing. These beneficial effects come from the mineral salts that are entrained in the water. The beneficial effects are not magical in origin, and a character who constantly&lt;br /&gt;
uses the bath in this way does not gain Warping Points. The bath does not need to be able to detect the mineral salts as they are naturally present in the volcano. &lt;br /&gt;
&lt;br /&gt;
If for some reason, the mineral salts are lacking from the volcano (which would be highly unusual) then the bath has no beneficial effects on the bather — apart from cleanliness, of course!&lt;br /&gt;
&lt;br /&gt;
If the bath is being controlled to a scalding temperature, then any character immersed in the bath takes +12 damage each round due to the elevated temperature.&lt;br /&gt;
&lt;br /&gt;
The effect requires both the presence of water in the bath and a volcanic region to heat the water within Sight range. If either of these elements are missing the effect does not activate.&lt;br /&gt;
|Base 1, +3 Sight, +1 Diameter, +2 very unnatural effect; +10 unlimited uses per day, +3 linked trigger ([[Hermetic_Projects_Chapter_Two:_The_Burning_City#Test_the_Waters|&#039;&#039;Test the Waters&#039;&#039;]])}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (56), Two Seasons (42), Three Seasons (38), Four Seasons (35).&lt;br /&gt;
&lt;br /&gt;
===Well Ever-Full===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
To complete many of the projects that comprise the Burning City your characters might want to increase their Lab Total. These are some strategies that you might like to employ.&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
Your magus could try to accomplish some of these projects using experimentation (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Arcane_Experiments|ArM5, pages 107–109]]). What follows are some example side effects and modified effects that could result from experimentation on these projects (if a side effect or modified effect is rolled on the Extraordinary Effects table; see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Experimentation:_Extraordinary_Results|ArM5, page 109]]).&lt;br /&gt;
&lt;br /&gt;
These are only suggestions: your troupe should feel free to modify, or ignore these, or create your own, as necessary.&lt;br /&gt;
&lt;br /&gt;
* The effect only works when the volcano is erupting.&lt;br /&gt;
* The effect only works when used within the crater of a particular volcano.&lt;br /&gt;
* Tears of lava momentarily flow from either the caster’s or the target’s eyes. This causes +10 heat damage, and blinds him for one diameter.&lt;br /&gt;
* The target (or caster) belches a powerful sulfurous stench. This causes no damage, but it is obnoxious and it draws attention to the character.&lt;br /&gt;
* The target (or caster) becomes very hot, and sweats profusely. He must make a Stamina check against an Ease Factor of 6 or immediately lose a Long Term Fatigue level due to lack of water (the Fatigue level can only be regained by drinking).&lt;br /&gt;
* Any flammable items held or worn by the caster (or target) ignite. This usually includes clothing, straps holding armor together, etc.&lt;br /&gt;
* Metal objects held or worn by the caster (or target) melt. This causes no damage if he immediately drops the item, although usually it ruins the item. If the character holds onto the item, he takes +12 heat damage. If he is wearing full metal armor, he takes +48 damage; partial metal armor, +36 damage.&lt;br /&gt;
* The caster’s (or target’s) clothing turns to ash. This causes no damage exceptto the clothing, but obviously it draws attention to the character. Metal armor and jewelry is slightly singed, but otherwise unaffected.&lt;br /&gt;
* Fires within Voice range of the target (or caster) briefly flare up to a brilliant,&lt;br /&gt;
searing heat and then extinguish. &lt;br /&gt;
* Wherever the caster (or target) walks, her footprints burn into the surfaces&lt;br /&gt;
she walks upon. This leaves a clear trail of scorched earth and ash. This side effect lasts for Sun duration.&lt;br /&gt;
* The room briefly fills with toxic volcanic fumes. An immediate Stamina check, against an Ease Factor of 6, must be made for each character within the room. If this is failed the character takes a Medium wound. If the room is normally ventilated, the poisonous fumes disperse within 1 round. However, if the room is sealed, the fumes persist and characters in the room need to take another Stamina check every Diameter. If the effect is cast&lt;br /&gt;
outside, there is no damaging effect as the fumes are too quickly dispersed, although characters within Voice range of the caster do smell the fumes before they disperse.&lt;br /&gt;
* The humors of the caster (or target) become temporarily unbalanced. Make a Stamina check for the target against an Ease Factor of 6. If this is failed, the character develops a disease due to an excess of hot, dry, yellow bile, which causes a Medium Wound.&lt;br /&gt;
* The humors of the caster (or target) become subtly, but permanently unbalanced. This causes no immediate effect, but the character’s subsequent Aging checks are made with an additional –1 Living Condition Modifier. Note, that this side-effect only affects the character once, even if he is affected by the spell/item effect multiple times.&lt;br /&gt;
* The humors of the caster (or target) are buffered against extreme swings.&lt;br /&gt;
This causes no immediate effect, but the character’s subsequent Aging checks are made with an additional +1 Living Condition Modifier. Note, that this side effect only affects the character once, even if he is affected by the spell/item effect multiple times.&lt;br /&gt;
* The outer layers of the target’s skin form a hard, black crust. This gives him a +3 bonus to Soak, which lasts for Sun duration. When this side-effect expires, the crust of skin peels off over a period of about one week. This has no game-mechanical effect, but&lt;br /&gt;
it is visually unappealing: the peeling skin is broken, scabbed, and burnt.&lt;br /&gt;
* The caster (or target) is imbued with a warm internal glow. She does not suffer from exposure, hunger, or thirst until the glow subsides, which takes a simple die of Sun durations. This side effect appears to bypass the Limit of Energy, which could make the spell Lab Text an important source of insight for a magus attempting research&lt;br /&gt;
in this area.&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22605</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22605"/>
		<updated>2026-03-25T14:52:41Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* The Thermal Bath of Good Humor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Pitch Brush ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 6 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.&lt;br /&gt;
&lt;br /&gt;
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges’ worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).&lt;br /&gt;
|Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (96), Two Seasons (72), Three&lt;br /&gt;
Seasons (64), Four Seasons (60).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cloven Hoofed Boots ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Te)&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; part&lt;br /&gt;
|These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly&lt;br /&gt;
follow behind, but this would require a lot of agility.&lt;br /&gt;
&lt;br /&gt;
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat. &lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part,&lt;br /&gt;
free Terram requisite; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (48), Two Seasons (36), Three&lt;br /&gt;
Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Steed of Vesuvius ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell magically transforms a horse so that he is able to gallop across&lt;br /&gt;
molten lava as if it were a cobbled road. The horse also has no fear of the heat or&lt;br /&gt;
fumes expelled by the lava, and he does not suffer from the heat of the lava or the&lt;br /&gt;
toxicity of the fumes. The rider of the horse does not receive any protection from this spell.&lt;br /&gt;
&lt;br /&gt;
When the spell expires, the horse suffers a Long-Term Fatigue level.&lt;br /&gt;
&lt;br /&gt;
The requisite is free because it is part of the guideline and required for the effect.&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Dragon&#039;s Blood ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Ig)(Te)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This ritual changes the blood of the&lt;br /&gt;
caster into lava. This does no harm to the&lt;br /&gt;
caster himself, and his super-heated blood&lt;br /&gt;
means that he is immune to any heat based damage that causes +15 or less damage (which includes lava).&lt;br /&gt;
&lt;br /&gt;
If the character is injured in melee combat, his opponent(s) must make Dexterity rolls against an Ease Factor of 6 to avoid being splattered by hot lava. Opponents who fail take +15 damage. If the caster’s melee opponents are unaware of his lava blood (that is, it is the first time they have seen him injured), then the Dexterity roll is made against an Ease Factor of 9.&lt;br /&gt;
&lt;br /&gt;
The Ignem and Rego requisites are required to give the additional protection from heat. The Terram requisite is free because it is required for the effect. |Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Covenant of the Dragon ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Te)(Ig)&#039;&#039;&#039; 85&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Group, Ritual&lt;br /&gt;
|This ritual changes the blood of a Group of up to 100 individuals into lava.&lt;br /&gt;
This has the same effect on each member of the Group as the ritual [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Dragon&#039;s_Blood|Dragon’s Blood]]. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Gaining_Warping_Points|ArM5, page 168]]).&lt;br /&gt;
|Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Mask ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it.&lt;br /&gt;
This allows the wearer of the mask to&lt;br /&gt;
breathe without trouble in the heart of a&lt;br /&gt;
volcanic crater, or on a river of lava. The&lt;br /&gt;
air affected by the mask tastes slightly&lt;br /&gt;
unpleasant, but this does not cause any&lt;br /&gt;
damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
Although the mask is constantly active, once the toxicity of the air has been&lt;br /&gt;
removed, the air itself is no longer the&lt;br /&gt;
subject of a magical effect. This means&lt;br /&gt;
that the air is not resisted by characters with Magic Resistance, so magi can&lt;br /&gt;
breathe using the mask without lowering&lt;br /&gt;
their Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Note that Muto effects which change&lt;br /&gt;
the air to be non-toxic are of little value&lt;br /&gt;
to magi, as the effect only lasts as long as&lt;br /&gt;
the spell duration. This means that when&lt;br /&gt;
the magus tries to breathe the magically&lt;br /&gt;
changed air, his Magic Resistance will resist the air as it is the subject of a magical&lt;br /&gt;
effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (68), Two Seasons (51), Three&lt;br /&gt;
Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Warning_Bell|Vulcan’s Warning Bell]]&#039;&#039; is an enchanted item that is intended to give the covenant&lt;br /&gt;
due warning that the volcano is about to erupt. In most circumstances, the warning is sufficient to allow either the covenant to be evacuated, or (perhaps more usefully)&lt;br /&gt;
the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scorn_of_Aphrodite’s_Tears|Scorn of Aphrodite’s Tears]]&#039;&#039; ritual can be cast, which suppresses the imminent eruption. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Flame_Tongue|The Flame Tongue]]&#039;&#039; spell can be used to direct a belch of hot lava at an individual, which can be used as a weapon to discourage invaders. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Creeping_Earth_2|Creeping Earth]]&#039;&#039; makes the earth rise over the course of a month, seriously damaging buildings.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Creeping Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The caster of this spell stamps his foot on the ground and a patch of earth, centered on his position and 35 paces across, slowly but inexorably rises up for the duration of the spell. The earth rises at a rate of about one inch per day (up to three feet over the spell duration).&lt;br /&gt;
&lt;br /&gt;
This is fast enough for people to observe if they watch the earth for more than a Diameter, and the movement can destroy buildings and other structures — even the strongest castle walls run the risk of collapse.&lt;br /&gt;
&lt;br /&gt;
This spell only works when cast within a league of a volcano (three miles). This is&lt;br /&gt;
because this movement is only a slightly unnatural property of the earth in such&lt;br /&gt;
regions, whereas it is a grossly unnatural property of earth elsewhere. &lt;br /&gt;
|Base 2, +1 Touch, +3 Moon, +1 Part, +2 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Flame Tongue ====&lt;br /&gt;
&#039;&#039;For info on this spell&#039;s community erratum, see [[Talk:Flame Tongue]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Voice, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This spell causes a glutinous glob of lava (from a lake or river of magma) to&lt;br /&gt;
leap out and hit something. The volume of lava moved is about 2 cubic feet, and it&lt;br /&gt;
can be moved to hit any location within Voice range. Whatever the lava hits takes&lt;br /&gt;
between +15 and +60 damage, depending on how much of it is covered by the lava. The lava sticks to whatever it hits and continues to inflict damage each round. It takes several days for the lava to cool naturally.&lt;br /&gt;
&lt;br /&gt;
The heat of the lava is also sufficient to ignite anything flammable that it hits.&lt;br /&gt;
&lt;br /&gt;
Flame Tongue is an Aimed spell, with a +6 bonus to hit due to the size of the volume of lava. &lt;br /&gt;
&lt;br /&gt;
If the caster tries to totally immerse a person with the lava projectile, there is a&lt;br /&gt;
–6 penalty to the Aiming Roll (effectively canceling the +6 size bonus). There is no&lt;br /&gt;
penalty to the Aiming Roll if the objective is to merely splash someone. In some circumstances, the storyguide may decide that a missed attack to immerse a character&lt;br /&gt;
results in a splash. &lt;br /&gt;
|Base 10, +2 Voice, +1 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scorn of Aphrodite’s Tears ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:Individual, Ritual&#039;&#039;&#039; &lt;br /&gt;
|This ritual is cast when the eruption of a volcano is imminent, and it climaxes&lt;br /&gt;
with a vial of pure water being poured into the crater mouth. The ritual prevents the&lt;br /&gt;
volcano from erupting. &lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles in diameter (although the crater will&lt;br /&gt;
be only a fraction of this size), and the peak can be up to 15,000 feet high.&lt;br /&gt;
|Base 3, +1 Touch, +13 Size, +1 affect a volcano (equivalent to affecting stone)}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
===Vulcan&#039;s Warning Bell===&lt;br /&gt;
&lt;br /&gt;
This enchanted bell is suspended in the vapors escaping from a volcanic crater. It detects when the volcano is preparing to erupt. Normally, the bell gives a number of days warning equal to 1 stress die. If a 0 is rolled on the stress die, then the number on the botch die represents the number of hours warning. If the botch die is itself a 0 (i.e., a botch), then there is no warning. The variable warning is a feature of the eruption, not the bell; Hermetic magic cannot predict the future directly, so the item must rely on advance signs of the eruption, and they appear at varying times.&lt;br /&gt;
&lt;br /&gt;
Note that if the volcano unexpectedly erupts due to a supernatural effect, there may be considerably less warning.&lt;br /&gt;
&lt;br /&gt;
There are two effects involved — one to detect the imminent eruption and one to ring the bell. Note that it might be possible for a magus to design a single effect that both detects an eruption and rings a bell to convey this information, as a cosmetic effect. That is not the approach taken here.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Vibration of Anticipation ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 19&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect gives the bell the magical&lt;br /&gt;
sense to detect the imminent eruption. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (38), Two Seasons (29), Three&lt;br /&gt;
Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Clarion Call ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect rings the bell. The frequency of the ringing increases as the eruption time nears, and in the final hours the bell urgently rings every few seconds.&lt;br /&gt;
|Base 2, +2 effect metal; +10 unlimited uses, +3 linked trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (34), Two Seasons (26), Three Seasons (23), Four Seasons (22).&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
In order to colonize the volcanic crater, your characters need to be able to create solid ground from the lava to build upon. Even if your magi build on the rim of a volcanic crater, the earth may need to be stabilized. In any case, the magi will need to ensure that day-today habitation is possible, by cooling the building interiors and preventing the ingress of toxic fumes. Designers must also provide for the feeding and watering of the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
These effects allow the construction of&lt;br /&gt;
buildings within the volcanic crater, or are&lt;br /&gt;
required to make the buildings habitable.&lt;br /&gt;
&lt;br /&gt;
One strategy is to create a series of&lt;br /&gt;
stable islands in the lava (using the Seeds&lt;br /&gt;
of Earth enchanted items), upon which&lt;br /&gt;
Mystic Towers (see ArM5, page 153) can&lt;br /&gt;
be raised. The towers are cooled by Cold&lt;br /&gt;
Marble Slabs, and Fumarole Vents ensure&lt;br /&gt;
that the air inside the towers is safe to&lt;br /&gt;
breathe. An alternative approach is to use&lt;br /&gt;
the Repulsion of Earth effect, which causes&lt;br /&gt;
a tower to float. A tower created near the&lt;br /&gt;
volcanic crater can then be floated and&lt;br /&gt;
pushed out over the lava lake; the floating tower will still need to be made habitable by Cold Marble Slabs and Fumaroles. A&lt;br /&gt;
third strategy is to create buildings made&lt;br /&gt;
from molten lava itself, using spells such&lt;br /&gt;
as Tower of Lava.&lt;br /&gt;
&lt;br /&gt;
In addition, the Repulsion of Earth and&lt;br /&gt;
The Heart That Could Move Stone effects&lt;br /&gt;
could obviously be the basis of a flying&lt;br /&gt;
covenant. For another technique that&lt;br /&gt;
achieves the same goal, see the chapter&lt;br /&gt;
on the Flying Castle of Thomae in Legends&lt;br /&gt;
of Hermes (page 122). If the same method&lt;br /&gt;
were applied in a volcanic setting, precautions would have to be taken to protect the materials of which the flight disk&lt;br /&gt;
is comprised.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cold Marble Slab ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|This marble slab, about a pace across, is activated when it is hung above the entrance of a building, and it chills the building. Normally, this would make continued occupation of the building intolerable; however, if the building is in a very hot location (such as a volcanic crater), then the cooling provided by the marble slab cancels out the ambient heat and makes the building habitable. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Cold Marble Slab&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
The chilling effect is not sufficient to cool anything very hot, such as lava, that&lt;br /&gt;
happens to be in the building. However, it is sufficient to cool the air that is heated&lt;br /&gt;
by the lava. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Vent ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This enchanted item is a vent that is placed over a window in a room. The fumarole vent destroys the toxic properties of the air passing into the room, in the same way that a &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fumarole_Mask|Fumarole Mask]]&#039;&#039; does&lt;br /&gt;
(see earlier). This allows people to freely breathe in a room that is in a building constructed in (or very near) a volcanic crater, or on a river of lava.&lt;br /&gt;
&lt;br /&gt;
As the effect uses the Hermetic target Room, to target the air passing into the room, only one vent is required even if the room has multiple openings. However, if a building has multiple rooms it requires a vent in each room. A version of the vent with a target of Structure could be invented to protect the entire building.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun, +2 Room; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (88), Two Seasons (66), Three Seasons (59), Four Seasons (55).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Repulsion of Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This feather encased in amber is an enchanted item that is activated by being brought over the entrance to a stone building. When active, it causes the stone building to float several paces above the ground. If the effect ends (by the item being removed, for  example), then the building crashes to the ground. This may cause significant damage to the building.&lt;br /&gt;
&lt;br /&gt;
A Finesse Roll against an Ease Factor of 9 must be made if the building must be torn from its foundations. If the roll is failed, then any subterranean (i.e., basement) levels of the building are damaged and rendered unusable. This does not affect the upper levels. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Repulsion of Earth&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
Once it is floating, the building can be moved. However, the building is still&lt;br /&gt;
incredibly massive and so it requires an enormous amount of force (or magic such&lt;br /&gt;
as The Heart That Could Move Stone) to move. The building cannot be pushed by an individual, normal strength man, nor will it blow away in the breeze.&lt;br /&gt;
|Base 3, +1 Touch, +2 Sun, +3 Structure, +1 effect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Seed of Earth ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Ig)(Te)&#039;&#039;&#039; 59&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|When this small piece of volcanic rock is thrown onto molten lava, it solidifies a&lt;br /&gt;
portion of the lava, creating a roughly circular island about 80 feet across and 50&lt;br /&gt;
feet deep. The seed itself is buried 25 feet down, in the center of the island. As the effect has a constant duration, the island is stable and suitable for building structures&lt;br /&gt;
upon. If the seed is removed, dispelled, or destroyed, then roll a stress die; this is the&lt;br /&gt;
number of rounds that the island remains until it dissolves back into the lava. The Ignem requisite is for cooling the island.&lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part, +6 Size, +1 Ignem requisite, free Terram requisite ; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to complete project, as lesser enchanted item: 118.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Heart that Could Move Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|The caster can move stone buildings with incredible force. This usually causes&lt;br /&gt;
the stone building to collapse, as it is torn from its foundations. Anyone inside takes&lt;br /&gt;
+10 damage from the falling structure.&lt;br /&gt;
&lt;br /&gt;
However, if the building is floating (through the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Repulsion_of_Earth|Repulsion of Earth]]&#039;&#039; effect, for&lt;br /&gt;
example), then the character can push the building to a new location. Characters inside the building when it is being moved must make Dexterity rolls against an Ease Factor of 6, each round, or lose their footing. Unless special precautions are taken, laboratories inside the building are disrupted by the movement, which ruins any laboratory activities being conducted that season. It takes a season to reorganize a laboratory disrupted in this way. &lt;br /&gt;
|Base 3, +1 Touch, +1 Diameter, +3 Structure, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tower of Lava ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 50&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell sculpts a tower out of hot bubbling lava. The resulting tower is solid&lt;br /&gt;
and rigid, but if its foundations remain in lava, then the tower will dissolve back into&lt;br /&gt;
the bulk within a day. The Part target is required, because the spell does not use all&lt;br /&gt;
the available lava.&lt;br /&gt;
&lt;br /&gt;
The tower is about the same size and dimensions as the one created by the spell&lt;br /&gt;
&#039;&#039;Conjuring the Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, page 153]]). A Finesse roll against an Ease Factor of 15 is required to ensure that the tower is well made; failure means that the lava takes a solid but malformed shape. &lt;br /&gt;
|Base 3, +1 Touch, +1 Part, +6 size, +3 elaborate design}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (100), Two Seasons (75), Three Seasons (67), Four Seasons (63).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Solidity of Stone ====&lt;br /&gt;
&#039;&#039;&#039;MuTe&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell changes a mass of stone so that it has the unnatural property that it does&lt;br /&gt;
not melt, even when heated to tremendous temperatures. The purpose of this spell is to prevent a building created out of molten lava (like that created by &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Tower_of_Lava|Tower of Lava]]&#039;&#039;) from&lt;br /&gt;
dissolving back into the bulk lava.&lt;br /&gt;
&lt;br /&gt;
Obviously, this spell must be cast every month otherwise the tower will melt&lt;br /&gt;
and collapse.&lt;br /&gt;
&lt;br /&gt;
The stone will still be hot, even if it is solid. So, a building protected like this will need to be cooled (or inhabited by characters immune to heat).&lt;br /&gt;
|Base 4, +1 Touch, +3 Moon, +4 size, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====New Laboratory Virtue: Volcanic Minerals====&lt;br /&gt;
&#039;&#039;Free Laboratory Outfitting Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is supplied with exotic minerals from a volcano. The laboratory needs to be regularly resupplied, otherwise this Virtue is lost. There is no benefit in taking this Virtue multiple times — once the laboratory’s demands for exotic minerals have been met, additional minerals are of little value. &#039;&#039;&#039;–1 Upkeep, +1 Terram&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
These effects can provide health and wealth to the inhabitants of a covenant occupying the mineral-rich environment of a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Sculpt the Stone Machine ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, ritual&lt;br /&gt;
|This ritual creates a machine made of stone that is suitable for use as the invested&lt;br /&gt;
item &#039;&#039;Stone Harvester&#039;&#039;. The machine appears to be a large stone beetle about one pace&lt;br /&gt;
in length. Until it is invested with the &#039;&#039;Stone Harvester&#039;&#039; suite of effects, the machine is merely a very elaborate statue.&lt;br /&gt;
|Base 3, +1 Touch, +3 elaborate design, +1 minimum ritual effect magnitude}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
===Stone Harvester===&lt;br /&gt;
&lt;br /&gt;
This invested item is a beetle-shaped machine that crawls along the rim of the&lt;br /&gt;
volcanic crater. It collects and sorts the volcanic debris for valuable and exotic&lt;br /&gt;
materials, which can be used to reduce the Upkeep of Hermetic Laboratories (see [[Covenants_Chapter_Nine:_Laboratories#Upkeep|Covenants, page 110]]). Each Stone Harvester can provide the Free Outfittings Virtue &#039;&#039;Volcanic Minerals&#039;&#039; (see Insert) for up to&lt;br /&gt;
5 Hermetic Laboratories. Note that the laboratories do not have to be located in&lt;br /&gt;
the volcano — the minerals can be transported to a remote laboratory.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Stone Harvester&#039;&#039; is a huge stone device. It requires 20 pawns to open for enchantment (taking one season and a Magic Theory Score of 10). The effects later require 13 pawns of vis to invest into the Stone Harvester.&lt;br /&gt;
&lt;br /&gt;
As the Stone Harvester is made of stone and only traverses the volcanic crater rim,&lt;br /&gt;
it does not need any particular protection from either heat or fumes. A version of the&lt;br /&gt;
Stone Harvester that actually enters the lava would obviously require some protection.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Harvest Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 43&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The &#039;&#039;Stone Harvester&#039;&#039; uses this effect to collect stone/mineral/metal material of&lt;br /&gt;
a particular sort that it encounters — the stone is identifying material using the &#039;&#039;Stone&lt;br /&gt;
Wealth&#039;&#039; effect. The collected stone is placed in a large stone basket on the back of the&lt;br /&gt;
&#039;&#039;Stone Harvester&#039;&#039; which must be periodically emptied by a grog (precisely how frequently depends on the rarity of the collected stone). If the grog fails to empty the basket, the Stone Harvester will continue to harvest, but excess stone will fall out of the basket.&lt;br /&gt;
|Base 3, +3 Sight, +1 Diameter, +1 Part, +2 effect metal; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (86), Two Seasons (65), Three Seasons (58), Four Seasons (54).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Wealth ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|This effect grants the Stone Harvester the sense to smell whether a particular sort of stone, metal, or mineral is nearby (within about 5 paces). The Stone Harvester contains a small compartment and it targets materials that match the material in the compartment. If there is no material in the compartment the Stone Harvester continues to move about the crater rim, but will obviously not find any matching material. The Stone Harvester only identifies Terram based objects, but of course additional effects could be invented to&lt;br /&gt;
allow the Stone Harvester to identify and manipulate Animal, Aquam, Corpus, or Herbam objects.&lt;br /&gt;
&lt;br /&gt;
This sense allows the harvester to smell things buried to a depth of about 1 pace.&lt;br /&gt;
|Base 2, +2 Sun, +2 Smell, +1 smell through intervening material; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (38), Two Seasons (29), Three Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Crawler ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect manipulates the legs of the &#039;&#039;Stone Harvester&#039;&#039;, enabling it to move around&lt;br /&gt;
the crater rim. The Stone Harvester moves constantly, at the pace of a walking man, in&lt;br /&gt;
a clockwise direction around the crater rim.&lt;br /&gt;
|Base 3, +2 Sun, +1 affect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (28), Two Seasons (21), Three Seasons (19), Four Seasons (18).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Hammer ====&lt;br /&gt;
&#039;&#039;&#039;PeTe&#039;&#039;&#039; 33&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This effect is activated when the &#039;&#039;Stone Harvester&#039;&#039; detects that its target material is&lt;br /&gt;
beneath the surface of the earth. The &#039;&#039;Stone Hammer&#039;&#039; effect loosens up to one cubic pace&lt;br /&gt;
of intervening stone or dirt. This allows the target material to be lifted out of the ground.&lt;br /&gt;
|Base 3, +3 Sight, +1 Part, +1 affect stone; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (66), Two Seasons (50), Three&lt;br /&gt;
Seasons (44), Four Seasons (42).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
===Story Seed: Tophet&#039;s Gate===&lt;br /&gt;
&lt;br /&gt;
Many volcanoes are reputed to be gates to Hell. One well-known incident that demonstrates this occurred when the heretical Ostrogothic king Theodoric died in 526. A jet-black stallion arrived at Theodoric’s palace in Ravenna, gathered the dead king’s body, and then&lt;br /&gt;
galloped away to Mt. Etna, straight into the crater and down into Hell.&lt;br /&gt;
&lt;br /&gt;
If there is a hell portal in the volcano, it is likely accessed via an Infernal regio.&lt;br /&gt;
&lt;br /&gt;
For ease, the story seeds that follow refer to a single devil interacting with the covenant. In your saga, a series of demons could interact with the covenant, or one or two powerful demons could take on the role of the devil.&lt;br /&gt;
&lt;br /&gt;
====Deals with the Devil====&lt;br /&gt;
&lt;br /&gt;
Even if they are not infernalists, the devil may offer the magi power. Of&lt;br /&gt;
course, dealing with the devil imperils the immortal souls of the magi, but if his&lt;br /&gt;
help is really needed, then what choice do the magi have?&lt;br /&gt;
&lt;br /&gt;
Some aid that the devil can offer is listed here. The devil may merely wait for&lt;br /&gt;
opportunities to offer his aid, or he may actively arrange circumstances where his&lt;br /&gt;
aid is needed. Corrupter demons (see [[Realms_of_Power:_The_Infernal_Chapter_Five:_Demons_as_Corrupters|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories concerning deals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Portal&#039;&#039;&#039;: The magi need to rapidly travel. The devil offers the hell portal,&lt;br /&gt;
explaining that by traveling through it they can arrive at any crossroads in Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vis&#039;&#039;&#039;: If the magi run short of vis, then the devil is able to offer some from Hell’s&lt;br /&gt;
stocks. Of course, this will be infernally tainted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Illusions&#039;&#039;&#039;: A foolish magus has committed a crime under the Code of Hermes:&lt;br /&gt;
perhaps he has endangered other magi by interfering in the mundane, he has scried upon the secrets of another magus, or he has killed another magus. The devil offers to cover this indiscretion; his illusions cannot be broken by Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Against Age&#039;&#039;&#039;: If the magi are very elderly, they may find it difficult to&lt;br /&gt;
create an effective Longevity Ritual. The devil offers a ward against age which will prolong the magi’s lives far beyond the capability of Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
====Sacrifices====&lt;br /&gt;
&lt;br /&gt;
A portal to Hell is unlikely to remain open without frequent sacrifice. Even if it would, the devil would hardly inform the magi of this fact, as making sacrifices to the devil is a good way to damn your soul. Some stories that might arise from sacrifices include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revolt in the Inferno&#039;&#039;&#039;: The magi sacrifice the children of the grogs to the devil by casting them into the volcano. Rego Mentem effects can easily keep the grogs under control&lt;br /&gt;
in even the most despicable circumstances, but one botched spell by the magi could unravel all their careful plans and throw the covenant into revolt against their infernal masters.&lt;br /&gt;
The devil might even manufacture circumstances to make this happen — after all, a bloody revolt is sure to lead to more dammed souls, regardless of how it ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hidden Coven&#039;&#039;&#039;: Although the magi do not make sacrifices to the devil, a coven of infernalists hidden nearby does. The coven infiltrated the ranks of the covenant grogs and secretly cast sacrifices into the volcano heart. Will the infernalists be found out?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Henchmen&#039;&#039;&#039;: The magi seek out and assassinate infernalists and devil worshipers throughout Mythic Europe. Where possible they throw the bodies of these executed heretics into the maw of the volcano. The magi argue that they are performing god’s work, but on the other hand by executing an infernalist the magi have prevented him from repenting and saving his soul, thus ensuring another damned soul for hell. Are the magi the servants of heaven or hell?&lt;br /&gt;
&lt;br /&gt;
====Guardians====&lt;br /&gt;
&lt;br /&gt;
The covenant magi might neither worship nor deal with the devil; instead they might guard the hell portal and try to prevent demons from escaping into the world. Destroyer demons (see [[Realms_of_Power:_The_Infernal_Chapter_Seven:_Demons_as_Destroyers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories where Hell directly attacks the covenant. Some stories that might arise from this are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Masters&#039;&#039;&#039;: It is well-known in the Order that the covenant guards a portal to Hell. This is considered a worthy duty and many other covenants in the Tribunal send gifts of vis to help maintain a powerful Aegis around the covenant and to assist in the regular casting of a network of wards that envelope the crater. Re-casting is required as the bubbling volcano regularly breaks the circular wards. The magi of the covenant are also wellknown as masters of warding magic and other tribunal magi visit the covenant for instruction and study.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunder the Gate&#039;&#039;&#039;: Rumors reach the magi of a ritual that can destroy the hell portal. Chasing leads and researching this project might require travel throughout Mythic Europe,&lt;br /&gt;
and include many years of work. Of course, there is always the possibility that the rumored ritual is an Infernal plot: maybe the ritual will summon a demonic horde to destroy the covenant, or maybe the rumors are just intended to distract the magi from warding the portal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Devil’s Night&#039;&#039;&#039;: Once a year, the forces of Hell batter against the covenant’s defenses. Usually, these efforts are futile, but this year Hell has managed to marshal an army of soldiers led by infernalists in the mundane world, near the covenant. The infernalists plan to attack the covenant in the hope of breaking the wards about the&lt;br /&gt;
hell portal. As the covenant is more used to dealing with supernatural assaults, there may be unexpected problems in dealing with a large mundane attack.&lt;br /&gt;
&lt;br /&gt;
====Tragic Heroes====&lt;br /&gt;
&lt;br /&gt;
The covenant was founded by a magus whose lover (or beloved friend or family member) secretly turned to infernalism and then died in a state of unrepentant sin. The magus intends to study and then open the portal to hell, so he can travel to Hell and rescue his&lt;br /&gt;
beloved from eternal damnation. The magus’ plan may actually be the playing out of a stratagem of a Deceiver demon (see [[Realms_of_Power:_The_Infernal_Chapter_Six:_Demons_as_Deceivers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]). Some stories that this might inspire include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recruitment&#039;&#039;&#039;: The magus tries to recruit a small group of magi to help in his&lt;br /&gt;
project. Can he trust them? Do they suspect he is an infernalist?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Bargain&#039;&#039;&#039;: The devil rises from the hell portal and offers to return the&lt;br /&gt;
soul of the magus’ lover in exchange for the souls of a wealthy family of aristocrats. Is the devil trustworthy? Will dealing with the devil damn the magus himself? (No, and yes, obviously, but the magus might convince himself otherwise.) Can the magus find a way to damn the aristocrats?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dead Martyrs&#039;&#039;&#039;: Carrying a collection of holy relics will help protect the magus as he walks through the wastes of hell searching for his beloved. The magus can amass relics by raiding churches and monasteries. He might be able to buy relics, too, although he will need to be wary of fakes, and by buying relics the magus will commit the canon law crime of simony.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heaven’s Labors&#039;&#039;&#039;: A saint appears to the magus in a dream and offers to protect him during his journey through Hell. However, before the saint will help, the magus must found a monastery dedicated to the saint on the rim of the volcano. The prayers of the monks in the monastery will aid the magus during his sojourn in Hell.&lt;br /&gt;
&lt;br /&gt;
====Accused of Infernalism====&lt;br /&gt;
&lt;br /&gt;
A very real danger, of course, from living in close proximity to a portal to Hell is that regardless of the intentions of the characters they are vulnerable to accusations of infernalism. For this reason, the magi may want to keep the hell portal secret. Some possible stories arising from this concern are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A grog goes missing&#039;&#039;&#039;: Has he merely fallen into the lava, or has he run away?&lt;br /&gt;
What does he know about the hell portal? Was he a spy from a rival covenant? Can the magi track him down before he reveals their secret?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Visitors&#039;&#039;&#039;: Foreign magi unexpectedly arrive at the covenant. Can the hell portal be hidden from them? Can the visitors be encouraged to leave promptly without arousing their&lt;br /&gt;
suspicions, or do they already know about the portal? Can the demons on the other side of the hell portal be relied upon to keep quiet?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Framed&#039;&#039;&#039;: Even if the volcano is not really a hell portal, it is common knowledge&lt;br /&gt;
(right or wrong) that many volcanoes are. This means that a rival covenant might accuse the magi of infernalism, anyway. If the rival covenant is politically well-connected, within the tribunal, the accusation could lead to an investigation by the Quaesitors. Dealing with the investigation could be bothersome and disruptive to laboratory work even if there is nothing for the Quaesitors to find. Of course, a diabolically clever rival could even&lt;br /&gt;
make their own deal with the devil to plant evidence of infernalism in the volcano crater.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Thermal Bath of Good Humor===&lt;br /&gt;
&lt;br /&gt;
This invested item is a bath in which the covenfolk (and magi) can bathe in water heated by the volcano. Regular bathing in these waters increases the health of the characters. On the other hand, a version of this bath called &#039;&#039;The Thermal Bath of Scalded Flesh&#039;&#039; could be invented as a sadistic torture device.&lt;br /&gt;
&lt;br /&gt;
The bath is a huge item; if it is made of stone, it requires 20 pawns to open for enchantment (this takes one season and a Magic Theory Score of 10). If the bath is made of metal (iron or copper), it requires 25 pawns to open for enchantment (this takes one season and a Magic Theory Score of 13). The effects later only require 1 and 3 pawns to invest, which means that&lt;br /&gt;
there is plenty of room in the bath for other effects.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Test the Waters ====&lt;br /&gt;
&#039;&#039;&#039;InIg&#039;&#039;&#039; 9&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect determines the temperature in the bath. When the temperature drops below a comfortable bathing temperature, it activates the heating effect Fill the Bath. If the bath is intended to be &#039;&#039;The Thermal Bath of Scalded Flesh&#039;&#039;, then this effect is invented to monitor around (and activate the &#039;&#039;Fill the Bath&#039;&#039; effect at) the boiling temperature of water.&lt;br /&gt;
|Base 2, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (18), Two Seasons (14), Three Seasons (12), Four Seasons (12).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fill the Bath ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 28&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect causes the water in the bath&lt;br /&gt;
to move through the air, pass over a volcanically heated region, and then back in a&lt;br /&gt;
circle into the bath. The water travels in&lt;br /&gt;
its circuit as a gentle stream suspended in&lt;br /&gt;
the air at about waist height. The water returns to the bath warmed and dissolved in&lt;br /&gt;
the water are a number of beneficial mineral salts.&lt;br /&gt;
&lt;br /&gt;
If the bath is being controlled to a comfortable bathing temperature, then any characters who bathe once a day for most of the year receives a +1 Living Condition modifier to their Aging Rolls for that year, and a +1 Modifier to any Recovery Rolls they make during the year (see ArM5, pages 168 and 179). This modifier cannot be increased by more frequent bathing. These beneficial effects come from the mineral salts that are entrained in the water. The beneficial effects are not magical in origin, and a character who constantly&lt;br /&gt;
uses the bath in this way does not gain Warping Points. The bath does not need to be able to detect the mineral salts as they are naturally present in the volcano. &lt;br /&gt;
&lt;br /&gt;
If for some reason, the mineral salts are lacking from the volcano (which would be highly unusual) then the bath has no beneficial effects on the bather — apart from cleanliness, of course!&lt;br /&gt;
&lt;br /&gt;
If the bath is being controlled to a scalding temperature, then any character immersed in the bath takes +12 damage each round due to the elevated temperature.&lt;br /&gt;
&lt;br /&gt;
The effect requires both the presence of water in the bath and a volcanic region to heat the water within Sight range. If either of these elements are missing the effect does not activate.&lt;br /&gt;
|Base 1, +3 Sight, +1 Diameter, +2 very unnatural effect; +10 unlimited uses per day, +3 linked trigger (Test the Waters)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (56), Two Seasons (42), Three Seasons (38), Four Seasons (35).&lt;br /&gt;
&lt;br /&gt;
===Well Ever-Full===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
To complete many of the projects that comprise the Burning City your characters might want to increase their Lab Total. These are some strategies that you might like to employ.&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
Your magus could try to accomplish some of these projects using experimentation (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Arcane_Experiments|ArM5, pages 107–109]]). What follows are some example side effects and modified effects that could result from experimentation on these projects (if a side effect or modified effect is rolled on the Extraordinary Effects table; see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Experimentation:_Extraordinary_Results|ArM5, page 109]]).&lt;br /&gt;
&lt;br /&gt;
These are only suggestions: your troupe should feel free to modify, or ignore these, or create your own, as necessary.&lt;br /&gt;
&lt;br /&gt;
* The effect only works when the volcano is erupting.&lt;br /&gt;
* The effect only works when used within the crater of a particular volcano.&lt;br /&gt;
* Tears of lava momentarily flow from either the caster’s or the target’s eyes. This causes +10 heat damage, and blinds him for one diameter.&lt;br /&gt;
* The target (or caster) belches a powerful sulfurous stench. This causes no damage, but it is obnoxious and it draws attention to the character.&lt;br /&gt;
* The target (or caster) becomes very hot, and sweats profusely. He must make a Stamina check against an Ease Factor of 6 or immediately lose a Long Term Fatigue level due to lack of water (the Fatigue level can only be regained by drinking).&lt;br /&gt;
* Any flammable items held or worn by the caster (or target) ignite. This usually includes clothing, straps holding armor together, etc.&lt;br /&gt;
* Metal objects held or worn by the caster (or target) melt. This causes no damage if he immediately drops the item, although usually it ruins the item. If the character holds onto the item, he takes +12 heat damage. If he is wearing full metal armor, he takes +48 damage; partial metal armor, +36 damage.&lt;br /&gt;
* The caster’s (or target’s) clothing turns to ash. This causes no damage exceptto the clothing, but obviously it draws attention to the character. Metal armor and jewelry is slightly singed, but otherwise unaffected.&lt;br /&gt;
* Fires within Voice range of the target (or caster) briefly flare up to a brilliant,&lt;br /&gt;
searing heat and then extinguish. &lt;br /&gt;
* Wherever the caster (or target) walks, her footprints burn into the surfaces&lt;br /&gt;
she walks upon. This leaves a clear trail of scorched earth and ash. This side effect lasts for Sun duration.&lt;br /&gt;
* The room briefly fills with toxic volcanic fumes. An immediate Stamina check, against an Ease Factor of 6, must be made for each character within the room. If this is failed the character takes a Medium wound. If the room is normally ventilated, the poisonous fumes disperse within 1 round. However, if the room is sealed, the fumes persist and characters in the room need to take another Stamina check every Diameter. If the effect is cast&lt;br /&gt;
outside, there is no damaging effect as the fumes are too quickly dispersed, although characters within Voice range of the caster do smell the fumes before they disperse.&lt;br /&gt;
* The humors of the caster (or target) become temporarily unbalanced. Make a Stamina check for the target against an Ease Factor of 6. If this is failed, the character develops a disease due to an excess of hot, dry, yellow bile, which causes a Medium Wound.&lt;br /&gt;
* The humors of the caster (or target) become subtly, but permanently unbalanced. This causes no immediate effect, but the character’s subsequent Aging checks are made with an additional –1 Living Condition Modifier. Note, that this side-effect only affects the character once, even if he is affected by the spell/item effect multiple times.&lt;br /&gt;
* The humors of the caster (or target) are buffered against extreme swings.&lt;br /&gt;
This causes no immediate effect, but the character’s subsequent Aging checks are made with an additional +1 Living Condition Modifier. Note, that this side effect only affects the character once, even if he is affected by the spell/item effect multiple times.&lt;br /&gt;
* The outer layers of the target’s skin form a hard, black crust. This gives him a +3 bonus to Soak, which lasts for Sun duration. When this side-effect expires, the crust of skin peels off over a period of about one week. This has no game-mechanical effect, but&lt;br /&gt;
it is visually unappealing: the peeling skin is broken, scabbed, and burnt.&lt;br /&gt;
* The caster (or target) is imbued with a warm internal glow. She does not suffer from exposure, hunger, or thirst until the glow subsides, which takes a simple die of Sun durations. This side effect appears to bypass the Limit of Energy, which could make the spell Lab Text an important source of insight for a magus attempting research&lt;br /&gt;
in this area.&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22604</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22604"/>
		<updated>2026-03-25T14:42:22Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Increasing the Lab Total */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Pitch Brush ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 6 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.&lt;br /&gt;
&lt;br /&gt;
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges’ worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).&lt;br /&gt;
|Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (96), Two Seasons (72), Three&lt;br /&gt;
Seasons (64), Four Seasons (60).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cloven Hoofed Boots ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Te)&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; part&lt;br /&gt;
|These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly&lt;br /&gt;
follow behind, but this would require a lot of agility.&lt;br /&gt;
&lt;br /&gt;
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat. &lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part,&lt;br /&gt;
free Terram requisite; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (48), Two Seasons (36), Three&lt;br /&gt;
Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Steed of Vesuvius ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell magically transforms a horse so that he is able to gallop across&lt;br /&gt;
molten lava as if it were a cobbled road. The horse also has no fear of the heat or&lt;br /&gt;
fumes expelled by the lava, and he does not suffer from the heat of the lava or the&lt;br /&gt;
toxicity of the fumes. The rider of the horse does not receive any protection from this spell.&lt;br /&gt;
&lt;br /&gt;
When the spell expires, the horse suffers a Long-Term Fatigue level.&lt;br /&gt;
&lt;br /&gt;
The requisite is free because it is part of the guideline and required for the effect.&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Dragon&#039;s Blood ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Ig)(Te)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This ritual changes the blood of the&lt;br /&gt;
caster into lava. This does no harm to the&lt;br /&gt;
caster himself, and his super-heated blood&lt;br /&gt;
means that he is immune to any heat based damage that causes +15 or less damage (which includes lava).&lt;br /&gt;
&lt;br /&gt;
If the character is injured in melee combat, his opponent(s) must make Dexterity rolls against an Ease Factor of 6 to avoid being splattered by hot lava. Opponents who fail take +15 damage. If the caster’s melee opponents are unaware of his lava blood (that is, it is the first time they have seen him injured), then the Dexterity roll is made against an Ease Factor of 9.&lt;br /&gt;
&lt;br /&gt;
The Ignem and Rego requisites are required to give the additional protection from heat. The Terram requisite is free because it is required for the effect. |Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Covenant of the Dragon ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Te)(Ig)&#039;&#039;&#039; 85&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Group, Ritual&lt;br /&gt;
|This ritual changes the blood of a Group of up to 100 individuals into lava.&lt;br /&gt;
This has the same effect on each member of the Group as the ritual [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Dragon&#039;s_Blood|Dragon’s Blood]]. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Gaining_Warping_Points|ArM5, page 168]]).&lt;br /&gt;
|Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Mask ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it.&lt;br /&gt;
This allows the wearer of the mask to&lt;br /&gt;
breathe without trouble in the heart of a&lt;br /&gt;
volcanic crater, or on a river of lava. The&lt;br /&gt;
air affected by the mask tastes slightly&lt;br /&gt;
unpleasant, but this does not cause any&lt;br /&gt;
damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
Although the mask is constantly active, once the toxicity of the air has been&lt;br /&gt;
removed, the air itself is no longer the&lt;br /&gt;
subject of a magical effect. This means&lt;br /&gt;
that the air is not resisted by characters with Magic Resistance, so magi can&lt;br /&gt;
breathe using the mask without lowering&lt;br /&gt;
their Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Note that Muto effects which change&lt;br /&gt;
the air to be non-toxic are of little value&lt;br /&gt;
to magi, as the effect only lasts as long as&lt;br /&gt;
the spell duration. This means that when&lt;br /&gt;
the magus tries to breathe the magically&lt;br /&gt;
changed air, his Magic Resistance will resist the air as it is the subject of a magical&lt;br /&gt;
effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (68), Two Seasons (51), Three&lt;br /&gt;
Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Warning_Bell|Vulcan’s Warning Bell]]&#039;&#039; is an enchanted item that is intended to give the covenant&lt;br /&gt;
due warning that the volcano is about to erupt. In most circumstances, the warning is sufficient to allow either the covenant to be evacuated, or (perhaps more usefully)&lt;br /&gt;
the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scorn_of_Aphrodite’s_Tears|Scorn of Aphrodite’s Tears]]&#039;&#039; ritual can be cast, which suppresses the imminent eruption. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Flame_Tongue|The Flame Tongue]]&#039;&#039; spell can be used to direct a belch of hot lava at an individual, which can be used as a weapon to discourage invaders. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Creeping_Earth_2|Creeping Earth]]&#039;&#039; makes the earth rise over the course of a month, seriously damaging buildings.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Creeping Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The caster of this spell stamps his foot on the ground and a patch of earth, centered on his position and 35 paces across, slowly but inexorably rises up for the duration of the spell. The earth rises at a rate of about one inch per day (up to three feet over the spell duration).&lt;br /&gt;
&lt;br /&gt;
