In 5th edition, it's fairly simple.
Rego moves matter around. This includes splitting stone (not perdo, as you're not destroying, just rearranging and moving. You're also not changing the nature of the stone, so not muto).
The following are from the Covenants book and a few other official books. Check the spell index for references.
As per crafting with rego guidelines, after you cast, you need a perception+finesse roll to emulate crafting (but at +3 normal crafting difficulty). You only need the raw materials, as the rego will hold things in place or join them or mix them, so no reagents or catalysts or bonding materials. (Unless they form part of the finished product. Then you need them to begin with and add in relevant form prereqs).
Craftsmen do get material and workshop bonuses, which make their lives easier, but magi with rego craft can do the same things much more quickly if their finesse and perception are high enough.
You only really need the following three spells, and maybe copy them for moving metal and crafting stone respectively:
Ominous Levitation of the Weighty Stone
ReTe 15
R: Voice, D: Conc, T: Ind
Move a stone through the air as fast as a bird flies.
When the caster stops concentrating, the stone immediately falls to the ground.
The spell’s name suggests one of its common applications: dropping a heavy rock onto someone.
Because the stone falls naturally, such an attack is not subject to Magic Resistance.
Instead, an aiming roll is required to hit the intended target (see ArM5, page 86).
Attacking with this spell normally takes two rounds: one to move the stone over the target, and another to aim and release it.
Damage inflicted depends mainly on the size of the stone: +5 for a stone the size of a man’s fist, +10 for a typical building-stone, up to +21 for a large boulder (see also the Impact Table on page 181 of ArM5).
Particularly large stones can damage structures as well as creatures.
The main limitation on this spell’s combat effectiveness is the availability of large stones.
Vilano himself once lamented that there was never a good rock around when he needed one!
(Base 3, +2 Voice, +1 Concentration, +1 affect stone)
The Spell of Wrought Iron (Covenants)
ReTe 15
R: Touch, D: Mom, T: Group
The spell transforms raw pig-iron from a furnace into plain bars of wrought iron, as if a blacksmith had worked the iron in his forge.
The magus must succeed in a Perception + Finesse roll to work the bars and separate out the slag.
The task is normally Easy (6) for a blacksmith, so the base Ease Factor is 9.
Failure means the iron and inclusions do not separate; a botch means that the inclusions go unnoticed, and the iron will be flawed and crack under strain.
(Base 2, +2 Metal, +1 Touch, +2 Group)
The Phantom Blacksmith (Covenants)
ReTe 20
R: Touch, D: Mom, T: Group
The magus transforms iron bars (or other ready iron) into a crafted and formed result, as if a blacksmith had worked to the magus’s instructions.
The magus must succeed in a Perception + Finesse roll substituting for the smith’s Craft: Blacksmith roll, with +3 to any Ease Factor.
Failure means that the device also fails to function; a botch means it has hidden flaws.
(Base 2, +2 Metal, +1 Touch, +2 Group, +1 flexibility)
The following additions would be useful for more versatility.
The Carpenter’s Keen Eye (Covenants)
InHe 15
R: Voice, D: Mom, T: Group
The magus learns whether wood is suitable for use in carpentry, with an indication of the treatment needed (e.g.“unseasoned — season it”, or “old, brittle, and dry — discard it”).
(Base 3, +2 Voice, +2 Group)
The Mystical Carpenter (Covenants)
ReHe 25
R: Touch, D: Mom, T: Group
The magus selects a pile of wood, and the spell cuts, splits, carves, and joins the wood into the desired form.
Any nails needed must be supplied, but wooden dowels can be formed from the supplied wood.
The magus must make a Perception + Finesse roll to determine the success of the process, substituting for a Craft: Carpenter roll, and if this fails, the results is just a mess of chopped-up wood.
The Ease Factor is at least 3 higher than a carpenter’s Craft roll would require, so the simplest basic items have an Ease Factor of 6, increasing as the task gets harder.
If the magus chooses inappropriate wood (such as green, unseasoned wood), the spell still acts — as if an unwilling carpenter worked against his better judgment — but the resulting goods will undoubtedly split and warp later.
The magus’s choice of wood can be improved by The Carpenter’s Keen Eye, or the advice of a real carpenter.
(Base 5, +1 Touch, +2 Group, +1 flexibility)
The Invisible Glass-worker (Covenants)
ReTe 4
R: Touch, D: Mom, T: Ind
The magus may transform a piece of glass into a finished form, as if a glassworker had shaped and formed it.
The magus must succeed with a Perception + Finesse roll substituting for Craft: Glassworker against an Ease Factor at least 3 higher than the mundane Ease Factor.
Failure reduces the glass to a slumped lump as if an incompetent beginner had worked on it.
Note that in the thirteenth century, most glass is not particularly clear — making clear glass is an alchemical process, beyond a craft-spell.
Glass often has bubbles and distortions unless a real expert works on it, with a proportionately high Ease Factor.
(Base 2, +1 Glass, +1 Touch)
These last two are great for rounding out the magus.
Start with finesse 5 and good perception, and remember you're using perception + finesse in a COMBAT attack roll, so you'll use the combat rules not spell casting damage rules, and you won't have to worry about penetration bypassing magic might.
