Here’s some new spells and some old spells and some in-between spells from Magia Nova. Each spell has an Art (like Cambio/Change or Creo/Create) and a form (Foco/Fire /Magic or Aria/Air/Spirit), so there are spells for all combinations for each level. You can see all level 1 spells in Grimorio da Tasca.
Developmentwise, it’s been complicated. Inspired by Ars Magica, I started with more Ars and more Forms, but then narrowed them down to 4 Arts and 4 Elements as I wanted to use mostly OD&D spells analogues from S&W Whitebox.
So, old spells just stay normal, but sometimes their wording is changed a bit, either to fit the short-form, or to make them fit the short form, or to fit the art-element frame, like this level 1 Creo Foco spell, made to replace Light:
Flame
Range: 120′. Duration: 1 h. + 10 min./lvl
The caster creates a flame big as a fist and bright as a torch, coming off target object. It does not need fuel and spreads like normal fire. The burning object deals 1d6 damage if used in melee.
Then there’s the “well, your annoyingly narrow focus is now more entertaining” category, level 2 Sento Aria (Aria also covers spells about spirits and illusion and ethereal stuff in general):
Pierce the Veil of Deception
Range: self. Duration: 1 h.
This caster can see what otherwise would be magically invisible or hard to see, like secret doors, invisible or ethereal beings. In addition they will sense that there’s something wrong while exposed to other types of illusions and phantasms.
Pierce the Veil of Deception is here to replace and extend Detect Invisible, with a better name. Then, as the framing is for 108 spells there’s the”just new spells”, as the grids were gappy, so a level 2 for Creo Aqua (Create Water, which also covers life):
Life Ebullient
Range: touch. Duration: 1 h.
The subject creature becomes engorged with bristling energy and either recovers all temporary damage or gains 2d4+2 temporary hits.
Two spells did not fit in the grid, but:
- you either won’t miss Magic Missile because you hate it, or you’ll use Maleficence rules that let you shoot noxious effects.
- Move Earth got moved to level 5 and merged with Rock to Mud, into this new level 5 Cambio Terra (Change Earth) spell here, which fits into the “in-between”:
Bind the Hills
Range: touch. Duration: 1 h.
The spell alters orology, moving earth, hills, mountains at 6 feet/minute: when the spell ends the earth stops moving. The spell can also alter earth, stone and mud into each other, but this change changes to normal after 3d6 days.
There are also 2 more spells that don’t fit: Summon Elemental and Animate Dead. but those have some special rules themselves.