This is fast enough for people to observe if they watch the earth for more than a Diameter, and the movement can destroy buildings and other structures — even the strongest castle walls run the risk of collapse.&lt;br /&gt;
&lt;br /&gt;
This spell only works when cast within a league of a volcano (three miles). This is&lt;br /&gt;
because this movement is only a slightly unnatural property of the earth in such&lt;br /&gt;
regions, whereas it is a grossly unnatural property of earth elsewhere. &lt;br /&gt;
|Base 2, +1 Touch, +3 Moon, +1 Part, +2 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Flame Tongue ====&lt;br /&gt;
&#039;&#039;For info on this spell&#039;s community erratum, see [[Talk:Flame Tongue]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Voice, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This spell causes a glutinous glob of lava (from a lake or river of magma) to&lt;br /&gt;
leap out and hit something. The volume of lava moved is about 2 cubic feet, and it&lt;br /&gt;
can be moved to hit any location within Voice range. Whatever the lava hits takes&lt;br /&gt;
between +15 and +60 damage, depending on how much of it is covered by the lava. The lava sticks to whatever it hits and continues to inflict damage each round. It takes several days for the lava to cool naturally.&lt;br /&gt;
&lt;br /&gt;
The heat of the lava is also sufficient to ignite anything flammable that it hits.&lt;br /&gt;
&lt;br /&gt;
Flame Tongue is an Aimed spell, with a +6 bonus to hit due to the size of the volume of lava. &lt;br /&gt;
&lt;br /&gt;
If the caster tries to totally immerse a person with the lava projectile, there is a&lt;br /&gt;
–6 penalty to the Aiming Roll (effectively canceling the +6 size bonus). There is no&lt;br /&gt;
penalty to the Aiming Roll if the objective is to merely splash someone. In some circumstances, the storyguide may decide that a missed attack to immerse a character&lt;br /&gt;
results in a splash. &lt;br /&gt;
|Base 10, +2 Voice, +1 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scorn of Aphrodite’s Tears ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:Individual, Ritual&#039;&#039;&#039; &lt;br /&gt;
|This ritual is cast when the eruption of a volcano is imminent, and it climaxes&lt;br /&gt;
with a vial of pure water being poured into the crater mouth. The ritual prevents the&lt;br /&gt;
volcano from erupting. &lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles in diameter (although the crater will&lt;br /&gt;
be only a fraction of this size), and the peak can be up to 15,000 feet high.&lt;br /&gt;
|Base 3, +1 Touch, +13 Size, +1 affect a volcano (equivalent to affecting stone)}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
===Vulcan&#039;s Warning Bell===&lt;br /&gt;
&lt;br /&gt;
This enchanted bell is suspended in the vapors escaping from a volcanic crater. It detects when the volcano is preparing to erupt. Normally, the bell gives a number of days warning equal to 1 stress die. If a 0 is rolled on the stress die, then the number on the botch die represents the number of hours warning. If the botch die is itself a 0 (i.e., a botch), then there is no warning. The variable warning is a feature of the eruption, not the bell; Hermetic magic cannot predict the future directly, so the item must rely on advance signs of the eruption, and they appear at varying times.&lt;br /&gt;
&lt;br /&gt;
Note that if the volcano unexpectedly erupts due to a supernatural effect, there may be considerably less warning.&lt;br /&gt;
&lt;br /&gt;
There are two effects involved — one to detect the imminent eruption and one to ring the bell. Note that it might be possible for a magus to design a single effect that both detects an eruption and rings a bell to convey this information, as a cosmetic effect. That is not the approach taken here.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Vibration of Anticipation ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 19&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect gives the bell the magical&lt;br /&gt;
sense to detect the imminent eruption. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (38), Two Seasons (29), Three&lt;br /&gt;
Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Clarion Call ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect rings the bell. The frequency of the ringing increases as the eruption time nears, and in the final hours the bell urgently rings every few seconds.&lt;br /&gt;
|Base 2, +2 effect metal; +10 unlimited uses, +3 linked trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (34), Two Seasons (26), Three Seasons (23), Four Seasons (22).&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
In order to colonize the volcanic crater, your characters need to be able to create solid ground from the lava to build upon. Even if your magi build on the rim of a volcanic crater, the earth may need to be stabilized. In any case, the magi will need to ensure that day-today habitation is possible, by cooling the building interiors and preventing the ingress of toxic fumes. Designers must also provide for the feeding and watering of the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
These effects allow the construction of&lt;br /&gt;
buildings within the volcanic crater, or are&lt;br /&gt;
required to make the buildings habitable.&lt;br /&gt;
&lt;br /&gt;
One strategy is to create a series of&lt;br /&gt;
stable islands in the lava (using the Seeds&lt;br /&gt;
of Earth enchanted items), upon which&lt;br /&gt;
Mystic Towers (see ArM5, page 153) can&lt;br /&gt;
be raised. The towers are cooled by Cold&lt;br /&gt;
Marble Slabs, and Fumarole Vents ensure&lt;br /&gt;
that the air inside the towers is safe to&lt;br /&gt;
breathe. An alternative approach is to use&lt;br /&gt;
the Repulsion of Earth effect, which causes&lt;br /&gt;
a tower to float. A tower created near the&lt;br /&gt;
volcanic crater can then be floated and&lt;br /&gt;
pushed out over the lava lake; the floating tower will still need to be made habitable by Cold Marble Slabs and Fumaroles. A&lt;br /&gt;
third strategy is to create buildings made&lt;br /&gt;
from molten lava itself, using spells such&lt;br /&gt;
as Tower of Lava.&lt;br /&gt;
&lt;br /&gt;
In addition, the Repulsion of Earth and&lt;br /&gt;
The Heart That Could Move Stone effects&lt;br /&gt;
could obviously be the basis of a flying&lt;br /&gt;
covenant. For another technique that&lt;br /&gt;
achieves the same goal, see the chapter&lt;br /&gt;
on the Flying Castle of Thomae in Legends&lt;br /&gt;
of Hermes (page 122). If the same method&lt;br /&gt;
were applied in a volcanic setting, precautions would have to be taken to protect the materials of which the flight disk&lt;br /&gt;
is comprised.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cold Marble Slab ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|This marble slab, about a pace across, is activated when it is hung above the entrance of a building, and it chills the building. Normally, this would make continued occupation of the building intolerable; however, if the building is in a very hot location (such as a volcanic crater), then the cooling provided by the marble slab cancels out the ambient heat and makes the building habitable. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Cold Marble Slab&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
The chilling effect is not sufficient to cool anything very hot, such as lava, that&lt;br /&gt;
happens to be in the building. However, it is sufficient to cool the air that is heated&lt;br /&gt;
by the lava. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Vent ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This enchanted item is a vent that is placed over a window in a room. The fumarole vent destroys the toxic properties of the air passing into the room, in the same way that a &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fumarole_Mask|Fumarole Mask]]&#039;&#039; does&lt;br /&gt;
(see earlier). This allows people to freely breathe in a room that is in a building constructed in (or very near) a volcanic crater, or on a river of lava.&lt;br /&gt;
&lt;br /&gt;
As the effect uses the Hermetic target Room, to target the air passing into the room, only one vent is required even if the room has multiple openings. However, if a building has multiple rooms it requires a vent in each room. A version of the vent with a target of Structure could be invented to protect the entire building.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun, +2 Room; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (88), Two Seasons (66), Three Seasons (59), Four Seasons (55).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Repulsion of Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This feather encased in amber is an enchanted item that is activated by being brought over the entrance to a stone building. When active, it causes the stone building to float several paces above the ground. If the effect ends (by the item being removed, for  example), then the building crashes to the ground. This may cause significant damage to the building.&lt;br /&gt;
&lt;br /&gt;
A Finesse Roll against an Ease Factor of 9 must be made if the building must be torn from its foundations. If the roll is failed, then any subterranean (i.e., basement) levels of the building are damaged and rendered unusable. This does not affect the upper levels. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Repulsion of Earth&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
Once it is floating, the building can be moved. However, the building is still&lt;br /&gt;
incredibly massive and so it requires an enormous amount of force (or magic such&lt;br /&gt;
as The Heart That Could Move Stone) to move. The building cannot be pushed by an individual, normal strength man, nor will it blow away in the breeze.&lt;br /&gt;
|Base 3, +1 Touch, +2 Sun, +3 Structure, +1 effect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Seed of Earth ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Ig)(Te)&#039;&#039;&#039; 59&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|When this small piece of volcanic rock is thrown onto molten lava, it solidifies a&lt;br /&gt;
portion of the lava, creating a roughly circular island about 80 feet across and 50&lt;br /&gt;
feet deep. The seed itself is buried 25 feet down, in the center of the island. As the effect has a constant duration, the island is stable and suitable for building structures&lt;br /&gt;
upon. If the seed is removed, dispelled, or destroyed, then roll a stress die; this is the&lt;br /&gt;
number of rounds that the island remains until it dissolves back into the lava. The Ignem requisite is for cooling the island.&lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part, +6 Size, +1 Ignem requisite, free Terram requisite ; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to complete project, as lesser enchanted item: 118.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Heart that Could Move Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|The caster can move stone buildings with incredible force. This usually causes&lt;br /&gt;
the stone building to collapse, as it is torn from its foundations. Anyone inside takes&lt;br /&gt;
+10 damage from the falling structure.&lt;br /&gt;
&lt;br /&gt;
However, if the building is floating (through the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Repulsion_of_Earth|Repulsion of Earth]]&#039;&#039; effect, for&lt;br /&gt;
example), then the character can push the building to a new location. Characters inside the building when it is being moved must make Dexterity rolls against an Ease Factor of 6, each round, or lose their footing. Unless special precautions are taken, laboratories inside the building are disrupted by the movement, which ruins any laboratory activities being conducted that season. It takes a season to reorganize a laboratory disrupted in this way. &lt;br /&gt;
|Base 3, +1 Touch, +1 Diameter, +3 Structure, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tower of Lava ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 50&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell sculpts a tower out of hot bubbling lava. The resulting tower is solid&lt;br /&gt;
and rigid, but if its foundations remain in lava, then the tower will dissolve back into&lt;br /&gt;
the bulk within a day. The Part target is required, because the spell does not use all&lt;br /&gt;
the available lava.&lt;br /&gt;
&lt;br /&gt;
The tower is about the same size and dimensions as the one created by the spell&lt;br /&gt;
&#039;&#039;Conjuring the Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, page 153]]). A Finesse roll against an Ease Factor of 15 is required to ensure that the tower is well made; failure means that the lava takes a solid but malformed shape. &lt;br /&gt;
|Base 3, +1 Touch, +1 Part, +6 size, +3 elaborate design}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (100), Two Seasons (75), Three Seasons (67), Four Seasons (63).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Solidity of Stone ====&lt;br /&gt;
&#039;&#039;&#039;MuTe&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell changes a mass of stone so that it has the unnatural property that it does&lt;br /&gt;
not melt, even when heated to tremendous temperatures. The purpose of this spell is to prevent a building created out of molten lava (like that created by &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Tower_of_Lava|Tower of Lava]]&#039;&#039;) from&lt;br /&gt;
dissolving back into the bulk lava.&lt;br /&gt;
&lt;br /&gt;
Obviously, this spell must be cast every month otherwise the tower will melt&lt;br /&gt;
and collapse.&lt;br /&gt;
&lt;br /&gt;
The stone will still be hot, even if it is solid. So, a building protected like this will need to be cooled (or inhabited by characters immune to heat).&lt;br /&gt;
|Base 4, +1 Touch, +3 Moon, +4 size, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====New Laboratory Virtue: Volcanic Minerals====&lt;br /&gt;
&#039;&#039;Free Laboratory Outfitting Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is supplied with exotic minerals from a volcano. The laboratory needs to be regularly resupplied, otherwise this Virtue is lost. There is no benefit in taking this Virtue multiple times — once the laboratory’s demands for exotic minerals have been met, additional minerals are of little value. &#039;&#039;&#039;–1 Upkeep, +1 Terram&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
These effects can provide health and wealth to the inhabitants of a covenant occupying the mineral-rich environment of a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Sculpt the Stone Machine ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, ritual&lt;br /&gt;
|This ritual creates a machine made of stone that is suitable for use as the invested&lt;br /&gt;
item &#039;&#039;Stone Harvester&#039;&#039;. The machine appears to be a large stone beetle about one pace&lt;br /&gt;
in length. Until it is invested with the &#039;&#039;Stone Harvester&#039;&#039; suite of effects, the machine is merely a very elaborate statue.&lt;br /&gt;
|Base 3, +1 Touch, +3 elaborate design, +1 minimum ritual effect magnitude}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
===Stone Harvester===&lt;br /&gt;
&lt;br /&gt;
This invested item is a beetle-shaped machine that crawls along the rim of the&lt;br /&gt;
volcanic crater. It collects and sorts the volcanic debris for valuable and exotic&lt;br /&gt;
materials, which can be used to reduce the Upkeep of Hermetic Laboratories (see [[Covenants_Chapter_Nine:_Laboratories#Upkeep|Covenants, page 110]]). Each Stone Harvester can provide the Free Outfittings Virtue &#039;&#039;Volcanic Minerals&#039;&#039; (see Insert) for up to&lt;br /&gt;
5 Hermetic Laboratories. Note that the laboratories do not have to be located in&lt;br /&gt;
the volcano — the minerals can be transported to a remote laboratory.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Stone Harvester&#039;&#039; is a huge stone device. It requires 20 pawns to open for enchantment (taking one season and a Magic Theory Score of 10). The effects later require 13 pawns of vis to invest into the Stone Harvester.&lt;br /&gt;
&lt;br /&gt;
As the Stone Harvester is made of stone and only traverses the volcanic crater rim,&lt;br /&gt;
it does not need any particular protection from either heat or fumes. A version of the&lt;br /&gt;
Stone Harvester that actually enters the lava would obviously require some protection.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Harvest Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 43&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The &#039;&#039;Stone Harvester&#039;&#039; uses this effect to collect stone/mineral/metal material of&lt;br /&gt;
a particular sort that it encounters — the stone is identifying material using the &#039;&#039;Stone&lt;br /&gt;
Wealth&#039;&#039; effect. The collected stone is placed in a large stone basket on the back of the&lt;br /&gt;
&#039;&#039;Stone Harvester&#039;&#039; which must be periodically emptied by a grog (precisely how frequently depends on the rarity of the collected stone). If the grog fails to empty the basket, the Stone Harvester will continue to harvest, but excess stone will fall out of the basket.&lt;br /&gt;
|Base 3, +3 Sight, +1 Diameter, +1 Part, +2 effect metal; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (86), Two Seasons (65), Three Seasons (58), Four Seasons (54).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Wealth ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|This effect grants the Stone Harvester the sense to smell whether a particular sort of stone, metal, or mineral is nearby (within about 5 paces). The Stone Harvester contains a small compartment and it targets materials that match the material in the compartment. If there is no material in the compartment the Stone Harvester continues to move about the crater rim, but will obviously not find any matching material. The Stone Harvester only identifies Terram based objects, but of course additional effects could be invented to&lt;br /&gt;
allow the Stone Harvester to identify and manipulate Animal, Aquam, Corpus, or Herbam objects.&lt;br /&gt;
&lt;br /&gt;
This sense allows the harvester to smell things buried to a depth of about 1 pace.&lt;br /&gt;
|Base 2, +2 Sun, +2 Smell, +1 smell through intervening material; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (38), Two Seasons (29), Three Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Crawler ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect manipulates the legs of the &#039;&#039;Stone Harvester&#039;&#039;, enabling it to move around&lt;br /&gt;
the crater rim. The Stone Harvester moves constantly, at the pace of a walking man, in&lt;br /&gt;
a clockwise direction around the crater rim.&lt;br /&gt;
|Base 3, +2 Sun, +1 affect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (28), Two Seasons (21), Three Seasons (19), Four Seasons (18).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Hammer ====&lt;br /&gt;
&#039;&#039;&#039;PeTe&#039;&#039;&#039; 33&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This effect is activated when the &#039;&#039;Stone Harvester&#039;&#039; detects that its target material is&lt;br /&gt;
beneath the surface of the earth. The &#039;&#039;Stone Hammer&#039;&#039; effect loosens up to one cubic pace&lt;br /&gt;
of intervening stone or dirt. This allows the target material to be lifted out of the ground.&lt;br /&gt;
|Base 3, +3 Sight, +1 Part, +1 affect stone; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (66), Two Seasons (50), Three&lt;br /&gt;
Seasons (44), Four Seasons (42).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
===Story Seed: Tophet&#039;s Gate===&lt;br /&gt;
&lt;br /&gt;
Many volcanoes are reputed to be gates to Hell. One well-known incident that demonstrates this occurred when the heretical Ostrogothic king Theodoric died in 526. A jet-black stallion arrived at Theodoric’s palace in Ravenna, gathered the dead king’s body, and then&lt;br /&gt;
galloped away to Mt. Etna, straight into the crater and down into Hell.&lt;br /&gt;
&lt;br /&gt;
If there is a hell portal in the volcano, it is likely accessed via an Infernal regio.&lt;br /&gt;
&lt;br /&gt;
For ease, the story seeds that follow refer to a single devil interacting with the covenant. In your saga, a series of demons could interact with the covenant, or one or two powerful demons could take on the role of the devil.&lt;br /&gt;
&lt;br /&gt;
====Deals with the Devil====&lt;br /&gt;
&lt;br /&gt;
Even if they are not infernalists, the devil may offer the magi power. Of&lt;br /&gt;
course, dealing with the devil imperils the immortal souls of the magi, but if his&lt;br /&gt;
help is really needed, then what choice do the magi have?&lt;br /&gt;
&lt;br /&gt;
Some aid that the devil can offer is listed here. The devil may merely wait for&lt;br /&gt;
opportunities to offer his aid, or he may actively arrange circumstances where his&lt;br /&gt;
aid is needed. Corrupter demons (see [[Realms_of_Power:_The_Infernal_Chapter_Five:_Demons_as_Corrupters|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories concerning deals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Portal&#039;&#039;&#039;: The magi need to rapidly travel. The devil offers the hell portal,&lt;br /&gt;
explaining that by traveling through it they can arrive at any crossroads in Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vis&#039;&#039;&#039;: If the magi run short of vis, then the devil is able to offer some from Hell’s&lt;br /&gt;
stocks. Of course, this will be infernally tainted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Illusions&#039;&#039;&#039;: A foolish magus has committed a crime under the Code of Hermes:&lt;br /&gt;
perhaps he has endangered other magi by interfering in the mundane, he has scried upon the secrets of another magus, or he has killed another magus. The devil offers to cover this indiscretion; his illusions cannot be broken by Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Against Age&#039;&#039;&#039;: If the magi are very elderly, they may find it difficult to&lt;br /&gt;
create an effective Longevity Ritual. The devil offers a ward against age which will prolong the magi’s lives far beyond the capability of Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
====Sacrifices====&lt;br /&gt;
&lt;br /&gt;
A portal to Hell is unlikely to remain open without frequent sacrifice. Even if it would, the devil would hardly inform the magi of this fact, as making sacrifices to the devil is a good way to damn your soul. Some stories that might arise from sacrifices include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revolt in the Inferno&#039;&#039;&#039;: The magi sacrifice the children of the grogs to the devil by casting them into the volcano. Rego Mentem effects can easily keep the grogs under control&lt;br /&gt;
in even the most despicable circumstances, but one botched spell by the magi could unravel all their careful plans and throw the covenant into revolt against their infernal masters.&lt;br /&gt;
The devil might even manufacture circumstances to make this happen — after all, a bloody revolt is sure to lead to more dammed souls, regardless of how it ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hidden Coven&#039;&#039;&#039;: Although the magi do not make sacrifices to the devil, a coven of infernalists hidden nearby does. The coven infiltrated the ranks of the covenant grogs and secretly cast sacrifices into the volcano heart. Will the infernalists be found out?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Henchmen&#039;&#039;&#039;: The magi seek out and assassinate infernalists and devil worshipers throughout Mythic Europe. Where possible they throw the bodies of these executed heretics into the maw of the volcano. The magi argue that they are performing god’s work, but on the other hand by executing an infernalist the magi have prevented him from repenting and saving his soul, thus ensuring another damned soul for hell. Are the magi the servants of heaven or hell?&lt;br /&gt;
&lt;br /&gt;
====Guardians====&lt;br /&gt;
&lt;br /&gt;
The covenant magi might neither worship nor deal with the devil; instead they might guard the hell portal and try to prevent demons from escaping into the world. Destroyer demons (see [[Realms_of_Power:_The_Infernal_Chapter_Seven:_Demons_as_Destroyers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories where Hell directly attacks the covenant. Some stories that might arise from this are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Masters&#039;&#039;&#039;: It is well-known in the Order that the covenant guards a portal to Hell. This is considered a worthy duty and many other covenants in the Tribunal send gifts of vis to help maintain a powerful Aegis around the covenant and to assist in the regular casting of a network of wards that envelope the crater. Re-casting is required as the bubbling volcano regularly breaks the circular wards. The magi of the covenant are also wellknown as masters of warding magic and other tribunal magi visit the covenant for instruction and study.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunder the Gate&#039;&#039;&#039;: Rumors reach the magi of a ritual that can destroy the hell portal. Chasing leads and researching this project might require travel throughout Mythic Europe,&lt;br /&gt;
and include many years of work. Of course, there is always the possibility that the rumored ritual is an Infernal plot: maybe the ritual will summon a demonic horde to destroy the covenant, or maybe the rumors are just intended to distract the magi from warding the portal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Devil’s Night&#039;&#039;&#039;: Once a year, the forces of Hell batter against the covenant’s defenses. Usually, these efforts are futile, but this year Hell has managed to marshal an army of soldiers led by infernalists in the mundane world, near the covenant. The infernalists plan to attack the covenant in the hope of breaking the wards about the&lt;br /&gt;
hell portal. As the covenant is more used to dealing with supernatural assaults, there may be unexpected problems in dealing with a large mundane attack.&lt;br /&gt;
&lt;br /&gt;
====Tragic Heroes====&lt;br /&gt;
&lt;br /&gt;
The covenant was founded by a magus whose lover (or beloved friend or family member) secretly turned to infernalism and then died in a state of unrepentant sin. The magus intends to study and then open the portal to hell, so he can travel to Hell and rescue his&lt;br /&gt;
beloved from eternal damnation. The magus’ plan may actually be the playing out of a stratagem of a Deceiver demon (see [[Realms_of_Power:_The_Infernal_Chapter_Six:_Demons_as_Deceivers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]). Some stories that this might inspire include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recruitment&#039;&#039;&#039;: The magus tries to recruit a small group of magi to help in his&lt;br /&gt;
project. Can he trust them? Do they suspect he is an infernalist?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Bargain&#039;&#039;&#039;: The devil rises from the hell portal and offers to return the&lt;br /&gt;
soul of the magus’ lover in exchange for the souls of a wealthy family of aristocrats. Is the devil trustworthy? Will dealing with the devil damn the magus himself? (No, and yes, obviously, but the magus might convince himself otherwise.) Can the magus find a way to damn the aristocrats?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dead Martyrs&#039;&#039;&#039;: Carrying a collection of holy relics will help protect the magus as he walks through the wastes of hell searching for his beloved. The magus can amass relics by raiding churches and monasteries. He might be able to buy relics, too, although he will need to be wary of fakes, and by buying relics the magus will commit the canon law crime of simony.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heaven’s Labors&#039;&#039;&#039;: A saint appears to the magus in a dream and offers to protect him during his journey through Hell. However, before the saint will help, the magus must found a monastery dedicated to the saint on the rim of the volcano. The prayers of the monks in the monastery will aid the magus during his sojourn in Hell.&lt;br /&gt;
&lt;br /&gt;
====Accused of Infernalism====&lt;br /&gt;
&lt;br /&gt;
A very real danger, of course, from living in close proximity to a portal to Hell is that regardless of the intentions of the characters they are vulnerable to accusations of infernalism. For this reason, the magi may want to keep the hell portal secret. Some possible stories arising from this concern are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A grog goes missing&#039;&#039;&#039;: Has he merely fallen into the lava, or has he run away?&lt;br /&gt;
What does he know about the hell portal? Was he a spy from a rival covenant? Can the magi track him down before he reveals their secret?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Visitors&#039;&#039;&#039;: Foreign magi unexpectedly arrive at the covenant. Can the hell portal be hidden from them? Can the visitors be encouraged to leave promptly without arousing their&lt;br /&gt;
suspicions, or do they already know about the portal? Can the demons on the other side of the hell portal be relied upon to keep quiet?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Framed&#039;&#039;&#039;: Even if the volcano is not really a hell portal, it is common knowledge&lt;br /&gt;
(right or wrong) that many volcanoes are. This means that a rival covenant might accuse the magi of infernalism, anyway. If the rival covenant is politically well-connected, within the tribunal, the accusation could lead to an investigation by the Quaesitors. Dealing with the investigation could be bothersome and disruptive to laboratory work even if there is nothing for the Quaesitors to find. Of course, a diabolically clever rival could even&lt;br /&gt;
make their own deal with the devil to plant evidence of infernalism in the volcano crater.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Thermal Bath of Good Humor===&lt;br /&gt;
&lt;br /&gt;
===Well Ever-Full===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
To complete many of the projects that comprise the Burning City your characters might want to increase their Lab Total. These are some strategies that you might like to employ.&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
Your magus could try to accomplish some of these projects using experimentation (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Arcane_Experiments|ArM5, pages 107–109]]). What follows are some example side effects and modified effects that could result from experimentation on these projects (if a side effect or modified effect is rolled on the Extraordinary Effects table; see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Experimentation:_Extraordinary_Results|ArM5, page 109]]).&lt;br /&gt;
&lt;br /&gt;
These are only suggestions: your troupe should feel free to modify, or ignore these, or create your own, as necessary.&lt;br /&gt;
&lt;br /&gt;
* The effect only works when the volcano is erupting.&lt;br /&gt;
* The effect only works when used within the crater of a particular volcano.&lt;br /&gt;
* Tears of lava momentarily flow from either the caster’s or the target’s eyes. This causes +10 heat damage, and blinds him for one diameter.&lt;br /&gt;
* The target (or caster) belches a powerful sulfurous stench. This causes no damage, but it is obnoxious and it draws attention to the character.&lt;br /&gt;
* The target (or caster) becomes very hot, and sweats profusely. He must make a Stamina check against an Ease Factor of 6 or immediately lose a Long Term Fatigue level due to lack of water (the Fatigue level can only be regained by drinking).&lt;br /&gt;
* Any flammable items held or worn by the caster (or target) ignite. This usually includes clothing, straps holding armor together, etc.&lt;br /&gt;
* Metal objects held or worn by the caster (or target) melt. This causes no damage if he immediately drops the item, although usually it ruins the item. If the character holds onto the item, he takes +12 heat damage. If he is wearing full metal armor, he takes +48 damage; partial metal armor, +36 damage.&lt;br /&gt;
* The caster’s (or target’s) clothing turns to ash. This causes no damage exceptto the clothing, but obviously it draws attention to the character. Metal armor and jewelry is slightly singed, but otherwise unaffected.&lt;br /&gt;
* Fires within Voice range of the target (or caster) briefly flare up to a brilliant,&lt;br /&gt;
searing heat and then extinguish. &lt;br /&gt;
* Wherever the caster (or target) walks, her footprints burn into the surfaces&lt;br /&gt;
she walks upon. This leaves a clear trail of scorched earth and ash. This side effect lasts for Sun duration.&lt;br /&gt;
* The room briefly fills with toxic volcanic fumes. An immediate Stamina check, against an Ease Factor of 6, must be made for each character within the room. If this is failed the character takes a Medium wound. If the room is normally ventilated, the poisonous fumes disperse within 1 round. However, if the room is sealed, the fumes persist and characters in the room need to take another Stamina check every Diameter. If the effect is cast&lt;br /&gt;
outside, there is no damaging effect as the fumes are too quickly dispersed, although characters within Voice range of the caster do smell the fumes before they disperse.&lt;br /&gt;
* The humors of the caster (or target) become temporarily unbalanced. Make a Stamina check for the target against an Ease Factor of 6. If this is failed, the character develops a disease due to an excess of hot, dry, yellow bile, which causes a Medium Wound.&lt;br /&gt;
* The humors of the caster (or target) become subtly, but permanently unbalanced. This causes no immediate effect, but the character’s subsequent Aging checks are made with an additional –1 Living Condition Modifier. Note, that this side-effect only affects the character once, even if he is affected by the spell/item effect multiple times.&lt;br /&gt;
* The humors of the caster (or target) are buffered against extreme swings.&lt;br /&gt;
This causes no immediate effect, but the character’s subsequent Aging checks are made with an additional +1 Living Condition Modifier. Note, that this side effect only affects the character once, even if he is affected by the spell/item effect multiple times.&lt;br /&gt;
* The outer layers of the target’s skin form a hard, black crust. This gives him a +3 bonus to Soak, which lasts for Sun duration. When this side-effect expires, the crust of skin peels off over a period of about one week. This has no game-mechanical effect, but&lt;br /&gt;
it is visually unappealing: the peeling skin is broken, scabbed, and burnt.&lt;br /&gt;
* The caster (or target) is imbued with a warm internal glow. She does not suffer from exposure, hunger, or thirst until the glow subsides, which takes a simple die of Sun durations. This side effect appears to bypass the Limit of Energy, which could make the spell Lab Text an important source of insight for a magus attempting research&lt;br /&gt;
in this area.&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22603</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22603"/>
		<updated>2026-03-25T14:39:49Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Experimentation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
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====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Pitch Brush ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 6 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.&lt;br /&gt;
&lt;br /&gt;
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges’ worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).&lt;br /&gt;
|Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (96), Two Seasons (72), Three&lt;br /&gt;
Seasons (64), Four Seasons (60).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cloven Hoofed Boots ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Te)&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; part&lt;br /&gt;
|These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly&lt;br /&gt;
follow behind, but this would require a lot of agility.&lt;br /&gt;
&lt;br /&gt;
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat. &lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part,&lt;br /&gt;
free Terram requisite; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (48), Two Seasons (36), Three&lt;br /&gt;
Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Steed of Vesuvius ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell magically transforms a horse so that he is able to gallop across&lt;br /&gt;
molten lava as if it were a cobbled road. The horse also has no fear of the heat or&lt;br /&gt;
fumes expelled by the lava, and he does not suffer from the heat of the lava or the&lt;br /&gt;
toxicity of the fumes. The rider of the horse does not receive any protection from this spell.&lt;br /&gt;
&lt;br /&gt;
When the spell expires, the horse suffers a Long-Term Fatigue level.&lt;br /&gt;
&lt;br /&gt;
The requisite is free because it is part of the guideline and required for the effect.&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Dragon&#039;s Blood ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Ig)(Te)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This ritual changes the blood of the&lt;br /&gt;
caster into lava. This does no harm to the&lt;br /&gt;
caster himself, and his super-heated blood&lt;br /&gt;
means that he is immune to any heat based damage that causes +15 or less damage (which includes lava).&lt;br /&gt;
&lt;br /&gt;
If the character is injured in melee combat, his opponent(s) must make Dexterity rolls against an Ease Factor of 6 to avoid being splattered by hot lava. Opponents who fail take +15 damage. If the caster’s melee opponents are unaware of his lava blood (that is, it is the first time they have seen him injured), then the Dexterity roll is made against an Ease Factor of 9.&lt;br /&gt;
&lt;br /&gt;
The Ignem and Rego requisites are required to give the additional protection from heat. The Terram requisite is free because it is required for the effect. |Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Covenant of the Dragon ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Te)(Ig)&#039;&#039;&#039; 85&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Group, Ritual&lt;br /&gt;
|This ritual changes the blood of a Group of up to 100 individuals into lava.&lt;br /&gt;
This has the same effect on each member of the Group as the ritual [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Dragon&#039;s_Blood|Dragon’s Blood]]. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Gaining_Warping_Points|ArM5, page 168]]).&lt;br /&gt;
|Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Mask ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it.&lt;br /&gt;
This allows the wearer of the mask to&lt;br /&gt;
breathe without trouble in the heart of a&lt;br /&gt;
volcanic crater, or on a river of lava. The&lt;br /&gt;
air affected by the mask tastes slightly&lt;br /&gt;
unpleasant, but this does not cause any&lt;br /&gt;
damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
Although the mask is constantly active, once the toxicity of the air has been&lt;br /&gt;
removed, the air itself is no longer the&lt;br /&gt;
subject of a magical effect. This means&lt;br /&gt;
that the air is not resisted by characters with Magic Resistance, so magi can&lt;br /&gt;
breathe using the mask without lowering&lt;br /&gt;
their Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Note that Muto effects which change&lt;br /&gt;
the air to be non-toxic are of little value&lt;br /&gt;
to magi, as the effect only lasts as long as&lt;br /&gt;
the spell duration. This means that when&lt;br /&gt;
the magus tries to breathe the magically&lt;br /&gt;
changed air, his Magic Resistance will resist the air as it is the subject of a magical&lt;br /&gt;
effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (68), Two Seasons (51), Three&lt;br /&gt;
Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Warning_Bell|Vulcan’s Warning Bell]]&#039;&#039; is an enchanted item that is intended to give the covenant&lt;br /&gt;
due warning that the volcano is about to erupt. In most circumstances, the warning is sufficient to allow either the covenant to be evacuated, or (perhaps more usefully)&lt;br /&gt;
the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scorn_of_Aphrodite’s_Tears|Scorn of Aphrodite’s Tears]]&#039;&#039; ritual can be cast, which suppresses the imminent eruption. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Flame_Tongue|The Flame Tongue]]&#039;&#039; spell can be used to direct a belch of hot lava at an individual, which can be used as a weapon to discourage invaders. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Creeping_Earth_2|Creeping Earth]]&#039;&#039; makes the earth rise over the course of a month, seriously damaging buildings.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Creeping Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The caster of this spell stamps his foot on the ground and a patch of earth, centered on his position and 35 paces across, slowly but inexorably rises up for the duration of the spell. The earth rises at a rate of about one inch per day (up to three feet over the spell duration).&lt;br /&gt;
&lt;br /&gt;
This is fast enough for people to observe if they watch the earth for more than a Diameter, and the movement can destroy buildings and other structures — even the strongest castle walls run the risk of collapse.&lt;br /&gt;
&lt;br /&gt;
This spell only works when cast within a league of a volcano (three miles). This is&lt;br /&gt;
because this movement is only a slightly unnatural property of the earth in such&lt;br /&gt;
regions, whereas it is a grossly unnatural property of earth elsewhere. &lt;br /&gt;
|Base 2, +1 Touch, +3 Moon, +1 Part, +2 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Flame Tongue ====&lt;br /&gt;
&#039;&#039;For info on this spell&#039;s community erratum, see [[Talk:Flame Tongue]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Voice, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This spell causes a glutinous glob of lava (from a lake or river of magma) to&lt;br /&gt;
leap out and hit something. The volume of lava moved is about 2 cubic feet, and it&lt;br /&gt;
can be moved to hit any location within Voice range. Whatever the lava hits takes&lt;br /&gt;
between +15 and +60 damage, depending on how much of it is covered by the lava. The lava sticks to whatever it hits and continues to inflict damage each round. It takes several days for the lava to cool naturally.&lt;br /&gt;
&lt;br /&gt;
The heat of the lava is also sufficient to ignite anything flammable that it hits.&lt;br /&gt;
&lt;br /&gt;
Flame Tongue is an Aimed spell, with a +6 bonus to hit due to the size of the volume of lava. &lt;br /&gt;
&lt;br /&gt;
If the caster tries to totally immerse a person with the lava projectile, there is a&lt;br /&gt;
–6 penalty to the Aiming Roll (effectively canceling the +6 size bonus). There is no&lt;br /&gt;
penalty to the Aiming Roll if the objective is to merely splash someone. In some circumstances, the storyguide may decide that a missed attack to immerse a character&lt;br /&gt;
results in a splash. &lt;br /&gt;
|Base 10, +2 Voice, +1 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scorn of Aphrodite’s Tears ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:Individual, Ritual&#039;&#039;&#039; &lt;br /&gt;
|This ritual is cast when the eruption of a volcano is imminent, and it climaxes&lt;br /&gt;
with a vial of pure water being poured into the crater mouth. The ritual prevents the&lt;br /&gt;
volcano from erupting. &lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles in diameter (although the crater will&lt;br /&gt;
be only a fraction of this size), and the peak can be up to 15,000 feet high.&lt;br /&gt;
|Base 3, +1 Touch, +13 Size, +1 affect a volcano (equivalent to affecting stone)}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
===Vulcan&#039;s Warning Bell===&lt;br /&gt;
&lt;br /&gt;
This enchanted bell is suspended in the vapors escaping from a volcanic crater. It detects when the volcano is preparing to erupt. Normally, the bell gives a number of days warning equal to 1 stress die. If a 0 is rolled on the stress die, then the number on the botch die represents the number of hours warning. If the botch die is itself a 0 (i.e., a botch), then there is no warning. The variable warning is a feature of the eruption, not the bell; Hermetic magic cannot predict the future directly, so the item must rely on advance signs of the eruption, and they appear at varying times.&lt;br /&gt;
&lt;br /&gt;
Note that if the volcano unexpectedly erupts due to a supernatural effect, there may be considerably less warning.&lt;br /&gt;
&lt;br /&gt;
There are two effects involved — one to detect the imminent eruption and one to ring the bell. Note that it might be possible for a magus to design a single effect that both detects an eruption and rings a bell to convey this information, as a cosmetic effect. That is not the approach taken here.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Vibration of Anticipation ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 19&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect gives the bell the magical&lt;br /&gt;
sense to detect the imminent eruption. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (38), Two Seasons (29), Three&lt;br /&gt;
Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Clarion Call ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect rings the bell. The frequency of the ringing increases as the eruption time nears, and in the final hours the bell urgently rings every few seconds.&lt;br /&gt;
|Base 2, +2 effect metal; +10 unlimited uses, +3 linked trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (34), Two Seasons (26), Three Seasons (23), Four Seasons (22).&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
In order to colonize the volcanic crater, your characters need to be able to create solid ground from the lava to build upon. Even if your magi build on the rim of a volcanic crater, the earth may need to be stabilized. In any case, the magi will need to ensure that day-today habitation is possible, by cooling the building interiors and preventing the ingress of toxic fumes. Designers must also provide for the feeding and watering of the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
These effects allow the construction of&lt;br /&gt;
buildings within the volcanic crater, or are&lt;br /&gt;
required to make the buildings habitable.&lt;br /&gt;
&lt;br /&gt;
One strategy is to create a series of&lt;br /&gt;
stable islands in the lava (using the Seeds&lt;br /&gt;
of Earth enchanted items), upon which&lt;br /&gt;
Mystic Towers (see ArM5, page 153) can&lt;br /&gt;
be raised. The towers are cooled by Cold&lt;br /&gt;
Marble Slabs, and Fumarole Vents ensure&lt;br /&gt;
that the air inside the towers is safe to&lt;br /&gt;
breathe. An alternative approach is to use&lt;br /&gt;
the Repulsion of Earth effect, which causes&lt;br /&gt;
a tower to float. A tower created near the&lt;br /&gt;
volcanic crater can then be floated and&lt;br /&gt;
pushed out over the lava lake; the floating tower will still need to be made habitable by Cold Marble Slabs and Fumaroles. A&lt;br /&gt;
third strategy is to create buildings made&lt;br /&gt;
from molten lava itself, using spells such&lt;br /&gt;
as Tower of Lava.&lt;br /&gt;
&lt;br /&gt;
In addition, the Repulsion of Earth and&lt;br /&gt;
The Heart That Could Move Stone effects&lt;br /&gt;
could obviously be the basis of a flying&lt;br /&gt;
covenant. For another technique that&lt;br /&gt;
achieves the same goal, see the chapter&lt;br /&gt;
on the Flying Castle of Thomae in Legends&lt;br /&gt;
of Hermes (page 122). If the same method&lt;br /&gt;
were applied in a volcanic setting, precautions would have to be taken to protect the materials of which the flight disk&lt;br /&gt;
is comprised.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cold Marble Slab ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|This marble slab, about a pace across, is activated when it is hung above the entrance of a building, and it chills the building. Normally, this would make continued occupation of the building intolerable; however, if the building is in a very hot location (such as a volcanic crater), then the cooling provided by the marble slab cancels out the ambient heat and makes the building habitable. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Cold Marble Slab&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
The chilling effect is not sufficient to cool anything very hot, such as lava, that&lt;br /&gt;
happens to be in the building. However, it is sufficient to cool the air that is heated&lt;br /&gt;
by the lava. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Vent ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This enchanted item is a vent that is placed over a window in a room. The fumarole vent destroys the toxic properties of the air passing into the room, in the same way that a &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fumarole_Mask|Fumarole Mask]]&#039;&#039; does&lt;br /&gt;
(see earlier). This allows people to freely breathe in a room that is in a building constructed in (or very near) a volcanic crater, or on a river of lava.&lt;br /&gt;
&lt;br /&gt;
As the effect uses the Hermetic target Room, to target the air passing into the room, only one vent is required even if the room has multiple openings. However, if a building has multiple rooms it requires a vent in each room. A version of the vent with a target of Structure could be invented to protect the entire building.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun, +2 Room; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (88), Two Seasons (66), Three Seasons (59), Four Seasons (55).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Repulsion of Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This feather encased in amber is an enchanted item that is activated by being brought over the entrance to a stone building. When active, it causes the stone building to float several paces above the ground. If the effect ends (by the item being removed, for  example), then the building crashes to the ground. This may cause significant damage to the building.&lt;br /&gt;
&lt;br /&gt;
A Finesse Roll against an Ease Factor of 9 must be made if the building must be torn from its foundations. If the roll is failed, then any subterranean (i.e., basement) levels of the building are damaged and rendered unusable. This does not affect the upper levels. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Repulsion of Earth&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
Once it is floating, the building can be moved. However, the building is still&lt;br /&gt;
incredibly massive and so it requires an enormous amount of force (or magic such&lt;br /&gt;
as The Heart That Could Move Stone) to move. The building cannot be pushed by an individual, normal strength man, nor will it blow away in the breeze.&lt;br /&gt;
|Base 3, +1 Touch, +2 Sun, +3 Structure, +1 effect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Seed of Earth ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Ig)(Te)&#039;&#039;&#039; 59&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|When this small piece of volcanic rock is thrown onto molten lava, it solidifies a&lt;br /&gt;
portion of the lava, creating a roughly circular island about 80 feet across and 50&lt;br /&gt;
feet deep. The seed itself is buried 25 feet down, in the center of the island. As the effect has a constant duration, the island is stable and suitable for building structures&lt;br /&gt;
upon. If the seed is removed, dispelled, or destroyed, then roll a stress die; this is the&lt;br /&gt;
number of rounds that the island remains until it dissolves back into the lava. The Ignem requisite is for cooling the island.&lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part, +6 Size, +1 Ignem requisite, free Terram requisite ; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to complete project, as lesser enchanted item: 118.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Heart that Could Move Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|The caster can move stone buildings with incredible force. This usually causes&lt;br /&gt;
the stone building to collapse, as it is torn from its foundations. Anyone inside takes&lt;br /&gt;
+10 damage from the falling structure.&lt;br /&gt;
&lt;br /&gt;
However, if the building is floating (through the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Repulsion_of_Earth|Repulsion of Earth]]&#039;&#039; effect, for&lt;br /&gt;
example), then the character can push the building to a new location. Characters inside the building when it is being moved must make Dexterity rolls against an Ease Factor of 6, each round, or lose their footing. Unless special precautions are taken, laboratories inside the building are disrupted by the movement, which ruins any laboratory activities being conducted that season. It takes a season to reorganize a laboratory disrupted in this way. &lt;br /&gt;
|Base 3, +1 Touch, +1 Diameter, +3 Structure, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tower of Lava ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 50&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell sculpts a tower out of hot bubbling lava. The resulting tower is solid&lt;br /&gt;
and rigid, but if its foundations remain in lava, then the tower will dissolve back into&lt;br /&gt;
the bulk within a day. The Part target is required, because the spell does not use all&lt;br /&gt;
the available lava.&lt;br /&gt;
&lt;br /&gt;
The tower is about the same size and dimensions as the one created by the spell&lt;br /&gt;
&#039;&#039;Conjuring the Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, page 153]]). A Finesse roll against an Ease Factor of 15 is required to ensure that the tower is well made; failure means that the lava takes a solid but malformed shape. &lt;br /&gt;
|Base 3, +1 Touch, +1 Part, +6 size, +3 elaborate design}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (100), Two Seasons (75), Three Seasons (67), Four Seasons (63).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Solidity of Stone ====&lt;br /&gt;
&#039;&#039;&#039;MuTe&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell changes a mass of stone so that it has the unnatural property that it does&lt;br /&gt;
not melt, even when heated to tremendous temperatures. The purpose of this spell is to prevent a building created out of molten lava (like that created by &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Tower_of_Lava|Tower of Lava]]&#039;&#039;) from&lt;br /&gt;
dissolving back into the bulk lava.&lt;br /&gt;
&lt;br /&gt;
Obviously, this spell must be cast every month otherwise the tower will melt&lt;br /&gt;
and collapse.&lt;br /&gt;
&lt;br /&gt;
The stone will still be hot, even if it is solid. So, a building protected like this will need to be cooled (or inhabited by characters immune to heat).&lt;br /&gt;
|Base 4, +1 Touch, +3 Moon, +4 size, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====New Laboratory Virtue: Volcanic Minerals====&lt;br /&gt;
&#039;&#039;Free Laboratory Outfitting Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is supplied with exotic minerals from a volcano. The laboratory needs to be regularly resupplied, otherwise this Virtue is lost. There is no benefit in taking this Virtue multiple times — once the laboratory’s demands for exotic minerals have been met, additional minerals are of little value. &#039;&#039;&#039;–1 Upkeep, +1 Terram&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
These effects can provide health and wealth to the inhabitants of a covenant occupying the mineral-rich environment of a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Sculpt the Stone Machine ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, ritual&lt;br /&gt;
|This ritual creates a machine made of stone that is suitable for use as the invested&lt;br /&gt;
item &#039;&#039;Stone Harvester&#039;&#039;. The machine appears to be a large stone beetle about one pace&lt;br /&gt;
in length. Until it is invested with the &#039;&#039;Stone Harvester&#039;&#039; suite of effects, the machine is merely a very elaborate statue.&lt;br /&gt;
|Base 3, +1 Touch, +3 elaborate design, +1 minimum ritual effect magnitude}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
===Stone Harvester===&lt;br /&gt;
&lt;br /&gt;
This invested item is a beetle-shaped machine that crawls along the rim of the&lt;br /&gt;
volcanic crater. It collects and sorts the volcanic debris for valuable and exotic&lt;br /&gt;
materials, which can be used to reduce the Upkeep of Hermetic Laboratories (see [[Covenants_Chapter_Nine:_Laboratories#Upkeep|Covenants, page 110]]). Each Stone Harvester can provide the Free Outfittings Virtue &#039;&#039;Volcanic Minerals&#039;&#039; (see Insert) for up to&lt;br /&gt;
5 Hermetic Laboratories. Note that the laboratories do not have to be located in&lt;br /&gt;
the volcano — the minerals can be transported to a remote laboratory.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Stone Harvester&#039;&#039; is a huge stone device. It requires 20 pawns to open for enchantment (taking one season and a Magic Theory Score of 10). The effects later require 13 pawns of vis to invest into the Stone Harvester.&lt;br /&gt;