Invisible Sling of Vilano
ReTe 10
R: Touch, D: Mom, T: Ind
Hurl a stone (of a size that could be thrown with a mundane sling) at a target within range.
Unlike the standard version of Wielding the Invisible Sling (ArM5, page 155), this spell hurls the stone as a projectile.
An aiming roll is required to hit the intended target, but if it succeeds, Magic Resistance offers no protection.
The stone inflicts +5 damage on impact and has a range increment of 20 paces.
(Base 5, +1 Touch)
The Stone Palanquin (unofficial)
ReTe 15
R: Touch D: Sun T: Ind
Enchants a stone, large enough to bear the caster, to carry him along at his mental direction. The stone moves with a speed, direction, and height above the ground that he decides (maximum speed as of a galloping horse, maximum height of 10 paces above the ground). The stone can only maneuver across terrain that can support it, and so cannot cross water or crevasses without sinking unless they are no more than 10 paces deep. If the caster directs the stone to maneuver rapidly, he may be forced to make a Dexterity + Agility roll or fall from the stone.
(Base 3, +1 Touch, +2 Sun, +0 Ind, +1 for enhanced effect) (Contributor: Hargifex)
These are the added Rego guidelines:
Rego Terram Guideline
When Rego Terram spells are used to throw stones, the damage inflicted is limited by the level of the spell.
Low-level spells may be able to move heavy stones, but they cannot throw them violently enough to do a lot of damage.
- Level 5: Hurl a stone projectile with enough force to do +5 damage
(range increment of 20 paces)
- Level 10: Hurl a stone projectile with enough force to do +10 damage
(rangeincrement of 20 paces)
- Level 15: Hurl a stone projectile with enough force to do +15 damage
(range increment of 20 paces)
Impact Table
Type of Impact <-> Damage
- Falling <-> +1 per two feet*
- Jug dropped from second floor <-> +6
- Inside collapsing wooden house <-> +15
- Mature tree felled onto character <-> +18
- Inside collapsing stone building <-> +21
*Bonus is doubled for hard surfaces, halved for soft.
Rego magic can make any change a mundane craftsman can effect, even when the magus is limited by lack of tools, time, or skill.
However, Rego cannot create matter, so whatever is in the final product must be supplied as source material: to turn iron into steel a magus needs both iron and carbon; to dye cloth or leather she must have a supply of dye.
Materials that a craftsman would use and then remove from the product, are not needed for craft magic.
For example, magic can bleach skins to make parchment without the lye that a percamenarius must use.
Rego craft magic works by rearranging existing material, and requires a Finesse roll to control this rearrangement.
(Creo magic draws on the realm of Forms to produce things, which are always at least roughly right.) As a baseline, this has an Ease Factor at least 3 higher than the Ease Factor for doing the same thing by normal craft.
Failure means that the spell produces a mess rather than a useful item; a botch means that the failure is overlooked (that is, the object is seemingly normal) but will let the user down treacherously, usually when he least expects it.
For example, a botched woven cloth might not unravel until a garment made from it is worn in public; a botched parchment might accept the ink, but flake it off when left undisturbed.
Factors which might increase the Ease Factor of the Finesse roll include drastic shortening of time.
While a day’s work in an instant is “just normal magic,” a month’s or longer effort would increase the Ease Factor by +3 for a month’s work, +6 for a season’s work, or +9 for a year’s work.
If the mundane craft would use many temporary substances to process the work, consider adding +3 or more to the Ease Factor.
Rego craft as rearrangement of materials means that some functions of the mundane craftsman are outside the province of craft magic.
For instance, a butcher can kill an animal with a knife, but craft magic cannot do this, as lifeinto- death is not a rearrangement but a destruction (which falls in the realm of Perdo magic).
(Non-craft Rego could, however,, with enough Finesse, wield a knife to similar effect.) Similarly, a skilled craftsman can examine and interpret an object’s manufacture and guess at its history or function, but this is not rearrangement of materials either, it is Intellego magic.
Extending the duration of a Rego craft spell makes the spell perform the same action over and over on the same starting materials — it is almost always inappropriate.
Craft Task <-> Craft Ease Factor <-> Minimum Re Craft Ease Factor (Finesse)
- Trivial <-> 0 <-> 3
- Simple <-> 3 >-> 6
- Easy <-> 6 <-> 9
- Average <-> 9 <-> 12
- Hard <-> 12 <-> 15
- Very Hard <-> 15 <-> 18
- Impressive <-> 18 <-> 21
- Remarkable <-> 21 <-> 24
- Almost Impossible <-> 24+ <-> 27+
Best Answer
I say thee NAY! There shall not be such thing as XP but onley the progression to thee skills and arts thou hast achieved!
To increase characteristics there shall be MAGICK! An the true magick I bespake of here be they magick of Creo!
clears throat
Ok, there is more than enough to gain Characteristics as well as virtues (and flaws) so there is absolutely no need to crack with the HR whip.
Virtues to power.
