Veil of Invisibility: Difference between revisions

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'''R''': Touch, '''D''': Sun, '''T''': Ind
'''R''': Touch, '''D''': Sun, '''T''': Ind
== Opinions and Commentary ==
In Greek mythology, the helm of invisibility was one of the artifacts given to the Olympian gods by the Cyclops, and was vital in defeating the titans. In Ars Magica Fifth Edition, invisibility is a level 20 spell.
The invisibility conferred by this spell isn't perfect, but it is often enough. It is extremely useful in combat (see [[HoHS]]), but also in espionage, theft, and general stealth. This is, arguably, simply too easy at level 20. No self-respecting Hermetic combatant, for example, should go without a helm of invisibility<ref>Arguably, such a simple and useful enchantment should have readily-available lab texts and a lab total of 25 or so that is needed to utilize one is easily achievable for any experienced wizard. Even if this is not allowed, bartering for level 25 or 30 items would surely not be difficult. Given the enormous benefits it confers in combat, spending the small effort needed to create or obtain a helm of invisibility (or its equivalent) would be a must.</ref>; which is just not fun, as everyone ends up fighting invisibly and the players are left with little to imagine. Troupes may want to consider increasing the difficulty of this spell - or of [[Perdo]] [[Imaginem]] or even Imaginem spells in general - as a [[house rule]].
=== Notes ===
<references/>
[[Category:Spells]]
[[Category:Spells]]
[[Category:Magic Realm]]
[[Category:Hermetic Magic]]

Revision as of 12:13, 21 August 2012

Veil Of Invisibility is a canonical PeIm level 20 spell introduced in ArM5, p. 146.

R: Touch, D: Sun, T: Ind

Opinions and Commentary

In Greek mythology, the helm of invisibility was one of the artifacts given to the Olympian gods by the Cyclops, and was vital in defeating the titans. In Ars Magica Fifth Edition, invisibility is a level 20 spell.

The invisibility conferred by this spell isn't perfect, but it is often enough. It is extremely useful in combat (see HoHS), but also in espionage, theft, and general stealth. This is, arguably, simply too easy at level 20. No self-respecting Hermetic combatant, for example, should go without a helm of invisibility[1]; which is just not fun, as everyone ends up fighting invisibly and the players are left with little to imagine. Troupes may want to consider increasing the difficulty of this spell - or of Perdo Imaginem or even Imaginem spells in general - as a house rule.

Notes

  1. Arguably, such a simple and useful enchantment should have readily-available lab texts and a lab total of 25 or so that is needed to utilize one is easily achievable for any experienced wizard. Even if this is not allowed, bartering for level 25 or 30 items would surely not be difficult. Given the enormous benefits it confers in combat, spending the small effort needed to create or obtain a helm of invisibility (or its equivalent) would be a must.