&lt;br /&gt;
As the Stone Harvester is made of stone and only traverses the volcanic crater rim,&lt;br /&gt;
it does not need any particular protection from either heat or fumes. A version of the&lt;br /&gt;
Stone Harvester that actually enters the lava would obviously require some protection.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Harvest Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 43&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The &#039;&#039;Stone Harvester&#039;&#039; uses this effect to collect stone/mineral/metal material of&lt;br /&gt;
a particular sort that it encounters — the stone is identifying material using the &#039;&#039;Stone&lt;br /&gt;
Wealth&#039;&#039; effect. The collected stone is placed in a large stone basket on the back of the&lt;br /&gt;
&#039;&#039;Stone Harvester&#039;&#039; which must be periodically emptied by a grog (precisely how frequently depends on the rarity of the collected stone). If the grog fails to empty the basket, the Stone Harvester will continue to harvest, but excess stone will fall out of the basket.&lt;br /&gt;
|Base 3, +3 Sight, +1 Diameter, +1 Part, +2 effect metal; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (86), Two Seasons (65), Three Seasons (58), Four Seasons (54).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Wealth ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|This effect grants the Stone Harvester the sense to smell whether a particular sort of stone, metal, or mineral is nearby (within about 5 paces). The Stone Harvester contains a small compartment and it targets materials that match the material in the compartment. If there is no material in the compartment the Stone Harvester continues to move about the crater rim, but will obviously not find any matching material. The Stone Harvester only identifies Terram based objects, but of course additional effects could be invented to&lt;br /&gt;
allow the Stone Harvester to identify and manipulate Animal, Aquam, Corpus, or Herbam objects.&lt;br /&gt;
&lt;br /&gt;
This sense allows the harvester to smell things buried to a depth of about 1 pace.&lt;br /&gt;
|Base 2, +2 Sun, +2 Smell, +1 smell through intervening material; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (38), Two Seasons (29), Three Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Crawler ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect manipulates the legs of the &#039;&#039;Stone Harvester&#039;&#039;, enabling it to move around&lt;br /&gt;
the crater rim. The Stone Harvester moves constantly, at the pace of a walking man, in&lt;br /&gt;
a clockwise direction around the crater rim.&lt;br /&gt;
|Base 3, +2 Sun, +1 affect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (28), Two Seasons (21), Three Seasons (19), Four Seasons (18).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Hammer ====&lt;br /&gt;
&#039;&#039;&#039;PeTe&#039;&#039;&#039; 33&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This effect is activated when the &#039;&#039;Stone Harvester&#039;&#039; detects that its target material is&lt;br /&gt;
beneath the surface of the earth. The &#039;&#039;Stone Hammer&#039;&#039; effect loosens up to one cubic pace&lt;br /&gt;
of intervening stone or dirt. This allows the target material to be lifted out of the ground.&lt;br /&gt;
|Base 3, +3 Sight, +1 Part, +1 affect stone; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (66), Two Seasons (50), Three&lt;br /&gt;
Seasons (44), Four Seasons (42).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
===Story Seed: Tophet&#039;s Gate===&lt;br /&gt;
&lt;br /&gt;
Many volcanoes are reputed to be gates to Hell. One well-known incident that demonstrates this occurred when the heretical Ostrogothic king Theodoric died in 526. A jet-black stallion arrived at Theodoric’s palace in Ravenna, gathered the dead king’s body, and then&lt;br /&gt;
galloped away to Mt. Etna, straight into the crater and down into Hell.&lt;br /&gt;
&lt;br /&gt;
If there is a hell portal in the volcano, it is likely accessed via an Infernal regio.&lt;br /&gt;
&lt;br /&gt;
For ease, the story seeds that follow refer to a single devil interacting with the covenant. In your saga, a series of demons could interact with the covenant, or one or two powerful demons could take on the role of the devil.&lt;br /&gt;
&lt;br /&gt;
====Deals with the Devil====&lt;br /&gt;
&lt;br /&gt;
Even if they are not infernalists, the devil may offer the magi power. Of&lt;br /&gt;
course, dealing with the devil imperils the immortal souls of the magi, but if his&lt;br /&gt;
help is really needed, then what choice do the magi have?&lt;br /&gt;
&lt;br /&gt;
Some aid that the devil can offer is listed here. The devil may merely wait for&lt;br /&gt;
opportunities to offer his aid, or he may actively arrange circumstances where his&lt;br /&gt;
aid is needed. Corrupter demons (see [[Realms_of_Power:_The_Infernal_Chapter_Five:_Demons_as_Corrupters|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories concerning deals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Portal&#039;&#039;&#039;: The magi need to rapidly travel. The devil offers the hell portal,&lt;br /&gt;
explaining that by traveling through it they can arrive at any crossroads in Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vis&#039;&#039;&#039;: If the magi run short of vis, then the devil is able to offer some from Hell’s&lt;br /&gt;
stocks. Of course, this will be infernally tainted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Illusions&#039;&#039;&#039;: A foolish magus has committed a crime under the Code of Hermes:&lt;br /&gt;
perhaps he has endangered other magi by interfering in the mundane, he has scried upon the secrets of another magus, or he has killed another magus. The devil offers to cover this indiscretion; his illusions cannot be broken by Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Against Age&#039;&#039;&#039;: If the magi are very elderly, they may find it difficult to&lt;br /&gt;
create an effective Longevity Ritual. The devil offers a ward against age which will prolong the magi’s lives far beyond the capability of Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
====Sacrifices====&lt;br /&gt;
&lt;br /&gt;
A portal to Hell is unlikely to remain open without frequent sacrifice. Even if it would, the devil would hardly inform the magi of this fact, as making sacrifices to the devil is a good way to damn your soul. Some stories that might arise from sacrifices include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revolt in the Inferno&#039;&#039;&#039;: The magi sacrifice the children of the grogs to the devil by casting them into the volcano. Rego Mentem effects can easily keep the grogs under control&lt;br /&gt;
in even the most despicable circumstances, but one botched spell by the magi could unravel all their careful plans and throw the covenant into revolt against their infernal masters.&lt;br /&gt;
The devil might even manufacture circumstances to make this happen — after all, a bloody revolt is sure to lead to more dammed souls, regardless of how it ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hidden Coven&#039;&#039;&#039;: Although the magi do not make sacrifices to the devil, a coven of infernalists hidden nearby does. The coven infiltrated the ranks of the covenant grogs and secretly cast sacrifices into the volcano heart. Will the infernalists be found out?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Henchmen&#039;&#039;&#039;: The magi seek out and assassinate infernalists and devil worshipers throughout Mythic Europe. Where possible they throw the bodies of these executed heretics into the maw of the volcano. The magi argue that they are performing god’s work, but on the other hand by executing an infernalist the magi have prevented him from repenting and saving his soul, thus ensuring another damned soul for hell. Are the magi the servants of heaven or hell?&lt;br /&gt;
&lt;br /&gt;
====Guardians====&lt;br /&gt;
&lt;br /&gt;
The covenant magi might neither worship nor deal with the devil; instead they might guard the hell portal and try to prevent demons from escaping into the world. Destroyer demons (see [[Realms_of_Power:_The_Infernal_Chapter_Seven:_Demons_as_Destroyers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories where Hell directly attacks the covenant. Some stories that might arise from this are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Masters&#039;&#039;&#039;: It is well-known in the Order that the covenant guards a portal to Hell. This is considered a worthy duty and many other covenants in the Tribunal send gifts of vis to help maintain a powerful Aegis around the covenant and to assist in the regular casting of a network of wards that envelope the crater. Re-casting is required as the bubbling volcano regularly breaks the circular wards. The magi of the covenant are also wellknown as masters of warding magic and other tribunal magi visit the covenant for instruction and study.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunder the Gate&#039;&#039;&#039;: Rumors reach the magi of a ritual that can destroy the hell portal. Chasing leads and researching this project might require travel throughout Mythic Europe,&lt;br /&gt;
and include many years of work. Of course, there is always the possibility that the rumored ritual is an Infernal plot: maybe the ritual will summon a demonic horde to destroy the covenant, or maybe the rumors are just intended to distract the magi from warding the portal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Devil’s Night&#039;&#039;&#039;: Once a year, the forces of Hell batter against the covenant’s defenses. Usually, these efforts are futile, but this year Hell has managed to marshal an army of soldiers led by infernalists in the mundane world, near the covenant. The infernalists plan to attack the covenant in the hope of breaking the wards about the&lt;br /&gt;
hell portal. As the covenant is more used to dealing with supernatural assaults, there may be unexpected problems in dealing with a large mundane attack.&lt;br /&gt;
&lt;br /&gt;
====Tragic Heroes====&lt;br /&gt;
&lt;br /&gt;
The covenant was founded by a magus whose lover (or beloved friend or family member) secretly turned to infernalism and then died in a state of unrepentant sin. The magus intends to study and then open the portal to hell, so he can travel to Hell and rescue his&lt;br /&gt;
beloved from eternal damnation. The magus’ plan may actually be the playing out of a stratagem of a Deceiver demon (see [[Realms_of_Power:_The_Infernal_Chapter_Six:_Demons_as_Deceivers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]). Some stories that this might inspire include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recruitment&#039;&#039;&#039;: The magus tries to recruit a small group of magi to help in his&lt;br /&gt;
project. Can he trust them? Do they suspect he is an infernalist?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Bargain&#039;&#039;&#039;: The devil rises from the hell portal and offers to return the&lt;br /&gt;
soul of the magus’ lover in exchange for the souls of a wealthy family of aristocrats. Is the devil trustworthy? Will dealing with the devil damn the magus himself? (No, and yes, obviously, but the magus might convince himself otherwise.) Can the magus find a way to damn the aristocrats?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dead Martyrs&#039;&#039;&#039;: Carrying a collection of holy relics will help protect the magus as he walks through the wastes of hell searching for his beloved. The magus can amass relics by raiding churches and monasteries. He might be able to buy relics, too, although he will need to be wary of fakes, and by buying relics the magus will commit the canon law crime of simony.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heaven’s Labors&#039;&#039;&#039;: A saint appears to the magus in a dream and offers to protect him during his journey through Hell. However, before the saint will help, the magus must found a monastery dedicated to the saint on the rim of the volcano. The prayers of the monks in the monastery will aid the magus during his sojourn in Hell.&lt;br /&gt;
&lt;br /&gt;
====Accused of Infernalism====&lt;br /&gt;
&lt;br /&gt;
A very real danger, of course, from living in close proximity to a portal to Hell is that regardless of the intentions of the characters they are vulnerable to accusations of infernalism. For this reason, the magi may want to keep the hell portal secret. Some possible stories arising from this concern are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A grog goes missing&#039;&#039;&#039;: Has he merely fallen into the lava, or has he run away?&lt;br /&gt;
What does he know about the hell portal? Was he a spy from a rival covenant? Can the magi track him down before he reveals their secret?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Visitors&#039;&#039;&#039;: Foreign magi unexpectedly arrive at the covenant. Can the hell portal be hidden from them? Can the visitors be encouraged to leave promptly without arousing their&lt;br /&gt;
suspicions, or do they already know about the portal? Can the demons on the other side of the hell portal be relied upon to keep quiet?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Framed&#039;&#039;&#039;: Even if the volcano is not really a hell portal, it is common knowledge&lt;br /&gt;
(right or wrong) that many volcanoes are. This means that a rival covenant might accuse the magi of infernalism, anyway. If the rival covenant is politically well-connected, within the tribunal, the accusation could lead to an investigation by the Quaesitors. Dealing with the investigation could be bothersome and disruptive to laboratory work even if there is nothing for the Quaesitors to find. Of course, a diabolically clever rival could even&lt;br /&gt;
make their own deal with the devil to plant evidence of infernalism in the volcano crater.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Thermal Bath of Good Humor===&lt;br /&gt;
&lt;br /&gt;
===Well Ever-Full===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
Your magus could try to accomplish some of these projects using experimentation (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Arcane_Experiments|ArM5, pages 107–109]]). What follows are some example side effects and modified effects that could result from experimentation on these projects (if a side effect or modified effect is rolled on the Extraordinary Effects table; see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eight:_Laboratory#Experimentation:_Extraordinary_Results|ArM5, page 109]]).&lt;br /&gt;
&lt;br /&gt;
These are only suggestions: your troupe should feel free to modify, or ignore these, or create your own, as necessary.&lt;br /&gt;
&lt;br /&gt;
* The effect only works when the volcano is erupting.&lt;br /&gt;
* The effect only works when used within the crater of a particular volcano.&lt;br /&gt;
* Tears of lava momentarily flow from either the caster’s or the target’s eyes. This causes +10 heat damage, and blinds him for one diameter.&lt;br /&gt;
* The target (or caster) belches a powerful sulfurous stench. This causes no damage, but it is obnoxious and it draws attention to the character.&lt;br /&gt;
* The target (or caster) becomes very hot, and sweats profusely. He must make a Stamina check against an Ease Factor of 6 or immediately lose a Long Term Fatigue level due to lack of water (the Fatigue level can only be regained by drinking).&lt;br /&gt;
* Any flammable items held or worn by the caster (or target) ignite. This usually includes clothing, straps holding armor together, etc.&lt;br /&gt;
* Metal objects held or worn by the caster (or target) melt. This causes no damage if he immediately drops the item, although usually it ruins the item. If the character holds onto the item, he takes +12 heat damage. If he is wearing full metal armor, he takes +48 damage; partial metal armor, +36 damage.&lt;br /&gt;
* The caster’s (or target’s) clothing turns to ash. This causes no damage exceptto the clothing, but obviously it draws attention to the character. Metal armor and jewelry is slightly singed, but otherwise unaffected.&lt;br /&gt;
* Fires within Voice range of the target (or caster) briefly flare up to a brilliant,&lt;br /&gt;
searing heat and then extinguish. &lt;br /&gt;
* Wherever the caster (or target) walks, her footprints burn into the surfaces&lt;br /&gt;
she walks upon. This leaves a clear trail of scorched earth and ash. This side effect lasts for Sun duration.&lt;br /&gt;
* The room briefly fills with toxic volcanic fumes. An immediate Stamina check, against an Ease Factor of 6, must be made for each character within the room. If this is failed the character takes a Medium wound. If the room is normally ventilated, the poisonous fumes disperse within 1 round. However, if the room is sealed, the fumes persist and characters in the room need to take another Stamina check every Diameter. If the effect is cast&lt;br /&gt;
outside, there is no damaging effect as the fumes are too quickly dispersed, although characters within Voice range of the caster do smell the fumes before they disperse.&lt;br /&gt;
* The humors of the caster (or target) become temporarily unbalanced. Make a Stamina check for the target against an Ease Factor of 6. If this is failed, the character develops a disease due to an excess of hot, dry, yellow bile, which causes a Medium Wound.&lt;br /&gt;
* The humors of the caster (or target) become subtly, but permanently unbalanced. This causes no immediate effect, but the character’s subsequent Aging checks are made with an additional –1 Living Condition Modifier. Note, that this side-effect only affects the character once, even if he is affected by the spell/item effect multiple times.&lt;br /&gt;
* The humors of the caster (or target) are buffered against extreme swings.&lt;br /&gt;
This causes no immediate effect, but the character’s subsequent Aging checks are made with an additional +1 Living Condition Modifier. Note, that this side effect only affects the character once, even if he is affected by the spell/item effect multiple times.&lt;br /&gt;
* The outer layers of the target’s skin form a hard, black crust. This gives him a +3 bonus to Soak, which lasts for Sun duration. When this side-effect expires, the crust of skin peels off over a period of about one week. This has no game-mechanical effect, but&lt;br /&gt;
it is visually unappealing: the peeling skin is broken, scabbed, and burnt.&lt;br /&gt;
* The caster (or target) is imbued with a warm internal glow. She does not suffer from exposure, hunger, or thirst until the glow subsides, which takes a simple die of Sun durations. This side effect appears to bypass the Limit of Energy, which could make the spell Lab Text an important source of insight for a magus attempting research&lt;br /&gt;
in this area.&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=22602</id>
		<title>Ars Magica Open Content Conversion Tracker</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=22602"/>
		<updated>2026-03-25T14:32:24Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Hermetic Projects Conversion Progress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
This is a list of and open game content from all Ars Magica products rleased under the Ars Magica Open License. These products are being prepared for collation and reference in an online format. The goal is to provide an online reference of the ArM Open License content as a hyperlinked [[Ars Magica Reference Document]] that can be easily used by the ArM community.&lt;br /&gt;
&lt;br /&gt;
This list serves the need to track content that is being prepared, who is doing the conversion (or is the lead contributor to the specific product conversion effort), estimated progress, and other important information.&lt;br /&gt;
&lt;br /&gt;
Some notes: &lt;br /&gt;
&lt;br /&gt;
* When you begin working on a chapter of a book, put in your username so that others know that section is being worked on. &lt;br /&gt;
* If you have Adobe Acrobat, it can be helpful to first convert the PDF to html or txt for easy of text copying, though tables are always a pain. &lt;br /&gt;
* Be sure to put in the CC-BY-SA 4.0 attribution to all pages. You can use &amp;lt;nowiki&amp;gt;{{OpenArs Attribution}}&amp;lt;/nowiki&amp;gt; to insert the required legalese.&lt;br /&gt;
* Please look at [[Talk:Ars_Magica_Open_Content_Conversion_Style_Guide]] for discussion and consensus building about formatting of content.&lt;br /&gt;
** People who have suggestions, please propose them here.&lt;br /&gt;
&lt;br /&gt;
Once the text has been converted, the content will be hosted on Project: Redcap for reference and ease of updates.&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Open License Content Conversion Status Tracker=&lt;br /&gt;
The following books contain open game content, that is extracted into the wiki in this page. Note that the links in the table are to the product wiki entry, not the open game content, which is to be found below.&lt;br /&gt;
&lt;br /&gt;
{{ArsMnavbox}}&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Fifth Edition=&lt;br /&gt;
&lt;br /&gt;
==Core Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Ars Magica 5e Standard Edition Core Rulebook|Ars Magica 5E Standard Edition Core Rulebook]] Conversion Progress ===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ars Magica 5e Standard Edition Core Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Errata&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Two: The Order of Hermes|Chapter Two: The Order of Hermes]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Ten: Long-Term Events|Chapter Ten: Long-Term Events]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
| [[User:Einauge|Einauge]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix I: Fourth Edition Conversion|Appendix I: Fourth Edition Conversion]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix II: Formulae Review|Appendix II: Formulae Review]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 99%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 90% (Need to validate links for Ch 11,12,13)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix III: Spells Index|Appendix III: Spells Index]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix IV: Index|Appendix IV: Index]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix V: Character Sheets|Appendix V: Character Sheets]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Ars Magica Definitive Edition Rulebook|Ars Magica Definitive Edition Rulebook]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Ars Magica: Definitive Edition, ©2024, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ars Magica Definitive Edition Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Zero: Credits|Chapter Zero: Credits]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Two: Order of Hermes|Chapter Two: Order of Hermes]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 60%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| [[Yair]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 40%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 2%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Ten: Long Term Events|Chapter Ten: Long Term Events]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 25%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 36%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Seventeen: Editor&#039;s Note|Chapter Seventeen: Editor&#039;s Note]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Order Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: True Lineages|Houses of Hermes: True Lineages]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: True Lineages, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: True Lineages&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter One: House Bonisagus|Chapter One: House Bonisagus]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter Two: House Guernicus|Chapter Two: House Guernicus]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]] and Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter Three: House Mercere|Chapter Three: House Mercere]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter Four: House Tremere|Chapter Four: House Tremere]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]] nad [[User:Yair|Yair]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Timeline|Timeline]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: Mystery Cults|Houses of Hermes: Mystery Cults]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Mystery Cults, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Mystery Cults&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Chapter One: The Mechanics of Initiation]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Two: House Bjornaer|Chapter Two: House Bjornaer]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]] and Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Three: House Criamon|Chapter Three: House Criamon]]&lt;br /&gt;
| [[Yair]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Four: House Merinita|Chapter Four: House Merinita]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Five: House Verditius|Chapter Five: House Verditius]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]] and Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Six: Contributors|Chapter Six: Contributors]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: Societates|Houses of Hermes: Societates]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Societates, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Societates&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Two: House Flambeau|Chapter Two: House Flambeau]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Three: House Jerbiton|Chapter Three: House Jerbiton]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Four: House Tytalus|Chapter Four: House Tytalus]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Five: House Ex Miscellanea|Chapter Five: House Ex Miscellanea]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Appendix: Agencies|Appendix: Agencies]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[The Mysteries: Revised Edition|The Mysteries: Revised Edition]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Mysteries: Revised Edition, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Mysteries: Revised Edition&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter One: The Mysteries|Chapter One: The Mysteries]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Two: Entering the Mysteries|Chapter Two: Entering the Mysteries]]&lt;br /&gt;
| [[User:Yair]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Three: Storyguides &amp;amp; the Mysteries|Chapter Three: Storyguides &amp;amp; the Mysteries]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Four: Curious Common Magics|Chapter Four: Curious Common Magics]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]] and Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Five: Hermetic Alchemy|Chapter Five: Hermetic Alchemy]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Six: Hermetic Astrology|Chapter Six: Hermetic Astrology]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Seven: Divination &amp;amp; Augury|Chapter Seven: Divination &amp;amp; Augury]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Eight: Hermetic Spirit Magic|Chapter Chapter Eight: Hermetic Spirit Magic]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Nine: Hermetic Theurgy|Chapter Chapter Nine: Hermetic Theurgy]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Ten: The Great Tralisman|Chapter Chapter Ten: The Great Tralisman]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Eleven: Arithmetic Magic|Chapter Chapter Eleven: Arithmetic Magic]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Twelve: The Mysteries of Dreams|Chapter Chapter Twelve: The Mysteries of Dreams]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Thirteen: Mercurian Magic|Chapter Chapter Thirteen: Mercurian Magic]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Fourteen: Mystery Cults|Chapter Chapter Fourteen: Mystery Cults]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Appendix A: Immortal Magi|Chapter Appendix A: Immortal Magi]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Appendix B: Conversion|Chapter Appendix B: Conversion]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Appendix C: Daimons|Chapter Appendix C: Daimons]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Covenants|Covenants]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Covenants, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Covenants&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter One: Introduction|Covenants Chapter One: Introduction]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Two: Boons &amp;amp; Hooks|Covenants Chapter Two: Boons &amp;amp; Hooks]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Three: Governance|Covenants Chapter Three: Governance]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Four: Covenfolk|Covenants Chapter Four: Covenfolk]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Five: Wealth &amp;amp; Poverty|Covenants Chapter Five: Wealth &amp;amp; Poverty]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Six: Vis Sources|Covenants Chapter Six: Vis Sources]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Seven: Library|Covenants Chapter Seven: Library]]&lt;br /&gt;
| [[User: Audrey Azura|Audrey Azura]] and Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Eight: Sanctum|Covenants Chapter Eight: Sanctum]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Nine: Laboratories|Covenants Chapter Nine: Laboratories]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Appendix: Play Aids|Covenants Appendix: Play Aids]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 100% (not including sheets)&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Grogs|Grogs]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Grogs, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Grogs&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Apprentices|Apprentices]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Apprentices, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Apprentices&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Magi of Hermes|Magi of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Magi of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Magi of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Legends of Hermes|Legends of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Legends of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legends of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter Two: the Four Aspects of Conciatta|Chapter Two: the Four Aspects of Conciatta]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter Three: Fortunata&#039;s Island of Bound Spirits|Chapter Three: Fortunata&#039;s Island of Bound Spirits]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter Four: The Magical Garden of Hérisson|Chapter Four: The Magical Garden of Hérisson]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter Five: The Sunken Laboratory of Hermanus|Chapter Five: The Sunken Laboratory of Hermanus]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter Six: The Flying Castle of Thomae|Chapter Five: The Sunken Laboratory of Hermanus]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Through the Aegis: Developed Covenants|Through the Aegis]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Through the Aegis, ©2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Through the Aegis&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Hermetic Projects|Hermetic Projects]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Hermetic Projects, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hermetic Projects&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[Hermetic Projects Chapter One: Wonders of the Hermetic World|Chapter One: Wonders of the Hermetic World]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
|[[Hermetic Projects Chapter Two: The Burning City|Chapter Two: The Burning City]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 80%&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 80%&lt;br /&gt;
|-&lt;br /&gt;
|[[Hermetic Projects Chapter Three: The Great Tower|Chapter Three: The Great Tower]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|[[Hermetic Projects Chapter Four: The Hermetic Shipyard|Chapter Four: The Hermetic Shipyard]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|[[Hermetic Projects Chapter Five: The Intangible Assassin|Chapter Five: The Intangible Assassin]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|[[Hermetic Projects Chapter Six: The Living Corpse|Chapter Six: The Living Corpse]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|[[Hermetic Projects Chapter Seven: The Menagerie of Magical Beasts|Chapter Seven: The Menagerie of Magical Beasts]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|}&lt;br /&gt;
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=== [[Transforming Mythic Europe|Transforming Mythic Europe]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Transforming Mythic Europe, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Transforming Mythic Europe&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[Transforming Mythic Europe Chapter One: Introduction|Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Transforming Mythic Europe Chapter Two: The Fourth Estate|The Fourth Estate]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Transforming Mythic Europe Chapter Three: The Island of the Magicians|The Island of the Magicians]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Transforming Mythic Europe Chapter Four: Magic as Technology|Magic as Technology]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Realms Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: Magic|Realms of Power: Magic]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2008, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Magic&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Magic Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Magic Chapter Two: Magic Auras|Chapter Two: Magic Auras]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Magic Chapter Three: The Magic Realm|Chapter Three: The Magic Realm]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Magic Chapter Four: Magic Characters|Chapter Four: Magic Characters]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Magic Chapter Five: Magic Animals|Chapter Five: Magic Animals]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Realms of Power: Magic Chapter Six: Magic Humans|Chapter Six: Magic Humans]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Realms of Power: Magic Chapter Seven: Magic Spirits|Chapter Seven: Magic Spirits]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Realms of Power: Magic Chapter Eight: Magic Things|Chapter Eight: Magic Things]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Magic Appendix: Book of Mundane Beasts|Chapter Appendix: Book of Mundane Beasts]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: Faerie|Realms of Power: Faerie]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Faerie&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Faerie Intro: Dreams &amp;amp; Nightmares|Intro: Dreams &amp;amp; Nightmares]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Chapter One: Nature of Faerie|Chapter One: Nature of Faerie]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Realms of Power: Faerie Chapter Two: The Faerie Realm|Chapter Two: The Faerie Realm]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Realms of Power: Faerie Chapter Three: Faerie Characters|Chapter Three: Faerie Characters]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Realms of Power: Faerie Chapter Four: Faerie Bestiary|Chapter Four: Faerie Bestiary]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Faerie Chapter Five: Touches of Faerie|Chapter Five: Touches of Faerie]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Realms of Power: Faerie Chapter Six: Faerie Wizardry|Chapter Six: Faerie Wizardry]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Faerie Chapter Seven: Telling Faerie Stories|Chapter Seven: Telling Faerie Stories]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: The Divine|Realms of Power: The Divine]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Divine, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Realms of Power: The Divine Open Content]]&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: The Infernal Open Content|Realms of Power: The Infernal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Infernal, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Infernal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal: Introduction|Introduction]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter One: The Infernal Realm|Chapter One: The Infernal Realm]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Two: Sin and Temptation|Chapter Two: Sin and Temptation]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Three: The Devil and the Origin of Demons|Chapter Three: The Devil and the Origin of Demons]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Four: The Infernal Legions|Chapter Four: The Infernal Legions]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Five: Demons as Corrupters|Chapter Five: Demons as Corrupters]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Six: Demons as Deceivers|Chapter Six: Demons as Deceivers]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Seven: Demons as Destroyers|Chapter Seven: Demons as Destroyers]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Eight: Corrupted Beasts|Chapter Eight: Corrupted Beasts]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Nine: Infernal Characters|Chapter Nine: Infernal Characters]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Ten: The Maleficia|Chapter Ten: The Maleficia]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Eleven: Ars Goetia|Chapter Eleven: Ars Goetia]]&lt;br /&gt;
| [[User: Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Twelve: Black Magic|Chapter Twelve: Black Magic]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Thirteen: Infernal Traditions|Chapter Thirteen: Infernal Traditions]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tribunals Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Faith &amp;amp; Flame - The Provençal Tribunal|Faith &amp;amp; Flame - The Provençal Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Faith &amp;amp; Flame - The Provençal Tribunal, ©2014-2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Faith &amp;amp; Flame - The Provençal Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Two: History &amp;amp; Culture|Chapter Two: History &amp;amp; Culture]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Three: Hermetic Culture|Chapter Three: Hermetic Culture]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Four: The County of Toulouse|Chapter Four: The County of Toulouse]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Five: Gascony|Chapter Five: Gascony]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 10%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Six: The Pyrenees and the Hispanic March|Chapter Six: The Pyrenees and the Hispanic March]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Seven: Narbonnais|Chapter Seven: Narbonnais]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Eight: Arelat|Chapter Eight: Arelat]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Nine: The Lost Covenant of Val-Negra|Chapter Nine: The Lost Covenant of Val-Negra]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Guardians of the Forest - The Rhine Tribunal|Guardians of the Forest - The Rhine Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Guardians of the Forest - The Rhine Tribunal, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Guardians of the Forest - The Rhine Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Two: History of Mythic Germany|Chapter Two: History of Mythic Germany]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Three: Tribunal History &amp;amp; Customs|Chapter Three: Tribunal History &amp;amp; Customs]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 15%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Four: The Forest|Chapter Four: The Forest]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 4%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Five: The Rhine|Chapter Five: The Rhine]]&lt;br /&gt;
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| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Six: The Black Forest|Chapter Six: The Black Forest]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Seven: The Lowlands|Chapter Seven: The Lowlands]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 39%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Eight: Central Germany|Chapter Eight: Central Germany]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 30%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Nine: The Eastern Marches|Chapter Nine: The Eastern Marches]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Ten: Bohemia|Chapter Chapter Ten: Bohemia]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 45%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Eleven: Rhine Sagas|Chapter Chapter Eleven: Rhine Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Guardians of the Forest Chapter Twelve: Curse of the Rhine Gorge|Chapter Chapter Twelve: Curse of the Rhine Gorge]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Appendix A: Languages and Names|Chapter Chapter Appendix A: Languages and Names]]&lt;br /&gt;
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| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Appendix B: Timeline|Chapter Chapter Appendix B: Timeline]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Appendix C: Bibliography|Chapter Chapter Appendix C: Bibliography]]&lt;br /&gt;
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===[[The Contested Isle: the Hibernian Tribunal|The Contested Isle: The Hiberian Tribunal]] Conversion Progress===&lt;br /&gt;
100% by [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
&lt;br /&gt;
=== [[The Lion and the Lily - The Normandy Tribunal|The Lion and the Lily - The Normandy Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Lion and the Lily - The Normandy Tribunal, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Lion and the Lily - The Normandy Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Two: History of Mythic France|Chapter Two: History of Mythic France]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Three: Hermetic History and Culture|Chapter Three: Hermetic History and Culture]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 6%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Four: Brittany|Chapter Four: Brittany]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Five: Normandy|Chapter Five: Normandy]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 36%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Six: Anjou et Aquitaine|Chapter Six: Anjou et Aquitaine]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Seven: Ile de France|Chapter Seven: Ile de France]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Eight: Flanders and Picardy|Chapter Eight: Flanders and Picardy]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 3%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Nine: Champagne and Burgundy|Chapter Nine: Champagne and Burgundy]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Ten: Normandy Sagas|Chapter Ten: Normandy Sagas]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 26%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Eleven: Confluensis|Chapter Eleven: Confluensis]]&lt;br /&gt;
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| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Appendix A: Timeline|Appendix A: Timeline]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Appendix B: Languages and Name|Appendix B: Languages and Name]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Appendix C: Bibliography|Appendix C: Bibliography]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[The Sundered Eagle - The Theban Tribunal|The Sundered Eagle - The Theban Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Sundered Eagle - The Theban Tribunal, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Sundered Eagle - The Theban Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter Two: History of the Empire|Chapter Two: History of the Empire]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Three: The Order of Hermes|Chapter Three: The Order of Hermes]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Four: Culture &amp;amp; Customs|Chapter Four: Culture &amp;amp; Customs]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Five: Greece|Chapter Five: Greece]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 16%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Six: The Islands|Chapter Six: The Islands]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Seven: Constantinople|Chapter Seven: Constantinople]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Eight: Anatolia|Chapter Eight: Anatolia]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Nine: The Magical Landscape|Chapter Nine: The Magical Landscape]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 99%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Ten: The Faerie Landscape|Chapter Ten: The Faerie Landscape]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Eleven: The Divine Landscape|Chapter Eleven: The Divine Landscape]]&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Twelve: The Infernal Landscape|Chapter Twelve: The Infernal Landscape]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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===[[Against the Dark: the Transylvanian Tribunal|Against the Dark: The Transylvanian Tribunal]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Against the Dark - The Transylvanian Tribunal, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Against the Dark - The Transylvanian Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Against the Dark - The Transylvanian Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Against the Dark - The Transylvanian Tribunal Chapter Two: Hermetic Culture|Chapter Two: Hermetic Culture]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Against the Dark - The Transylvanian Tribunal Chapter Three: The Hungarians|Chapter Three: The Hungarians]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 80%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Against the Dark - The Transylvanian Tribunal Chapter Four: The Bulgarians|Chapter Four: The Bulgarians]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 80%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Against the Dark - The Transylvanian Tribunal Chapter Five: The Slavs|Chapter Five: The Slavs]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 80%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Against the Dark - The Transylvanian Tribunal Chapter Six: Peoples of the Transylvanian Border|Chapter Six: Peoples of the Transylvanian Border]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 80%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Against the Dark - The Transylvanian Tribunal Chapter Seven: Networks of Hidden Fortresses|Chapter Seven: Networks of Hidden Fortresses]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 80%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Against the Dark - The Transylvanian Tribunal Chapter Eight: Creatures|Chapter Eight: Creatures]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 80%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Against the Dark - The Transylvanian Tribunal Chapter Nine: Hedge Traditions|Chapter Nine: Hedge Traditions]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Against the Dark - The Transylvanian Tribunal Chapter Ten: Horror Stories|Chapter Ten: Horror Stories]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 80%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Against the Dark - The Transylvanian Tribunal Appendix: Glossary|Appendix: Glossary]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World Books==&lt;br /&gt;
===[[The Church|The Church]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Lords of Men|Lords of Men]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[City &amp;amp; Guild|City &amp;amp; Guild]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Art &amp;amp; Academe, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ City and Guild&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[City and Guild Introduction|Introduction]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[City and Guild Chapter One: Towns &amp;amp; Cities|Chapter One: Towns &amp;amp; Cities]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[City and Guild Chapter Two: Labor|Chapter Two: Labor]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[City and Guild Chapter Three: Guilds|Chapter Three: Guilds]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[City and Guild Chapter Four: Crafts|Chapter Four: Crafts]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[City and Guild Chapter Five: Travel|Chapter Five: Travel]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[City and Guild Chapter Six: Fairs &amp;amp; Markets|Chapter Six: Fairs &amp;amp; Markets]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[City and Guild Chapter Seven: Trade|Chapter Seven: Trade]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[City and Guild Chapter Eight: The Goods of Europe|Chapter Eight: The Goods of Europe]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[City and Guild Appendix: Price List|Appendix: Price List]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Art &amp;amp; Academe|Art &amp;amp; Academe]] Conversion Progress===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Art &amp;amp; Academe, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Art &amp;amp; Academe&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
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| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
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| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Content originally published in Tales of Power, ©2013-2014, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
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{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tales of Power&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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| [[Tales of Power Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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===[[Hooks|Hooks]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Hooks, ©2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hooks&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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| [[Hooks Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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===[[Tales of Mythic Europe|Tales of Mythic Europe]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Tales of Mythic Europe, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tales of Mythic Europe&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Mythic Europe Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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===[[Antagonists|Antagonists]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Antagonists, ©2013, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Antagonists&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Antagonists Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| [[Antagonists Chapter Nine: The Divine Abbot|Chapter Nine: The Divine Abbot]]&lt;br /&gt;
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| [[Antagonists Chapter Ten: The Queen of Gold and Glass|Chapter Ten: The Queen of Gold and Glass]]&lt;br /&gt;
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| [[Antagonists Chapter Eleven: The Waimie|Chapter Eleven: The Waimie]]&lt;br /&gt;
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===[[Thrice-Told Tales|Thrice-Told Tales]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Thrice-Told Tales, ©2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Thrice-Told Tales&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Thrice-Told Tales Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Thrice-Told Tales Chapter Two: Earth and Sky|Chapter Two: Earth and Sky]]&lt;br /&gt;
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| [[Thrice-Told Tales Chapter Three: The Mound|Chapter Three: The Mound]]&lt;br /&gt;
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| [[Thrice-Told Tales Chapter Four: Servants of God|Chapter Four: Servants of God]]&lt;br /&gt;
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| [[Thrice-Told Tales Chapter Five: Summer is Icumen In|Chapter Five: Summer is Icumen In]]&lt;br /&gt;
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|+ Dies Irae&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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| [[Dies Irae Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| Yair&lt;br /&gt;
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==Other Content==&lt;br /&gt;
===[[Semita Errabunda|Semita Errabunda Character Sheets]] Conversion Progress===&lt;br /&gt;
Wizards:&lt;br /&gt;
* [[Semita Errabunda Open Content: Carolus of House Tytalus|Carolus of House Tytalus]] 100%&lt;br /&gt;
* [[Semita Errabunda Open Content: Darius of House Flambeau|Darius of House Flambeau]] 100%&lt;br /&gt;
* [[Semita Errabunda Open Content: Mari Amwithig of House Merinita|Mari Amwithig of House Merinita]] 100%&lt;br /&gt;
* [[Semita Errabunda Open Content: Moratamis of House Guernicus|Moratamis of House Guernicus]] 100%&lt;br /&gt;
* [[Semita Errabunda Open Content: Tillitus of House Bonisagus|Tillitus of House Bonisagus]] 100%&lt;br /&gt;
Companions:&lt;br /&gt;
* Isabelle the Beautiful&lt;br /&gt;
* Jarvis the Master Huntsman&lt;br /&gt;
* Jerome the Scribe&lt;br /&gt;
* Naimes the Scholar in Disguise&lt;br /&gt;
* Brother Uberto&lt;br /&gt;
* Mansur ibn Fadl al-Baghdadi the Wandering Emir&lt;br /&gt;
* Victor the Redcap&lt;br /&gt;
Grogs: &lt;br /&gt;
* Gerard the Turb Warrior&lt;br /&gt;
* Anne the Housemaid&lt;br /&gt;
* Paul the Turb Warrior&lt;br /&gt;
* Credo the Paid Ne&#039;er-do-well&lt;br /&gt;
* Marie the Alewife&lt;br /&gt;
* Grim &amp;amp; Half-Grim the Twin Turb Warriors/Sailors&lt;br /&gt;
* Amelle of the Faerie Blood&lt;br /&gt;
* Ignatio the Shield Grog&lt;br /&gt;
* Marie the Perfumier&lt;br /&gt;
Cat:&lt;br /&gt;
* Virgil the Magical Cat&lt;br /&gt;
&lt;br /&gt;
=Older Editions=&lt;br /&gt;
==4th Edition World Sourcebooks==&lt;br /&gt;
===[[Sanctuary of Ice|Sancetuary of Ice: The Tribunal of the Greater Alps]] Conversion Progress===&lt;br /&gt;
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 &lt;br /&gt;
&#039;&#039;Content originally published in The Dragon and the Bear - The Novgorod Tribunal, ©1999, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
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|+ The Dragon and the Bear&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Dragon and the Bear Chapter One: Introduction|Chapter I: Introduction]]&lt;br /&gt;
| [[User:Yair|Yair]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[The Dragon and the Bear Chapter Five: Hermetic Landscape|Chapter V: Hermetic Landscape]]&lt;br /&gt;
| [[User:Yair|Yair]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[The Dragon and the Bear Chapter Six: Mythic Mongols|Chapter VI: Mythic Mongols]]&lt;br /&gt;
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===[[Land of Fire and Ice|Land of Fire &amp;amp; Ice: Mythic Iceland]] Conversion Progress===&lt;br /&gt;
Content originally published in Land of Fire &amp;amp; Ice: Mythic Iceland, ©2003, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Land of Fire &amp;amp; Ice&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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| [[Land of Fire &amp;amp; Ice Chapter 1: Introduction|Chapter 1: Introduction]]&lt;br /&gt;
| [[user:Arnor|Arnor]]&lt;br /&gt;
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===[[Ultima Thule|Ultima Thule]] Conversion Progress===&lt;br /&gt;
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===[[Nigrasaxa Book|Nigrasaxa 4ed Intro Mini-Saga]] Conversion Progress===&lt;br /&gt;
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&#039;&#039;Content originally published in Nigrasaxa, ©1998, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nigrasaxa&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Nigrasaxa Book, Introduction|Introduction]]&lt;br /&gt;
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==3rd Edition World Sourcebooks==&lt;br /&gt;
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0%&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22601</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22601"/>
		<updated>2026-03-25T14:20:25Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Stone Harvester */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Pitch Brush ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 6 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.&lt;br /&gt;
&lt;br /&gt;
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges’ worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).&lt;br /&gt;
|Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (96), Two Seasons (72), Three&lt;br /&gt;