Some virtues can be gained - like some variant of the gift - if you do the right things. Like gaining an infernal contract can instill you with the Infernal Gift. You can also be introduced to a house mystery, like the Bjornaers Heartbeast. And then there are even more obscure ways, for example through Original Research1A or via Ancient Magic1B or other means as decided by the GM, especially in respect to mundane or physical virtues.
You might deem some seasons dedicated to positioning yourself better in the courts (and gaining experience in this or that skill) fitting to grant some virtues, such as title, or an Adventure just brings it with it. Other virtues, like a mages rank, do have specific requests what needs to be fulfilled and come automatic.
Creo Corpus/Mentem & Muto Corpus
Creo can be used to alter physical (corpus) and mental (mentem) statistics with Magic, but doing so in a semi-permanent way demands a pretty hefty spell. Reference the Tables in the core book!
There is all the guideline you need! No XP involved. There is actually no XP involved in the whole Ars Magica 5E, just experience in certain things, and you can't have experience in being beautiful or strong, you can only warp the body or mind to befit the picture. And keep in mind, that permanencya increases the magnitude of spells: Those levels are for spells that befit the "Personal, Momentary, and Individual"5 spells.
For a longer duration you normally would need to push the magnitude by 4 for Year, netting you at least a Level 55 ritualistic spell (due to beiong a level>=50 spell) to gain a personal +1 on one physical or mental stat for one year - which clearly is not a task easily done and is a full 5 points into the "must be a ritual" area. But boosting the power like this is not even necessary really:
There are explicitly spells under Creo Mentem, that raise a characteristic permanently while being ritualistic at a lower level. The Gift of Reason (CrMe35) explicitly says:
It is permanent, and it has to be done as a Rite, and thus also demands 1 point of appropriate Vis per Magnitude6, so a sum of 7 of Creo and Mentem Vis in this case. This adds 7 botch dice - dangerous! - unless you manage to achieve calm conditions. Acquiring and preserving these is not the easiest task, but clearly "easier" than doing a rite that has a 1-year duration.
On the other hand, Muto Corpus can give minor abilities pretty easily:
For one year, adding 4 magnitudes makes this a spell of level 10 (3 magnitudes for 5, then 1 for 10), allowing it to be cast easily and spontaneously. However, what counts as a minor ability? The standard example is "Eyes of the cat", granting some sort of low light vision.
Using the level 10 base ("turn a human into a land animal") would allow adding drastic changes: virtues like Large, Small frame are well within the doable here, and 1-year duration would bring it to 30, so not even demanding a ritual spell.
Conclusion
What XP does he want to spend there at all? There are no unbound Experience Points in the system! And how to relate "XP" spent on increasing characteristics or virtues to experience in skills? No, that is not intended in the system, it would break the game. You can gain all those nifty characteristics by casting them upon yourself, while many virtues (and flaws!) are to be gained with roleplaying, research and yet again research!
You might tell him about some of the fundamental ideas behind Ars Magica's progression system:
You don't lift weight to become stronger and inflict more damage in the middle ages, you hone your skills in swordsmanship and fighting in armor to increase the damage you inflict. You might become stronger on the way, you might not, but that's a GM decision, as you also age while training. If you start as a child, then you do mayhaps get stronger, but at the same time, children characters do get different characteristics: a flat out -4 to 0 modifier on all of them8.
You don't become smarter because you study, you know better, thus it is raising your skills! Magic though allows you to alter your Mind and Body, so train your arts if you want to boost yourself.
Notes
a - the longest valid duration as of the basic rules unless some parts reference permanency is year5. This is a House Rule suggestion:
The GM might increase the chart by two+ steps. If this is done, I suggest to do this somewhat analog to the Arcane Connections9 table, adding Decade and Permanent/Infinite for +6 magnitudes from momentary.
The GM might at his own discretion add other steps between Decade and Permanent for balancing the rather large steps. Another idea to enforce the absolute rarity of such potent spells, would be to have the two+ extra steps each being worth 2+ magnitudes to step up, turning permanency into a +8+ magnitude adjustment (for a minimum of level 75 to alter Characteristics to +1).
Literature
1A - Houses of Hermes: True Lineages, p. 26-37, "Original Research"
1B - Ancient Magic (Preview), p6, "integrating ~"
2 - Core Rules 5th Ed, p 116, "Creo Animal Guidelines"
3a - Core Rules* 5th Ed, p 130, "Creo Corpus Guidelines"
3b - Core Rules* 5th Ed, p 130, "Creo Corpus Spells"
4 - Core Rules 5th Ed, p 148, "Creo Mentem Guidelines"
5 - Core Rules 5th Ed, p 111-115, "Chapter Nine - Spells"; here: p 112
6 - Core Rules 5th Ed, p 81: "Ritual Magic" & p83: "Vis must be used when casting Ritual spells, as noted above. [...] For every pawn of vis used, [...] roll an extra botch die if the casting roll is stress and comes up a zero.[...] includes [...] Ritual spell."
7 - Core Rules 5th Ed, p 132, "Muto Corpus Guidelines"
8 - Core Rules 5th Ed, p 29, "Starting Character Age"
9 - Core Rules 5th Ed, p 84, "Arcane Connections"