Seasons (64), Four Seasons (60).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cloven Hoofed Boots ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Te)&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; part&lt;br /&gt;
|These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly&lt;br /&gt;
follow behind, but this would require a lot of agility.&lt;br /&gt;
&lt;br /&gt;
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat. &lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part,&lt;br /&gt;
free Terram requisite; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (48), Two Seasons (36), Three&lt;br /&gt;
Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Steed of Vesuvius ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell magically transforms a horse so that he is able to gallop across&lt;br /&gt;
molten lava as if it were a cobbled road. The horse also has no fear of the heat or&lt;br /&gt;
fumes expelled by the lava, and he does not suffer from the heat of the lava or the&lt;br /&gt;
toxicity of the fumes. The rider of the horse does not receive any protection from this spell.&lt;br /&gt;
&lt;br /&gt;
When the spell expires, the horse suffers a Long-Term Fatigue level.&lt;br /&gt;
&lt;br /&gt;
The requisite is free because it is part of the guideline and required for the effect.&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Dragon&#039;s Blood ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Ig)(Te)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This ritual changes the blood of the&lt;br /&gt;
caster into lava. This does no harm to the&lt;br /&gt;
caster himself, and his super-heated blood&lt;br /&gt;
means that he is immune to any heat based damage that causes +15 or less damage (which includes lava).&lt;br /&gt;
&lt;br /&gt;
If the character is injured in melee combat, his opponent(s) must make Dexterity rolls against an Ease Factor of 6 to avoid being splattered by hot lava. Opponents who fail take +15 damage. If the caster’s melee opponents are unaware of his lava blood (that is, it is the first time they have seen him injured), then the Dexterity roll is made against an Ease Factor of 9.&lt;br /&gt;
&lt;br /&gt;
The Ignem and Rego requisites are required to give the additional protection from heat. The Terram requisite is free because it is required for the effect. |Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Covenant of the Dragon ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Te)(Ig)&#039;&#039;&#039; 85&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Group, Ritual&lt;br /&gt;
|This ritual changes the blood of a Group of up to 100 individuals into lava.&lt;br /&gt;
This has the same effect on each member of the Group as the ritual [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Dragon&#039;s_Blood|Dragon’s Blood]]. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Gaining_Warping_Points|ArM5, page 168]]).&lt;br /&gt;
|Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Mask ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it.&lt;br /&gt;
This allows the wearer of the mask to&lt;br /&gt;
breathe without trouble in the heart of a&lt;br /&gt;
volcanic crater, or on a river of lava. The&lt;br /&gt;
air affected by the mask tastes slightly&lt;br /&gt;
unpleasant, but this does not cause any&lt;br /&gt;
damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
Although the mask is constantly active, once the toxicity of the air has been&lt;br /&gt;
removed, the air itself is no longer the&lt;br /&gt;
subject of a magical effect. This means&lt;br /&gt;
that the air is not resisted by characters with Magic Resistance, so magi can&lt;br /&gt;
breathe using the mask without lowering&lt;br /&gt;
their Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Note that Muto effects which change&lt;br /&gt;
the air to be non-toxic are of little value&lt;br /&gt;
to magi, as the effect only lasts as long as&lt;br /&gt;
the spell duration. This means that when&lt;br /&gt;
the magus tries to breathe the magically&lt;br /&gt;
changed air, his Magic Resistance will resist the air as it is the subject of a magical&lt;br /&gt;
effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (68), Two Seasons (51), Three&lt;br /&gt;
Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Warning_Bell|Vulcan’s Warning Bell]]&#039;&#039; is an enchanted item that is intended to give the covenant&lt;br /&gt;
due warning that the volcano is about to erupt. In most circumstances, the warning is sufficient to allow either the covenant to be evacuated, or (perhaps more usefully)&lt;br /&gt;
the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scorn_of_Aphrodite’s_Tears|Scorn of Aphrodite’s Tears]]&#039;&#039; ritual can be cast, which suppresses the imminent eruption. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Flame_Tongue|The Flame Tongue]]&#039;&#039; spell can be used to direct a belch of hot lava at an individual, which can be used as a weapon to discourage invaders. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Creeping_Earth_2|Creeping Earth]]&#039;&#039; makes the earth rise over the course of a month, seriously damaging buildings.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Creeping Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The caster of this spell stamps his foot on the ground and a patch of earth, centered on his position and 35 paces across, slowly but inexorably rises up for the duration of the spell. The earth rises at a rate of about one inch per day (up to three feet over the spell duration).&lt;br /&gt;
&lt;br /&gt;
This is fast enough for people to observe if they watch the earth for more than a Diameter, and the movement can destroy buildings and other structures — even the strongest castle walls run the risk of collapse.&lt;br /&gt;
&lt;br /&gt;
This spell only works when cast within a league of a volcano (three miles). This is&lt;br /&gt;
because this movement is only a slightly unnatural property of the earth in such&lt;br /&gt;
regions, whereas it is a grossly unnatural property of earth elsewhere. &lt;br /&gt;
|Base 2, +1 Touch, +3 Moon, +1 Part, +2 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Flame Tongue ====&lt;br /&gt;
&#039;&#039;For info on this spell&#039;s community erratum, see [[Talk:Flame Tongue]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Voice, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This spell causes a glutinous glob of lava (from a lake or river of magma) to&lt;br /&gt;
leap out and hit something. The volume of lava moved is about 2 cubic feet, and it&lt;br /&gt;
can be moved to hit any location within Voice range. Whatever the lava hits takes&lt;br /&gt;
between +15 and +60 damage, depending on how much of it is covered by the lava. The lava sticks to whatever it hits and continues to inflict damage each round. It takes several days for the lava to cool naturally.&lt;br /&gt;
&lt;br /&gt;
The heat of the lava is also sufficient to ignite anything flammable that it hits.&lt;br /&gt;
&lt;br /&gt;
Flame Tongue is an Aimed spell, with a +6 bonus to hit due to the size of the volume of lava. &lt;br /&gt;
&lt;br /&gt;
If the caster tries to totally immerse a person with the lava projectile, there is a&lt;br /&gt;
–6 penalty to the Aiming Roll (effectively canceling the +6 size bonus). There is no&lt;br /&gt;
penalty to the Aiming Roll if the objective is to merely splash someone. In some circumstances, the storyguide may decide that a missed attack to immerse a character&lt;br /&gt;
results in a splash. &lt;br /&gt;
|Base 10, +2 Voice, +1 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scorn of Aphrodite’s Tears ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:Individual, Ritual&#039;&#039;&#039; &lt;br /&gt;
|This ritual is cast when the eruption of a volcano is imminent, and it climaxes&lt;br /&gt;
with a vial of pure water being poured into the crater mouth. The ritual prevents the&lt;br /&gt;
volcano from erupting. &lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles in diameter (although the crater will&lt;br /&gt;
be only a fraction of this size), and the peak can be up to 15,000 feet high.&lt;br /&gt;
|Base 3, +1 Touch, +13 Size, +1 affect a volcano (equivalent to affecting stone)}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
===Vulcan&#039;s Warning Bell===&lt;br /&gt;
&lt;br /&gt;
This enchanted bell is suspended in the vapors escaping from a volcanic crater. It detects when the volcano is preparing to erupt. Normally, the bell gives a number of days warning equal to 1 stress die. If a 0 is rolled on the stress die, then the number on the botch die represents the number of hours warning. If the botch die is itself a 0 (i.e., a botch), then there is no warning. The variable warning is a feature of the eruption, not the bell; Hermetic magic cannot predict the future directly, so the item must rely on advance signs of the eruption, and they appear at varying times.&lt;br /&gt;
&lt;br /&gt;
Note that if the volcano unexpectedly erupts due to a supernatural effect, there may be considerably less warning.&lt;br /&gt;
&lt;br /&gt;
There are two effects involved — one to detect the imminent eruption and one to ring the bell. Note that it might be possible for a magus to design a single effect that both detects an eruption and rings a bell to convey this information, as a cosmetic effect. That is not the approach taken here.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Vibration of Anticipation ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 19&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect gives the bell the magical&lt;br /&gt;
sense to detect the imminent eruption. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (38), Two Seasons (29), Three&lt;br /&gt;
Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Clarion Call ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect rings the bell. The frequency of the ringing increases as the eruption time nears, and in the final hours the bell urgently rings every few seconds.&lt;br /&gt;
|Base 2, +2 effect metal; +10 unlimited uses, +3 linked trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (34), Two Seasons (26), Three Seasons (23), Four Seasons (22).&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
In order to colonize the volcanic crater, your characters need to be able to create solid ground from the lava to build upon. Even if your magi build on the rim of a volcanic crater, the earth may need to be stabilized. In any case, the magi will need to ensure that day-today habitation is possible, by cooling the building interiors and preventing the ingress of toxic fumes. Designers must also provide for the feeding and watering of the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
These effects allow the construction of&lt;br /&gt;
buildings within the volcanic crater, or are&lt;br /&gt;
required to make the buildings habitable.&lt;br /&gt;
&lt;br /&gt;
One strategy is to create a series of&lt;br /&gt;
stable islands in the lava (using the Seeds&lt;br /&gt;
of Earth enchanted items), upon which&lt;br /&gt;
Mystic Towers (see ArM5, page 153) can&lt;br /&gt;
be raised. The towers are cooled by Cold&lt;br /&gt;
Marble Slabs, and Fumarole Vents ensure&lt;br /&gt;
that the air inside the towers is safe to&lt;br /&gt;
breathe. An alternative approach is to use&lt;br /&gt;
the Repulsion of Earth effect, which causes&lt;br /&gt;
a tower to float. A tower created near the&lt;br /&gt;
volcanic crater can then be floated and&lt;br /&gt;
pushed out over the lava lake; the floating tower will still need to be made habitable by Cold Marble Slabs and Fumaroles. A&lt;br /&gt;
third strategy is to create buildings made&lt;br /&gt;
from molten lava itself, using spells such&lt;br /&gt;
as Tower of Lava.&lt;br /&gt;
&lt;br /&gt;
In addition, the Repulsion of Earth and&lt;br /&gt;
The Heart That Could Move Stone effects&lt;br /&gt;
could obviously be the basis of a flying&lt;br /&gt;
covenant. For another technique that&lt;br /&gt;
achieves the same goal, see the chapter&lt;br /&gt;
on the Flying Castle of Thomae in Legends&lt;br /&gt;
of Hermes (page 122). If the same method&lt;br /&gt;
were applied in a volcanic setting, precautions would have to be taken to protect the materials of which the flight disk&lt;br /&gt;
is comprised.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cold Marble Slab ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|This marble slab, about a pace across, is activated when it is hung above the entrance of a building, and it chills the building. Normally, this would make continued occupation of the building intolerable; however, if the building is in a very hot location (such as a volcanic crater), then the cooling provided by the marble slab cancels out the ambient heat and makes the building habitable. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Cold Marble Slab&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
The chilling effect is not sufficient to cool anything very hot, such as lava, that&lt;br /&gt;
happens to be in the building. However, it is sufficient to cool the air that is heated&lt;br /&gt;
by the lava. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Vent ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This enchanted item is a vent that is placed over a window in a room. The fumarole vent destroys the toxic properties of the air passing into the room, in the same way that a &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fumarole_Mask|Fumarole Mask]]&#039;&#039; does&lt;br /&gt;
(see earlier). This allows people to freely breathe in a room that is in a building constructed in (or very near) a volcanic crater, or on a river of lava.&lt;br /&gt;
&lt;br /&gt;
As the effect uses the Hermetic target Room, to target the air passing into the room, only one vent is required even if the room has multiple openings. However, if a building has multiple rooms it requires a vent in each room. A version of the vent with a target of Structure could be invented to protect the entire building.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun, +2 Room; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (88), Two Seasons (66), Three Seasons (59), Four Seasons (55).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Repulsion of Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This feather encased in amber is an enchanted item that is activated by being brought over the entrance to a stone building. When active, it causes the stone building to float several paces above the ground. If the effect ends (by the item being removed, for  example), then the building crashes to the ground. This may cause significant damage to the building.&lt;br /&gt;
&lt;br /&gt;
A Finesse Roll against an Ease Factor of 9 must be made if the building must be torn from its foundations. If the roll is failed, then any subterranean (i.e., basement) levels of the building are damaged and rendered unusable. This does not affect the upper levels. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Repulsion of Earth&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
Once it is floating, the building can be moved. However, the building is still&lt;br /&gt;
incredibly massive and so it requires an enormous amount of force (or magic such&lt;br /&gt;
as The Heart That Could Move Stone) to move. The building cannot be pushed by an individual, normal strength man, nor will it blow away in the breeze.&lt;br /&gt;
|Base 3, +1 Touch, +2 Sun, +3 Structure, +1 effect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Seed of Earth ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Ig)(Te)&#039;&#039;&#039; 59&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|When this small piece of volcanic rock is thrown onto molten lava, it solidifies a&lt;br /&gt;
portion of the lava, creating a roughly circular island about 80 feet across and 50&lt;br /&gt;
feet deep. The seed itself is buried 25 feet down, in the center of the island. As the effect has a constant duration, the island is stable and suitable for building structures&lt;br /&gt;
upon. If the seed is removed, dispelled, or destroyed, then roll a stress die; this is the&lt;br /&gt;
number of rounds that the island remains until it dissolves back into the lava. The Ignem requisite is for cooling the island.&lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part, +6 Size, +1 Ignem requisite, free Terram requisite ; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to complete project, as lesser enchanted item: 118.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Heart that Could Move Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|The caster can move stone buildings with incredible force. This usually causes&lt;br /&gt;
the stone building to collapse, as it is torn from its foundations. Anyone inside takes&lt;br /&gt;
+10 damage from the falling structure.&lt;br /&gt;
&lt;br /&gt;
However, if the building is floating (through the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Repulsion_of_Earth|Repulsion of Earth]]&#039;&#039; effect, for&lt;br /&gt;
example), then the character can push the building to a new location. Characters inside the building when it is being moved must make Dexterity rolls against an Ease Factor of 6, each round, or lose their footing. Unless special precautions are taken, laboratories inside the building are disrupted by the movement, which ruins any laboratory activities being conducted that season. It takes a season to reorganize a laboratory disrupted in this way. &lt;br /&gt;
|Base 3, +1 Touch, +1 Diameter, +3 Structure, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tower of Lava ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 50&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell sculpts a tower out of hot bubbling lava. The resulting tower is solid&lt;br /&gt;
and rigid, but if its foundations remain in lava, then the tower will dissolve back into&lt;br /&gt;
the bulk within a day. The Part target is required, because the spell does not use all&lt;br /&gt;
the available lava.&lt;br /&gt;
&lt;br /&gt;
The tower is about the same size and dimensions as the one created by the spell&lt;br /&gt;
&#039;&#039;Conjuring the Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, page 153]]). A Finesse roll against an Ease Factor of 15 is required to ensure that the tower is well made; failure means that the lava takes a solid but malformed shape. &lt;br /&gt;
|Base 3, +1 Touch, +1 Part, +6 size, +3 elaborate design}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (100), Two Seasons (75), Three Seasons (67), Four Seasons (63).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Solidity of Stone ====&lt;br /&gt;
&#039;&#039;&#039;MuTe&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell changes a mass of stone so that it has the unnatural property that it does&lt;br /&gt;
not melt, even when heated to tremendous temperatures. The purpose of this spell is to prevent a building created out of molten lava (like that created by &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Tower_of_Lava|Tower of Lava]]&#039;&#039;) from&lt;br /&gt;
dissolving back into the bulk lava.&lt;br /&gt;
&lt;br /&gt;
Obviously, this spell must be cast every month otherwise the tower will melt&lt;br /&gt;
and collapse.&lt;br /&gt;
&lt;br /&gt;
The stone will still be hot, even if it is solid. So, a building protected like this will need to be cooled (or inhabited by characters immune to heat).&lt;br /&gt;
|Base 4, +1 Touch, +3 Moon, +4 size, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====New Laboratory Virtue: Volcanic Minerals====&lt;br /&gt;
&#039;&#039;Free Laboratory Outfitting Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is supplied with exotic minerals from a volcano. The laboratory needs to be regularly resupplied, otherwise this Virtue is lost. There is no benefit in taking this Virtue multiple times — once the laboratory’s demands for exotic minerals have been met, additional minerals are of little value. &#039;&#039;&#039;–1 Upkeep, +1 Terram&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
These effects can provide health and wealth to the inhabitants of a covenant occupying the mineral-rich environment of a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Sculpt the Stone Machine ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, ritual&lt;br /&gt;
|This ritual creates a machine made of stone that is suitable for use as the invested&lt;br /&gt;
item &#039;&#039;Stone Harvester&#039;&#039;. The machine appears to be a large stone beetle about one pace&lt;br /&gt;
in length. Until it is invested with the &#039;&#039;Stone Harvester&#039;&#039; suite of effects, the machine is merely a very elaborate statue.&lt;br /&gt;
|Base 3, +1 Touch, +3 elaborate design, +1 minimum ritual effect magnitude}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
===Stone Harvester===&lt;br /&gt;
&lt;br /&gt;
This invested item is a beetle-shaped machine that crawls along the rim of the&lt;br /&gt;
volcanic crater. It collects and sorts the volcanic debris for valuable and exotic&lt;br /&gt;
materials, which can be used to reduce the Upkeep of Hermetic Laboratories (see [[Covenants_Chapter_Nine:_Laboratories#Upkeep|Covenants, page 110]]). Each Stone Harvester can provide the Free Outfittings Virtue &#039;&#039;Volcanic Minerals&#039;&#039; (see Insert) for up to&lt;br /&gt;
5 Hermetic Laboratories. Note that the laboratories do not have to be located in&lt;br /&gt;
the volcano — the minerals can be transported to a remote laboratory.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Stone Harvester&#039;&#039; is a huge stone device. It requires 20 pawns to open for enchantment (taking one season and a Magic Theory Score of 10). The effects later require 13 pawns of vis to invest into the Stone Harvester.&lt;br /&gt;
&lt;br /&gt;
As the Stone Harvester is made of stone and only traverses the volcanic crater rim,&lt;br /&gt;
it does not need any particular protection from either heat or fumes. A version of the&lt;br /&gt;
Stone Harvester that actually enters the lava would obviously require some protection.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Harvest Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 43&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The &#039;&#039;Stone Harvester&#039;&#039; uses this effect to collect stone/mineral/metal material of&lt;br /&gt;
a particular sort that it encounters — the stone is identifying material using the &#039;&#039;Stone&lt;br /&gt;
Wealth&#039;&#039; effect. The collected stone is placed in a large stone basket on the back of the&lt;br /&gt;
&#039;&#039;Stone Harvester&#039;&#039; which must be periodically emptied by a grog (precisely how frequently depends on the rarity of the collected stone). If the grog fails to empty the basket, the Stone Harvester will continue to harvest, but excess stone will fall out of the basket.&lt;br /&gt;
|Base 3, +3 Sight, +1 Diameter, +1 Part, +2 effect metal; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (86), Two Seasons (65), Three Seasons (58), Four Seasons (54).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Wealth ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|This effect grants the Stone Harvester the sense to smell whether a particular sort of stone, metal, or mineral is nearby (within about 5 paces). The Stone Harvester contains a small compartment and it targets materials that match the material in the compartment. If there is no material in the compartment the Stone Harvester continues to move about the crater rim, but will obviously not find any matching material. The Stone Harvester only identifies Terram based objects, but of course additional effects could be invented to&lt;br /&gt;
allow the Stone Harvester to identify and manipulate Animal, Aquam, Corpus, or Herbam objects.&lt;br /&gt;
&lt;br /&gt;
This sense allows the harvester to smell things buried to a depth of about 1 pace.&lt;br /&gt;
|Base 2, +2 Sun, +2 Smell, +1 smell through intervening material; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (38), Two Seasons (29), Three Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Crawler ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect manipulates the legs of the &#039;&#039;Stone Harvester&#039;&#039;, enabling it to move around&lt;br /&gt;
the crater rim. The Stone Harvester moves constantly, at the pace of a walking man, in&lt;br /&gt;
a clockwise direction around the crater rim.&lt;br /&gt;
|Base 3, +2 Sun, +1 affect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (28), Two Seasons (21), Three Seasons (19), Four Seasons (18).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Hammer ====&lt;br /&gt;
&#039;&#039;&#039;PeTe&#039;&#039;&#039; 33&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This effect is activated when the &#039;&#039;Stone Harvester&#039;&#039; detects that its target material is&lt;br /&gt;
beneath the surface of the earth. The &#039;&#039;Stone Hammer&#039;&#039; effect loosens up to one cubic pace&lt;br /&gt;
of intervening stone or dirt. This allows the target material to be lifted out of the ground.&lt;br /&gt;
|Base 3, +3 Sight, +1 Part, +1 affect stone; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (66), Two Seasons (50), Three&lt;br /&gt;
Seasons (44), Four Seasons (42).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
===Story Seed: Tophet&#039;s Gate===&lt;br /&gt;
&lt;br /&gt;
Many volcanoes are reputed to be gates to Hell. One well-known incident that demonstrates this occurred when the heretical Ostrogothic king Theodoric died in 526. A jet-black stallion arrived at Theodoric’s palace in Ravenna, gathered the dead king’s body, and then&lt;br /&gt;
galloped away to Mt. Etna, straight into the crater and down into Hell.&lt;br /&gt;
&lt;br /&gt;
If there is a hell portal in the volcano, it is likely accessed via an Infernal regio.&lt;br /&gt;
&lt;br /&gt;
For ease, the story seeds that follow refer to a single devil interacting with the covenant. In your saga, a series of demons could interact with the covenant, or one or two powerful demons could take on the role of the devil.&lt;br /&gt;
&lt;br /&gt;
====Deals with the Devil====&lt;br /&gt;
&lt;br /&gt;
Even if they are not infernalists, the devil may offer the magi power. Of&lt;br /&gt;
course, dealing with the devil imperils the immortal souls of the magi, but if his&lt;br /&gt;
help is really needed, then what choice do the magi have?&lt;br /&gt;
&lt;br /&gt;
Some aid that the devil can offer is listed here. The devil may merely wait for&lt;br /&gt;
opportunities to offer his aid, or he may actively arrange circumstances where his&lt;br /&gt;
aid is needed. Corrupter demons (see [[Realms_of_Power:_The_Infernal_Chapter_Five:_Demons_as_Corrupters|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories concerning deals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Portal&#039;&#039;&#039;: The magi need to rapidly travel. The devil offers the hell portal,&lt;br /&gt;
explaining that by traveling through it they can arrive at any crossroads in Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vis&#039;&#039;&#039;: If the magi run short of vis, then the devil is able to offer some from Hell’s&lt;br /&gt;
stocks. Of course, this will be infernally tainted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Illusions&#039;&#039;&#039;: A foolish magus has committed a crime under the Code of Hermes:&lt;br /&gt;
perhaps he has endangered other magi by interfering in the mundane, he has scried upon the secrets of another magus, or he has killed another magus. The devil offers to cover this indiscretion; his illusions cannot be broken by Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Against Age&#039;&#039;&#039;: If the magi are very elderly, they may find it difficult to&lt;br /&gt;
create an effective Longevity Ritual. The devil offers a ward against age which will prolong the magi’s lives far beyond the capability of Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
====Sacrifices====&lt;br /&gt;
&lt;br /&gt;
A portal to Hell is unlikely to remain open without frequent sacrifice. Even if it would, the devil would hardly inform the magi of this fact, as making sacrifices to the devil is a good way to damn your soul. Some stories that might arise from sacrifices include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revolt in the Inferno&#039;&#039;&#039;: The magi sacrifice the children of the grogs to the devil by casting them into the volcano. Rego Mentem effects can easily keep the grogs under control&lt;br /&gt;
in even the most despicable circumstances, but one botched spell by the magi could unravel all their careful plans and throw the covenant into revolt against their infernal masters.&lt;br /&gt;
The devil might even manufacture circumstances to make this happen — after all, a bloody revolt is sure to lead to more dammed souls, regardless of how it ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hidden Coven&#039;&#039;&#039;: Although the magi do not make sacrifices to the devil, a coven of infernalists hidden nearby does. The coven infiltrated the ranks of the covenant grogs and secretly cast sacrifices into the volcano heart. Will the infernalists be found out?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Henchmen&#039;&#039;&#039;: The magi seek out and assassinate infernalists and devil worshipers throughout Mythic Europe. Where possible they throw the bodies of these executed heretics into the maw of the volcano. The magi argue that they are performing god’s work, but on the other hand by executing an infernalist the magi have prevented him from repenting and saving his soul, thus ensuring another damned soul for hell. Are the magi the servants of heaven or hell?&lt;br /&gt;
&lt;br /&gt;
====Guardians====&lt;br /&gt;
&lt;br /&gt;
The covenant magi might neither worship nor deal with the devil; instead they might guard the hell portal and try to prevent demons from escaping into the world. Destroyer demons (see [[Realms_of_Power:_The_Infernal_Chapter_Seven:_Demons_as_Destroyers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]) are the most likely to be involved in stories where Hell directly attacks the covenant. Some stories that might arise from this are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward Masters&#039;&#039;&#039;: It is well-known in the Order that the covenant guards a portal to Hell. This is considered a worthy duty and many other covenants in the Tribunal send gifts of vis to help maintain a powerful Aegis around the covenant and to assist in the regular casting of a network of wards that envelope the crater. Re-casting is required as the bubbling volcano regularly breaks the circular wards. The magi of the covenant are also wellknown as masters of warding magic and other tribunal magi visit the covenant for instruction and study.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunder the Gate&#039;&#039;&#039;: Rumors reach the magi of a ritual that can destroy the hell portal. Chasing leads and researching this project might require travel throughout Mythic Europe,&lt;br /&gt;
and include many years of work. Of course, there is always the possibility that the rumored ritual is an Infernal plot: maybe the ritual will summon a demonic horde to destroy the covenant, or maybe the rumors are just intended to distract the magi from warding the portal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Devil’s Night&#039;&#039;&#039;: Once a year, the forces of Hell batter against the covenant’s defenses. Usually, these efforts are futile, but this year Hell has managed to marshal an army of soldiers led by infernalists in the mundane world, near the covenant. The infernalists plan to attack the covenant in the hope of breaking the wards about the&lt;br /&gt;
hell portal. As the covenant is more used to dealing with supernatural assaults, there may be unexpected problems in dealing with a large mundane attack.&lt;br /&gt;
&lt;br /&gt;
====Tragic Heroes====&lt;br /&gt;
&lt;br /&gt;
The covenant was founded by a magus whose lover (or beloved friend or family member) secretly turned to infernalism and then died in a state of unrepentant sin. The magus intends to study and then open the portal to hell, so he can travel to Hell and rescue his&lt;br /&gt;
beloved from eternal damnation. The magus’ plan may actually be the playing out of a stratagem of a Deceiver demon (see [[Realms_of_Power:_The_Infernal_Chapter_Six:_Demons_as_Deceivers|&#039;&#039;Realms of Power: The Infernal&#039;&#039;, page 48]]). Some stories that this might inspire include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recruitment&#039;&#039;&#039;: The magus tries to recruit a small group of magi to help in his&lt;br /&gt;
project. Can he trust them? Do they suspect he is an infernalist?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Devil’s Bargain&#039;&#039;&#039;: The devil rises from the hell portal and offers to return the&lt;br /&gt;
soul of the magus’ lover in exchange for the souls of a wealthy family of aristocrats. Is the devil trustworthy? Will dealing with the devil damn the magus himself? (No, and yes, obviously, but the magus might convince himself otherwise.) Can the magus find a way to damn the aristocrats?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dead Martyrs&#039;&#039;&#039;: Carrying a collection of holy relics will help protect the magus as he walks through the wastes of hell searching for his beloved. The magus can amass relics by raiding churches and monasteries. He might be able to buy relics, too, although he will need to be wary of fakes, and by buying relics the magus will commit the canon law crime of simony.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heaven’s Labors&#039;&#039;&#039;: A saint appears to the magus in a dream and offers to protect him during his journey through Hell. However, before the saint will help, the magus must found a monastery dedicated to the saint on the rim of the volcano. The prayers of the monks in the monastery will aid the magus during his sojourn in Hell.&lt;br /&gt;
&lt;br /&gt;
====Accused of Infernalism====&lt;br /&gt;
&lt;br /&gt;
A very real danger, of course, from living in close proximity to a portal to Hell is that regardless of the intentions of the characters they are vulnerable to accusations of infernalism. For this reason, the magi may want to keep the hell portal secret. Some possible stories arising from this concern are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A grog goes missing&#039;&#039;&#039;: Has he merely fallen into the lava, or has he run away?&lt;br /&gt;
What does he know about the hell portal? Was he a spy from a rival covenant? Can the magi track him down before he reveals their secret?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Visitors&#039;&#039;&#039;: Foreign magi unexpectedly arrive at the covenant. Can the hell portal be hidden from them? Can the visitors be encouraged to leave promptly without arousing their&lt;br /&gt;
suspicions, or do they already know about the portal? Can the demons on the other side of the hell portal be relied upon to keep quiet?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Framed&#039;&#039;&#039;: Even if the volcano is not really a hell portal, it is common knowledge&lt;br /&gt;
(right or wrong) that many volcanoes are. This means that a rival covenant might accuse the magi of infernalism, anyway. If the rival covenant is politically well-connected, within the tribunal, the accusation could lead to an investigation by the Quaesitors. Dealing with the investigation could be bothersome and disruptive to laboratory work even if there is nothing for the Quaesitors to find. Of course, a diabolically clever rival could even&lt;br /&gt;
make their own deal with the devil to plant evidence of infernalism in the volcano crater.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Thermal Bath of Good Humor===&lt;br /&gt;
&lt;br /&gt;
===Well Ever-Full===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22600</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22600"/>
		<updated>2026-03-25T10:49:39Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Effects to Live in the Volcanic Crater */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Pitch Brush ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 6 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.&lt;br /&gt;
&lt;br /&gt;
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges’ worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).&lt;br /&gt;
|Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (96), Two Seasons (72), Three&lt;br /&gt;
Seasons (64), Four Seasons (60).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cloven Hoofed Boots ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Te)&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; part&lt;br /&gt;
|These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly&lt;br /&gt;
follow behind, but this would require a lot of agility.&lt;br /&gt;
&lt;br /&gt;
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat. &lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part,&lt;br /&gt;
free Terram requisite; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (48), Two Seasons (36), Three&lt;br /&gt;
Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Steed of Vesuvius ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell magically transforms a horse so that he is able to gallop across&lt;br /&gt;
molten lava as if it were a cobbled road. The horse also has no fear of the heat or&lt;br /&gt;
fumes expelled by the lava, and he does not suffer from the heat of the lava or the&lt;br /&gt;
toxicity of the fumes. The rider of the horse does not receive any protection from this spell.&lt;br /&gt;
&lt;br /&gt;
When the spell expires, the horse suffers a Long-Term Fatigue level.&lt;br /&gt;
&lt;br /&gt;
The requisite is free because it is part of the guideline and required for the effect.&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Dragon&#039;s Blood ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Ig)(Te)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This ritual changes the blood of the&lt;br /&gt;
caster into lava. This does no harm to the&lt;br /&gt;
caster himself, and his super-heated blood&lt;br /&gt;
means that he is immune to any heat based damage that causes +15 or less damage (which includes lava).&lt;br /&gt;
&lt;br /&gt;
If the character is injured in melee combat, his opponent(s) must make Dexterity rolls against an Ease Factor of 6 to avoid being splattered by hot lava. Opponents who fail take +15 damage. If the caster’s melee opponents are unaware of his lava blood (that is, it is the first time they have seen him injured), then the Dexterity roll is made against an Ease Factor of 9.&lt;br /&gt;
&lt;br /&gt;
The Ignem and Rego requisites are required to give the additional protection from heat. The Terram requisite is free because it is required for the effect. |Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Covenant of the Dragon ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Te)(Ig)&#039;&#039;&#039; 85&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Group, Ritual&lt;br /&gt;
|This ritual changes the blood of a Group of up to 100 individuals into lava.&lt;br /&gt;
This has the same effect on each member of the Group as the ritual [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Dragon&#039;s_Blood|Dragon’s Blood]]. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Gaining_Warping_Points|ArM5, page 168]]).&lt;br /&gt;
|Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Mask ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it.&lt;br /&gt;
This allows the wearer of the mask to&lt;br /&gt;
breathe without trouble in the heart of a&lt;br /&gt;
volcanic crater, or on a river of lava. The&lt;br /&gt;
air affected by the mask tastes slightly&lt;br /&gt;
unpleasant, but this does not cause any&lt;br /&gt;
damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
Although the mask is constantly active, once the toxicity of the air has been&lt;br /&gt;
removed, the air itself is no longer the&lt;br /&gt;
subject of a magical effect. This means&lt;br /&gt;
that the air is not resisted by characters with Magic Resistance, so magi can&lt;br /&gt;
breathe using the mask without lowering&lt;br /&gt;
their Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Note that Muto effects which change&lt;br /&gt;
the air to be non-toxic are of little value&lt;br /&gt;
to magi, as the effect only lasts as long as&lt;br /&gt;
the spell duration. This means that when&lt;br /&gt;
the magus tries to breathe the magically&lt;br /&gt;
changed air, his Magic Resistance will resist the air as it is the subject of a magical&lt;br /&gt;
effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (68), Two Seasons (51), Three&lt;br /&gt;
Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Warning_Bell|Vulcan’s Warning Bell]]&#039;&#039; is an enchanted item that is intended to give the covenant&lt;br /&gt;
due warning that the volcano is about to erupt. In most circumstances, the warning is sufficient to allow either the covenant to be evacuated, or (perhaps more usefully)&lt;br /&gt;
the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scorn_of_Aphrodite’s_Tears|Scorn of Aphrodite’s Tears]]&#039;&#039; ritual can be cast, which suppresses the imminent eruption. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Flame_Tongue|The Flame Tongue]]&#039;&#039; spell can be used to direct a belch of hot lava at an individual, which can be used as a weapon to discourage invaders. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Creeping_Earth_2|Creeping Earth]]&#039;&#039; makes the earth rise over the course of a month, seriously damaging buildings.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Creeping Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The caster of this spell stamps his foot on the ground and a patch of earth, centered on his position and 35 paces across, slowly but inexorably rises up for the duration of the spell. The earth rises at a rate of about one inch per day (up to three feet over the spell duration).&lt;br /&gt;
&lt;br /&gt;
This is fast enough for people to observe if they watch the earth for more than a Diameter, and the movement can destroy buildings and other structures — even the strongest castle walls run the risk of collapse.&lt;br /&gt;
&lt;br /&gt;
This spell only works when cast within a league of a volcano (three miles). This is&lt;br /&gt;
because this movement is only a slightly unnatural property of the earth in such&lt;br /&gt;
regions, whereas it is a grossly unnatural property of earth elsewhere. &lt;br /&gt;
|Base 2, +1 Touch, +3 Moon, +1 Part, +2 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Flame Tongue ====&lt;br /&gt;
&#039;&#039;For info on this spell&#039;s community erratum, see [[Talk:Flame Tongue]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Voice, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This spell causes a glutinous glob of lava (from a lake or river of magma) to&lt;br /&gt;
leap out and hit something. The volume of lava moved is about 2 cubic feet, and it&lt;br /&gt;
can be moved to hit any location within Voice range. Whatever the lava hits takes&lt;br /&gt;
between +15 and +60 damage, depending on how much of it is covered by the lava. The lava sticks to whatever it hits and continues to inflict damage each round. It takes several days for the lava to cool naturally.&lt;br /&gt;
&lt;br /&gt;
The heat of the lava is also sufficient to ignite anything flammable that it hits.&lt;br /&gt;
&lt;br /&gt;
Flame Tongue is an Aimed spell, with a +6 bonus to hit due to the size of the volume of lava. &lt;br /&gt;
&lt;br /&gt;
If the caster tries to totally immerse a person with the lava projectile, there is a&lt;br /&gt;
–6 penalty to the Aiming Roll (effectively canceling the +6 size bonus). There is no&lt;br /&gt;
penalty to the Aiming Roll if the objective is to merely splash someone. In some circumstances, the storyguide may decide that a missed attack to immerse a character&lt;br /&gt;
results in a splash. &lt;br /&gt;
|Base 10, +2 Voice, +1 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scorn of Aphrodite’s Tears ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:Individual, Ritual&#039;&#039;&#039; &lt;br /&gt;
|This ritual is cast when the eruption of a volcano is imminent, and it climaxes&lt;br /&gt;
with a vial of pure water being poured into the crater mouth. The ritual prevents the&lt;br /&gt;
volcano from erupting. &lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles in diameter (although the crater will&lt;br /&gt;
be only a fraction of this size), and the peak can be up to 15,000 feet high.&lt;br /&gt;
|Base 3, +1 Touch, +13 Size, +1 affect a volcano (equivalent to affecting stone)}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
===Vulcan&#039;s Warning Bell===&lt;br /&gt;
&lt;br /&gt;
This enchanted bell is suspended in the vapors escaping from a volcanic crater. It detects when the volcano is preparing to erupt. Normally, the bell gives a number of days warning equal to 1 stress die. If a 0 is rolled on the stress die, then the number on the botch die represents the number of hours warning. If the botch die is itself a 0 (i.e., a botch), then there is no warning. The variable warning is a feature of the eruption, not the bell; Hermetic magic cannot predict the future directly, so the item must rely on advance signs of the eruption, and they appear at varying times.&lt;br /&gt;
&lt;br /&gt;
Note that if the volcano unexpectedly erupts due to a supernatural effect, there may be considerably less warning.&lt;br /&gt;
&lt;br /&gt;
There are two effects involved — one to detect the imminent eruption and one to ring the bell. Note that it might be possible for a magus to design a single effect that both detects an eruption and rings a bell to convey this information, as a cosmetic effect. That is not the approach taken here.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Vibration of Anticipation ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 19&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect gives the bell the magical&lt;br /&gt;
sense to detect the imminent eruption. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (38), Two Seasons (29), Three&lt;br /&gt;
Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Clarion Call ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect rings the bell. The frequency of the ringing increases as the eruption time nears, and in the final hours the bell urgently rings every few seconds.&lt;br /&gt;
|Base 2, +2 effect metal; +10 unlimited uses, +3 linked trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (34), Two Seasons (26), Three Seasons (23), Four Seasons (22).&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
In order to colonize the volcanic crater, your characters need to be able to create solid ground from the lava to build upon. Even if your magi build on the rim of a volcanic crater, the earth may need to be stabilized. In any case, the magi will need to ensure that day-today habitation is possible, by cooling the building interiors and preventing the ingress of toxic fumes. Designers must also provide for the feeding and watering of the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
These effects allow the construction of&lt;br /&gt;
buildings within the volcanic crater, or are&lt;br /&gt;
required to make the buildings habitable.&lt;br /&gt;
&lt;br /&gt;
One strategy is to create a series of&lt;br /&gt;
stable islands in the lava (using the Seeds&lt;br /&gt;
of Earth enchanted items), upon which&lt;br /&gt;
Mystic Towers (see ArM5, page 153) can&lt;br /&gt;
be raised. The towers are cooled by Cold&lt;br /&gt;
Marble Slabs, and Fumarole Vents ensure&lt;br /&gt;
that the air inside the towers is safe to&lt;br /&gt;
breathe. An alternative approach is to use&lt;br /&gt;
the Repulsion of Earth effect, which causes&lt;br /&gt;
a tower to float. A tower created near the&lt;br /&gt;
volcanic crater can then be floated and&lt;br /&gt;
pushed out over the lava lake; the floating tower will still need to be made habitable by Cold Marble Slabs and Fumaroles. A&lt;br /&gt;
third strategy is to create buildings made&lt;br /&gt;
from molten lava itself, using spells such&lt;br /&gt;
as Tower of Lava.&lt;br /&gt;
&lt;br /&gt;
In addition, the Repulsion of Earth and&lt;br /&gt;
The Heart That Could Move Stone effects&lt;br /&gt;
could obviously be the basis of a flying&lt;br /&gt;
covenant. For another technique that&lt;br /&gt;
achieves the same goal, see the chapter&lt;br /&gt;
on the Flying Castle of Thomae in Legends&lt;br /&gt;
of Hermes (page 122). If the same method&lt;br /&gt;
were applied in a volcanic setting, precautions would have to be taken to protect the materials of which the flight disk&lt;br /&gt;
is comprised.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cold Marble Slab ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|This marble slab, about a pace across, is activated when it is hung above the entrance of a building, and it chills the building. Normally, this would make continued occupation of the building intolerable; however, if the building is in a very hot location (such as a volcanic crater), then the cooling provided by the marble slab cancels out the ambient heat and makes the building habitable. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Cold Marble Slab&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
The chilling effect is not sufficient to cool anything very hot, such as lava, that&lt;br /&gt;
happens to be in the building. However, it is sufficient to cool the air that is heated&lt;br /&gt;
by the lava. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Vent ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This enchanted item is a vent that is placed over a window in a room. The fumarole vent destroys the toxic properties of the air passing into the room, in the same way that a &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fumarole_Mask|Fumarole Mask]]&#039;&#039; does&lt;br /&gt;
(see earlier). This allows people to freely breathe in a room that is in a building constructed in (or very near) a volcanic crater, or on a river of lava.&lt;br /&gt;
&lt;br /&gt;
As the effect uses the Hermetic target Room, to target the air passing into the room, only one vent is required even if the room has multiple openings. However, if a building has multiple rooms it requires a vent in each room. A version of the vent with a target of Structure could be invented to protect the entire building.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun, +2 Room; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (88), Two Seasons (66), Three Seasons (59), Four Seasons (55).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Repulsion of Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This feather encased in amber is an enchanted item that is activated by being brought over the entrance to a stone building. When active, it causes the stone building to float several paces above the ground. If the effect ends (by the item being removed, for  example), then the building crashes to the ground. This may cause significant damage to the building.&lt;br /&gt;
&lt;br /&gt;
A Finesse Roll against an Ease Factor of 9 must be made if the building must be torn from its foundations. If the roll is failed, then any subterranean (i.e., basement) levels of the building are damaged and rendered unusable. This does not affect the upper levels. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Repulsion of Earth&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
Once it is floating, the building can be moved. However, the building is still&lt;br /&gt;
incredibly massive and so it requires an enormous amount of force (or magic such&lt;br /&gt;
as The Heart That Could Move Stone) to move. The building cannot be pushed by an individual, normal strength man, nor will it blow away in the breeze.&lt;br /&gt;
|Base 3, +1 Touch, +2 Sun, +3 Structure, +1 effect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Seed of Earth ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Ig)(Te)&#039;&#039;&#039; 59&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|When this small piece of volcanic rock is thrown onto molten lava, it solidifies a&lt;br /&gt;
portion of the lava, creating a roughly circular island about 80 feet across and 50&lt;br /&gt;
feet deep. The seed itself is buried 25 feet down, in the center of the island. As the effect has a constant duration, the island is stable and suitable for building structures&lt;br /&gt;
upon. If the seed is removed, dispelled, or destroyed, then roll a stress die; this is the&lt;br /&gt;
number of rounds that the island remains until it dissolves back into the lava. The Ignem requisite is for cooling the island.&lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part, +6 Size, +1 Ignem requisite, free Terram requisite ; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to complete project, as lesser enchanted item: 118.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Heart that Could Move Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|The caster can move stone buildings with incredible force. This usually causes&lt;br /&gt;
the stone building to collapse, as it is torn from its foundations. Anyone inside takes&lt;br /&gt;
+10 damage from the falling structure.&lt;br /&gt;
&lt;br /&gt;
However, if the building is floating (through the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Repulsion_of_Earth|Repulsion of Earth]]&#039;&#039; effect, for&lt;br /&gt;
example), then the character can push the building to a new location. Characters inside the building when it is being moved must make Dexterity rolls against an Ease Factor of 6, each round, or lose their footing. Unless special precautions are taken, laboratories inside the building are disrupted by the movement, which ruins any laboratory activities being conducted that season. It takes a season to reorganize a laboratory disrupted in this way. &lt;br /&gt;
|Base 3, +1 Touch, +1 Diameter, +3 Structure, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tower of Lava ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 50&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell sculpts a tower out of hot bubbling lava. The resulting tower is solid&lt;br /&gt;
and rigid, but if its foundations remain in lava, then the tower will dissolve back into&lt;br /&gt;
the bulk within a day. The Part target is required, because the spell does not use all&lt;br /&gt;
the available lava.&lt;br /&gt;
&lt;br /&gt;
The tower is about the same size and dimensions as the one created by the spell&lt;br /&gt;
&#039;&#039;Conjuring the Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, page 153]]). A Finesse roll against an Ease Factor of 15 is required to ensure that the tower is well made; failure means that the lava takes a solid but malformed shape. &lt;br /&gt;
|Base 3, +1 Touch, +1 Part, +6 size, +3 elaborate design}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (100), Two Seasons (75), Three Seasons (67), Four Seasons (63).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Solidity of Stone ====&lt;br /&gt;
&#039;&#039;&#039;MuTe&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell changes a mass of stone so that it has the unnatural property that it does&lt;br /&gt;
not melt, even when heated to tremendous temperatures. The purpose of this spell is to prevent a building created out of molten lava (like that created by &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Tower_of_Lava|Tower of Lava]]&#039;&#039;) from&lt;br /&gt;
dissolving back into the bulk lava.&lt;br /&gt;
&lt;br /&gt;
Obviously, this spell must be cast every month otherwise the tower will melt&lt;br /&gt;
and collapse.&lt;br /&gt;
&lt;br /&gt;
The stone will still be hot, even if it is solid. So, a building protected like this will need to be cooled (or inhabited by characters immune to heat).&lt;br /&gt;
|Base 4, +1 Touch, +3 Moon, +4 size, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====New Laboratory Virtue: Volcanic Minerals====&lt;br /&gt;
&#039;&#039;Free Laboratory Outfitting Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is supplied with exotic minerals from a volcano. The laboratory needs to be regularly resupplied, otherwise this Virtue is lost. There is no benefit in taking this Virtue multiple times — once the laboratory’s demands for exotic minerals have been met, additional minerals are of little value. &#039;&#039;&#039;–1 Upkeep, +1 Terram&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
These effects can provide health and wealth to the inhabitants of a covenant occupying the mineral-rich environment of a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Sculpt the Stone Machine ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, ritual&lt;br /&gt;
|This ritual creates a machine made of stone that is suitable for use as the invested&lt;br /&gt;
item &#039;&#039;Stone Harvester&#039;&#039;. The machine appears to be a large stone beetle about one pace&lt;br /&gt;
in length. Until it is invested with the &#039;&#039;Stone Harvester&#039;&#039; suite of effects, the machine is merely a very elaborate statue.&lt;br /&gt;
|Base 3, +1 Touch, +3 elaborate design, +1 minimum ritual effect magnitude}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
===Stone Harvester===&lt;br /&gt;
&lt;br /&gt;
This invested item is a beetle-shaped machine that crawls along the rim of the&lt;br /&gt;
volcanic crater. It collects and sorts the volcanic debris for valuable and exotic&lt;br /&gt;
materials, which can be used to reduce the Upkeep of Hermetic Laboratories (see [[Covenants_Chapter_Nine:_Laboratories#Upkeep|Covenants, page 110]]). Each Stone Harvester can provide the Free Outfittings Virtue &#039;&#039;Volcanic Minerals&#039;&#039; (see Insert) for up to&lt;br /&gt;
5 Hermetic Laboratories. Note that the laboratories do not have to be located in&lt;br /&gt;
the volcano — the minerals can be transported to a remote laboratory.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Stone Harvester&#039;&#039; is a huge stone device. It requires 20 pawns to open for enchantment (taking one season and a Magic Theory Score of 10). The effects later require 13 pawns of vis to invest into the Stone Harvester.&lt;br /&gt;
&lt;br /&gt;
As the Stone Harvester is made of stone and only traverses the volcanic crater rim,&lt;br /&gt;
it does not need any particular protection from either heat or fumes. A version of the&lt;br /&gt;
Stone Harvester that actually enters the lava would obviously require some protection.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Harvest Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 43&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The &#039;&#039;Stone Harvester&#039;&#039; uses this effect to collect stone/mineral/metal material of&lt;br /&gt;
a particular sort that it encounters — the stone is identifying material using the &#039;&#039;Stone&lt;br /&gt;
Wealth&#039;&#039; effect. The collected stone is placed in a large stone basket on the back of the&lt;br /&gt;
&#039;&#039;Stone Harvester&#039;&#039; which must be periodically emptied by a grog (precisely how frequently depends on the rarity of the collected stone). If the grog fails to empty the basket, the Stone Harvester will continue to harvest, but excess stone will fall out of the basket.&lt;br /&gt;
|Base 3, +3 Sight, +1 Diameter, +1 Part, +2 effect metal; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (86), Two Seasons (65), Three Seasons (58), Four Seasons (54).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Wealth ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|This effect grants the Stone Harvester&lt;br /&gt;
the sense to smell whether a particular&lt;br /&gt;
sort of stone, metal, or mineral is nearby&lt;br /&gt;
(within about 5 paces). The Stone Harvester&lt;br /&gt;
contains a small compartment and it targets materials that match the material in&lt;br /&gt;
the compartment. If there is no material&lt;br /&gt;
in the compartment the Stone Harvester&lt;br /&gt;
continues to move about the crater rim,&lt;br /&gt;
but will obviously not find any matching&lt;br /&gt;
material. The Stone Harvester only identifies Terram based objects, but of course&lt;br /&gt;
additional effects could be invented to&lt;br /&gt;
allow the Stone Harvester to identify and&lt;br /&gt;
manipulate Animal, Aquam, Corpus, or&lt;br /&gt;
Herbam objects.&lt;br /&gt;
&lt;br /&gt;
This sense allows the harvester to smell things buried to a depth of about 1 pace.&lt;br /&gt;
|Base 2, +2 Sun, +2 Smell, +1 smell through intervening material; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (38), Two Seasons (29), Three Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Crawler ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This effect manipulates the legs of the &#039;&#039;Stone Harvester&#039;&#039;, enabling it to move around&lt;br /&gt;
the crater rim. The Stone Harvester moves constantly, at the pace of a walking man, in&lt;br /&gt;
a clockwise direction around the crater rim.&lt;br /&gt;
|Base 3, +2 Sun, +1 affect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (28), Two Seasons (21), Three Seasons (19), Four Seasons (18).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Stone Hammer ====&lt;br /&gt;
&#039;&#039;&#039;PeTe&#039;&#039;&#039; 33&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Sight, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This effect is activated when the &#039;&#039;Stone Harvester&#039;&#039; detects that its target material is&lt;br /&gt;
beneath the surface of the earth. The &#039;&#039;Stone Hammer&#039;&#039; effect loosens up to one cubic pace&lt;br /&gt;
of intervening stone or dirt. This allows the target material to be lifted out of the ground.&lt;br /&gt;
|Base 3, +3 Sight, +1 Part, +1 affect stone; +10 unlimited uses, +3 linked trigger (&#039;&#039;Stone Wealth&#039;&#039;)}}&lt;br /&gt;
Required Lab Total to invest effect: One Season (66), Two Seasons (50), Three&lt;br /&gt;
Seasons (44), Four Seasons (42).&lt;br /&gt;
&lt;br /&gt;
===The Thermal Bath of Good Humor===&lt;br /&gt;
&lt;br /&gt;
===Well Ever-Full===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22599</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22599"/>
		<updated>2026-03-25T10:34:36Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* New Laboratory Virtue: Volcanic Minerals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Pitch Brush ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 6 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.&lt;br /&gt;
&lt;br /&gt;
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges’ worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).&lt;br /&gt;
|Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (96), Two Seasons (72), Three&lt;br /&gt;
Seasons (64), Four Seasons (60).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cloven Hoofed Boots ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Te)&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; part&lt;br /&gt;
|These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly&lt;br /&gt;
follow behind, but this would require a lot of agility.&lt;br /&gt;
&lt;br /&gt;
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat. &lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part,&lt;br /&gt;
free Terram requisite; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (48), Two Seasons (36), Three&lt;br /&gt;
Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Steed of Vesuvius ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell magically transforms a horse so that he is able to gallop across&lt;br /&gt;
molten lava as if it were a cobbled road. The horse also has no fear of the heat or&lt;br /&gt;
fumes expelled by the lava, and he does not suffer from the heat of the lava or the&lt;br /&gt;
toxicity of the fumes. The rider of the horse does not receive any protection from this spell.&lt;br /&gt;
&lt;br /&gt;
When the spell expires, the horse suffers a Long-Term Fatigue level.&lt;br /&gt;
&lt;br /&gt;
The requisite is free because it is part of the guideline and required for the effect.&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Dragon&#039;s Blood ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Ig)(Te)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This ritual changes the blood of the&lt;br /&gt;
caster into lava. This does no harm to the&lt;br /&gt;
caster himself, and his super-heated blood&lt;br /&gt;
means that he is immune to any heat based damage that causes +15 or less damage (which includes lava).&lt;br /&gt;
&lt;br /&gt;
If the character is injured in melee combat, his opponent(s) must make Dexterity rolls against an Ease Factor of 6 to avoid being splattered by hot lava. Opponents who fail take +15 damage. If the caster’s melee opponents are unaware of his lava blood (that is, it is the first time they have seen him injured), then the Dexterity roll is made against an Ease Factor of 9.&lt;br /&gt;
&lt;br /&gt;
The Ignem and Rego requisites are required to give the additional protection from heat. The Terram requisite is free because it is required for the effect. |Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Covenant of the Dragon ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Te)(Ig)&#039;&#039;&#039; 85&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Group, Ritual&lt;br /&gt;
|This ritual changes the blood of a Group of up to 100 individuals into lava.&lt;br /&gt;
This has the same effect on each member of the Group as the ritual [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Dragon&#039;s_Blood|Dragon’s Blood]]. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Gaining_Warping_Points|ArM5, page 168]]).&lt;br /&gt;
|Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Mask ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it.&lt;br /&gt;
This allows the wearer of the mask to&lt;br /&gt;
breathe without trouble in the heart of a&lt;br /&gt;
volcanic crater, or on a river of lava. The&lt;br /&gt;
air affected by the mask tastes slightly&lt;br /&gt;
unpleasant, but this does not cause any&lt;br /&gt;
damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
Although the mask is constantly active, once the toxicity of the air has been&lt;br /&gt;
removed, the air itself is no longer the&lt;br /&gt;
subject of a magical effect. This means&lt;br /&gt;
that the air is not resisted by characters with Magic Resistance, so magi can&lt;br /&gt;
breathe using the mask without lowering&lt;br /&gt;
their Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Note that Muto effects which change&lt;br /&gt;
the air to be non-toxic are of little value&lt;br /&gt;
to magi, as the effect only lasts as long as&lt;br /&gt;
the spell duration. This means that when&lt;br /&gt;
the magus tries to breathe the magically&lt;br /&gt;
changed air, his Magic Resistance will resist the air as it is the subject of a magical&lt;br /&gt;
effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (68), Two Seasons (51), Three&lt;br /&gt;
Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Warning_Bell|Vulcan’s Warning Bell]]&#039;&#039; is an enchanted item that is intended to give the covenant&lt;br /&gt;
due warning that the volcano is about to erupt. In most circumstances, the warning is sufficient to allow either the covenant to be evacuated, or (perhaps more usefully)&lt;br /&gt;
the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scorn_of_Aphrodite’s_Tears|Scorn of Aphrodite’s Tears]]&#039;&#039; ritual can be cast, which suppresses the imminent eruption. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Flame_Tongue|The Flame Tongue]]&#039;&#039; spell can be used to direct a belch of hot lava at an individual, which can be used as a weapon to discourage invaders. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Creeping_Earth_2|Creeping Earth]]&#039;&#039; makes the earth rise over the course of a month, seriously damaging buildings.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Creeping Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The caster of this spell stamps his foot on the ground and a patch of earth, centered on his position and 35 paces across, slowly but inexorably rises up for the duration of the spell. The earth rises at a rate of about one inch per day (up to three feet over the spell duration).&lt;br /&gt;
&lt;br /&gt;
This is fast enough for people to observe if they watch the earth for more than a Diameter, and the movement can destroy buildings and other structures — even the strongest castle walls run the risk of collapse.&lt;br /&gt;
&lt;br /&gt;
This spell only works when cast within a league of a volcano (three miles). This is&lt;br /&gt;
because this movement is only a slightly unnatural property of the earth in such&lt;br /&gt;
regions, whereas it is a grossly unnatural property of earth elsewhere. &lt;br /&gt;
|Base 2, +1 Touch, +3 Moon, +1 Part, +2 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Flame Tongue ====&lt;br /&gt;
&#039;&#039;For info on this spell&#039;s community erratum, see [[Talk:Flame Tongue]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Voice, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This spell causes a glutinous glob of lava (from a lake or river of magma) to&lt;br /&gt;
leap out and hit something. The volume of lava moved is about 2 cubic feet, and it&lt;br /&gt;
can be moved to hit any location within Voice range. Whatever the lava hits takes&lt;br /&gt;
between +15 and +60 damage, depending on how much of it is covered by the lava. The lava sticks to whatever it hits and continues to inflict damage each round. It takes several days for the lava to cool naturally.&lt;br /&gt;
&lt;br /&gt;
The heat of the lava is also sufficient to ignite anything flammable that it hits.&lt;br /&gt;
&lt;br /&gt;
Flame Tongue is an Aimed spell, with a +6 bonus to hit due to the size of the volume of lava. &lt;br /&gt;
&lt;br /&gt;
If the caster tries to totally immerse a person with the lava projectile, there is a&lt;br /&gt;
–6 penalty to the Aiming Roll (effectively canceling the +6 size bonus). There is no&lt;br /&gt;
penalty to the Aiming Roll if the objective is to merely splash someone. In some circumstances, the storyguide may decide that a missed attack to immerse a character&lt;br /&gt;
results in a splash. &lt;br /&gt;
|Base 10, +2 Voice, +1 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scorn of Aphrodite’s Tears ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:Individual, Ritual&#039;&#039;&#039; &lt;br /&gt;
|This ritual is cast when the eruption of a volcano is imminent, and it climaxes&lt;br /&gt;
with a vial of pure water being poured into the crater mouth. The ritual prevents the&lt;br /&gt;
volcano from erupting. &lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles in diameter (although the crater will&lt;br /&gt;
be only a fraction of this size), and the peak can be up to 15,000 feet high.&lt;br /&gt;
|Base 3, +1 Touch, +13 Size, +1 affect a volcano (equivalent to affecting stone)}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
===Vulcan&#039;s Warning Bell===&lt;br /&gt;
&lt;br /&gt;
This enchanted bell is suspended in the vapors escaping from a volcanic crater. It detects when the volcano is preparing to erupt. Normally, the bell gives a number of days warning equal to 1 stress die. If a 0 is rolled on the stress die, then the number on the botch die represents the number of hours warning. If the botch die is itself a 0 (i.e., a botch), then there is no warning. The variable warning is a feature of the eruption, not the bell; Hermetic magic cannot predict the future directly, so the item must rely on advance signs of the eruption, and they appear at varying times.&lt;br /&gt;
&lt;br /&gt;
Note that if the volcano unexpectedly erupts due to a supernatural effect, there may be considerably less warning.&lt;br /&gt;
&lt;br /&gt;
There are two effects involved — one to detect the imminent eruption and one to ring the bell. Note that it might be possible for a magus to design a single effect that both detects an eruption and rings a bell to convey this information, as a cosmetic effect. That is not the approach taken here.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Vibration of Anticipation ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 19&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect gives the bell the magical&lt;br /&gt;
sense to detect the imminent eruption. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (38), Two Seasons (29), Three&lt;br /&gt;
Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Clarion Call ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect rings the bell. The frequency of the ringing increases as the eruption time nears, and in the final hours the bell urgently rings every few seconds.&lt;br /&gt;
|Base 2, +2 effect metal; +10 unlimited uses, +3 linked trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (34), Two Seasons (26), Three Seasons (23), Four Seasons (22).&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
In order to colonize the volcanic crater, your characters need to be able to create solid ground from the lava to build upon. Even if your magi build on the rim of a volcanic crater, the earth may need to be stabilized. In any case, the magi will need to ensure that day-today habitation is possible, by cooling the building interiors and preventing the ingress of toxic fumes. Designers must also provide for the feeding and watering of the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
These effects allow the construction of&lt;br /&gt;
buildings within the volcanic crater, or are&lt;br /&gt;
required to make the buildings habitable.&lt;br /&gt;
&lt;br /&gt;
One strategy is to create a series of&lt;br /&gt;
stable islands in the lava (using the Seeds&lt;br /&gt;
of Earth enchanted items), upon which&lt;br /&gt;
Mystic Towers (see ArM5, page 153) can&lt;br /&gt;
be raised. The towers are cooled by Cold&lt;br /&gt;
Marble Slabs, and Fumarole Vents ensure&lt;br /&gt;
that the air inside the towers is safe to&lt;br /&gt;
breathe. An alternative approach is to use&lt;br /&gt;
the Repulsion of Earth effect, which causes&lt;br /&gt;
a tower to float. A tower created near the&lt;br /&gt;
volcanic crater can then be floated and&lt;br /&gt;
pushed out over the lava lake; the floating tower will still need to be made habitable by Cold Marble Slabs and Fumaroles. A&lt;br /&gt;
third strategy is to create buildings made&lt;br /&gt;
from molten lava itself, using spells such&lt;br /&gt;
as Tower of Lava.&lt;br /&gt;
&lt;br /&gt;
In addition, the Repulsion of Earth and&lt;br /&gt;
The Heart That Could Move Stone effects&lt;br /&gt;
could obviously be the basis of a flying&lt;br /&gt;
covenant. For another technique that&lt;br /&gt;
achieves the same goal, see the chapter&lt;br /&gt;
on the Flying Castle of Thomae in Legends&lt;br /&gt;
of Hermes (page 122). If the same method&lt;br /&gt;
were applied in a volcanic setting, precautions would have to be taken to protect the materials of which the flight disk&lt;br /&gt;
is comprised.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cold Marble Slab ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|This marble slab, about a pace across, is activated when it is hung above the entrance of a building, and it chills the building. Normally, this would make continued occupation of the building intolerable; however, if the building is in a very hot location (such as a volcanic crater), then the cooling provided by the marble slab cancels out the ambient heat and makes the building habitable. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Cold Marble Slab&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
The chilling effect is not sufficient to cool anything very hot, such as lava, that&lt;br /&gt;
happens to be in the building. However, it is sufficient to cool the air that is heated&lt;br /&gt;
by the lava. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Vent ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This enchanted item is a vent that is placed over a window in a room. The fumarole vent destroys the toxic properties of the air passing into the room, in the same way that a &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fumarole_Mask|Fumarole Mask]]&#039;&#039; does&lt;br /&gt;
(see earlier). This allows people to freely breathe in a room that is in a building constructed in (or very near) a volcanic crater, or on a river of lava.&lt;br /&gt;
&lt;br /&gt;
As the effect uses the Hermetic target Room, to target the air passing into the room, only one vent is required even if the room has multiple openings. However, if a building has multiple rooms it requires a vent in each room. A version of the vent with a target of Structure could be invented to protect the entire building.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun, +2 Room; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (88), Two Seasons (66), Three Seasons (59), Four Seasons (55).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Repulsion of Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This feather encased in amber is an enchanted item that is activated by being brought over the entrance to a stone building. When active, it causes the stone building to float several paces above the ground. If the effect ends (by the item being removed, for  example), then the building crashes to the ground. This may cause significant damage to the building.&lt;br /&gt;
&lt;br /&gt;
A Finesse Roll against an Ease Factor of 9 must be made if the building must be torn from its foundations. If the roll is failed, then any subterranean (i.e., basement) levels of the building are damaged and rendered unusable. This does not affect the upper levels. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Repulsion of Earth&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
Once it is floating, the building can be moved. However, the building is still&lt;br /&gt;
incredibly massive and so it requires an enormous amount of force (or magic such&lt;br /&gt;
as The Heart That Could Move Stone) to move. The building cannot be pushed by an individual, normal strength man, nor will it blow away in the breeze.&lt;br /&gt;
|Base 3, +1 Touch, +2 Sun, +3 Structure, +1 effect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Seed of Earth ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Ig)(Te)&#039;&#039;&#039; 59&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|When this small piece of volcanic rock is thrown onto molten lava, it solidifies a&lt;br /&gt;
portion of the lava, creating a roughly circular island about 80 feet across and 50&lt;br /&gt;
feet deep. The seed itself is buried 25 feet down, in the center of the island. As the effect has a constant duration, the island is stable and suitable for building structures&lt;br /&gt;
upon. If the seed is removed, dispelled, or destroyed, then roll a stress die; this is the&lt;br /&gt;
number of rounds that the island remains until it dissolves back into the lava. The Ignem requisite is for cooling the island.&lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part, +6 Size, +1 Ignem requisite, free Terram requisite ; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to complete project, as lesser enchanted item: 118.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Heart that Could Move Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|The caster can move stone buildings with incredible force. This usually causes&lt;br /&gt;
the stone building to collapse, as it is torn from its foundations. Anyone inside takes&lt;br /&gt;
+10 damage from the falling structure.&lt;br /&gt;
&lt;br /&gt;
However, if the building is floating (through the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Repulsion_of_Earth|Repulsion of Earth]]&#039;&#039; effect, for&lt;br /&gt;
example), then the character can push the building to a new location. Characters inside the building when it is being moved must make Dexterity rolls against an Ease Factor of 6, each round, or lose their footing. Unless special precautions are taken, laboratories inside the building are disrupted by the movement, which ruins any laboratory activities being conducted that season. It takes a season to reorganize a laboratory disrupted in this way. &lt;br /&gt;
|Base 3, +1 Touch, +1 Diameter, +3 Structure, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tower of Lava ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 50&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell sculpts a tower out of hot bubbling lava. The resulting tower is solid&lt;br /&gt;
and rigid, but if its foundations remain in lava, then the tower will dissolve back into&lt;br /&gt;
the bulk within a day. The Part target is required, because the spell does not use all&lt;br /&gt;
the available lava.&lt;br /&gt;
&lt;br /&gt;
The tower is about the same size and dimensions as the one created by the spell&lt;br /&gt;
&#039;&#039;Conjuring the Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, page 153]]). A Finesse roll against an Ease Factor of 15 is required to ensure that the tower is well made; failure means that the lava takes a solid but malformed shape. &lt;br /&gt;
|Base 3, +1 Touch, +1 Part, +6 size, +3 elaborate design}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (100), Two Seasons (75), Three Seasons (67), Four Seasons (63).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Solidity of Stone ====&lt;br /&gt;
&#039;&#039;&#039;MuTe&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell changes a mass of stone so that it has the unnatural property that it does&lt;br /&gt;
not melt, even when heated to tremendous temperatures. The purpose of this spell is to prevent a building created out of molten lava (like that created by &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Tower_of_Lava|Tower of Lava]]&#039;&#039;) from&lt;br /&gt;
dissolving back into the bulk lava.&lt;br /&gt;
&lt;br /&gt;
Obviously, this spell must be cast every month otherwise the tower will melt&lt;br /&gt;
and collapse.&lt;br /&gt;
&lt;br /&gt;
The stone will still be hot, even if it is solid. So, a building protected like this will need to be cooled (or inhabited by characters immune to heat).&lt;br /&gt;
|Base 4, +1 Touch, +3 Moon, +4 size, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====New Laboratory Virtue: Volcanic Minerals====&lt;br /&gt;
&#039;&#039;Free Laboratory Outfitting Virtue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The laboratory is supplied with exotic minerals from a volcano. The laboratory needs to be regularly resupplied, otherwise this Virtue is lost. There is no benefit in taking this Virtue multiple times — once the laboratory’s demands for exotic minerals have been met, additional minerals are of little value. &#039;&#039;&#039;–1 Upkeep, +1 Terram&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22598</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22598"/>
		<updated>2026-03-25T10:33:17Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Colonizing the Volcanic Crater */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Pitch Brush ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 6 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.&lt;br /&gt;
&lt;br /&gt;
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges’ worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).&lt;br /&gt;
|Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (96), Two Seasons (72), Three&lt;br /&gt;
Seasons (64), Four Seasons (60).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cloven Hoofed Boots ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Te)&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; part&lt;br /&gt;
|These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly&lt;br /&gt;
follow behind, but this would require a lot of agility.&lt;br /&gt;
&lt;br /&gt;
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat. &lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part,&lt;br /&gt;
free Terram requisite; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (48), Two Seasons (36), Three&lt;br /&gt;
Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Steed of Vesuvius ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell magically transforms a horse so that he is able to gallop across&lt;br /&gt;
molten lava as if it were a cobbled road. The horse also has no fear of the heat or&lt;br /&gt;
fumes expelled by the lava, and he does not suffer from the heat of the lava or the&lt;br /&gt;
toxicity of the fumes. The rider of the horse does not receive any protection from this spell.&lt;br /&gt;
&lt;br /&gt;
When the spell expires, the horse suffers a Long-Term Fatigue level.&lt;br /&gt;
&lt;br /&gt;
The requisite is free because it is part of the guideline and required for the effect.&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Dragon&#039;s Blood ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Ig)(Te)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This ritual changes the blood of the&lt;br /&gt;
caster into lava. This does no harm to the&lt;br /&gt;
caster himself, and his super-heated blood&lt;br /&gt;
means that he is immune to any heat based damage that causes +15 or less damage (which includes lava).&lt;br /&gt;
&lt;br /&gt;
If the character is injured in melee combat, his opponent(s) must make Dexterity rolls against an Ease Factor of 6 to avoid being splattered by hot lava. Opponents who fail take +15 damage. If the caster’s melee opponents are unaware of his lava blood (that is, it is the first time they have seen him injured), then the Dexterity roll is made against an Ease Factor of 9.&lt;br /&gt;
&lt;br /&gt;
The Ignem and Rego requisites are required to give the additional protection from heat. The Terram requisite is free because it is required for the effect. |Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Covenant of the Dragon ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Te)(Ig)&#039;&#039;&#039; 85&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Group, Ritual&lt;br /&gt;
|This ritual changes the blood of a Group of up to 100 individuals into lava.&lt;br /&gt;
This has the same effect on each member of the Group as the ritual [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Dragon&#039;s_Blood|Dragon’s Blood]]. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Gaining_Warping_Points|ArM5, page 168]]).&lt;br /&gt;
|Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Mask ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it.&lt;br /&gt;
This allows the wearer of the mask to&lt;br /&gt;
breathe without trouble in the heart of a&lt;br /&gt;
volcanic crater, or on a river of lava. The&lt;br /&gt;
air affected by the mask tastes slightly&lt;br /&gt;
unpleasant, but this does not cause any&lt;br /&gt;
damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
Although the mask is constantly active, once the toxicity of the air has been&lt;br /&gt;
removed, the air itself is no longer the&lt;br /&gt;
subject of a magical effect. This means&lt;br /&gt;
that the air is not resisted by characters with Magic Resistance, so magi can&lt;br /&gt;
breathe using the mask without lowering&lt;br /&gt;
their Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Note that Muto effects which change&lt;br /&gt;
the air to be non-toxic are of little value&lt;br /&gt;
to magi, as the effect only lasts as long as&lt;br /&gt;
the spell duration. This means that when&lt;br /&gt;
the magus tries to breathe the magically&lt;br /&gt;
changed air, his Magic Resistance will resist the air as it is the subject of a magical&lt;br /&gt;
effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (68), Two Seasons (51), Three&lt;br /&gt;
Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Warning_Bell|Vulcan’s Warning Bell]]&#039;&#039; is an enchanted item that is intended to give the covenant&lt;br /&gt;
due warning that the volcano is about to erupt. In most circumstances, the warning is sufficient to allow either the covenant to be evacuated, or (perhaps more usefully)&lt;br /&gt;
the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scorn_of_Aphrodite’s_Tears|Scorn of Aphrodite’s Tears]]&#039;&#039; ritual can be cast, which suppresses the imminent eruption. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Flame_Tongue|The Flame Tongue]]&#039;&#039; spell can be used to direct a belch of hot lava at an individual, which can be used as a weapon to discourage invaders. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Creeping_Earth_2|Creeping Earth]]&#039;&#039; makes the earth rise over the course of a month, seriously damaging buildings.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Creeping Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The caster of this spell stamps his foot on the ground and a patch of earth, centered on his position and 35 paces across, slowly but inexorably rises up for the duration of the spell. The earth rises at a rate of about one inch per day (up to three feet over the spell duration).&lt;br /&gt;
&lt;br /&gt;
This is fast enough for people to observe if they watch the earth for more than a Diameter, and the movement can destroy buildings and other structures — even the strongest castle walls run the risk of collapse.&lt;br /&gt;
&lt;br /&gt;
This spell only works when cast within a league of a volcano (three miles). This is&lt;br /&gt;
because this movement is only a slightly unnatural property of the earth in such&lt;br /&gt;
regions, whereas it is a grossly unnatural property of earth elsewhere. &lt;br /&gt;
|Base 2, +1 Touch, +3 Moon, +1 Part, +2 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Flame Tongue ====&lt;br /&gt;
&#039;&#039;For info on this spell&#039;s community erratum, see [[Talk:Flame Tongue]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Voice, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This spell causes a glutinous glob of lava (from a lake or river of magma) to&lt;br /&gt;
leap out and hit something. The volume of lava moved is about 2 cubic feet, and it&lt;br /&gt;
can be moved to hit any location within Voice range. Whatever the lava hits takes&lt;br /&gt;
between +15 and +60 damage, depending on how much of it is covered by the lava. The lava sticks to whatever it hits and continues to inflict damage each round. It takes several days for the lava to cool naturally.&lt;br /&gt;
&lt;br /&gt;
The heat of the lava is also sufficient to ignite anything flammable that it hits.&lt;br /&gt;
&lt;br /&gt;
Flame Tongue is an Aimed spell, with a +6 bonus to hit due to the size of the volume of lava. &lt;br /&gt;
&lt;br /&gt;
If the caster tries to totally immerse a person with the lava projectile, there is a&lt;br /&gt;
–6 penalty to the Aiming Roll (effectively canceling the +6 size bonus). There is no&lt;br /&gt;
penalty to the Aiming Roll if the objective is to merely splash someone. In some circumstances, the storyguide may decide that a missed attack to immerse a character&lt;br /&gt;
results in a splash. &lt;br /&gt;
|Base 10, +2 Voice, +1 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scorn of Aphrodite’s Tears ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:Individual, Ritual&#039;&#039;&#039; &lt;br /&gt;
|This ritual is cast when the eruption of a volcano is imminent, and it climaxes&lt;br /&gt;
with a vial of pure water being poured into the crater mouth. The ritual prevents the&lt;br /&gt;
volcano from erupting. &lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles in diameter (although the crater will&lt;br /&gt;
be only a fraction of this size), and the peak can be up to 15,000 feet high.&lt;br /&gt;
|Base 3, +1 Touch, +13 Size, +1 affect a volcano (equivalent to affecting stone)}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
===Vulcan&#039;s Warning Bell===&lt;br /&gt;
&lt;br /&gt;
This enchanted bell is suspended in the vapors escaping from a volcanic crater. It detects when the volcano is preparing to erupt. Normally, the bell gives a number of days warning equal to 1 stress die. If a 0 is rolled on the stress die, then the number on the botch die represents the number of hours warning. If the botch die is itself a 0 (i.e., a botch), then there is no warning. The variable warning is a feature of the eruption, not the bell; Hermetic magic cannot predict the future directly, so the item must rely on advance signs of the eruption, and they appear at varying times.&lt;br /&gt;
&lt;br /&gt;
Note that if the volcano unexpectedly erupts due to a supernatural effect, there may be considerably less warning.&lt;br /&gt;
&lt;br /&gt;
There are two effects involved — one to detect the imminent eruption and one to ring the bell. Note that it might be possible for a magus to design a single effect that both detects an eruption and rings a bell to convey this information, as a cosmetic effect. That is not the approach taken here.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Vibration of Anticipation ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 19&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect gives the bell the magical&lt;br /&gt;
sense to detect the imminent eruption. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (38), Two Seasons (29), Three&lt;br /&gt;
Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Clarion Call ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect rings the bell. The frequency of the ringing increases as the eruption time nears, and in the final hours the bell urgently rings every few seconds.&lt;br /&gt;
|Base 2, +2 effect metal; +10 unlimited uses, +3 linked trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (34), Two Seasons (26), Three Seasons (23), Four Seasons (22).&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
In order to colonize the volcanic crater, your characters need to be able to create solid ground from the lava to build upon. Even if your magi build on the rim of a volcanic crater, the earth may need to be stabilized. In any case, the magi will need to ensure that day-today habitation is possible, by cooling the building interiors and preventing the ingress of toxic fumes. Designers must also provide for the feeding and watering of the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
These effects allow the construction of&lt;br /&gt;
buildings within the volcanic crater, or are&lt;br /&gt;
required to make the buildings habitable.&lt;br /&gt;
&lt;br /&gt;
One strategy is to create a series of&lt;br /&gt;
stable islands in the lava (using the Seeds&lt;br /&gt;
of Earth enchanted items), upon which&lt;br /&gt;
Mystic Towers (see ArM5, page 153) can&lt;br /&gt;
be raised. The towers are cooled by Cold&lt;br /&gt;
Marble Slabs, and Fumarole Vents ensure&lt;br /&gt;
that the air inside the towers is safe to&lt;br /&gt;
breathe. An alternative approach is to use&lt;br /&gt;
the Repulsion of Earth effect, which causes&lt;br /&gt;
a tower to float. A tower created near the&lt;br /&gt;
volcanic crater can then be floated and&lt;br /&gt;
pushed out over the lava lake; the floating tower will still need to be made habitable by Cold Marble Slabs and Fumaroles. A&lt;br /&gt;
third strategy is to create buildings made&lt;br /&gt;
from molten lava itself, using spells such&lt;br /&gt;
as Tower of Lava.&lt;br /&gt;
&lt;br /&gt;
In addition, the Repulsion of Earth and&lt;br /&gt;
The Heart That Could Move Stone effects&lt;br /&gt;
could obviously be the basis of a flying&lt;br /&gt;
covenant. For another technique that&lt;br /&gt;
achieves the same goal, see the chapter&lt;br /&gt;
on the Flying Castle of Thomae in Legends&lt;br /&gt;
of Hermes (page 122). If the same method&lt;br /&gt;
were applied in a volcanic setting, precautions would have to be taken to protect the materials of which the flight disk&lt;br /&gt;
is comprised.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cold Marble Slab ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|This marble slab, about a pace across, is activated when it is hung above the entrance of a building, and it chills the building. Normally, this would make continued occupation of the building intolerable; however, if the building is in a very hot location (such as a volcanic crater), then the cooling provided by the marble slab cancels out the ambient heat and makes the building habitable. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Cold Marble Slab&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
The chilling effect is not sufficient to cool anything very hot, such as lava, that&lt;br /&gt;
happens to be in the building. However, it is sufficient to cool the air that is heated&lt;br /&gt;
by the lava. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Vent ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This enchanted item is a vent that is placed over a window in a room. The fumarole vent destroys the toxic properties of the air passing into the room, in the same way that a &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fumarole_Mask|Fumarole Mask]]&#039;&#039; does&lt;br /&gt;
(see earlier). This allows people to freely breathe in a room that is in a building constructed in (or very near) a volcanic crater, or on a river of lava.&lt;br /&gt;
&lt;br /&gt;
As the effect uses the Hermetic target Room, to target the air passing into the room, only one vent is required even if the room has multiple openings. However, if a building has multiple rooms it requires a vent in each room. A version of the vent with a target of Structure could be invented to protect the entire building.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun, +2 Room; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (88), Two Seasons (66), Three Seasons (59), Four Seasons (55).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Repulsion of Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This feather encased in amber is an enchanted item that is activated by being brought over the entrance to a stone building. When active, it causes the stone building to float several paces above the ground. If the effect ends (by the item being removed, for  example), then the building crashes to the ground. This may cause significant damage to the building.&lt;br /&gt;
&lt;br /&gt;
A Finesse Roll against an Ease Factor of 9 must be made if the building must be torn from its foundations. If the roll is failed, then any subterranean (i.e., basement) levels of the building are damaged and rendered unusable. This does not affect the upper levels. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Repulsion of Earth&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
Once it is floating, the building can be moved. However, the building is still&lt;br /&gt;
incredibly massive and so it requires an enormous amount of force (or magic such&lt;br /&gt;
as The Heart That Could Move Stone) to move. The building cannot be pushed by an individual, normal strength man, nor will it blow away in the breeze.&lt;br /&gt;
|Base 3, +1 Touch, +2 Sun, +3 Structure, +1 effect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Seed of Earth ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Ig)(Te)&#039;&#039;&#039; 59&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|When this small piece of volcanic rock is thrown onto molten lava, it solidifies a&lt;br /&gt;
portion of the lava, creating a roughly circular island about 80 feet across and 50&lt;br /&gt;
feet deep. The seed itself is buried 25 feet down, in the center of the island. As the effect has a constant duration, the island is stable and suitable for building structures&lt;br /&gt;
upon. If the seed is removed, dispelled, or destroyed, then roll a stress die; this is the&lt;br /&gt;
number of rounds that the island remains until it dissolves back into the lava. The Ignem requisite is for cooling the island.&lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part, +6 Size, +1 Ignem requisite, free Terram requisite ; +1 for 2 uses/day, +3 for environmental trigger}}&lt;br /&gt;
Required Lab Total to complete project, as lesser enchanted item: 118.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Heart that Could Move Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|The caster can move stone buildings with incredible force. This usually causes&lt;br /&gt;
the stone building to collapse, as it is torn from its foundations. Anyone inside takes&lt;br /&gt;
+10 damage from the falling structure.&lt;br /&gt;
&lt;br /&gt;
However, if the building is floating (through the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Repulsion_of_Earth|Repulsion of Earth]]&#039;&#039; effect, for&lt;br /&gt;
example), then the character can push the building to a new location. Characters inside the building when it is being moved must make Dexterity rolls against an Ease Factor of 6, each round, or lose their footing. Unless special precautions are taken, laboratories inside the building are disrupted by the movement, which ruins any laboratory activities being conducted that season. It takes a season to reorganize a laboratory disrupted in this way. &lt;br /&gt;
|Base 3, +1 Touch, +1 Diameter, +3 Structure, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tower of Lava ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 50&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell sculpts a tower out of hot bubbling lava. The resulting tower is solid&lt;br /&gt;
and rigid, but if its foundations remain in lava, then the tower will dissolve back into&lt;br /&gt;
the bulk within a day. The Part target is required, because the spell does not use all&lt;br /&gt;
the available lava.&lt;br /&gt;
&lt;br /&gt;
The tower is about the same size and dimensions as the one created by the spell&lt;br /&gt;
&#039;&#039;Conjuring the Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, page 153]]). A Finesse roll against an Ease Factor of 15 is required to ensure that the tower is well made; failure means that the lava takes a solid but malformed shape. &lt;br /&gt;
|Base 3, +1 Touch, +1 Part, +6 size, +3 elaborate design}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (100), Two Seasons (75), Three Seasons (67), Four Seasons (63).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Solidity of Stone ====&lt;br /&gt;
&#039;&#039;&#039;MuTe&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell changes a mass of stone so that it has the unnatural property that it does&lt;br /&gt;
not melt, even when heated to tremendous temperatures. The purpose of this spell is to prevent a building created out of molten lava (like that created by &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Tower_of_Lava|Tower of Lava]]&#039;&#039;) from&lt;br /&gt;
dissolving back into the bulk lava.&lt;br /&gt;
&lt;br /&gt;
Obviously, this spell must be cast every month otherwise the tower will melt&lt;br /&gt;
and collapse.&lt;br /&gt;
&lt;br /&gt;
The stone will still be hot, even if it is solid. So, a building protected like this will need to be cooled (or inhabited by characters immune to heat).&lt;br /&gt;
|Base 4, +1 Touch, +3 Moon, +4 size, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====New Laboratory Virtue: Volcanic Minerals====&lt;br /&gt;
&#039;&#039;Free Laboratory Outfitting Virtue&#039;&#039;&lt;br /&gt;
The laboratory is supplied with exotic minerals from a volcano. The laboratory needs to be regularly resupplied, otherwise this Virtue is lost. There is no benefit in taking this Virtue multiple times — once the laboratory’s demands for exotic minerals have been met, additional minerals are of little value. &#039;&#039;&#039;–1 Upkeep, +1 Terram&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22597</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22597"/>
		<updated>2026-03-25T10:30:55Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Colonizing the Volcanic Crater */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Pitch Brush ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 6 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.&lt;br /&gt;
&lt;br /&gt;
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges’ worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).&lt;br /&gt;
|Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (96), Two Seasons (72), Three&lt;br /&gt;
Seasons (64), Four Seasons (60).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cloven Hoofed Boots ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Te)&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; part&lt;br /&gt;
|These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly&lt;br /&gt;
follow behind, but this would require a lot of agility.&lt;br /&gt;
&lt;br /&gt;
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat. &lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part,&lt;br /&gt;
free Terram requisite; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (48), Two Seasons (36), Three&lt;br /&gt;
Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Steed of Vesuvius ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell magically transforms a horse so that he is able to gallop across&lt;br /&gt;
molten lava as if it were a cobbled road. The horse also has no fear of the heat or&lt;br /&gt;
fumes expelled by the lava, and he does not suffer from the heat of the lava or the&lt;br /&gt;
toxicity of the fumes. The rider of the horse does not receive any protection from this spell.&lt;br /&gt;
&lt;br /&gt;
When the spell expires, the horse suffers a Long-Term Fatigue level.&lt;br /&gt;
&lt;br /&gt;
The requisite is free because it is part of the guideline and required for the effect.&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Dragon&#039;s Blood ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Ig)(Te)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This ritual changes the blood of the&lt;br /&gt;
caster into lava. This does no harm to the&lt;br /&gt;
caster himself, and his super-heated blood&lt;br /&gt;
means that he is immune to any heat based damage that causes +15 or less damage (which includes lava).&lt;br /&gt;
&lt;br /&gt;
If the character is injured in melee combat, his opponent(s) must make Dexterity rolls against an Ease Factor of 6 to avoid being splattered by hot lava. Opponents who fail take +15 damage. If the caster’s melee opponents are unaware of his lava blood (that is, it is the first time they have seen him injured), then the Dexterity roll is made against an Ease Factor of 9.&lt;br /&gt;
&lt;br /&gt;
The Ignem and Rego requisites are required to give the additional protection from heat. The Terram requisite is free because it is required for the effect. |Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Covenant of the Dragon ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Te)(Ig)&#039;&#039;&#039; 85&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Group, Ritual&lt;br /&gt;
|This ritual changes the blood of a Group of up to 100 individuals into lava.&lt;br /&gt;
This has the same effect on each member of the Group as the ritual [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Dragon&#039;s_Blood|Dragon’s Blood]]. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Gaining_Warping_Points|ArM5, page 168]]).&lt;br /&gt;
|Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Mask ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it.&lt;br /&gt;
This allows the wearer of the mask to&lt;br /&gt;
breathe without trouble in the heart of a&lt;br /&gt;
volcanic crater, or on a river of lava. The&lt;br /&gt;
air affected by the mask tastes slightly&lt;br /&gt;
unpleasant, but this does not cause any&lt;br /&gt;
damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
Although the mask is constantly active, once the toxicity of the air has been&lt;br /&gt;
removed, the air itself is no longer the&lt;br /&gt;
subject of a magical effect. This means&lt;br /&gt;
that the air is not resisted by characters with Magic Resistance, so magi can&lt;br /&gt;
breathe using the mask without lowering&lt;br /&gt;
their Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Note that Muto effects which change&lt;br /&gt;
the air to be non-toxic are of little value&lt;br /&gt;
to magi, as the effect only lasts as long as&lt;br /&gt;
the spell duration. This means that when&lt;br /&gt;
the magus tries to breathe the magically&lt;br /&gt;
changed air, his Magic Resistance will resist the air as it is the subject of a magical&lt;br /&gt;
effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (68), Two Seasons (51), Three&lt;br /&gt;
Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Warning_Bell|Vulcan’s Warning Bell]]&#039;&#039; is an enchanted item that is intended to give the covenant&lt;br /&gt;
due warning that the volcano is about to erupt. In most circumstances, the warning is sufficient to allow either the covenant to be evacuated, or (perhaps more usefully)&lt;br /&gt;
the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scorn_of_Aphrodite’s_Tears|Scorn of Aphrodite’s Tears]]&#039;&#039; ritual can be cast, which suppresses the imminent eruption. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Flame_Tongue|The Flame Tongue]]&#039;&#039; spell can be used to direct a belch of hot lava at an individual, which can be used as a weapon to discourage invaders. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Creeping_Earth_2|Creeping Earth]]&#039;&#039; makes the earth rise over the course of a month, seriously damaging buildings.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Creeping Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The caster of this spell stamps his foot on the ground and a patch of earth, centered on his position and 35 paces across, slowly but inexorably rises up for the duration of the spell. The earth rises at a rate of about one inch per day (up to three feet over the spell duration).&lt;br /&gt;
&lt;br /&gt;
This is fast enough for people to observe if they watch the earth for more than a Diameter, and the movement can destroy buildings and other structures — even the strongest castle walls run the risk of collapse.&lt;br /&gt;
&lt;br /&gt;
This spell only works when cast within a league of a volcano (three miles). This is&lt;br /&gt;
because this movement is only a slightly unnatural property of the earth in such&lt;br /&gt;
regions, whereas it is a grossly unnatural property of earth elsewhere. &lt;br /&gt;
|Base 2, +1 Touch, +3 Moon, +1 Part, +2 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Flame Tongue ====&lt;br /&gt;
&#039;&#039;For info on this spell&#039;s community erratum, see [[Talk:Flame Tongue]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Voice, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This spell causes a glutinous glob of lava (from a lake or river of magma) to&lt;br /&gt;
leap out and hit something. The volume of lava moved is about 2 cubic feet, and it&lt;br /&gt;
can be moved to hit any location within Voice range. Whatever the lava hits takes&lt;br /&gt;
between +15 and +60 damage, depending on how much of it is covered by the lava. The lava sticks to whatever it hits and continues to inflict damage each round. It takes several days for the lava to cool naturally.&lt;br /&gt;
&lt;br /&gt;
The heat of the lava is also sufficient to ignite anything flammable that it hits.&lt;br /&gt;
&lt;br /&gt;
Flame Tongue is an Aimed spell, with a +6 bonus to hit due to the size of the volume of lava. &lt;br /&gt;
&lt;br /&gt;
If the caster tries to totally immerse a person with the lava projectile, there is a&lt;br /&gt;
–6 penalty to the Aiming Roll (effectively canceling the +6 size bonus). There is no&lt;br /&gt;
penalty to the Aiming Roll if the objective is to merely splash someone. In some circumstances, the storyguide may decide that a missed attack to immerse a character&lt;br /&gt;
results in a splash. &lt;br /&gt;
|Base 10, +2 Voice, +1 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scorn of Aphrodite’s Tears ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:Individual, Ritual&#039;&#039;&#039; &lt;br /&gt;
|This ritual is cast when the eruption of a volcano is imminent, and it climaxes&lt;br /&gt;
with a vial of pure water being poured into the crater mouth. The ritual prevents the&lt;br /&gt;
volcano from erupting. &lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles in diameter (although the crater will&lt;br /&gt;
be only a fraction of this size), and the peak can be up to 15,000 feet high.&lt;br /&gt;
|Base 3, +1 Touch, +13 Size, +1 affect a volcano (equivalent to affecting stone)}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
===Vulcan&#039;s Warning Bell===&lt;br /&gt;
&lt;br /&gt;
This enchanted bell is suspended in the vapors escaping from a volcanic crater. It detects when the volcano is preparing to erupt. Normally, the bell gives a number of days warning equal to 1 stress die. If a 0 is rolled on the stress die, then the number on the botch die represents the number of hours warning. If the botch die is itself a 0 (i.e., a botch), then there is no warning. The variable warning is a feature of the eruption, not the bell; Hermetic magic cannot predict the future directly, so the item must rely on advance signs of the eruption, and they appear at varying times.&lt;br /&gt;
&lt;br /&gt;
Note that if the volcano unexpectedly erupts due to a supernatural effect, there may be considerably less warning.&lt;br /&gt;
&lt;br /&gt;
There are two effects involved — one to detect the imminent eruption and one to ring the bell. Note that it might be possible for a magus to design a single effect that both detects an eruption and rings a bell to convey this information, as a cosmetic effect. That is not the approach taken here.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Vibration of Anticipation ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 19&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect gives the bell the magical&lt;br /&gt;
sense to detect the imminent eruption. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (38), Two Seasons (29), Three&lt;br /&gt;
Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Clarion Call ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect rings the bell. The frequency of the ringing increases as the eruption time nears, and in the final hours the bell urgently rings every few seconds.&lt;br /&gt;
|Base 2, +2 effect metal; +10 unlimited uses, +3 linked trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (34), Two Seasons (26), Three Seasons (23), Four Seasons (22).&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
In order to colonize the volcanic crater, your characters need to be able to create solid ground from the lava to build upon. Even if your magi build on the rim of a volcanic crater, the earth may need to be stabilized. In any case, the magi will need to ensure that day-today habitation is possible, by cooling the building interiors and preventing the ingress of toxic fumes. Designers must also provide for the feeding and watering of the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
These effects allow the construction of&lt;br /&gt;
buildings within the volcanic crater, or are&lt;br /&gt;
required to make the buildings habitable.&lt;br /&gt;
&lt;br /&gt;
One strategy is to create a series of&lt;br /&gt;
stable islands in the lava (using the Seeds&lt;br /&gt;
of Earth enchanted items), upon which&lt;br /&gt;
Mystic Towers (see ArM5, page 153) can&lt;br /&gt;
be raised. The towers are cooled by Cold&lt;br /&gt;
Marble Slabs, and Fumarole Vents ensure&lt;br /&gt;
that the air inside the towers is safe to&lt;br /&gt;
breathe. An alternative approach is to use&lt;br /&gt;
the Repulsion of Earth effect, which causes&lt;br /&gt;
a tower to float. A tower created near the&lt;br /&gt;
volcanic crater can then be floated and&lt;br /&gt;
pushed out over the lava lake; the floating tower will still need to be made habitable by Cold Marble Slabs and Fumaroles. A&lt;br /&gt;
third strategy is to create buildings made&lt;br /&gt;
from molten lava itself, using spells such&lt;br /&gt;
as Tower of Lava.&lt;br /&gt;
&lt;br /&gt;
In addition, the Repulsion of Earth and&lt;br /&gt;
The Heart That Could Move Stone effects&lt;br /&gt;
could obviously be the basis of a flying&lt;br /&gt;
covenant. For another technique that&lt;br /&gt;
achieves the same goal, see the chapter&lt;br /&gt;
on the Flying Castle of Thomae in Legends&lt;br /&gt;
of Hermes (page 122). If the same method&lt;br /&gt;
were applied in a volcanic setting, precautions would have to be taken to protect the materials of which the flight disk&lt;br /&gt;
is comprised.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cold Marble Slab ====&lt;br /&gt;
&#039;&#039;&#039;PeIg&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|This marble slab, about a pace across, is activated when it is hung above the entrance of a building, and it chills the building. Normally, this would make continued occupation of the building intolerable; however, if the building is in a very hot location (such as a volcanic crater), then the cooling provided by the marble slab cancels out the ambient heat and makes the building habitable. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Cold Marble Slab&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
The chilling effect is not sufficient to cool anything very hot, such as lava, that&lt;br /&gt;
happens to be in the building. However, it is sufficient to cool the air that is heated&lt;br /&gt;
by the lava. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Vent ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This enchanted item is a vent that is placed over a window in a room. The fumarole vent destroys the toxic properties of the air passing into the room, in the same way that a &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Fumarole_Mask|Fumarole Mask]]&#039;&#039; does&lt;br /&gt;
(see earlier). This allows people to freely breathe in a room that is in a building constructed in (or very near) a volcanic crater, or on a river of lava.&lt;br /&gt;
&lt;br /&gt;
As the effect uses the Hermetic target Room, to target the air passing into the room, only one vent is required even if the room has multiple openings. However, if a building has multiple rooms it requires a vent in each room. A version of the vent with a target of Structure could be invented to protect the entire building.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun, +2 Room; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (88), Two Seasons (66), Three Seasons (59), Four Seasons (55).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Repulsion of Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Room&lt;br /&gt;
|This feather encased in amber is an enchanted item that is activated by being brought over the entrance to a stone building. When active, it causes the stone building to float several paces above the ground. If the effect ends (by the item being removed, for  example), then the building crashes to the ground. This may cause significant damage to the building.&lt;br /&gt;
&lt;br /&gt;
A Finesse Roll against an Ease Factor of 9 must be made if the building must be torn from its foundations. If the roll is failed, then any subterranean (i.e., basement) levels of the building are damaged and rendered unusable. This does not affect the upper levels. This effect targets a base-sized Structure and is thus sufficient to affect a structure similar in size to a &#039;&#039;Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, pages 113 and 153]]). Larger structures will require a larger &#039;&#039;Repulsion of Earth&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
Once it is floating, the building can be moved. However, the building is still&lt;br /&gt;
incredibly massive and so it requires an enormous amount of force (or magic such&lt;br /&gt;
as The Heart That Could Move Stone) to move. The building cannot be pushed by an individual, normal strength man, nor will it blow away in the breeze.&lt;br /&gt;
|Base 3, +1 Touch, +2 Sun, +3 Structure, +1 effect stone; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Seed of Earth ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Ig)(Te)&#039;&#039;&#039; 59&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|When this small piece of volcanic rock is thrown onto molten lava, it solidifies a&lt;br /&gt;
portion of the lava, creating a roughly circular island about 80 feet across and 50&lt;br /&gt;
feet deep. The seed itself is buried 25 feet down, in the center of the island. As the effect has a constant duration, the island is stable and suitable for building structures&lt;br /&gt;
upon. If the seed is removed, dispelled, or destroyed, then roll a stress die; this is the&lt;br /&gt;
number of rounds that the island remains until it dissolves back into the lava. The Ignem requisite is for cooling the island.&lt;br /&gt;
|ase 4, +1 Touch, +2 Sun, +1 Part, +6 Size, +1 Ignem requisite, free Terram requisite ; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to complete project, as lesser enchanted item: 118.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Heart that Could Move Stone ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Diameter, &#039;&#039;&#039;T:&#039;&#039;&#039; Structure&lt;br /&gt;
|The caster can move stone buildings with incredible force. This usually causes&lt;br /&gt;
the stone building to collapse, as it is torn from its foundations. Anyone inside takes&lt;br /&gt;
+10 damage from the falling structure.&lt;br /&gt;
&lt;br /&gt;
However, if the building is floating (through the &#039;&#039;Repulsion of Earth&#039;&#039; effect, for&lt;br /&gt;
example), then the character can push the building to a new location. Characters inside the building when it is being moved must make Dexterity rolls against an Ease Factor of 6, each round, or lose their footing. Unless special precautions are taken, laboratories inside the building are disrupted by the movement, which ruins any laboratory activities being conducted that season. It takes a season to reorganize a laboratory disrupted in this way. &lt;br /&gt;
|Base 3, +1 Touch, +1 Diameter, +3 Structure, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tower of Lava ====&lt;br /&gt;
&#039;&#039;&#039;ReAq&#039;&#039;&#039; 50&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell sculpts a tower out of hot bubbling lava. The resulting tower is solid&lt;br /&gt;
and rigid, but if its foundations remain in lava, then the tower will dissolve back into&lt;br /&gt;
the bulk within a day. The Part target is required, because the spell does not use all&lt;br /&gt;
the available lava.&lt;br /&gt;
&lt;br /&gt;
The tower is about the same size and dimensions as the one created by the spell&lt;br /&gt;
&#039;&#039;Conjuring the Mystic Tower&#039;&#039; (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Level_35_16|ArM5, page 153]]). A Finesse roll against an Ease Factor of 15 is required to ensure that the tower is well made; failure means that the lava takes a solid but malformed shape. &lt;br /&gt;
|Base 3, +1 Touch, +1 Part, +6 size, +3 elaborate design}}&lt;br /&gt;
Required Lab Total to invent ritual: One Season (100), Two Seasons (75), Three Seasons (67), Four Seasons (63).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Solidity of Stone ====&lt;br /&gt;
&#039;&#039;&#039;MuTe&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell changes a mass of stone so that it has the unnatural property that it does&lt;br /&gt;
not melt, even when heated to tremendous temperatures. The purpose of this spell is to prevent a building created out of molten lava (like that created by &#039;&#039;Tower of Lava&#039;&#039;) from&lt;br /&gt;
dissolving back into the bulk lava.&lt;br /&gt;
&lt;br /&gt;
Obviously, this spell must be cast every month otherwise the tower will melt&lt;br /&gt;
and collapse.&lt;br /&gt;
&lt;br /&gt;
The stone will still be hot, even if it is solid. So, a building protected like this will need to be cooled (or inhabited by characters immune to heat).&lt;br /&gt;
|Base 4, +1 Touch, +3 Moon, +4 size, +1 affect stone}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====New Laboratory Virtue: Volcanic Minerals====&lt;br /&gt;
&#039;&#039;Free Laboratory Outfitting Virtue&#039;&#039;&lt;br /&gt;
The laboratory is supplied with exotic minerals from a volcano. The laboratory needs to be regularly resupplied, otherwise this Virtue is lost. There is no benefit in taking this Virtue multiple times — once the laboratory’s demands for exotic minerals have been met, additional minerals are of little value. &#039;&#039;&#039;–1 Upkeep, +1 Terram&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22596</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22596"/>
		<updated>2026-03-25T09:51:38Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Effects to Control Volcanoes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Pitch Brush ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 6 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.&lt;br /&gt;
&lt;br /&gt;
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges’ worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).&lt;br /&gt;
|Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (96), Two Seasons (72), Three&lt;br /&gt;
Seasons (64), Four Seasons (60).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cloven Hoofed Boots ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Te)&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; part&lt;br /&gt;
|These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly&lt;br /&gt;
follow behind, but this would require a lot of agility.&lt;br /&gt;
&lt;br /&gt;
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat. &lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part,&lt;br /&gt;
free Terram requisite; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (48), Two Seasons (36), Three&lt;br /&gt;
Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Steed of Vesuvius ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell magically transforms a horse so that he is able to gallop across&lt;br /&gt;
molten lava as if it were a cobbled road. The horse also has no fear of the heat or&lt;br /&gt;
fumes expelled by the lava, and he does not suffer from the heat of the lava or the&lt;br /&gt;
toxicity of the fumes. The rider of the horse does not receive any protection from this spell.&lt;br /&gt;
&lt;br /&gt;
When the spell expires, the horse suffers a Long-Term Fatigue level.&lt;br /&gt;
&lt;br /&gt;
The requisite is free because it is part of the guideline and required for the effect.&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Dragon&#039;s Blood ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Ig)(Te)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This ritual changes the blood of the&lt;br /&gt;
caster into lava. This does no harm to the&lt;br /&gt;
caster himself, and his super-heated blood&lt;br /&gt;
means that he is immune to any heat based damage that causes +15 or less damage (which includes lava).&lt;br /&gt;
&lt;br /&gt;
If the character is injured in melee combat, his opponent(s) must make Dexterity rolls against an Ease Factor of 6 to avoid being splattered by hot lava. Opponents who fail take +15 damage. If the caster’s melee opponents are unaware of his lava blood (that is, it is the first time they have seen him injured), then the Dexterity roll is made against an Ease Factor of 9.&lt;br /&gt;
&lt;br /&gt;
The Ignem and Rego requisites are required to give the additional protection from heat. The Terram requisite is free because it is required for the effect. |Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Covenant of the Dragon ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Te)(Ig)&#039;&#039;&#039; 85&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Group, Ritual&lt;br /&gt;
|This ritual changes the blood of a Group of up to 100 individuals into lava.&lt;br /&gt;
This has the same effect on each member of the Group as the ritual [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Dragon&#039;s_Blood|Dragon’s Blood]]. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Gaining_Warping_Points|ArM5, page 168]]).&lt;br /&gt;
|Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Mask ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it.&lt;br /&gt;
This allows the wearer of the mask to&lt;br /&gt;
breathe without trouble in the heart of a&lt;br /&gt;
volcanic crater, or on a river of lava. The&lt;br /&gt;
air affected by the mask tastes slightly&lt;br /&gt;
unpleasant, but this does not cause any&lt;br /&gt;
damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
Although the mask is constantly active, once the toxicity of the air has been&lt;br /&gt;
removed, the air itself is no longer the&lt;br /&gt;
subject of a magical effect. This means&lt;br /&gt;
that the air is not resisted by characters with Magic Resistance, so magi can&lt;br /&gt;
breathe using the mask without lowering&lt;br /&gt;
their Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Note that Muto effects which change&lt;br /&gt;
the air to be non-toxic are of little value&lt;br /&gt;
to magi, as the effect only lasts as long as&lt;br /&gt;
the spell duration. This means that when&lt;br /&gt;
the magus tries to breathe the magically&lt;br /&gt;
changed air, his Magic Resistance will resist the air as it is the subject of a magical&lt;br /&gt;
effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (68), Two Seasons (51), Three&lt;br /&gt;
Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Warning_Bell|Vulcan’s Warning Bell]]&#039;&#039; is an enchanted item that is intended to give the covenant&lt;br /&gt;
due warning that the volcano is about to erupt. In most circumstances, the warning is sufficient to allow either the covenant to be evacuated, or (perhaps more usefully)&lt;br /&gt;
the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scorn_of_Aphrodite’s_Tears|Scorn of Aphrodite’s Tears]]&#039;&#039; ritual can be cast, which suppresses the imminent eruption. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Flame_Tongue|The Flame Tongue]]&#039;&#039; spell can be used to direct a belch of hot lava at an individual, which can be used as a weapon to discourage invaders. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Creeping_Earth_2|Creeping Earth]]&#039;&#039; makes the earth rise over the course of a month, seriously damaging buildings.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Creeping Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The caster of this spell stamps his foot on the ground and a patch of earth, centered on his position and 35 paces across, slowly but inexorably rises up for the duration of the spell. The earth rises at a rate of about one inch per day (up to three feet over the spell duration).&lt;br /&gt;
&lt;br /&gt;
This is fast enough for people to observe if they watch the earth for more than a Diameter, and the movement can destroy buildings and other structures — even the strongest castle walls run the risk of collapse.&lt;br /&gt;
&lt;br /&gt;
This spell only works when cast within a league of a volcano (three miles). This is&lt;br /&gt;
because this movement is only a slightly unnatural property of the earth in such&lt;br /&gt;
regions, whereas it is a grossly unnatural property of earth elsewhere. &lt;br /&gt;
|Base 2, +1 Touch, +3 Moon, +1 Part, +2 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Flame Tongue ====&lt;br /&gt;
&#039;&#039;For info on this spell&#039;s community erratum, see [[Talk:Flame Tongue]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Voice, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This spell causes a glutinous glob of lava (from a lake or river of magma) to&lt;br /&gt;
leap out and hit something. The volume of lava moved is about 2 cubic feet, and it&lt;br /&gt;
can be moved to hit any location within Voice range. Whatever the lava hits takes&lt;br /&gt;
between +15 and +60 damage, depending on how much of it is covered by the lava. The lava sticks to whatever it hits and continues to inflict damage each round. It takes several days for the lava to cool naturally.&lt;br /&gt;
&lt;br /&gt;
The heat of the lava is also sufficient to ignite anything flammable that it hits.&lt;br /&gt;
&lt;br /&gt;
Flame Tongue is an Aimed spell, with a +6 bonus to hit due to the size of the volume of lava. &lt;br /&gt;
&lt;br /&gt;
If the caster tries to totally immerse a person with the lava projectile, there is a&lt;br /&gt;
–6 penalty to the Aiming Roll (effectively canceling the +6 size bonus). There is no&lt;br /&gt;
penalty to the Aiming Roll if the objective is to merely splash someone. In some circumstances, the storyguide may decide that a missed attack to immerse a character&lt;br /&gt;
results in a splash. &lt;br /&gt;
|Base 10, +2 Voice, +1 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scorn of Aphrodite’s Tears ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:Individual, Ritual&#039;&#039;&#039; &lt;br /&gt;
|This ritual is cast when the eruption of a volcano is imminent, and it climaxes&lt;br /&gt;
with a vial of pure water being poured into the crater mouth. The ritual prevents the&lt;br /&gt;
volcano from erupting. &lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles in diameter (although the crater will&lt;br /&gt;
be only a fraction of this size), and the peak can be up to 15,000 feet high.&lt;br /&gt;
|Base 3, +1 Touch, +13 Size, +1 affect a volcano (equivalent to affecting stone)}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
===Vulcan&#039;s Warning Bell===&lt;br /&gt;
&lt;br /&gt;
This enchanted bell is suspended in the vapors escaping from a volcanic crater. It detects when the volcano is preparing to erupt. Normally, the bell gives a number of days warning equal to 1 stress die. If a 0 is rolled on the stress die, then the number on the botch die represents the number of hours warning. If the botch die is itself a 0 (i.e., a botch), then there is no warning. The variable warning is a feature of the eruption, not the bell; Hermetic magic cannot predict the future directly, so the item must rely on advance signs of the eruption, and they appear at varying times.&lt;br /&gt;
&lt;br /&gt;
Note that if the volcano unexpectedly erupts due to a supernatural effect, there may be considerably less warning.&lt;br /&gt;
&lt;br /&gt;
There are two effects involved — one to detect the imminent eruption and one to ring the bell. Note that it might be possible for a magus to design a single effect that both detects an eruption and rings a bell to convey this information, as a cosmetic effect. That is not the approach taken here.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Vibration of Anticipation ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 19&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect gives the bell the magical&lt;br /&gt;
sense to detect the imminent eruption. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (38), Two Seasons (29), Three&lt;br /&gt;
Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Clarion Call ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect rings the bell. The frequency of the ringing increases as the eruption time nears, and in the final hours the bell urgently rings every few seconds.&lt;br /&gt;
|Base 2, +2 effect metal; +10 unlimited uses, +3 linked trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (34), Two Seasons (26), Three Seasons (23), Four Seasons (22).&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22595</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22595"/>
		<updated>2026-03-25T09:50:08Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Effects to Control Volcanoes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Pitch Brush ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 6 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.&lt;br /&gt;
&lt;br /&gt;
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges’ worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).&lt;br /&gt;
|Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (96), Two Seasons (72), Three&lt;br /&gt;
Seasons (64), Four Seasons (60).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cloven Hoofed Boots ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Te)&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; part&lt;br /&gt;
|These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly&lt;br /&gt;
follow behind, but this would require a lot of agility.&lt;br /&gt;
&lt;br /&gt;
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat. &lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part,&lt;br /&gt;
free Terram requisite; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (48), Two Seasons (36), Three&lt;br /&gt;
Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Steed of Vesuvius ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell magically transforms a horse so that he is able to gallop across&lt;br /&gt;
molten lava as if it were a cobbled road. The horse also has no fear of the heat or&lt;br /&gt;
fumes expelled by the lava, and he does not suffer from the heat of the lava or the&lt;br /&gt;
toxicity of the fumes. The rider of the horse does not receive any protection from this spell.&lt;br /&gt;
&lt;br /&gt;
When the spell expires, the horse suffers a Long-Term Fatigue level.&lt;br /&gt;
&lt;br /&gt;
The requisite is free because it is part of the guideline and required for the effect.&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Dragon&#039;s Blood ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Ig)(Te)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This ritual changes the blood of the&lt;br /&gt;
caster into lava. This does no harm to the&lt;br /&gt;
caster himself, and his super-heated blood&lt;br /&gt;
means that he is immune to any heat based damage that causes +15 or less damage (which includes lava).&lt;br /&gt;
&lt;br /&gt;
If the character is injured in melee combat, his opponent(s) must make Dexterity rolls against an Ease Factor of 6 to avoid being splattered by hot lava. Opponents who fail take +15 damage. If the caster’s melee opponents are unaware of his lava blood (that is, it is the first time they have seen him injured), then the Dexterity roll is made against an Ease Factor of 9.&lt;br /&gt;
&lt;br /&gt;
The Ignem and Rego requisites are required to give the additional protection from heat. The Terram requisite is free because it is required for the effect. |Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Covenant of the Dragon ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Te)(Ig)&#039;&#039;&#039; 85&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Group, Ritual&lt;br /&gt;
|This ritual changes the blood of a Group of up to 100 individuals into lava.&lt;br /&gt;
This has the same effect on each member of the Group as the ritual [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Dragon&#039;s_Blood|Dragon’s Blood]]. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Gaining_Warping_Points|ArM5, page 168]]).&lt;br /&gt;
|Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Mask ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it.&lt;br /&gt;
This allows the wearer of the mask to&lt;br /&gt;
breathe without trouble in the heart of a&lt;br /&gt;
volcanic crater, or on a river of lava. The&lt;br /&gt;
air affected by the mask tastes slightly&lt;br /&gt;
unpleasant, but this does not cause any&lt;br /&gt;
damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
Although the mask is constantly active, once the toxicity of the air has been&lt;br /&gt;
removed, the air itself is no longer the&lt;br /&gt;
subject of a magical effect. This means&lt;br /&gt;
that the air is not resisted by characters with Magic Resistance, so magi can&lt;br /&gt;
breathe using the mask without lowering&lt;br /&gt;
their Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Note that Muto effects which change&lt;br /&gt;
the air to be non-toxic are of little value&lt;br /&gt;
to magi, as the effect only lasts as long as&lt;br /&gt;
the spell duration. This means that when&lt;br /&gt;
the magus tries to breathe the magically&lt;br /&gt;
changed air, his Magic Resistance will resist the air as it is the subject of a magical&lt;br /&gt;
effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (68), Two Seasons (51), Three&lt;br /&gt;
Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Warning_Bell|Vulcan’s Warning Bell]]&#039;&#039; is an enchanted item that is intended to give the covenant&lt;br /&gt;
due warning that the volcano is about to erupt. In most circumstances, the warning is sufficient to allow either the covenant to be evacuated, or (perhaps more usefully)&lt;br /&gt;
the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scorn_of_Aphrodite’s_Tears|Scorn of Aphrodite’s Tears]]&#039;&#039; ritual can be cast, which suppresses the imminent eruption. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Flame_Tongue|The Flame Tongue]]&#039;&#039; spell can be used to direct a belch of hot lava at an individual, which can be used as a weapon to discourage invaders. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Creeping_Earth_2|Creeping Earth]]&#039;&#039; makes the earth rise over the course of a month, seriously damaging buildings.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Creeping Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The caster of this spell stamps his foot on the ground and a patch of earth, centered on his position and 35 paces across, slowly but inexorably rises up for the duration of the spell. The earth rises at a rate of about one inch per day (up to three feet over the spell duration).&lt;br /&gt;
&lt;br /&gt;
This is fast enough for people to observe if they watch the earth for more than a Diameter, and the movement can destroy buildings and other structures — even the strongest castle walls run the risk of collapse.&lt;br /&gt;
&lt;br /&gt;
This spell only works when cast within a league of a volcano (three miles). This is&lt;br /&gt;
because this movement is only a slightly unnatural property of the earth in such&lt;br /&gt;
regions, whereas it is a grossly unnatural property of earth elsewhere. &lt;br /&gt;
|Base 2, +1 Touch, +3 Moon, +1 Part, +2 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Flame Tongue ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Voice, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This spell causes a glutinous glob of lava (from a lake or river of magma) to&lt;br /&gt;
leap out and hit something. The volume of lava moved is about 2 cubic feet, and it&lt;br /&gt;
can be moved to hit any location within Voice range. Whatever the lava hits takes&lt;br /&gt;
between +15 and +60 damage, depending on how much of it is covered by the lava. The lava sticks to whatever it hits and continues to inflict damage each round. It takes several days for the lava to cool naturally.&lt;br /&gt;
&lt;br /&gt;
The heat of the lava is also sufficient to ignite anything flammable that it hits.&lt;br /&gt;
&lt;br /&gt;
Flame Tongue is an Aimed spell, with a +6 bonus to hit due to the size of the volume of lava. &lt;br /&gt;
&lt;br /&gt;
If the caster tries to totally immerse a person with the lava projectile, there is a&lt;br /&gt;
–6 penalty to the Aiming Roll (effectively canceling the +6 size bonus). There is no&lt;br /&gt;
penalty to the Aiming Roll if the objective is to merely splash someone. In some circumstances, the storyguide may decide that a missed attack to immerse a character&lt;br /&gt;
results in a splash. &lt;br /&gt;
|Base 10, +2 Voice, +1 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scorn of Aphrodite’s Tears ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:Individual, Ritual&#039;&#039;&#039; &lt;br /&gt;
|This ritual is cast when the eruption of a volcano is imminent, and it climaxes&lt;br /&gt;
with a vial of pure water being poured into the crater mouth. The ritual prevents the&lt;br /&gt;
volcano from erupting. &lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles in diameter (although the crater will&lt;br /&gt;
be only a fraction of this size), and the peak can be up to 15,000 feet high.&lt;br /&gt;
|Base 3, +1 Touch, +13 Size, +1 affect a volcano (equivalent to affecting stone)}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
===Vulcan&#039;s Warning Bell===&lt;br /&gt;
&lt;br /&gt;
This enchanted bell is suspended in the vapors escaping from a volcanic crater. It detects when the volcano is preparing to erupt. Normally, the bell gives a number of days warning equal to 1 stress die. If a 0 is rolled on the stress die, then the number on the botch die represents the number of hours warning. If the botch die is itself a 0 (i.e., a botch), then there is no warning. The variable warning is a feature of the eruption, not the bell; Hermetic magic cannot predict the future directly, so the item must rely on advance signs of the eruption, and they appear at varying times.&lt;br /&gt;
&lt;br /&gt;
Note that if the volcano unexpectedly erupts due to a supernatural effect, there may be considerably less warning.&lt;br /&gt;
&lt;br /&gt;
There are two effects involved — one to detect the imminent eruption and one to ring the bell. Note that it might be possible for a magus to design a single effect that both detects an eruption and rings a bell to convey this information, as a cosmetic effect. That is not the approach taken here.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Vibration of Anticipation ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 19&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect gives the bell the magical&lt;br /&gt;
sense to detect the imminent eruption. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (38), Two Seasons (29), Three&lt;br /&gt;
Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Clarion Call ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect rings the bell. The frequency of the ringing increases as the eruption time nears, and in the final hours the bell urgently rings every few seconds.&lt;br /&gt;
|Base 2, +2 effect metal; +10 unlimited uses, +3 linked trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (34), Two Seasons (26), Three Seasons (23), Four Seasons (22).&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22594</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22594"/>
		<updated>2026-03-25T09:49:17Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Effects to Control Volcanoes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Pitch Brush ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 6 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.&lt;br /&gt;
&lt;br /&gt;
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges’ worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).&lt;br /&gt;
|Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (96), Two Seasons (72), Three&lt;br /&gt;
Seasons (64), Four Seasons (60).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cloven Hoofed Boots ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Te)&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; part&lt;br /&gt;
|These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly&lt;br /&gt;
follow behind, but this would require a lot of agility.&lt;br /&gt;
&lt;br /&gt;
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat. &lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part,&lt;br /&gt;
free Terram requisite; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (48), Two Seasons (36), Three&lt;br /&gt;
Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Steed of Vesuvius ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell magically transforms a horse so that he is able to gallop across&lt;br /&gt;
molten lava as if it were a cobbled road. The horse also has no fear of the heat or&lt;br /&gt;
fumes expelled by the lava, and he does not suffer from the heat of the lava or the&lt;br /&gt;
toxicity of the fumes. The rider of the horse does not receive any protection from this spell.&lt;br /&gt;
&lt;br /&gt;
When the spell expires, the horse suffers a Long-Term Fatigue level.&lt;br /&gt;
&lt;br /&gt;
The requisite is free because it is part of the guideline and required for the effect.&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Dragon&#039;s Blood ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Ig)(Te)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This ritual changes the blood of the&lt;br /&gt;
caster into lava. This does no harm to the&lt;br /&gt;
caster himself, and his super-heated blood&lt;br /&gt;
means that he is immune to any heat based damage that causes +15 or less damage (which includes lava).&lt;br /&gt;
&lt;br /&gt;
If the character is injured in melee combat, his opponent(s) must make Dexterity rolls against an Ease Factor of 6 to avoid being splattered by hot lava. Opponents who fail take +15 damage. If the caster’s melee opponents are unaware of his lava blood (that is, it is the first time they have seen him injured), then the Dexterity roll is made against an Ease Factor of 9.&lt;br /&gt;
&lt;br /&gt;
The Ignem and Rego requisites are required to give the additional protection from heat. The Terram requisite is free because it is required for the effect. |Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Covenant of the Dragon ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Te)(Ig)&#039;&#039;&#039; 85&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Group, Ritual&lt;br /&gt;
|This ritual changes the blood of a Group of up to 100 individuals into lava.&lt;br /&gt;
This has the same effect on each member of the Group as the ritual [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Dragon&#039;s_Blood|Dragon’s Blood]]. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Gaining_Warping_Points|ArM5, page 168]]).&lt;br /&gt;
|Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Mask ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it.&lt;br /&gt;
This allows the wearer of the mask to&lt;br /&gt;
breathe without trouble in the heart of a&lt;br /&gt;
volcanic crater, or on a river of lava. The&lt;br /&gt;
air affected by the mask tastes slightly&lt;br /&gt;
unpleasant, but this does not cause any&lt;br /&gt;
damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
Although the mask is constantly active, once the toxicity of the air has been&lt;br /&gt;
removed, the air itself is no longer the&lt;br /&gt;
subject of a magical effect. This means&lt;br /&gt;
that the air is not resisted by characters with Magic Resistance, so magi can&lt;br /&gt;
breathe using the mask without lowering&lt;br /&gt;
their Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Note that Muto effects which change&lt;br /&gt;
the air to be non-toxic are of little value&lt;br /&gt;
to magi, as the effect only lasts as long as&lt;br /&gt;
the spell duration. This means that when&lt;br /&gt;
the magus tries to breathe the magically&lt;br /&gt;
changed air, his Magic Resistance will resist the air as it is the subject of a magical&lt;br /&gt;
effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (68), Two Seasons (51), Three&lt;br /&gt;
Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Warning_Bell|Vulcan’s Warning Bell]]&#039;&#039; is an enchanted item that is intended to give the covenant&lt;br /&gt;
due warning that the volcano is about to erupt. In most circumstances, the warning is sufficient to allow either the covenant to be evacuated, or (perhaps more usefully)&lt;br /&gt;
the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scorn_of_Aphrodite’s_Tears|Scorn of Aphrodite’s Tears]]&#039;&#039; ritual can be cast, which suppresses the imminent eruption. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Flame_Tongue|The Flame Tongue]]&#039;&#039; spell can be used to direct a belch of hot lava at an individual, which can be used as a weapon to discourage invaders. Creeping Earth makes the earth rise over the course of a month, seriously damaging buildings.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Creeping Earth ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|The caster of this spell stamps his foot on the ground and a patch of earth, centered on his position and 35 paces across, slowly but inexorably rises up for the duration of the spell. The earth rises at a rate of about one inch per day (up to three feet over the spell duration).&lt;br /&gt;
&lt;br /&gt;
This is fast enough for people to observe if they watch the earth for more than a Diameter, and the movement can destroy buildings and other structures — even the strongest castle walls run the risk of collapse.&lt;br /&gt;
&lt;br /&gt;
This spell only works when cast within a league of a volcano (three miles). This is&lt;br /&gt;
because this movement is only a slightly unnatural property of the earth in such&lt;br /&gt;
regions, whereas it is a grossly unnatural property of earth elsewhere. &lt;br /&gt;
|Base 2, +1 Touch, +3 Moon, +1 Part, +2 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Flame Tongue ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Voice, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This spell causes a glutinous glob of lava (from a lake or river of magma) to&lt;br /&gt;
leap out and hit something. The volume of lava moved is about 2 cubic feet, and it&lt;br /&gt;
can be moved to hit any location within Voice range. Whatever the lava hits takes&lt;br /&gt;
between +15 and +60 damage, depending on how much of it is covered by the lava. The lava sticks to whatever it hits and continues to inflict damage each round. It takes several days for the lava to cool naturally.&lt;br /&gt;
&lt;br /&gt;
The heat of the lava is also sufficient to ignite anything flammable that it hits.&lt;br /&gt;
&lt;br /&gt;
Flame Tongue is an Aimed spell, with a +6 bonus to hit due to the size of the volume of lava. &lt;br /&gt;
&lt;br /&gt;
If the caster tries to totally immerse a person with the lava projectile, there is a&lt;br /&gt;
–6 penalty to the Aiming Roll (effectively canceling the +6 size bonus). There is no&lt;br /&gt;
penalty to the Aiming Roll if the objective is to merely splash someone. In some circumstances, the storyguide may decide that a missed attack to immerse a character&lt;br /&gt;
results in a splash. &lt;br /&gt;
|Base 10, +2 Voice, +1 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scorn of Aphrodite’s Tears ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:Individual, Ritual&#039;&#039;&#039; &lt;br /&gt;
|This ritual is cast when the eruption of a volcano is imminent, and it climaxes&lt;br /&gt;
with a vial of pure water being poured into the crater mouth. The ritual prevents the&lt;br /&gt;
volcano from erupting. &lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles in diameter (although the crater will&lt;br /&gt;
be only a fraction of this size), and the peak can be up to 15,000 feet high.&lt;br /&gt;
|Base 3, +1 Touch, +13 Size, +1 affect a volcano (equivalent to affecting stone)}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
===Vulcan&#039;s Warning Bell===&lt;br /&gt;
&lt;br /&gt;
This enchanted bell is suspended in the vapors escaping from a volcanic crater. It detects when the volcano is preparing to erupt. Normally, the bell gives a number of days warning equal to 1 stress die. If a 0 is rolled on the stress die, then the number on the botch die represents the number of hours warning. If the botch die is itself a 0 (i.e., a botch), then there is no warning. The variable warning is a feature of the eruption, not the bell; Hermetic magic cannot predict the future directly, so the item must rely on advance signs of the eruption, and they appear at varying times.&lt;br /&gt;
&lt;br /&gt;
Note that if the volcano unexpectedly erupts due to a supernatural effect, there may be considerably less warning.&lt;br /&gt;
&lt;br /&gt;
There are two effects involved — one to detect the imminent eruption and one to ring the bell. Note that it might be possible for a magus to design a single effect that both detects an eruption and rings a bell to convey this information, as a cosmetic effect. That is not the approach taken here.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Vibration of Anticipation ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 19&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect gives the bell the magical&lt;br /&gt;
sense to detect the imminent eruption. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (38), Two Seasons (29), Three&lt;br /&gt;
Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Clarion Call ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect rings the bell. The frequency of the ringing increases as the eruption time nears, and in the final hours the bell urgently rings every few seconds.&lt;br /&gt;
|Base 2, +2 effect metal; +10 unlimited uses, +3 linked trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (34), Two Seasons (26), Three Seasons (23), Four Seasons (22).&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22578</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22578"/>
		<updated>2026-03-24T15:56:00Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Effects to Control Volcanoes */&lt;/p&gt;
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&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
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 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
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&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
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=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
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{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Pitch Brush ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 6 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.&lt;br /&gt;
&lt;br /&gt;
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges’ worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).&lt;br /&gt;
|Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (96), Two Seasons (72), Three&lt;br /&gt;
Seasons (64), Four Seasons (60).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cloven Hoofed Boots ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Te)&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; part&lt;br /&gt;
|These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly&lt;br /&gt;
follow behind, but this would require a lot of agility.&lt;br /&gt;
&lt;br /&gt;
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat. &lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part,&lt;br /&gt;
free Terram requisite; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (48), Two Seasons (36), Three&lt;br /&gt;
Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Steed of Vesuvius ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell magically transforms a horse so that he is able to gallop across&lt;br /&gt;
molten lava as if it were a cobbled road. The horse also has no fear of the heat or&lt;br /&gt;
fumes expelled by the lava, and he does not suffer from the heat of the lava or the&lt;br /&gt;
toxicity of the fumes. The rider of the horse does not receive any protection from this spell.&lt;br /&gt;
&lt;br /&gt;
When the spell expires, the horse suffers a Long-Term Fatigue level.&lt;br /&gt;
&lt;br /&gt;
The requisite is free because it is part of the guideline and required for the effect.&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Dragon&#039;s Blood ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Ig)(Te)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This ritual changes the blood of the&lt;br /&gt;
caster into lava. This does no harm to the&lt;br /&gt;
caster himself, and his super-heated blood&lt;br /&gt;
means that he is immune to any heat based damage that causes +15 or less damage (which includes lava).&lt;br /&gt;
&lt;br /&gt;
If the character is injured in melee combat, his opponent(s) must make Dexterity rolls against an Ease Factor of 6 to avoid being splattered by hot lava. Opponents who fail take +15 damage. If the caster’s melee opponents are unaware of his lava blood (that is, it is the first time they have seen him injured), then the Dexterity roll is made against an Ease Factor of 9.&lt;br /&gt;
&lt;br /&gt;
The Ignem and Rego requisites are required to give the additional protection from heat. The Terram requisite is free because it is required for the effect. |Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Covenant of the Dragon ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Te)(Ig)&#039;&#039;&#039; 85&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Group, Ritual&lt;br /&gt;
|This ritual changes the blood of a Group of up to 100 individuals into lava.&lt;br /&gt;
This has the same effect on each member of the Group as the ritual [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Dragon&#039;s_Blood|Dragon’s Blood]]. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Gaining_Warping_Points|ArM5, page 168]]).&lt;br /&gt;
|Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Mask ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it.&lt;br /&gt;
This allows the wearer of the mask to&lt;br /&gt;
breathe without trouble in the heart of a&lt;br /&gt;
volcanic crater, or on a river of lava. The&lt;br /&gt;
air affected by the mask tastes slightly&lt;br /&gt;
unpleasant, but this does not cause any&lt;br /&gt;
damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
Although the mask is constantly active, once the toxicity of the air has been&lt;br /&gt;
removed, the air itself is no longer the&lt;br /&gt;
subject of a magical effect. This means&lt;br /&gt;
that the air is not resisted by characters with Magic Resistance, so magi can&lt;br /&gt;
breathe using the mask without lowering&lt;br /&gt;
their Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Note that Muto effects which change&lt;br /&gt;
the air to be non-toxic are of little value&lt;br /&gt;
to magi, as the effect only lasts as long as&lt;br /&gt;
the spell duration. This means that when&lt;br /&gt;
the magus tries to breathe the magically&lt;br /&gt;
changed air, his Magic Resistance will resist the air as it is the subject of a magical&lt;br /&gt;
effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (68), Two Seasons (51), Three&lt;br /&gt;
Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Warning_Bell|Vulcan’s Warning Bell]]&#039;&#039; is an enchanted item that is intended to give the covenant&lt;br /&gt;
due warning that the volcano is about to erupt. In most circumstances, the warning is sufficient to allow either the covenant to be evacuated, or (perhaps more usefully)&lt;br /&gt;
the &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scorn_of_Aphrodite’s_Tears|Scorn of Aphrodite’s Tears]]&#039;&#039; ritual can be cast, which suppresses the imminent eruption. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Flame_Tongue|The Flame Tongue]]&#039;&#039; spell can be used to direct a belch of hot lava at an individual, which can be used as a weapon to discourage invaders. Creeping Earth makes the earth rise over the course of a month, seriously damaging buildings.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Flame Tongue ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Voice, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This spell causes a glutinous glob of lava (from a lake or river of magma) to&lt;br /&gt;
leap out and hit something. The volume of lava moved is about 2 cubic feet, and it&lt;br /&gt;
can be moved to hit any location within Voice range. Whatever the lava hits takes&lt;br /&gt;
between +15 and +60 damage, depending on how much of it is covered by the lava. The lava sticks to whatever it hits and continues to inflict damage each round. It takes several days for the lava to cool naturally.&lt;br /&gt;
&lt;br /&gt;
The heat of the lava is also sufficient to ignite anything flammable that it hits.&lt;br /&gt;
&lt;br /&gt;
Flame Tongue is an Aimed spell, with a +6 bonus to hit due to the size of the volume of lava. &lt;br /&gt;
&lt;br /&gt;
If the caster tries to totally immerse a person with the lava projectile, there is a&lt;br /&gt;
–6 penalty to the Aiming Roll (effectively canceling the +6 size bonus). There is no&lt;br /&gt;
penalty to the Aiming Roll if the objective is to merely splash someone. In some circumstances, the storyguide may decide that a missed attack to immerse a character&lt;br /&gt;
results in a splash. &lt;br /&gt;
|Base 10, +2 Voice, +1 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scorn of Aphrodite’s Tears ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:Individual, Ritual&#039;&#039;&#039; &lt;br /&gt;
|This ritual is cast when the eruption of a volcano is imminent, and it climaxes&lt;br /&gt;
with a vial of pure water being poured into the crater mouth. The ritual prevents the&lt;br /&gt;
volcano from erupting. &lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles in diameter (although the crater will&lt;br /&gt;
be only a fraction of this size), and the peak can be up to 15,000 feet high.&lt;br /&gt;
|Base 3, +1 Touch, +13 Size, +1 affect a volcano (equivalent to affecting stone)}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
===Vulcan&#039;s Warning Bell===&lt;br /&gt;
&lt;br /&gt;
This enchanted bell is suspended in the vapors escaping from a volcanic crater. It detects when the volcano is preparing to erupt. Normally, the bell gives a number of days warning equal to 1 stress die. If a 0 is rolled on the stress die, then the number on the botch die represents the number of hours warning. If the botch die is itself a 0 (i.e., a botch), then there is no warning. The variable warning is a feature of the eruption, not the bell; Hermetic magic cannot predict the future directly, so the item must rely on advance signs of the eruption, and they appear at varying times.&lt;br /&gt;
&lt;br /&gt;
Note that if the volcano unexpectedly erupts due to a supernatural effect, there may be considerably less warning.&lt;br /&gt;
&lt;br /&gt;
There are two effects involved — one to detect the imminent eruption and one to ring the bell. Note that it might be possible for a magus to design a single effect that both detects an eruption and rings a bell to convey this information, as a cosmetic effect. That is not the approach taken here.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Vibration of Anticipation ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 19&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect gives the bell the magical&lt;br /&gt;
sense to detect the imminent eruption. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (38), Two Seasons (29), Three&lt;br /&gt;
Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Clarion Call ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect rings the bell. The frequency of the ringing increases as the eruption time nears, and in the final hours the bell urgently rings every few seconds.&lt;br /&gt;
|Base 2, +2 effect metal; +10 unlimited uses, +3 linked trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (34), Two Seasons (26), Three Seasons (23), Four Seasons (22).&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22577</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22577"/>
		<updated>2026-03-24T15:53:06Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Effects to Control Volcanoes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Pitch Brush ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 6 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.&lt;br /&gt;
&lt;br /&gt;
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges’ worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).&lt;br /&gt;
|Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (96), Two Seasons (72), Three&lt;br /&gt;
Seasons (64), Four Seasons (60).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cloven Hoofed Boots ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Te)&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; part&lt;br /&gt;
|These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly&lt;br /&gt;
follow behind, but this would require a lot of agility.&lt;br /&gt;
&lt;br /&gt;
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat. &lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part,&lt;br /&gt;
free Terram requisite; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (48), Two Seasons (36), Three&lt;br /&gt;
Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Steed of Vesuvius ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell magically transforms a horse so that he is able to gallop across&lt;br /&gt;
molten lava as if it were a cobbled road. The horse also has no fear of the heat or&lt;br /&gt;
fumes expelled by the lava, and he does not suffer from the heat of the lava or the&lt;br /&gt;
toxicity of the fumes. The rider of the horse does not receive any protection from this spell.&lt;br /&gt;
&lt;br /&gt;
When the spell expires, the horse suffers a Long-Term Fatigue level.&lt;br /&gt;
&lt;br /&gt;
The requisite is free because it is part of the guideline and required for the effect.&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Dragon&#039;s Blood ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Ig)(Te)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This ritual changes the blood of the&lt;br /&gt;
caster into lava. This does no harm to the&lt;br /&gt;
caster himself, and his super-heated blood&lt;br /&gt;
means that he is immune to any heat based damage that causes +15 or less damage (which includes lava).&lt;br /&gt;
&lt;br /&gt;
If the character is injured in melee combat, his opponent(s) must make Dexterity rolls against an Ease Factor of 6 to avoid being splattered by hot lava. Opponents who fail take +15 damage. If the caster’s melee opponents are unaware of his lava blood (that is, it is the first time they have seen him injured), then the Dexterity roll is made against an Ease Factor of 9.&lt;br /&gt;
&lt;br /&gt;
The Ignem and Rego requisites are required to give the additional protection from heat. The Terram requisite is free because it is required for the effect. |Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Covenant of the Dragon ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Te)(Ig)&#039;&#039;&#039; 85&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Group, Ritual&lt;br /&gt;
|This ritual changes the blood of a Group of up to 100 individuals into lava.&lt;br /&gt;
This has the same effect on each member of the Group as the ritual [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Dragon&#039;s_Blood|Dragon’s Blood]]. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Gaining_Warping_Points|ArM5, page 168]]).&lt;br /&gt;
|Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Mask ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it.&lt;br /&gt;
This allows the wearer of the mask to&lt;br /&gt;
breathe without trouble in the heart of a&lt;br /&gt;
volcanic crater, or on a river of lava. The&lt;br /&gt;
air affected by the mask tastes slightly&lt;br /&gt;
unpleasant, but this does not cause any&lt;br /&gt;
damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
Although the mask is constantly active, once the toxicity of the air has been&lt;br /&gt;
removed, the air itself is no longer the&lt;br /&gt;
subject of a magical effect. This means&lt;br /&gt;
that the air is not resisted by characters with Magic Resistance, so magi can&lt;br /&gt;
breathe using the mask without lowering&lt;br /&gt;
their Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Note that Muto effects which change&lt;br /&gt;
the air to be non-toxic are of little value&lt;br /&gt;
to magi, as the effect only lasts as long as&lt;br /&gt;
the spell duration. This means that when&lt;br /&gt;
the magus tries to breathe the magically&lt;br /&gt;
changed air, his Magic Resistance will resist the air as it is the subject of a magical&lt;br /&gt;
effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (68), Two Seasons (51), Three&lt;br /&gt;
Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vulcan’s Warning Bell&#039;&#039; is an enchanted item that is intended to give the covenant&lt;br /&gt;
due warning that the volcano is about to erupt. In most circumstances, the warning is sufficient to allow either the covenant to be evacuated, or (perhaps more usefully)&lt;br /&gt;
the &#039;&#039;Scorn of Aphrodite’s Tears&#039;&#039; ritual can be cast, which suppresses the imminent eruption. &#039;&#039;The Flame Tongue&#039;&#039; spell can be used to direct a belch of hot lava at an individual, which can be used as a weapon to discourage invaders. Creeping Earth makes the earth rise over the course of a month, seriously damaging buildings.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Flame Tongue ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Voice, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This spell causes a glutinous glob of lava (from a lake or river of magma) to&lt;br /&gt;
leap out and hit something. The volume of lava moved is about 2 cubic feet, and it&lt;br /&gt;
can be moved to hit any location within Voice range. Whatever the lava hits takes&lt;br /&gt;
between +15 and +60 damage, depending on how much of it is covered by the lava. The lava sticks to whatever it hits and continues to inflict damage each round. It takes several days for the lava to cool naturally.&lt;br /&gt;
&lt;br /&gt;
The heat of the lava is also sufficient to ignite anything flammable that it hits.&lt;br /&gt;
&lt;br /&gt;
Flame Tongue is an Aimed spell, with a +6 bonus to hit due to the size of the volume of lava. &lt;br /&gt;
&lt;br /&gt;
If the caster tries to totally immerse a person with the lava projectile, there is a&lt;br /&gt;
–6 penalty to the Aiming Roll (effectively canceling the +6 size bonus). There is no&lt;br /&gt;
penalty to the Aiming Roll if the objective is to merely splash someone. In some circumstances, the storyguide may decide that a missed attack to immerse a character&lt;br /&gt;
results in a splash. &lt;br /&gt;
|Base 10, +2 Voice, +1 Size}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scorn of Aphrodite’s Tears ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:Individual, Ritual&#039;&#039;&#039; &lt;br /&gt;
|This ritual is cast when the eruption of a volcano is imminent, and it climaxes&lt;br /&gt;
with a vial of pure water being poured into the crater mouth. The ritual prevents the&lt;br /&gt;
volcano from erupting. &lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles in diameter (although the crater will&lt;br /&gt;
be only a fraction of this size), and the peak can be up to 15,000 feet high.&lt;br /&gt;
|Base 3, +1 Touch, +13 Size, +1 affect a volcano (equivalent to affecting stone)}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
===Vulcan&#039;s Warning Bell===&lt;br /&gt;
&lt;br /&gt;
This enchanted bell is suspended in the vapors escaping from a volcanic crater. It detects when the volcano is preparing to erupt. Normally, the bell gives a number of days warning equal to 1 stress die. If a 0 is rolled on the stress die, then the number on the botch die represents the number of hours warning. If the botch die is itself a 0 (i.e., a botch), then there is no warning. The variable warning is a feature of the eruption, not the bell; Hermetic magic cannot predict the future directly, so the item must rely on advance signs of the eruption, and they appear at varying times.&lt;br /&gt;
&lt;br /&gt;
Note that if the volcano unexpectedly erupts due to a supernatural effect, there may be considerably less warning.&lt;br /&gt;
&lt;br /&gt;
There are two effects involved — one to detect the imminent eruption and one to ring the bell. Note that it might be possible for a magus to design a single effect that both detects an eruption and rings a bell to convey this information, as a cosmetic effect. That is not the approach taken here.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== The Vibration of Anticipation ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 19&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect gives the bell the magical&lt;br /&gt;
sense to detect the imminent eruption. &lt;br /&gt;
|Base 4, +2 Sun, +1 Touch; +1 for 2 uses/day, +3 for environmental trigger }}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (38), Two Seasons (29), Three&lt;br /&gt;
Seasons (26), Four Seasons (24).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Clarion Call ====&lt;br /&gt;
&#039;&#039;&#039;ReTe&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Unlimited Uses&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Touch&lt;br /&gt;
|This effect rings the bell. The frequency of the ringing increases as the eruption time nears, and in the final hours the bell urgently rings every few seconds.&lt;br /&gt;
|Base 2, +2 effect metal; +10 unlimited uses, +3 linked trigger }}&lt;br /&gt;
Required Lab Total to invest effect: One Season (34), Two Seasons (26), Three Seasons (23), Four Seasons (22).&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22576</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22576"/>
		<updated>2026-03-24T15:49:29Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Effects to Protect Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Pitch Brush ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 6 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.&lt;br /&gt;
&lt;br /&gt;
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges’ worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).&lt;br /&gt;
|Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (96), Two Seasons (72), Three&lt;br /&gt;
Seasons (64), Four Seasons (60).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cloven Hoofed Boots ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Te)&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; part&lt;br /&gt;
|These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly&lt;br /&gt;
follow behind, but this would require a lot of agility.&lt;br /&gt;
&lt;br /&gt;
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat. &lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part,&lt;br /&gt;
free Terram requisite; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (48), Two Seasons (36), Three&lt;br /&gt;
Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Steed of Vesuvius ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell magically transforms a horse so that he is able to gallop across&lt;br /&gt;
molten lava as if it were a cobbled road. The horse also has no fear of the heat or&lt;br /&gt;
fumes expelled by the lava, and he does not suffer from the heat of the lava or the&lt;br /&gt;
toxicity of the fumes. The rider of the horse does not receive any protection from this spell.&lt;br /&gt;
&lt;br /&gt;
When the spell expires, the horse suffers a Long-Term Fatigue level.&lt;br /&gt;
&lt;br /&gt;
The requisite is free because it is part of the guideline and required for the effect.&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Dragon&#039;s Blood ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Ig)(Te)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This ritual changes the blood of the&lt;br /&gt;
caster into lava. This does no harm to the&lt;br /&gt;
caster himself, and his super-heated blood&lt;br /&gt;
means that he is immune to any heat based damage that causes +15 or less damage (which includes lava).&lt;br /&gt;
&lt;br /&gt;
If the character is injured in melee combat, his opponent(s) must make Dexterity rolls against an Ease Factor of 6 to avoid being splattered by hot lava. Opponents who fail take +15 damage. If the caster’s melee opponents are unaware of his lava blood (that is, it is the first time they have seen him injured), then the Dexterity roll is made against an Ease Factor of 9.&lt;br /&gt;
&lt;br /&gt;
The Ignem and Rego requisites are required to give the additional protection from heat. The Terram requisite is free because it is required for the effect. |Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Covenant of the Dragon ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Te)(Ig)&#039;&#039;&#039; 85&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Group, Ritual&lt;br /&gt;
|This ritual changes the blood of a Group of up to 100 individuals into lava.&lt;br /&gt;
This has the same effect on each member of the Group as the ritual [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Dragon&#039;s_Blood|Dragon’s Blood]]. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Gaining_Warping_Points|ArM5, page 168]]).&lt;br /&gt;
|Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Mask ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, Constant Duration Effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it.&lt;br /&gt;
This allows the wearer of the mask to&lt;br /&gt;
breathe without trouble in the heart of a&lt;br /&gt;
volcanic crater, or on a river of lava. The&lt;br /&gt;
air affected by the mask tastes slightly&lt;br /&gt;
unpleasant, but this does not cause any&lt;br /&gt;
damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
Although the mask is constantly active, once the toxicity of the air has been&lt;br /&gt;
removed, the air itself is no longer the&lt;br /&gt;
subject of a magical effect. This means&lt;br /&gt;
that the air is not resisted by characters with Magic Resistance, so magi can&lt;br /&gt;
breathe using the mask without lowering&lt;br /&gt;
their Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Note that Muto effects which change&lt;br /&gt;
the air to be non-toxic are of little value&lt;br /&gt;
to magi, as the effect only lasts as long as&lt;br /&gt;
the spell duration. This means that when&lt;br /&gt;
the magus tries to breathe the magically&lt;br /&gt;
changed air, his Magic Resistance will resist the air as it is the subject of a magical&lt;br /&gt;
effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (68), Two Seasons (51), Three&lt;br /&gt;
Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=22573</id>
		<title>Ars Magica Open Content Conversion Tracker</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Ars_Magica_Open_Content_Conversion_Tracker&amp;diff=22573"/>
		<updated>2026-03-20T16:47:51Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Hermetic Projects Conversion Progress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
This is a list of and open game content from all Ars Magica products rleased under the Ars Magica Open License. These products are being prepared for collation and reference in an online format. The goal is to provide an online reference of the ArM Open License content as a hyperlinked [[Ars Magica Reference Document]] that can be easily used by the ArM community.&lt;br /&gt;
&lt;br /&gt;
This list serves the need to track content that is being prepared, who is doing the conversion (or is the lead contributor to the specific product conversion effort), estimated progress, and other important information.&lt;br /&gt;
&lt;br /&gt;
Some notes: &lt;br /&gt;
&lt;br /&gt;
* When you begin working on a chapter of a book, put in your username so that others know that section is being worked on. &lt;br /&gt;
* If you have Adobe Acrobat, it can be helpful to first convert the PDF to html or txt for easy of text copying, though tables are always a pain. &lt;br /&gt;
* Be sure to put in the CC-BY-SA 4.0 attribution to all pages. You can use &amp;lt;nowiki&amp;gt;{{OpenArs Attribution}}&amp;lt;/nowiki&amp;gt; to insert the required legalese.&lt;br /&gt;
* Please look at [[Talk:Ars_Magica_Open_Content_Conversion_Style_Guide]] for discussion and consensus building about formatting of content.&lt;br /&gt;
** People who have suggestions, please propose them here.&lt;br /&gt;
&lt;br /&gt;
Once the text has been converted, the content will be hosted on Project: Redcap for reference and ease of updates.&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Open License Content Conversion Status Tracker=&lt;br /&gt;
The following books contain open game content, that is extracted into the wiki in this page. Note that the links in the table are to the product wiki entry, not the open game content, which is to be found below.&lt;br /&gt;
&lt;br /&gt;
{{ArsMnavbox}}&lt;br /&gt;
&lt;br /&gt;
=Ars Magica Fifth Edition=&lt;br /&gt;
&lt;br /&gt;
==Core Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Ars Magica 5e Standard Edition Core Rulebook|Ars Magica 5E Standard Edition Core Rulebook]] Conversion Progress ===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ars Magica 5e Standard Edition Core Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Errata&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Two: The Order of Hermes|Chapter Two: The Order of Hermes]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| [[User:Ethawyn|Ethawyn]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Ten: Long-Term Events|Chapter Ten: Long-Term Events]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| [[User:NeilNjae|NeilNjae]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| Feb 2024&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
| [[User:Einauge|Einauge]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix I: Fourth Edition Conversion|Appendix I: Fourth Edition Conversion]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix II: Formulae Review|Appendix II: Formulae Review]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 99%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 90% (Need to validate links for Ch 11,12,13)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix III: Spells Index|Appendix III: Spells Index]]&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix IV: Index|Appendix IV: Index]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica 5E Standard Edition, Appendix V: Character Sheets|Appendix V: Character Sheets]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Ars Magica Definitive Edition Rulebook|Ars Magica Definitive Edition Rulebook]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Ars Magica: Definitive Edition, ©2024, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ars Magica Definitive Edition Rulebook&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Zero: Credits|Chapter Zero: Credits]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Two: Order of Hermes|Chapter Two: Order of Hermes]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 60%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Three: Characters|Chapter Three: Characters]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Four: Virtues and Flaws|Chapter Four: Virtues and Flaws]]&lt;br /&gt;
| [[Yair]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Five: Abilities|Chapter Five: Abilities]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Six: Covenants|Chapter Six: Covenants]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Seven: Hermetic Magic|Chapter Seven: Hermetic Magic]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 40%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Eight: Laboratory|Chapter Eight: Laboratory]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 2%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Nine: Spells|Chapter Nine: Spells]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Ten: Long Term Events|Chapter Ten: Long Term Events]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 25%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Eleven: Obstacles|Chapter Eleven: Obstacles]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Twelve: Realms|Chapter Twelve: Realms]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 36%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Thirteen: Bestiary|Chapter Thirteen: Bestiary]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 1%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Fourteen: Mythic Europe|Chapter Fourteen: Mythic Europe]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Fifteen: Stories|Chapter Fifteen: Stories]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Sixteen: Sagas|Chapter Sixteen: Sagas]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ars Magica Definitive Edition, Chapter Seventeen: Editor&#039;s Note|Chapter Seventeen: Editor&#039;s Note]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Order Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: True Lineages|Houses of Hermes: True Lineages]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: True Lineages, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: True Lineages&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter One: House Bonisagus|Chapter One: House Bonisagus]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter Two: House Guernicus|Chapter Two: House Guernicus]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]] and Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter Three: House Mercere|Chapter Three: House Mercere]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Chapter Four: House Tremere|Chapter Four: House Tremere]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]] nad [[User:Yair|Yair]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: True Lineages Timeline|Timeline]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: Mystery Cults|Houses of Hermes: Mystery Cults]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Mystery Cults, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Mystery Cults&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Chapter One: The Mechanics of Initiation]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Two: House Bjornaer|Chapter Two: House Bjornaer]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]] and Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Three: House Criamon|Chapter Three: House Criamon]]&lt;br /&gt;
| [[Yair]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Four: House Merinita|Chapter Four: House Merinita]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Five: House Verditius|Chapter Five: House Verditius]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]] and Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Mystery Cults Chapter Six: Contributors|Chapter Six: Contributors]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Houses of Hermes: Societates|Houses of Hermes: Societates]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Houses of Hermes: Societates, ©2010, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Houses of Hermes: Societates&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Two: House Flambeau|Chapter Two: House Flambeau]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Three: House Jerbiton|Chapter Three: House Jerbiton]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Four: House Tytalus|Chapter Four: House Tytalus]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Chapter Five: House Ex Miscellanea|Chapter Five: House Ex Miscellanea]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Houses of Hermes: Societates Appendix: Agencies|Appendix: Agencies]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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=== [[The Mysteries: Revised Edition|The Mysteries: Revised Edition]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Mysteries: Revised Edition, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Mysteries: Revised Edition&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter One: The Mysteries|Chapter One: The Mysteries]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Two: Entering the Mysteries|Chapter Two: Entering the Mysteries]]&lt;br /&gt;
| [[User:Yair]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Three: Storyguides &amp;amp; the Mysteries|Chapter Three: Storyguides &amp;amp; the Mysteries]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Four: Curious Common Magics|Chapter Four: Curious Common Magics]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]] and Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Five: Hermetic Alchemy|Chapter Five: Hermetic Alchemy]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Six: Hermetic Astrology|Chapter Six: Hermetic Astrology]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Seven: Divination &amp;amp; Augury|Chapter Seven: Divination &amp;amp; Augury]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Eight: Hermetic Spirit Magic|Chapter Chapter Eight: Hermetic Spirit Magic]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Nine: Hermetic Theurgy|Chapter Chapter Nine: Hermetic Theurgy]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Ten: The Great Tralisman|Chapter Chapter Ten: The Great Tralisman]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Eleven: Arithmetic Magic|Chapter Chapter Eleven: Arithmetic Magic]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Twelve: The Mysteries of Dreams|Chapter Chapter Twelve: The Mysteries of Dreams]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Thirteen: Mercurian Magic|Chapter Chapter Thirteen: Mercurian Magic]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Chapter Fourteen: Mystery Cults|Chapter Chapter Fourteen: Mystery Cults]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Appendix A: Immortal Magi|Chapter Appendix A: Immortal Magi]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Appendix B: Conversion|Chapter Appendix B: Conversion]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries: Revised Edition Appendix C: Daimons|Chapter Appendix C: Daimons]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Covenants|Covenants]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Covenants, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Covenants&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter One: Introduction|Covenants Chapter One: Introduction]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Two: Boons &amp;amp; Hooks|Covenants Chapter Two: Boons &amp;amp; Hooks]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Three: Governance|Covenants Chapter Three: Governance]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Four: Covenfolk|Covenants Chapter Four: Covenfolk]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Five: Wealth &amp;amp; Poverty|Covenants Chapter Five: Wealth &amp;amp; Poverty]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Six: Vis Sources|Covenants Chapter Six: Vis Sources]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Seven: Library|Covenants Chapter Seven: Library]]&lt;br /&gt;
| [[User: Audrey Azura|Audrey Azura]] and Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Eight: Sanctum|Covenants Chapter Eight: Sanctum]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Chapter Nine: Laboratories|Covenants Chapter Nine: Laboratories]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Covenants Appendix: Play Aids|Covenants Appendix: Play Aids]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 100% (not including sheets)&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Grogs|Grogs]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Grogs, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Grogs&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Apprentices|Apprentices]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Apprentices, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Apprentices&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Magi of Hermes|Magi of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Magi of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Magi of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Legends of Hermes|Legends of Hermes]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Legends of Hermes, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legends of Hermes&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter Two: the Four Aspects of Conciatta|Chapter Two: the Four Aspects of Conciatta]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter Three: Fortunata&#039;s Island of Bound Spirits|Chapter Three: Fortunata&#039;s Island of Bound Spirits]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter Four: The Magical Garden of Hérisson|Chapter Four: The Magical Garden of Hérisson]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter Five: The Sunken Laboratory of Hermanus|Chapter Five: The Sunken Laboratory of Hermanus]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Legends of Hermes Chapter Six: The Flying Castle of Thomae|Chapter Five: The Sunken Laboratory of Hermanus]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Through the Aegis: Developed Covenants|Through the Aegis]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Through the Aegis, ©2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Through the Aegis&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Hermetic Projects|Hermetic Projects]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Hermetic Projects, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hermetic Projects&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[Hermetic Projects Chapter One: Wonders of the Hermetic World|Chapter One: Wonders of the Hermetic World]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
|[[Hermetic Projects Chapter Two: The Burning City|Chapter Two: The Burning City]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 45%&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 45%&lt;br /&gt;
|-&lt;br /&gt;
|[[Hermetic Projects Chapter Three: The Great Tower|Chapter Three: The Great Tower]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|[[Hermetic Projects Chapter Four: The Hermetic Shipyard|Chapter Four: The Hermetic Shipyard]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|[[Hermetic Projects Chapter Five: The Intangible Assassin|Chapter Five: The Intangible Assassin]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|[[Hermetic Projects Chapter Six: The Living Corpse|Chapter Six: The Living Corpse]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|[[Hermetic Projects Chapter Seven: The Menagerie of Magical Beasts|Chapter Seven: The Menagerie of Magical Beasts]]&lt;br /&gt;
| [[User:Kandahar|Kandahar]] ([[User talk:Kandahar|talk]])&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Transforming Mythic Europe|Transforming Mythic Europe]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Transforming Mythic Europe, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Transforming Mythic Europe&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[Transforming Mythic Europe Chapter One: Introduction|Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Transforming Mythic Europe Chapter Two: The Fourth Estate|The Fourth Estate]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Transforming Mythic Europe Chapter Three: The Island of the Magicians|The Island of the Magicians]]&lt;br /&gt;
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| [[Transforming Mythic Europe Chapter Four: Magic as Technology|Magic as Technology]]&lt;br /&gt;
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==Realms Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: Magic|Realms of Power: Magic]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2008, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Magic&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Magic Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Realms of Power: Magic Chapter Two: Magic Auras|Chapter Two: Magic Auras]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Realms of Power: Magic Chapter Three: The Magic Realm|Chapter Three: The Magic Realm]]&lt;br /&gt;
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| 100%&lt;br /&gt;
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| [[Realms of Power: Magic Chapter Four: Magic Characters|Chapter Four: Magic Characters]]&lt;br /&gt;
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| 100%&lt;br /&gt;
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| [[Realms of Power: Magic Chapter Five: Magic Animals|Chapter Five: Magic Animals]]&lt;br /&gt;
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| 100%&lt;br /&gt;
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| [[Realms of Power: Magic Chapter Six: Magic Humans|Chapter Six: Magic Humans]]&lt;br /&gt;
| Yair&lt;br /&gt;
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| [[Realms of Power: Magic Chapter Seven: Magic Spirits|Chapter Seven: Magic Spirits]]&lt;br /&gt;
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| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Realms of Power: Magic Chapter Eight: Magic Things|Chapter Eight: Magic Things]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Realms of Power: Magic Appendix: Book of Mundane Beasts|Chapter Appendix: Book of Mundane Beasts]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: Faerie|Realms of Power: Faerie]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: Magic, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: Faerie&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: Faerie Intro: Dreams &amp;amp; Nightmares|Intro: Dreams &amp;amp; Nightmares]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Realms of Power: Chapter One: Nature of Faerie|Chapter One: Nature of Faerie]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Realms of Power: Faerie Chapter Two: The Faerie Realm|Chapter Two: The Faerie Realm]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Realms of Power: Faerie Chapter Three: Faerie Characters|Chapter Three: Faerie Characters]]&lt;br /&gt;
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| 100%&lt;br /&gt;
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| [[Realms of Power: Faerie Chapter Four: Faerie Bestiary|Chapter Four: Faerie Bestiary]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Realms of Power: Faerie Chapter Five: Touches of Faerie|Chapter Five: Touches of Faerie]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Realms of Power: Faerie Chapter Six: Faerie Wizardry|Chapter Six: Faerie Wizardry]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Realms of Power: Faerie Chapter Seven: Telling Faerie Stories|Chapter Seven: Telling Faerie Stories]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: The Divine|Realms of Power: The Divine]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Divine, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Divine&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Two: Heaven and Earth|Chapter Two: Heaven and Earth]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Three: Blessed by God|Chapter Three: Blessed by God]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Four: Mythic Christianity|Chapter Four: Mythic Christianity]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Divine Chapter Five: Mythic Islam|Chapter Five: Mythic Islam]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Six: Mythic Judaism|Chapter Six: Mythic Judaism]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Realms of Power: The Divine Chapter Seven: Bibliography|Chapter Seven: Bibliography]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| 0%&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== [[Realms of Power: The Infernal Open Content|Realms of Power: The Infernal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Realms of Power: The Infernal, ©2006, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Realms of Power: The Infernal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal: Introduction|Introduction]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter One: The Infernal Realm|Chapter One: The Infernal Realm]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Two: Sin and Temptation|Chapter Two: Sin and Temptation]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Three: The Devil and the Origin of Demons|Chapter Three: The Devil and the Origin of Demons]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Realms of Power: The Infernal Chapter Four: The Infernal Legions|Chapter Four: The Infernal Legions]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Five: Demons as Corrupters|Chapter Five: Demons as Corrupters]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Six: Demons as Deceivers|Chapter Six: Demons as Deceivers]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Seven: Demons as Destroyers|Chapter Seven: Demons as Destroyers]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Eight: Corrupted Beasts|Chapter Eight: Corrupted Beasts]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Nine: Infernal Characters|Chapter Nine: Infernal Characters]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Ten: The Maleficia|Chapter Ten: The Maleficia]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Eleven: Ars Goetia|Chapter Eleven: Ars Goetia]]&lt;br /&gt;
| [[User: Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Twelve: Black Magic|Chapter Twelve: Black Magic]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Realms of Power: The Infernal Chapter Thirteen: Infernal Traditions|Chapter Thirteen: Infernal Traditions]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tribunals Books==&lt;br /&gt;
&lt;br /&gt;
=== [[Faith &amp;amp; Flame - The Provençal Tribunal|Faith &amp;amp; Flame - The Provençal Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Faith &amp;amp; Flame - The Provençal Tribunal, ©2014-2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Faith &amp;amp; Flame - The Provençal Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Two: History &amp;amp; Culture|Chapter Two: History &amp;amp; Culture]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Three: Hermetic Culture|Chapter Three: Hermetic Culture]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Four: The County of Toulouse|Chapter Four: The County of Toulouse]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Five: Gascony|Chapter Five: Gascony]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 10%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Six: The Pyrenees and the Hispanic March|Chapter Six: The Pyrenees and the Hispanic March]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Seven: Narbonnais|Chapter Seven: Narbonnais]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Eight: Arelat|Chapter Eight: Arelat]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Faith &amp;amp; Flame - The Provençal Tribunal Chapter Nine: The Lost Covenant of Val-Negra|Chapter Nine: The Lost Covenant of Val-Negra]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Guardians of the Forest - The Rhine Tribunal|Guardians of the Forest - The Rhine Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Guardians of the Forest - The Rhine Tribunal, ©2005, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Guardians of the Forest - The Rhine Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Two: History of Mythic Germany|Chapter Two: History of Mythic Germany]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Three: Tribunal History &amp;amp; Customs|Chapter Three: Tribunal History &amp;amp; Customs]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 15%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardians of the Forest Chapter Four: The Forest|Chapter Four: The Forest]]&lt;br /&gt;
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| 4%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Six: The Black Forest|Chapter Six: The Black Forest]]&lt;br /&gt;
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| 1%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Seven: The Lowlands|Chapter Seven: The Lowlands]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 39%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Eight: Central Germany|Chapter Eight: Central Germany]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 30%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Nine: The Eastern Marches|Chapter Nine: The Eastern Marches]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[Guardians of the Forest Chapter Ten: Bohemia|Chapter Chapter Ten: Bohemia]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 45%&lt;br /&gt;
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| [[Guardians of the Forest Chapter Eleven: Rhine Sagas|Chapter Chapter Eleven: Rhine Sagas]]&lt;br /&gt;
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===[[The Contested Isle: the Hibernian Tribunal|The Contested Isle: The Hiberian Tribunal]] Conversion Progress===&lt;br /&gt;
100% by [[User:Mataglap|Mataglap]] ([[User talk:Mataglap|talk]])&lt;br /&gt;
&lt;br /&gt;
=== [[The Lion and the Lily - The Normandy Tribunal|The Lion and the Lily - The Normandy Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Lion and the Lily - The Normandy Tribunal, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Lion and the Lily - The Normandy Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Two: History of Mythic France|Chapter Two: History of Mythic France]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[The Lion and the Lily - The Normandy Tribunal Chapter Three: Hermetic History and Culture|Chapter Three: Hermetic History and Culture]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 6%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Four: Brittany|Chapter Four: Brittany]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Five: Normandy|Chapter Five: Normandy]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 36%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Six: Anjou et Aquitaine|Chapter Six: Anjou et Aquitaine]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Seven: Ile de France|Chapter Seven: Ile de France]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Eight: Flanders and Picardy|Chapter Eight: Flanders and Picardy]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 3%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Nine: Champagne and Burgundy|Chapter Nine: Champagne and Burgundy]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Ten: Normandy Sagas|Chapter Ten: Normandy Sagas]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 26%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Chapter Eleven: Confluensis|Chapter Eleven: Confluensis]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Appendix A: Timeline|Appendix A: Timeline]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Appendix B: Languages and Name|Appendix B: Languages and Name]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Lion and the Lily - The Normandy Tribunal Appendix C: Bibliography|Appendix C: Bibliography]]&lt;br /&gt;
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=== [[The Sundered Eagle - The Theban Tribunal|The Sundered Eagle - The Theban Tribunal]] Conversion Progress ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in The Sundered Eagle - The Theban Tribunal, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Sundered Eagle - The Theban Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Sundered Eagle - The Theban Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Two: History of the Empire|Chapter Two: History of the Empire]]&lt;br /&gt;
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| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Three: The Order of Hermes|Chapter Three: The Order of Hermes]]&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Four: Culture &amp;amp; Customs|Chapter Four: Culture &amp;amp; Customs]]&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Five: Greece|Chapter Five: Greece]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 16%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Six: The Islands|Chapter Six: The Islands]]&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Seven: Constantinople|Chapter Seven: Constantinople]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Eight: Anatolia|Chapter Eight: Anatolia]]&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Nine: The Magical Landscape|Chapter Nine: The Magical Landscape]]&lt;br /&gt;
| [[User:Audrey Azura|Audrey Azura]]&lt;br /&gt;
| 99%&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Ten: The Faerie Landscape|Chapter Ten: The Faerie Landscape]]&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Eleven: The Divine Landscape|Chapter Eleven: The Divine Landscape]]&lt;br /&gt;
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| [[The Sundered Eagle - The Theban Tribunal Chapter Twelve: The Infernal Landscape|Chapter Twelve: The Infernal Landscape]]&lt;br /&gt;
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===[[Against the Dark: the Transylvanian Tribunal|Against the Dark: The Transylvanian Tribunal]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Against the Dark - The Transylvanian Tribunal, ©2012, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Against the Dark - The Transylvanian Tribunal&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Against the Dark - The Transylvanian Tribunal Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[Against the Dark - The Transylvanian Tribunal Chapter Two: Hermetic Culture|Chapter Two: Hermetic Culture]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Against the Dark - The Transylvanian Tribunal Chapter Three: The Hungarians|Chapter Three: The Hungarians]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 80%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Against the Dark - The Transylvanian Tribunal Chapter Four: The Bulgarians|Chapter Four: The Bulgarians]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 80%&lt;br /&gt;
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| [[Against the Dark - The Transylvanian Tribunal Chapter Five: The Slavs|Chapter Five: The Slavs]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 80%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Against the Dark - The Transylvanian Tribunal Chapter Six: Peoples of the Transylvanian Border|Chapter Six: Peoples of the Transylvanian Border]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 80%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Against the Dark - The Transylvanian Tribunal Chapter Seven: Networks of Hidden Fortresses|Chapter Seven: Networks of Hidden Fortresses]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 80%&lt;br /&gt;
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| [[Against the Dark - The Transylvanian Tribunal Chapter Eight: Creatures|Chapter Eight: Creatures]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 80%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Against the Dark - The Transylvanian Tribunal Chapter Nine: Hedge Traditions|Chapter Nine: Hedge Traditions]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Against the Dark - The Transylvanian Tribunal Chapter Ten: Horror Stories|Chapter Ten: Horror Stories]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 80%&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[Against the Dark - The Transylvanian Tribunal Appendix: Glossary|Appendix: Glossary]]&lt;br /&gt;
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==World Books==&lt;br /&gt;
===[[The Church|The Church]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[Lords of Men|Lords of Men]] Conversion Progress===&lt;br /&gt;
0%&lt;br /&gt;
===[[City &amp;amp; Guild|City &amp;amp; Guild]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Art &amp;amp; Academe, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ City and Guild&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[City and Guild Introduction|Introduction]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[City and Guild Chapter One: Towns &amp;amp; Cities|Chapter One: Towns &amp;amp; Cities]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[City and Guild Chapter Two: Labor|Chapter Two: Labor]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[City and Guild Chapter Three: Guilds|Chapter Three: Guilds]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[City and Guild Chapter Four: Crafts|Chapter Four: Crafts]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[City and Guild Chapter Five: Travel|Chapter Five: Travel]]&lt;br /&gt;
| N/A&lt;br /&gt;
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| 0%&lt;br /&gt;
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| [[City and Guild Chapter Six: Fairs &amp;amp; Markets|Chapter Six: Fairs &amp;amp; Markets]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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| [[City and Guild Chapter Seven: Trade|Chapter Seven: Trade]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[City and Guild Chapter Eight: The Goods of Europe|Chapter Eight: The Goods of Europe]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
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|-&lt;br /&gt;
| [[City and Guild Appendix: Price List|Appendix: Price List]]&lt;br /&gt;
| N/A&lt;br /&gt;
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| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
===[[Art &amp;amp; Academe|Art &amp;amp; Academe]] Conversion Progress===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Content originally published in Art &amp;amp; Academe, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Art &amp;amp; Academe&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Art &amp;amp; Academe Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Art &amp;amp; Academe Chapter Two: Artes Liberals|Chapter Two: Artes Liberales]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Art &amp;amp; Academe Chapter Three: Philosophiae|Chapter Three: Philosophiae]]&lt;br /&gt;
| Yair&lt;br /&gt;
| 100%&lt;br /&gt;
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| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Content originally published in Tales of Power, ©2013-2014, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
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{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tales of Power&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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| [[Tales of Power Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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===[[Hooks|Hooks]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Hooks, ©2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hooks&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
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| [[Hooks Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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===[[Tales of Mythic Europe|Tales of Mythic Europe]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Tales of Mythic Europe, ©2009, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tales of Mythic Europe&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Mythic Europe Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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===[[Antagonists|Antagonists]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Antagonists, ©2013, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Antagonists&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Antagonists Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
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| [[Antagonists Chapter Nine: The Divine Abbot|Chapter Nine: The Divine Abbot]]&lt;br /&gt;
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| [[Antagonists Chapter Ten: The Queen of Gold and Glass|Chapter Ten: The Queen of Gold and Glass]]&lt;br /&gt;
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| [[Antagonists Chapter Eleven: The Waimie|Chapter Eleven: The Waimie]]&lt;br /&gt;
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===[[Thrice-Told Tales|Thrice-Told Tales]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Thrice-Told Tales, ©2015, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Thrice-Told Tales&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Thrice-Told Tales Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| N/A&lt;br /&gt;
| 0%&lt;br /&gt;
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| [[Thrice-Told Tales Chapter Two: Earth and Sky|Chapter Two: Earth and Sky]]&lt;br /&gt;
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| [[Thrice-Told Tales Chapter Three: The Mound|Chapter Three: The Mound]]&lt;br /&gt;
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| [[Thrice-Told Tales Chapter Four: Servants of God|Chapter Four: Servants of God]]&lt;br /&gt;
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| [[Thrice-Told Tales Chapter Five: Summer is Icumen In|Chapter Five: Summer is Icumen In]]&lt;br /&gt;
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| [[Thrice-Told Tales Chapter Six: The Traitor&#039;s Game|Chapter Six: The Traitor&#039;s Game]]&lt;br /&gt;
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| [[Thrice-Told Tales Appendix: The Spider War|Appendix: The Spider War]]&lt;br /&gt;
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===[[Dies Irae|Dies Irae]] Conversion Progress===&lt;br /&gt;
&#039;&#039;Content originally published in Dies Irae, ©2016, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
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|+ Dies Irae&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Dies Irae Chapter One: Introduction|Chapter One: Introduction]]&lt;br /&gt;
| Yair&lt;br /&gt;
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| [[Dies Irae Chapter Two: The End of Time|Chapter Two: The End of Time]]&lt;br /&gt;
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==Other Content==&lt;br /&gt;
===[[Semita Errabunda|Semita Errabunda Character Sheets]] Conversion Progress===&lt;br /&gt;
Wizards:&lt;br /&gt;
* [[Semita Errabunda Open Content: Carolus of House Tytalus|Carolus of House Tytalus]] 100%&lt;br /&gt;
* [[Semita Errabunda Open Content: Darius of House Flambeau|Darius of House Flambeau]] 100%&lt;br /&gt;
* [[Semita Errabunda Open Content: Mari Amwithig of House Merinita|Mari Amwithig of House Merinita]] 100%&lt;br /&gt;
* [[Semita Errabunda Open Content: Moratamis of House Guernicus|Moratamis of House Guernicus]] 100%&lt;br /&gt;
* [[Semita Errabunda Open Content: Tillitus of House Bonisagus|Tillitus of House Bonisagus]] 100%&lt;br /&gt;
Companions:&lt;br /&gt;
* Isabelle the Beautiful&lt;br /&gt;
* Jarvis the Master Huntsman&lt;br /&gt;
* Jerome the Scribe&lt;br /&gt;
* Naimes the Scholar in Disguise&lt;br /&gt;
* Brother Uberto&lt;br /&gt;
* Mansur ibn Fadl al-Baghdadi the Wandering Emir&lt;br /&gt;
* Victor the Redcap&lt;br /&gt;
Grogs: &lt;br /&gt;
* Gerard the Turb Warrior&lt;br /&gt;
* Anne the Housemaid&lt;br /&gt;
* Paul the Turb Warrior&lt;br /&gt;
* Credo the Paid Ne&#039;er-do-well&lt;br /&gt;
* Marie the Alewife&lt;br /&gt;
* Grim &amp;amp; Half-Grim the Twin Turb Warriors/Sailors&lt;br /&gt;
* Amelle of the Faerie Blood&lt;br /&gt;
* Ignatio the Shield Grog&lt;br /&gt;
* Marie the Perfumier&lt;br /&gt;
Cat:&lt;br /&gt;
* Virgil the Magical Cat&lt;br /&gt;
&lt;br /&gt;
=Older Editions=&lt;br /&gt;
==4th Edition World Sourcebooks==&lt;br /&gt;
===[[Sanctuary of Ice|Sancetuary of Ice: The Tribunal of the Greater Alps]] Conversion Progress===&lt;br /&gt;
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&#039;&#039;Content originally published in The Dragon and the Bear - The Novgorod Tribunal, ©1999, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
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{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ The Dragon and the Bear&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Dragon and the Bear Chapter One: Introduction|Chapter I: Introduction]]&lt;br /&gt;
| [[User:Yair|Yair]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[User:Yair|Yair]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[The Dragon and the Bear Chapter Five: Hermetic Landscape|Chapter V: Hermetic Landscape]]&lt;br /&gt;
| [[User:Yair|Yair]]&lt;br /&gt;
| 100%&lt;br /&gt;
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| [[The Dragon and the Bear Chapter Six: Mythic Mongols|Chapter VI: Mythic Mongols]]&lt;br /&gt;
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===[[Land of Fire and Ice|Land of Fire &amp;amp; Ice: Mythic Iceland]] Conversion Progress===&lt;br /&gt;
Content originally published in Land of Fire &amp;amp; Ice: Mythic Iceland, ©2003, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Land of Fire &amp;amp; Ice&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Land of Fire &amp;amp; Ice Chapter 1: Introduction|Chapter 1: Introduction]]&lt;br /&gt;
| [[user:Arnor|Arnor]]&lt;br /&gt;
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| [[Land of Fire &amp;amp; Ice Chapter 2: Land and History |Chapter 2: Land and History]]&lt;br /&gt;
| [[user:Arnor|Arnor]]&lt;br /&gt;
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===[[Ultima Thule|Ultima Thule]] Conversion Progress===&lt;br /&gt;
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&#039;&#039;Content originally published in Nigrasaxa, ©1998, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 (&amp;quot;CC-BY-SA 4.0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Nigrasaxa&lt;br /&gt;
| &#039;&#039;&#039;Chapter&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Being Done By&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Text Conversion Progress&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Being Done By&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tagging Progress&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Nigrasaxa Book, Introduction|Introduction]]&lt;br /&gt;
| [[User:Einauge|Einauge]]&lt;br /&gt;
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==3rd Edition World Sourcebooks==&lt;br /&gt;
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0%&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22572</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22572"/>
		<updated>2026-03-20T14:22:17Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Effects to Protect Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Pitch Brush ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 6 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.&lt;br /&gt;
&lt;br /&gt;
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges’ worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).&lt;br /&gt;
|Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (96), Two Seasons (72), Three&lt;br /&gt;
Seasons (64), Four Seasons (60).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cloven Hoofed Boots ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Te)&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, constant effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; part&lt;br /&gt;
|These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly&lt;br /&gt;
follow behind, but this would require a lot of agility.&lt;br /&gt;
&lt;br /&gt;
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat. &lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part,&lt;br /&gt;
free Terram requisite; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (48), Two Seasons (36), Three&lt;br /&gt;
Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Steed of Vesuvius ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell magically transforms a horse so that he is able to gallop across&lt;br /&gt;
molten lava as if it were a cobbled road. The horse also has no fear of the heat or&lt;br /&gt;
fumes expelled by the lava, and he does not suffer from the heat of the lava or the&lt;br /&gt;
toxicity of the fumes. The rider of the horse does not receive any protection from this spell.&lt;br /&gt;
&lt;br /&gt;
When the spell expires, the horse suffers a Long-Term Fatigue level.&lt;br /&gt;
&lt;br /&gt;
The requisite is free because it is part of the guideline and required for the effect.&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Dragon&#039;s Blood ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Ig)(Te)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This ritual changes the blood of the&lt;br /&gt;
caster into lava. This does no harm to the&lt;br /&gt;
caster himself, and his super-heated blood&lt;br /&gt;
means that he is immune to any heat based damage that causes +15 or less damage (which includes lava).&lt;br /&gt;
&lt;br /&gt;
If the character is injured in melee combat, his opponent(s) must make Dexterity rolls against an Ease Factor of 6 to avoid being splattered by hot lava. Opponents who fail take +15 damage. If the caster’s melee opponents are unaware of his lava blood (that is, it is the first time they have seen him injured), then the Dexterity roll is made against an Ease Factor of 9.&lt;br /&gt;
&lt;br /&gt;
The Ignem and Rego requisites are required to give the additional protection from heat. The Terram requisite is free because it is required for the effect. |Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Covenant of the Dragon ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Te)(Ig)&#039;&#039;&#039; 85&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Group, Ritual&lt;br /&gt;
|This ritual changes the blood of a Group of up to 100 individuals into lava.&lt;br /&gt;
This has the same effect on each member of the Group as the ritual [[Hermetic_Projects_Chapter_Two:_The_Burning_City#Dragon&#039;s_Blood|Dragon’s Blood]]. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Gaining_Warping_Points|ArM5, page 168]]).&lt;br /&gt;
|Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Mask ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, constant effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it.&lt;br /&gt;
This allows the wearer of the mask to&lt;br /&gt;
breathe without trouble in the heart of a&lt;br /&gt;
volcanic crater, or on a river of lava. The&lt;br /&gt;
air affected by the mask tastes slightly&lt;br /&gt;
unpleasant, but this does not cause any&lt;br /&gt;
damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
Although the mask is constantly active, once the toxicity of the air has been&lt;br /&gt;
removed, the air itself is no longer the&lt;br /&gt;
subject of a magical effect. This means&lt;br /&gt;
that the air is not resisted by characters with Magic Resistance, so magi can&lt;br /&gt;
breathe using the mask without lowering&lt;br /&gt;
their Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Note that Muto effects which change&lt;br /&gt;
the air to be non-toxic are of little value&lt;br /&gt;
to magi, as the effect only lasts as long as&lt;br /&gt;
the spell duration. This means that when&lt;br /&gt;
the magus tries to breathe the magically&lt;br /&gt;
changed air, his Magic Resistance will resist the air as it is the subject of a magical&lt;br /&gt;
effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (68), Two Seasons (51), Three&lt;br /&gt;
Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22571</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22571"/>
		<updated>2026-03-20T14:21:40Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Effects to Protect Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Pitch Brush ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 6 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.&lt;br /&gt;
&lt;br /&gt;
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges’ worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).&lt;br /&gt;
|Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (96), Two Seasons (72), Three&lt;br /&gt;
Seasons (64), Four Seasons (60).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cloven Hoofed Boots ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Te)&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, constant effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; part&lt;br /&gt;
|These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly&lt;br /&gt;
follow behind, but this would require a lot of agility.&lt;br /&gt;
&lt;br /&gt;
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat. &lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part,&lt;br /&gt;
free Terram requisite; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (48), Two Seasons (36), Three&lt;br /&gt;
Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Steed of Vesuvius ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell magically transforms a horse so that he is able to gallop across&lt;br /&gt;
molten lava as if it were a cobbled road. The horse also has no fear of the heat or&lt;br /&gt;
fumes expelled by the lava, and he does not suffer from the heat of the lava or the&lt;br /&gt;
toxicity of the fumes. The rider of the horse does not receive any protection from this spell.&lt;br /&gt;
&lt;br /&gt;
When the spell expires, the horse suffers a Long-Term Fatigue level.&lt;br /&gt;
&lt;br /&gt;
The requisite is free because it is part of the guideline and required for the effect.&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Dragon&#039;s Blood ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Ig)(Te)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This ritual changes the blood of the&lt;br /&gt;
caster into lava. This does no harm to the&lt;br /&gt;
caster himself, and his super-heated blood&lt;br /&gt;
means that he is immune to any heat based damage that causes +15 or less damage (which includes lava).&lt;br /&gt;
&lt;br /&gt;
If the character is injured in melee combat, his opponent(s) must make Dexterity rolls against an Ease Factor of 6 to avoid being splattered by hot lava. Opponents who fail take +15 damage. If the caster’s melee opponents are unaware of his lava blood (that is, it is the first time they have seen him injured), then the Dexterity roll is made against an Ease Factor of 9.&lt;br /&gt;
&lt;br /&gt;
The Ignem and Rego requisites are required to give the additional protection from heat. The Terram requisite is free because it is required for the effect. |Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Covenant of the Dragon ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Te)(Ig)&#039;&#039;&#039; 85&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Group, Ritual&lt;br /&gt;
|This ritual changes the blood of a Group of up to 100 individuals into lava.&lt;br /&gt;
This has the same effect on each member of the Group as the ritual Dragon’s Blood. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Gaining_Warping_Points|ArM5, page 168]]).&lt;br /&gt;
|Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Mask ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, constant effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it.&lt;br /&gt;
This allows the wearer of the mask to&lt;br /&gt;
breathe without trouble in the heart of a&lt;br /&gt;
volcanic crater, or on a river of lava. The&lt;br /&gt;
air affected by the mask tastes slightly&lt;br /&gt;
unpleasant, but this does not cause any&lt;br /&gt;
damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
Although the mask is constantly active, once the toxicity of the air has been&lt;br /&gt;
removed, the air itself is no longer the&lt;br /&gt;
subject of a magical effect. This means&lt;br /&gt;
that the air is not resisted by characters with Magic Resistance, so magi can&lt;br /&gt;
breathe using the mask without lowering&lt;br /&gt;
their Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Note that Muto effects which change&lt;br /&gt;
the air to be non-toxic are of little value&lt;br /&gt;
to magi, as the effect only lasts as long as&lt;br /&gt;
the spell duration. This means that when&lt;br /&gt;
the magus tries to breathe the magically&lt;br /&gt;
changed air, his Magic Resistance will resist the air as it is the subject of a magical&lt;br /&gt;
effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (68), Two Seasons (51), Three&lt;br /&gt;
Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22570</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22570"/>
		<updated>2026-03-20T14:20:45Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Effects to Protect Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Pitch Brush ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 6 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.&lt;br /&gt;
&lt;br /&gt;
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges’ worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).&lt;br /&gt;
|Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (96), Two Seasons (72), Three&lt;br /&gt;
Seasons (64), Four Seasons (60).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cloven Hoofed Boots ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Te)&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, constant effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; part&lt;br /&gt;
|These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly&lt;br /&gt;
follow behind, but this would require a lot of agility.&lt;br /&gt;
&lt;br /&gt;
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat. &lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part,&lt;br /&gt;
free Terram requisite; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (48), Two Seasons (36), Three&lt;br /&gt;
Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Steed of Vesuvius ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell magically transforms a horse so that he is able to gallop across&lt;br /&gt;
molten lava as if it were a cobbled road. The horse also has no fear of the heat or&lt;br /&gt;
fumes expelled by the lava, and he does not suffer from the heat of the lava or the&lt;br /&gt;
toxicity of the fumes. The rider of the horse does not receive any protection from this spell.&lt;br /&gt;
&lt;br /&gt;
When the spell expires, the horse suffers a Long-Term Fatigue level.&lt;br /&gt;
&lt;br /&gt;
The requisite is free because it is part of the guideline and required for the effect.&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Dragon&#039;s Blood ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Ig)(Te)&#039;&#039;&#039; 70&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This ritual changes the blood of the&lt;br /&gt;
caster into lava. This does no harm to the&lt;br /&gt;
caster himself, and his super-heated blood&lt;br /&gt;
means that he is immune to any heat based damage that causes +15 or less damage (which includes lava).&lt;br /&gt;
&lt;br /&gt;
If the character is injured in melee combat, his opponent(s) must make Dexterity&lt;br /&gt;
rolls against an Ease Factor of 6 to avoid&lt;br /&gt;
being splattered by hot lava. Opponents&lt;br /&gt;
who fail take +15 damage. If the caster’s&lt;br /&gt;
melee opponents are unaware of his lava&lt;br /&gt;
blood (that is, it is the first time they have&lt;br /&gt;
seen him injured), then the Dexterity roll&lt;br /&gt;
is made against an Ease Factor of 9.&lt;br /&gt;
&lt;br /&gt;
The Ignem and Rego requisites are&lt;br /&gt;
required to give the additional protection&lt;br /&gt;
from heat. The Terram requisite is free because it is required for the effect.&lt;br /&gt;
|Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Covenant of the Dragon ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Te)(Ig)&#039;&#039;&#039; 85&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Group, Ritual&lt;br /&gt;
|This ritual changes the blood of a Group of up to 100 individuals into lava.&lt;br /&gt;
This has the same effect on each member of the Group as the ritual Dragon’s Blood. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Gaining_Warping_Points|ArM5, page 168]]).&lt;br /&gt;
|Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Mask ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, constant effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it.&lt;br /&gt;
This allows the wearer of the mask to&lt;br /&gt;
breathe without trouble in the heart of a&lt;br /&gt;
volcanic crater, or on a river of lava. The&lt;br /&gt;
air affected by the mask tastes slightly&lt;br /&gt;
unpleasant, but this does not cause any&lt;br /&gt;
damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
Although the mask is constantly active, once the toxicity of the air has been&lt;br /&gt;
removed, the air itself is no longer the&lt;br /&gt;
subject of a magical effect. This means&lt;br /&gt;
that the air is not resisted by characters with Magic Resistance, so magi can&lt;br /&gt;
breathe using the mask without lowering&lt;br /&gt;
their Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Note that Muto effects which change&lt;br /&gt;
the air to be non-toxic are of little value&lt;br /&gt;
to magi, as the effect only lasts as long as&lt;br /&gt;
the spell duration. This means that when&lt;br /&gt;
the magus tries to breathe the magically&lt;br /&gt;
changed air, his Magic Resistance will resist the air as it is the subject of a magical&lt;br /&gt;
effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (68), Two Seasons (51), Three&lt;br /&gt;
Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22569</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22569"/>
		<updated>2026-03-20T14:19:24Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Effects to Protect Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Pitch Brush ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 6 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.&lt;br /&gt;
&lt;br /&gt;
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges’ worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).&lt;br /&gt;
|Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (96), Two Seasons (72), Three&lt;br /&gt;
Seasons (64), Four Seasons (60).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cloven Hoofed Boots ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Te)&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, constant effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; part&lt;br /&gt;
|These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly&lt;br /&gt;
follow behind, but this would require a lot of agility.&lt;br /&gt;
&lt;br /&gt;
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat. &lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part,&lt;br /&gt;
free Terram requisite; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (48), Two Seasons (36), Three&lt;br /&gt;
Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Steed of Vesuvius ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell magically transforms a horse so that he is able to gallop across&lt;br /&gt;
molten lava as if it were a cobbled road. The horse also has no fear of the heat or&lt;br /&gt;
fumes expelled by the lava, and he does not suffer from the heat of the lava or the&lt;br /&gt;
toxicity of the fumes. The rider of the horse does not receive any protection from this spell.&lt;br /&gt;
&lt;br /&gt;
When the spell expires, the horse suffers a Long-Term Fatigue level.&lt;br /&gt;
&lt;br /&gt;
The requisite is free because it is part of the guideline and required for the effect.&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Dragon&#039;s Blood ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This ritual changes the blood of the&lt;br /&gt;
caster into lava. This does no harm to the&lt;br /&gt;
caster himself, and his super-heated blood&lt;br /&gt;
means that he is immune to any heat based damage that causes +15 or less damage (which includes lava).&lt;br /&gt;
&lt;br /&gt;
If the character is injured in melee combat, his opponent(s) must make Dexterity&lt;br /&gt;
rolls against an Ease Factor of 6 to avoid&lt;br /&gt;
being splattered by hot lava. Opponents&lt;br /&gt;
who fail take +15 damage. If the caster’s&lt;br /&gt;
melee opponents are unaware of his lava&lt;br /&gt;
blood (that is, it is the first time they have&lt;br /&gt;
seen him injured), then the Dexterity roll&lt;br /&gt;
is made against an Ease Factor of 9.&lt;br /&gt;
&lt;br /&gt;
The Ignem and Rego requisites are&lt;br /&gt;
required to give the additional protection&lt;br /&gt;
from heat. The Terram requisite is free because it is required for the effect.&lt;br /&gt;
|Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Covenant of the Dragon ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Te)(Ig)&#039;&#039;&#039; 85&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Group, Ritual&lt;br /&gt;
|This ritual changes the blood of a Group of up to 100 individuals into lava.&lt;br /&gt;
This has the same effect on each member of the Group as the ritual Dragon’s Blood. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Gaining_Warping_Points|ArM5, page 168]]).&lt;br /&gt;
|Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Mask ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, constant effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it.&lt;br /&gt;
This allows the wearer of the mask to&lt;br /&gt;
breathe without trouble in the heart of a&lt;br /&gt;
volcanic crater, or on a river of lava. The&lt;br /&gt;
air affected by the mask tastes slightly&lt;br /&gt;
unpleasant, but this does not cause any&lt;br /&gt;
damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
Although the mask is constantly active, once the toxicity of the air has been&lt;br /&gt;
removed, the air itself is no longer the&lt;br /&gt;
subject of a magical effect. This means&lt;br /&gt;
that the air is not resisted by characters with Magic Resistance, so magi can&lt;br /&gt;
breathe using the mask without lowering&lt;br /&gt;
their Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Note that Muto effects which change&lt;br /&gt;
the air to be non-toxic are of little value&lt;br /&gt;
to magi, as the effect only lasts as long as&lt;br /&gt;
the spell duration. This means that when&lt;br /&gt;
the magus tries to breathe the magically&lt;br /&gt;
changed air, his Magic Resistance will resist the air as it is the subject of a magical&lt;br /&gt;
effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (68), Two Seasons (51), Three&lt;br /&gt;
Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22568</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22568"/>
		<updated>2026-03-20T14:17:19Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Effects to Protect Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
These effects are designed to protect characters who either live within a volcano, or are temporarily visiting a volcano.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Pitch Brush ====&lt;br /&gt;
&#039;&#039;&#039;ReAq(Ig)&#039;&#039;&#039; 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 6 uses per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Moon, &#039;&#039;&#039;T:&#039;&#039;&#039; Part&lt;br /&gt;
|This enchanted item is a brush that is used to paint a dark tar infused with volcanic ash onto the hull of a boat. The brush causes the tar to magically seal, and until the effect expires the boat can be rowed or sailed on lava without damage.&lt;br /&gt;
&lt;br /&gt;
Other items, such as oars or even a person, can also be painted in the pitch. Each charge is enough to paint the hull of a small boat or a single person. However, as the effect has a Part target, larger items can be fully protected by painting it with several charges’ worth of the pitch. If only the hull of the boat is painted, then other parts of the boat will not be protected if they come in contact with the lava. This might happen if the boat capsizes, for example.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Rego Aquam guideline to ward against a mundane liquid, and the Ignem requisite prevents the heat damage (with an additional two magnitudes due to the intensity of the heat).&lt;br /&gt;
|Base 5, +1 Touch, +3 Moon, +1 Part, +1 Ignem requisite, +2 intense heat; +3 six uses per day}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (96), Two Seasons (72), Three&lt;br /&gt;
Seasons (64), Four Seasons (60).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Cloven Hoofed Boots ====&lt;br /&gt;
&#039;&#039;&#039;MuAq(Te)&#039;&#039;&#039; 24&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, constant effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; part&lt;br /&gt;
|These boots turn the lava directly beneath them into a solid. Although the boots are constantly active, the effect only solidifies the lava that the boots are touching. This means that the character wearing the boots can either walk across or stand still on top of an expanse of lava. However, once the character moves, the solid lava that was beneath him melts back into the bulk of the lava field. Another character may be able to quickly&lt;br /&gt;
follow behind, but this would require a lot of agility.&lt;br /&gt;
&lt;br /&gt;
The Terram requisite is free because it is part of the guideline. Note that this effect does not change the temperature of the lava, so a character using these boots will likely need protection from heat. &lt;br /&gt;
|Base 4, +1 Touch, +2 Sun, +1 Part,&lt;br /&gt;
free Terram requisite; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (48), Two Seasons (36), Three&lt;br /&gt;
Seasons (32), Four Seasons (30).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Steed of Vesuvius ====&lt;br /&gt;
&#039;&#039;&#039;MuAn(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This spell magically transforms a horse so that he is able to gallop across&lt;br /&gt;
molten lava as if it were a cobbled road. The horse also has no fear of the heat or&lt;br /&gt;
fumes expelled by the lava, and he does not suffer from the heat of the lava or the&lt;br /&gt;
toxicity of the fumes. The rider of the horse does not receive any protection from this spell.&lt;br /&gt;
&lt;br /&gt;
When the spell expires, the horse suffers a Long-Term Fatigue level.&lt;br /&gt;
&lt;br /&gt;
The requisite is free because it is part of the guideline and required for the effect.&lt;br /&gt;
|Base 25, +1 Touch, +2 Sun, +1 Size, free requisite}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Dragon&#039;s Blood ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|&lt;br /&gt;
This ritual changes the blood of the&lt;br /&gt;
caster into lava. This does no harm to the&lt;br /&gt;
caster himself, and his super-heated blood&lt;br /&gt;
means that he is immune to any heat based damage that causes +15 or less damage (which includes lava).&lt;br /&gt;
&lt;br /&gt;
If the character is injured in melee combat, his opponent(s) must make Dexterity&lt;br /&gt;
rolls against an Ease Factor of 6 to avoid&lt;br /&gt;
being splattered by hot lava. Opponents&lt;br /&gt;
who fail take +15 damage. If the caster’s&lt;br /&gt;
melee opponents are unaware of his lava&lt;br /&gt;
blood (that is, it is the first time they have&lt;br /&gt;
seen him injured), then the Dexterity roll&lt;br /&gt;
is made against an Ease Factor of 9.&lt;br /&gt;
&lt;br /&gt;
The Ignem and Rego requisites are&lt;br /&gt;
required to give the additional protection&lt;br /&gt;
from heat. The Terram requisite is free because it is required for the effect.&lt;br /&gt;
|Base 25, +4 Year, +1 Part, +1 Ignem requisite, +1 Rego requisite, +2 intense heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Covenant of the Dragon ====&lt;br /&gt;
&#039;&#039;&#039;Mu(Re)Co(Te)(Ig)&#039;&#039;&#039; 85&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Year, &#039;&#039;&#039;T:&#039;&#039;&#039; Group, Ritual&lt;br /&gt;
|This ritual changes the blood of a Group of up to 100 individuals into lava.&lt;br /&gt;
This has the same effect on each member of the Group as the ritual Dragon’s Blood. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see [[Ars_Magica_5E_Standard_Edition,_Chapter_Ten:_Long-Term_Events#Gaining_Warping_Points|ArM5, page 168]]).&lt;br /&gt;
|Base 25, +1 Touch, +4 Year, +2 Group, +1 size, +1 Ignem requisite, +1 Rego requisite, +2 intentse heat}}&lt;br /&gt;
Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Fumarole Mask ====&lt;br /&gt;
&#039;&#039;&#039;PeAu&#039;&#039;&#039; 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, constant effect&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Sun, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it.&lt;br /&gt;
This allows the wearer of the mask to&lt;br /&gt;
breathe without trouble in the heart of a&lt;br /&gt;
volcanic crater, or on a river of lava. The&lt;br /&gt;
air affected by the mask tastes slightly&lt;br /&gt;
unpleasant, but this does not cause any&lt;br /&gt;
damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
Although the mask is constantly active, once the toxicity of the air has been&lt;br /&gt;
removed, the air itself is no longer the&lt;br /&gt;
subject of a magical effect. This means&lt;br /&gt;
that the air is not resisted by characters with Magic Resistance, so magi can&lt;br /&gt;
breathe using the mask without lowering&lt;br /&gt;
their Parma Magica.&lt;br /&gt;
&lt;br /&gt;
Note that Muto effects which change&lt;br /&gt;
the air to be non-toxic are of little value&lt;br /&gt;
to magi, as the effect only lasts as long as&lt;br /&gt;
the spell duration. This means that when&lt;br /&gt;
the magus tries to breathe the magically&lt;br /&gt;
changed air, his Magic Resistance will resist the air as it is the subject of a magical&lt;br /&gt;
effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous.&lt;br /&gt;
&lt;br /&gt;
This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form.&lt;br /&gt;
|Base 15, +1 Touch, +2 Sun; +1 for 2 uses/day, +3 environmental trigger}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (68), Two Seasons (51), Three&lt;br /&gt;
Seasons (46), Four Seasons (43).&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22567</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22567"/>
		<updated>2026-03-20T13:47:23Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Eruptions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22566</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22566"/>
		<updated>2026-03-20T13:45:34Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Fumes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Deprivation|ArM5, page 180]].&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see ArM5, page 180.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22565</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22565"/>
		<updated>2026-03-20T13:43:24Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Lava */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on [[Ars_Magica_5E_Standard_Edition,_Chapter_Eleven:_Obstacles#Heat_And_Corrosion|ArM5, page 181]].&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem Form Bonus]] (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see ArM5, page 180.&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see ArM5, page 180.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22564</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22564"/>
		<updated>2026-03-20T13:32:45Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Eruptions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on ArM5, page 181.&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their Ignem Form Score (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see ArM5, page 180.&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
Characters caught in a volcanic eruption may be swamped by lava, crushed by falling rocks, overcome by fumes, or buried beneath ash.&lt;br /&gt;
&lt;br /&gt;
* The rules just given can be used to cope with the lava and fumes from an eruption.&lt;br /&gt;
* Characters who are at peril from falling rocks may take between +5 and +20 damage, or even greater if the storyguide chooses, depending on how close the characters are to the center of the eruption.&lt;br /&gt;
* Burial by ash is a particularly insidious danger. There is little danger from the falling ash itself, but ash can sometimes rapidly cover a large area to a depth of dozens of feet. This causes trapped characters to die from asphyxiation. The character must make an air Deprivation check every 30 seconds (5 combat rounds); see ArM5, page 180.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22563</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22563"/>
		<updated>2026-03-20T13:31:07Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Fumes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on ArM5, page 181.&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their Ignem Form Score (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
The noxious fumes from a volcano affect anyone who comes within 15 paces&lt;br /&gt;
of a crater or river of lava. This has two&lt;br /&gt;
effects: the fumes are toxic, and the character cannot breathe due to the lack of&lt;br /&gt;
safe air.&lt;br /&gt;
&lt;br /&gt;
* The lack of air to breathe means that the character must make an air Deprivation check every 30 seconds (5 combat rounds); see ArM5, page 180.&lt;br /&gt;
* The toxicity of the vapors also poisons the character. Every diameter that the character remains within the vapor, make a Stamina check for him against an Ease Factor of 6. If this is failed, the character takes a Medium Wound.&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22562</id>
		<title>Hermetic Projects Chapter Two: The Burning City</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Hermetic_Projects_Chapter_Two:_The_Burning_City&amp;diff=22562"/>
		<updated>2026-03-20T13:30:13Z</updated>

		<summary type="html">&lt;p&gt;Kandahar: /* Heat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ArM Open License logo.png|200px|link=Ars Magica Open Content Conversion Tracker]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;This document is still under construction. You are invited to help construct it, through the [[Ars Magica Open Content Conversion Tracker]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is part of the [[Hermetic Projects Open Content]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=The Burning City=&lt;br /&gt;
&lt;br /&gt;
The Burning City project is about constructing a covenant in the heart of a volcano. The effects in this project involve constructing buildings on either lakes of lava or the crater rim, effects to ensure that the magi and covenfolk can survive in this inhospitable environment, and effects to deal&lt;br /&gt;
with the possible supernatural denizens of a volcano. Effects to find a volcano and to regulate its behavior are also detailed.&lt;br /&gt;
&lt;br /&gt;
Although the Burning City is predicated on an entire covenant constructed within a volcano, there is no need for interested magi in your saga to take this approach. Perhaps your magi are only interested in building a small chapterhouse, or a laboratory, on the lava fields. Alternatively,&lt;br /&gt;
your magi might not be interested in colonizing the volcanic heart at all — maybe they only want to survive inside a volcano for a particular adventure. In any case, your magi only need to develop the elements of the Burning City project they find useful.&lt;br /&gt;
&lt;br /&gt;
Finally, if the particular effects of this project are not useful in your saga, some of the ideas discussed in this chapter may give the troupe inspiration for the construction of covenants, chapterhouses, or laboratories in the other inhospitable places of Mythic Europe.&lt;br /&gt;
&lt;br /&gt;
==Why Build a Volcano?==&lt;br /&gt;
&lt;br /&gt;
Why might magi want to build a covenant inside a volcano? For some magi, merely the challenge and the fact that it can be done is enough of a reason. However, some other reasons for colonizing a volcano include:&lt;br /&gt;
* Living inside a volcano could be a part of a [[Houses of Hermes: Mystery Cults Chapter One: The Mechanics of Initiation|Mystery Cult initiation]].&lt;br /&gt;
* The heart of the volcano could have a very high magic [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Realm_Auras|Aura]], which makes the effort of building a laboratory in the volcano worthwhile.&lt;br /&gt;
* [[Covenants_Chapter_Nine:_Laboratories|Laboratories]] built inside a volcano can be designed to take advantage of the volcano’s natural features for a bonus to appropriate laboratory work (some examples are given later in this chapter).&lt;br /&gt;
* A magus whose magic suffers from a particularly harsh [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Necessary_Condition|Necessary Condition]] or [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Restriction|Restriction]] Flaw (see ArM5, pages 56 and 58) may only be able to use his magic within volcanic regions.&lt;br /&gt;
* A magus with a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Bonus|Study Bonus]] Virtue or a [[Ars_Magica_5E_Standard_Edition,_Chapter_Four:_Virtues_and_Flaws#Study_Requirement|Study Requirement]] Flaw (see ArM5, pages 49 and 59) who already has an [[Ars_Magica_5E_Standard_Edition,_Chapter_Seven:_Hermetic_Magic#Ignem_(Ig)_“Fire”|Ignem]] Art Score in excess of 35 can only take advantage of his Virtue when he improves his Art (or improve his Art at all, if he has the Flaw) if he studies in an extreme location, such as a volcano’s heart.&lt;br /&gt;
* The  volcanic  heart  could  contain  [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Vis_Sources|vis sources]] that the covenant wants to ensure do not fall into the hands of other magi, or other forces beyond the [[Ars_Magica_5E_Standard_Edition,_Chapter_Two:_The_Order_of_Hermes|Order of Hermes]].&lt;br /&gt;
* The  volcano’s  heart  could  contain an entrance to the [[Realms_of_Power:_Magic_Chapter_Three:_The_Magic_Realm|Magic Realm]], the [[Realms_of_Power:_The_Infernal_Chapter_One:_The_Infernal_Realm|Infernal Realm]], or the [[Realms_of_Power:_Faerie_Chapter_Two:_The_Faerie_Realm|Faerie Realm]], which the magi want to monitor, control, destroy, or explore.&lt;br /&gt;
* A  covenant  built  inside  a  volcano  is likely secure and hidden from mundane interference. Even many Hermetic or other supernatural foes would be reluctant to casually assault a covenant embedded in a volcano.&lt;br /&gt;
* A volcanic covenant may be allied to indigenous inhabitants of the volcano. The covenfolk could include fire elementals and other magical creatures, faeries, or humans with lava flowing in their veins (perhaps due to ancestors who were volcanic creatures).&lt;br /&gt;
&lt;br /&gt;
==Volcanoes in Mythic Europe==&lt;br /&gt;
&lt;br /&gt;
In Mythic Europe most volcanoes are found in Greece, Italy, and Iceland. However, there is nothing to prevent a volcano occurring elsewhere in Mythic Europe, in your saga — especially if the volcano arises due to magic.&lt;br /&gt;
&lt;br /&gt;
===The Greek Volcanic Islands===&lt;br /&gt;
&lt;br /&gt;
The Greek island groups of [https://en.wikipedia.org/wiki/Methana Methana], [https://en.wikipedia.org/wiki/Milos Milos], [https://en.wikipedia.org/wiki/Nisyros Nisyros], and [https://en.wikipedia.org/wiki/Santorini Santorini] are all volcanic. Each group consists of dozens of islands that have been formed by volcanic activity, and there are further volcanoes beneath the surface of the sea — the activity of these marine volcanoes sometimes causes the sea to boil. Many of the surface volcanic craters have broken their walls and also been flooded by the sea, and there are also a number of hot springs and pools heated by volcanic activity on the islands. There are frequent earthquakes on the islands, and the breaking of the islands by the shifting earth has revealed striking, brightly colored layers of rock deposited by successive eruptions. These layers of volcanic rock are good sources of the exotic minerals that are needed for some Hermetic laboratories. &lt;br /&gt;
&lt;br /&gt;
Fishing villages dot the islands, and the larger islands have substantial towns. Many of the inhabitants use water heated by the volcanoes for bathing, and the island-dwellers could be recruited to act as covenfolk.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Story Seeds for Mythic Europe&#039;s Volcanoes====&lt;br /&gt;
=====Creeping Earth===== &lt;br /&gt;
At [https://en.wikipedia.org/wiki/Phlegraean_Fields Campi Flegrei] parts of the earth frequently creep, causing the earth to rise by 10 to 12 feet over a period of several years. This is fast enough for people to observe, and the inexorably rising earth can cause buildings to collapse and split. This is clearly a supernatural&lt;br /&gt;
phenomena, and the recent collapse of a small town not long after a new church&lt;br /&gt;
was constructed has convinced some magi that the creeping earth is the work of a magical spirit at the heart of Campi Flegrei, fighting against the encroachment of the divine on natural places.&lt;br /&gt;
=====Pompeii and Herculaneum===== &lt;br /&gt;
The Roman towns of [https://en.wikipedia.org/wiki/Pompeii Pompeii] and [https://en.wikipedia.org/wiki/Herculaneum Herculaneum] were destroyed in an eruption of [https://en.wikipedia.org/wiki/Mount_Vesuvius Mount Vesuvius] in 79 AD. If your saga follows history, then these towns are buried and their location is not precisely known in 1220. However, the eruption and subsequent destruction was documented by Roman writers, so magi may decide to search for the towns.&lt;br /&gt;
&lt;br /&gt;
It is possible that the violent eruption caused the towns to fall into a [[Ars_Magica_5E_Standard_Edition,_Chapter_Twelve:_Realms#Regiones|regio]], and perhaps the inhabitants, or their descendants, still live within. Maybe there is even still a functioning Temple of Mercury within the towns. The entrance to the regio might be found within the crater of Mount Vesuvius (or even other volcanoes). The townsfolk (who are surely supernaturally changed by their experience) could be recruited as covenfolk by the Burning City. Alternatively, perhaps the towns really are merely buried beneath tons of ash and mud.&lt;br /&gt;
&lt;br /&gt;
In either case, the two towns are now inextricably entwined with volcanism. This means that any artifacts recovered from Pompeii or Herculaneum may be used as a Sympathetic Connection of +1 to aid the Penetration of effects that target creatures that live in volcanoes. Artifacts from Pompeii or Herculaneum also have a +3 Shape and Material bonus for volcanism effects. This Shape and Material bonus is in addition to any other bonuses for the artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Italian Volcanoes===&lt;br /&gt;
Campi Flegrei, or the Burning Fields, is an area of volcanic activity about five miles across located very near the city of [https://en.wikipedia.org/wiki/Naples Naples]. There are numerous craters and the last eruption was in the year 1158, in which the crater of [https://en.wikipedia.org/wiki/Solfatara_(volcano) Solfatara] exploded. Some of the craters have been flooded by the sea, creating harbors.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Etna Mount Etna] is one of the most active volcanoes in Mythic Europe. It is almost 10,000 feet high and it dominates the skyline above the Sicilian city of [https://en.wikipedia.org/wiki/Catania Catania]. At the summit of the mountain there are two main craters (Bocca Nova, and Voragine), and together the craters are nearly continuously sending forth showers of ash and molten rock. Every few years there are larger eruptions that cause rivers of lava to flow from the mountain, and there are hundreds of frozen rivers of lava on the volcano’s flanks. The last large eruption was in 1194. Exceptionally large eruptions occur every few hundred years, and during these eruptions massive fountains of lava are ejected thousands of feet into the air. Some legends say that the two main craters are inhabited by separate magical spirits who have trapped several brother-spirits beneath the earth. The escape of one of the brothers could&lt;br /&gt;
cause a major eruption and the formation of a new crater. Other legends say that there is only a single magical spirit beneath the crater (see [[Realms_of_Power:_Magic_Chapter_Seven:_Magic_Spirits#Mount_Etna|Realms of Power:Magic, page 111]]).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Lipari Lipari] is an island volcano in the Eolian Islands. The volcano has a number of small craters, which have been fairly quiet of late — although there are records of a large explosive eruption several hundred years ago. The island is the pre-eminent source of pumice and obsidian in Mythic Europe. Lipari has been continuously occupied since before Roman times and there are a number of&lt;br /&gt;
settlements on the island. The largest is the town of Lipari, which is the seat of the bishop of Lipari (which has been a diocese since the fifth century).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Stromboli Stromboli] is another island volcano in the Eolian Islands, with a number of craters. The volcano is nearly constantly active, and most evenings glowing fragments of lava are ejected hundreds of feet into the air from the crater. Although the intensity of this continuous activity varies from week to week, it is fairly predictable and not very hazardous. However, every few years, rivers of lava flow from the volcano into the sea. These outflows can overwhelm the unprepared, but even this hazard does not prevent people settling on the island, and there are a number of fishing villages on the coast. Even more rarely (perhaps once in a generation) a large explosive eruption occurs, which can cause damage within several miles of the volcano.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Mount_Vesuvius Vesuvius] is near Naples and is, like Stromboli, almost continuously active at a low level, though it sometimes falls almost dormant for periods of about a century. During times of activity, larger eruptions might send fountains of lava into the air, or rivers of lava down the mountain slopes.&lt;br /&gt;
Vesuvius is also famous for unexpectedly erupting in a massive explosion, typically following a period of dormancy. The Roman towns of Pompeii and Herculaneum were destroyed in such an eruption (see nearby insert).&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vulcano Vulcano] is formed by two islands in the Eolian Islands: the main island is Vulcano and just north is a smaller island Vulcanello. There are a number of small villages and monasteries on the larger island, and the island is reputed to be a very healthy place to live; many people bathe in hot mud pools on the beach. The rim of the main crater (La Fossa) is constantly blanketed in steam and sulfurous fumes.&lt;br /&gt;
&lt;br /&gt;
===Volcanoes in Iceland===&lt;br /&gt;
&lt;br /&gt;
Iceland, which was first settled by Vikings in the ninth century, is pockmarked with dozens of active volcanoes.&lt;br /&gt;
&lt;br /&gt;
One of the most active volcanoes is [https://en.wikipedia.org/wiki/Hekla Hekla], which has recently had major explosive eruptions in 1104, 1158, and 1206.&lt;br /&gt;
&lt;br /&gt;
If your saga follows history, then there are subsequent eruptions in 1222, 1300, and 1341. The eruptions of 1104 and 1158 were so vast that debris and ash landed over most of Iceland.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lj%C3%B3sufj%C3%B6ll Ljósufljö] volcanic field is a long strip of steaming fissures and craters that covers an area about 30 miles long and 3-6 miles across. The last major eruption occurred in 960.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Reykjanes Reykjanes] volcano is a cluster of small craters. The last eruption was in 1211, and if your saga follows history, it erupts again in 1226. The similar, nearby [https://en.wikipedia.org/wiki/Kr%C3%BDsuv%C3%ADk_(volcanic_system) Krísuvík] cluster last erupted in 1151 and 1188.&lt;br /&gt;
&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Brennisteinsfj%C3%B6ll Brennisteinsfjöll] volcano erupted in 1000, 1188, and 1200. The eruption of 1000 occurred at the same time as the Icelandic parliament met at [https://en.wikipedia.org/wiki/%C3%9Eingvellir Thingvellier].&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Katla_(volcano) Katla] is another highly active volcano, although it is usually hidden beneath the [https://en.wikipedia.org/wiki/M%C3%BDrdalsj%C3%B6kull Myrdalsjökull] icecap. Because of its ice covering, large eruptions from the volcano spew an impressive amount of debris over most of Iceland, and even the rest of northern Mythic Europe. The most recent large eruptions were in 920, 950, 1150, and 1177. If your saga follows history, then there are subsequent eruptions in 1245, 1262, and 1311. A smaller volcano, [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull Eyjafjallajökull], a dozen miles to the west and likewise beneath an icecap, sometimes erupts in the months prior to Katla; the spirits of the two volcanoes may be somehow related.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/B%C3%A1r%C3%B0arbunga Bárdarbunga] is a large volcano partially hidden beneath the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] glacier. The volcano periodically causes floods of glacier melt, and has occasional large, explosive eruptions. The most recent eruptions were in 1080, 1159, and 1210.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/%C3%96r%C3%A6faj%C3%B6kull Öraefajökull] is the highest peak in Iceland, and beneath it lies a large, dormant volcano. The large central crater (about two miles in diameter) is completely covered by the [https://en.wikipedia.org/wiki/Vatnaj%C3%B6kull Vatnajökull] icecap. Although the volcano has been quiet for some time (if your saga follows history), it spectacularly erupts in 1362.&lt;br /&gt;
&lt;br /&gt;
===Affecting Volcanoes with Hermetic Magic===&lt;br /&gt;
&lt;br /&gt;
Volcanoes contain bubbling, liquid lava, volcanic rocks, sulfurous fumes,&lt;br /&gt;
and clouds of ash, all of which makes it hard to determine which Hermetic Forms&lt;br /&gt;
should be used to target a volcano. The following guidelines have been used in&lt;br /&gt;
this chapter to decide which Hermetic Forms are appropriate, and can also be&lt;br /&gt;
used as a guide to the development of your own spells:&lt;br /&gt;
&lt;br /&gt;
{{ArsMformula|Create a volcano, volcanic rock, lava, or volcanic ash|Creo Terram}}&lt;br /&gt;
{{ArsMformula|Create volcanic fumes|Creo Auram}}&lt;br /&gt;
{{ArsMformula|Control/Cause/Stop the eruption of a volcano|Rego Terram (Ignem)}}&lt;br /&gt;
{{ArsMformula|Control de flow of lava|Rego Aquam}}&lt;br /&gt;
{{ArsMformula|Change lava|Muto Aquam}}&lt;br /&gt;
{{ArsMformula|Move volcanic ash about in the air|Rego Auram}}&lt;br /&gt;
{{ArsMformula|Talk to a volcano|Intellego Terram}}&lt;br /&gt;
&lt;br /&gt;
For Terram effects, volcanic ash is the same magnitude of effect as sand (which is usually the base magnitude of the effect), and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone (which is usually one more than the base magnitude of the effect), and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal (usually two magnitudes greater than base), and the base Individual size is a cubic foot. See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Terram_Spells|ArM5 (page 152)]] for details of how the magnitude of Terram effects depends on the type of material being affected.&lt;br /&gt;
&lt;br /&gt;
For Aquam effects, liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet (which is a pool a foot across, and six inches deep). See [[Ars_Magica_5E_Standard_Edition,_Chapter_Nine:_Spells#Aquam_Spells|ArM5 (page 121)]] for details of how the magnitude of Aquam effects depends on the material.&lt;br /&gt;
&lt;br /&gt;
For Auram effects, volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces.&lt;br /&gt;
&lt;br /&gt;
=== Effects to Help Find Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
These effects are used to help find a volcano. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Vulcan&#039;s_Glass|Vulcan’s Glass]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scribe_of_All_That_I_Can_See|Scribe of All That I Can See]]&#039;&#039; are enchanted items that could be used by a team of grogs to help their master find a volcanic site. &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Scent_of_Ash|Scent of Ash]]&#039;&#039; and &#039;&#039;[[Hermetic_Projects_Chapter_Two:_The_Burning_City#Trail_of_Ember|Trail of Ember]]&#039;&#039; are spells, but, of course, your characters could invent similar effects as items if you wish.&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scent of Ash ====&lt;br /&gt;
&#039;&#039;&#039;InAu&#039;&#039;&#039; 15&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Personal, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Smell&lt;br /&gt;
|The caster can smell and identify, on&lt;br /&gt;
the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each&lt;br /&gt;
of the volcanoes he detects. A dormant&lt;br /&gt;
volcano can be detected in this way from&lt;br /&gt;
within one league (three miles), a volcano&lt;br /&gt;
that has erupted within the last 100 years&lt;br /&gt;
can be detected from within seven leagues&lt;br /&gt;
(21 miles), and a volcano that has erupted&lt;br /&gt;
in the last season can be detected from&lt;br /&gt;
within 100 miles. Dormant volcanoes are&lt;br /&gt;
detectable in this way because ash from&lt;br /&gt;
their violent eruption is still present in the&lt;br /&gt;
environment. The ash may have fallen to&lt;br /&gt;
the ground, but some small (but detectable&lt;br /&gt;
via Hermetic magic) fraction has been&lt;br /&gt;
blown up into the air again.&lt;br /&gt;
Of course, the huge plume of ash from&lt;br /&gt;
a large on-going eruption can easily be&lt;br /&gt;
identified without the aid of magic from&lt;br /&gt;
many hundreds of miles away.&lt;br /&gt;
|Base 4, +1 Concentration, +2 Smell}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (30), Two Seasons (23), Three&lt;br /&gt;
Seasons (20), Four Seasons (19).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Scribe of All That I Can See ====&lt;br /&gt;
&#039;&#039;&#039;InTe(Aq)(He)&#039;&#039;&#039; 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day, item maintains Concentration&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted quill helps a character to rapidly draw an accurate map of&lt;br /&gt;
what he can see. The item grants the user&lt;br /&gt;
special magical senses that allow him to&lt;br /&gt;
precisely estimate the distance, shape,&lt;br /&gt;
and relationships among geographical&lt;br /&gt;
features, and figure out how best to represent this information on a page. This is&lt;br /&gt;
information that anyone with sufficient&lt;br /&gt;
skill could determine by merely looking.&lt;br /&gt;
The quill does not draw the map by itself.&lt;br /&gt;
The character draws the map. The quill&lt;br /&gt;
only ensures that the subsequent map&lt;br /&gt;
is accurate and that it can also be very&lt;br /&gt;
speedily drawn, by providing the character with enhanced information about&lt;br /&gt;
what he can see.&lt;br /&gt;
&lt;br /&gt;
It takes 1 Diameter to draw what can&lt;br /&gt;
be seen from a tree-top or church tower,&lt;br /&gt;
and it takes 3 Diameters to draw what&lt;br /&gt;
can be seen from a mountaintop, or by a&lt;br /&gt;
flying character. If what is being mapped&lt;br /&gt;
includes something complicated (like the&lt;br /&gt;
streets of a city) it takes an additional 3&lt;br /&gt;
Diameters to draw the map.&lt;br /&gt;
&lt;br /&gt;
The map produced with the aid of&lt;br /&gt;
the quill can be used in conjunction with&lt;br /&gt;
spells such as Trail of Ember and The Inexorable Search (ArM5, page 131). Having the&lt;br /&gt;
map also gives a character a +3 bonus to&lt;br /&gt;
Area Lore rolls made to navigate the terrain depicted.&lt;br /&gt;
&lt;br /&gt;
The character needs to provide&lt;br /&gt;
parchment and ink (or similar materials),&lt;br /&gt;
and he must be literate if he wishes to&lt;br /&gt;
annotate the map. If the map is not annotated it can only be used by a character&lt;br /&gt;
who successfully makes an (appropriate)&lt;br /&gt;
Area Lore roll against an Ease Factor of&lt;br /&gt;
12. If the map is annotated, it can be used&lt;br /&gt;
by any character literate in the language&lt;br /&gt;
of annotation. The character who created the map can always use it, even if it&lt;br /&gt;
is not annotated.&lt;br /&gt;
&lt;br /&gt;
The requisites are required so that rivers and forests can be mapped too.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision, free requisites; + 5 item maintains Concentration}}&lt;br /&gt;
Required Lab Total to invest effect:&lt;br /&gt;
One Season (50), Two Seasons (38), Three&lt;br /&gt;
Seasons (34), Four Seasons (32).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Trail of Ember ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Arcane Connection, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual&lt;br /&gt;
|The caster of this spell throws a piece&lt;br /&gt;
of volcanic rock onto a map. The rock&lt;br /&gt;
lands on the location of the volcano it&lt;br /&gt;
was expelled from. If the volcano’s location is not bounded by the map, then the&lt;br /&gt;
rock rolls off in the direction that the volcano lies.&lt;br /&gt;
&lt;br /&gt;
If the rock thrown onto the map is not&lt;br /&gt;
volcanic, then it just lands somewhere at&lt;br /&gt;
random. The caster can confirm this by&lt;br /&gt;
casting the spell several times: a volcanic&lt;br /&gt;
rock will always land on the same spot on&lt;br /&gt;
the map.&lt;br /&gt;
&lt;br /&gt;
Note that a volcanic rock created via&lt;br /&gt;
Creo Terram magic will not reveal what&lt;br /&gt;
volcano it came from when thrown onto&lt;br /&gt;
the map with the Trail of Ember spell. This is&lt;br /&gt;
because such a magically created volcanic&lt;br /&gt;
rock did not in fact come from a volcano.&lt;br /&gt;
|Base 4, +Arcane Connection}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Vulcan&#039;s Glass ====&lt;br /&gt;
&#039;&#039;&#039;InTe&#039;&#039;&#039; 20&lt;br /&gt;
&#039;&#039;&#039;Pen&#039;&#039;&#039;: 0, 1 use per day&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Concentration, &#039;&#039;&#039;T:&#039;&#039;&#039; Vision&lt;br /&gt;
|This enchanted mirror allows the&lt;br /&gt;
user to identify the volcanoes in a mountain range. The user turns his back to the&lt;br /&gt;
mountains, and studies the reflected image&lt;br /&gt;
of the mountain range in the mirror. The&lt;br /&gt;
reflected images of the volcanoes glow&lt;br /&gt;
with a red aura.&lt;br /&gt;
&lt;br /&gt;
This spell works because whether or&lt;br /&gt;
not a particular mountain is a volcano is a&lt;br /&gt;
visible property that can be distinguished&lt;br /&gt;
by someone with appropriate skill. This&lt;br /&gt;
spell compensates for the lack of appropriate skill in the observer.&lt;br /&gt;
|Base 2, +1 Touch, +1 Concentration,&lt;br /&gt;
+4 Vision}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (40), Two Seasons (30), Three&lt;br /&gt;
Seasons (27), Four Seasons (25).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border-style: solid; border-width: 3px; border-color: Chocolate&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 7px; padding-right: 7px&amp;quot;| &lt;br /&gt;
====Volcanic Rock as an Arcane Connection====&lt;br /&gt;
A volcanic rock is an Arcane Connection to the volcano it came from that lasts for years and gives a +3 Penetration multiplier. Of course, the Penetration multiplier is only relevant in the rare case that the volcano has Magic Resistance, or if the volcano is within an Aegis of the Hearth. A piece of volcanic rock would not usually be an Arcane Connection to any magical spirits, elementals, demons or other creatures dwelling at the heart of the volcano, but it could be used as a +1 Sympathetic Connection to such creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effects to Create Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
Of course, it might be that the magi cannot find a volcano on a suitable site — perhaps no volcano can be found with a Magical aura, or the volcanoes are far from where the magi want to live. This doesn’t have to be a problem: the magi can raise their own fiery inferno from the protesting earth!&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Tear the Earth Asunder ====&lt;br /&gt;
&#039;&#039;&#039;CrTe&#039;&#039;&#039; 65&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Individual, Ritual&lt;br /&gt;
|The caster of this ritual stabs a dagger&lt;br /&gt;
into the ground: from the wound a volcano rises, and lava and scalding gases erupt.&lt;br /&gt;
Over a period of a day, the volcano erupts,&lt;br /&gt;
darkening the sky with plumes of ash, and&lt;br /&gt;
forming a large volcanic crater.&lt;br /&gt;
&lt;br /&gt;
Obviously, the eruption of the volcano&lt;br /&gt;
devastates villages, towns, monasteries,&lt;br /&gt;
covenants, or other settlements built in its&lt;br /&gt;
shadow. Once the spell has been cast, there&lt;br /&gt;
is no active magical effect; the eruption&lt;br /&gt;
is natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance, and consequent rivers of&lt;br /&gt;
lava and falling ash can also pass unhindered&lt;br /&gt;
through an Aegis of the Hearth. The caster of&lt;br /&gt;
the ritual also needs some form of protection to avoid being killed in the eruption.&lt;br /&gt;
&lt;br /&gt;
The volcano region can be up to 20 miles&lt;br /&gt;
in diameter (though the crater will be a fraction of this size), and the peak can be up to&lt;br /&gt;
15,000 feet high (which would make it one&lt;br /&gt;
of the taller mountains in Mythic Europe).&lt;br /&gt;
|Base 3, +1 Touch, +13 Size}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (130), Two Seasons (98),&lt;br /&gt;
Three Seasons (87), Four Seasons (82).&lt;br /&gt;
&lt;br /&gt;
{{ArsMspell|&lt;br /&gt;
==== Awaken, Sleeping Giant! ====&lt;br /&gt;
&#039;&#039;&#039;ReTe(Ig)&#039;&#039;&#039; 45&lt;br /&gt;
|&#039;&#039;&#039;R:&#039;&#039;&#039; Touch, &#039;&#039;&#039;D:&#039;&#039;&#039; Momentary, &#039;&#039;&#039;T:&#039;&#039;&#039; Part, Ritual&lt;br /&gt;
|This spell is cast in the crater of a dormant volcano, and causes the volcano to&lt;br /&gt;
erupt into life again. The volcanic crater&lt;br /&gt;
can be up to two miles across, and the&lt;br /&gt;
spell has no effect if cast in a location&lt;br /&gt;
other than a volcanic crater. Obviously,&lt;br /&gt;
the caster will be caught in the eruption,&lt;br /&gt;
which may be a problem if he is not protected by appropriate wards.&lt;br /&gt;
&lt;br /&gt;
Once the spell has been cast there is&lt;br /&gt;
no active magical effect; the eruption is&lt;br /&gt;
natural and does not need to Penetrate&lt;br /&gt;
Magic Resistance. The effect is considered&lt;br /&gt;
“slightly unnatural,” as it is natural for a&lt;br /&gt;
volcano to erupt, but the spell artificially&lt;br /&gt;
triggered the eruption.&lt;br /&gt;
|Base 2, +1 Touch, +1 Part, +8 Size,&lt;br /&gt;
+1 affect Volcano (same as stone)}}&lt;br /&gt;
Required Lab Total to invent spell:&lt;br /&gt;
One Season (90), Two Seasons (68), Three&lt;br /&gt;
Seasons (60), Four Seasons (57).&lt;br /&gt;
&lt;br /&gt;
==Hazards of Volcanoes==&lt;br /&gt;
&lt;br /&gt;
The hazards of the volcano include lava, heat, noxious sulfurous fumes, and, of course, eruption.&lt;br /&gt;
&lt;br /&gt;
=== Lava ===&lt;br /&gt;
&lt;br /&gt;
Molten lava has a base damage of +15. This is the level of damage sustained if a character walks on lava or is splashed by lava. If a character has a limb or more of their body covered by lava, it causes +30 damage. If half or more of his body is covered by lava, then the character suffers +45 damage. Finally, if his entire body is immersed in lava, he suffers +60 damage. The character continues to suffer this damage each round, until he has been removed from the lava. As lava may stick to the character, it may be difficult to naturally remove the lava from a character who has been immersed in a pool of lava. Note&lt;br /&gt;
that, apart from defining the base damage for molten lava, these rules are not new; they follow the standard rules for heat and corrosion damage on ArM5, page 181.&lt;br /&gt;
&lt;br /&gt;
Bonuses to the character’s Soak score from any armor he is wearing only apply if the character has less than half of his body covered by the lava. This is because, although the armor provides some protection from splash damage, the lava can flow through and behind the character’s armor once he is substantially covered. Bonuses to Soak from Virtues such as Tough, and the natural hide of some characters (such as Bjornaer magi in Heartbeast form), cannot be bypassed in this way. Most magi will also have a bonus to their Soak from their Ignem Form Score (see ArM5, page 78), which cannot be bypassed either.&lt;br /&gt;
&lt;br /&gt;
=== Boiling Mud and Water ===&lt;br /&gt;
&lt;br /&gt;
Sometimes volcanic activity heats water and mud to scalding temperatures. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling mud and water both cause +3 damage to a character (+6 damage for immersion of a limb, +9 damage for immersion of a torso, and +12 damage for total immersion). Of course, mud pools and hot springs of lesser temperature are not dangerous, and some characters frequently bathe in these for medicinal benefit.&lt;br /&gt;
&lt;br /&gt;
=== Heat ===&lt;br /&gt;
&lt;br /&gt;
Even characters who are merely close to a volcano can take damage from the heat. Characters who approach within 30 yards of molten lava suffer +3 heat damage each diameter.&lt;br /&gt;
&lt;br /&gt;
=== Fumes ===&lt;br /&gt;
&lt;br /&gt;
=== Eruptions ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Protect Characters ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Control Volcanoes ===&lt;br /&gt;
&lt;br /&gt;
==Colonizing the Volcanic Crater==&lt;br /&gt;
&lt;br /&gt;
=== Effects for Buildings ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Live in the Volcanic Crater ===&lt;br /&gt;
&lt;br /&gt;
=== Effects to Deal with Volcanic Inhabitants ===&lt;br /&gt;
&lt;br /&gt;
==Increasing the Lab Total==&lt;br /&gt;
&lt;br /&gt;
=== Shape and Material Bonuses ===&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Customizations ===&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
{{OpenArs Attribution}}&lt;br /&gt;
{{ArsMnavbox}}&lt;/div&gt;</summary>
		<author><name>Kandahar</name></author>
	</entry>
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