Nigrasaxa Book, The Covenant of Nigrasaxa
Your covenant is a fairly young one, founded a mere twenty years ago, in 1201, by Maximianus of House Bonisagus. He is much older than any of you, and rules the covenant. The library is of average quality, there are some small supplies of vis, and the covenant is in a magic aura with a value of 3.
The covenant buildings consist of two towers, magically conjured of shining black rock from which the covenant takes its name. These towers are linked by two bridges, one usable by all covenfolk and the other, the higher, restricted to magi. Only one tower has a door to the outside; the second tower must be entered from the first. The first tower contains the common areas of the covenant: the kitchens, the great hall, the library, and the council chambers. The second contains the living quarters for the staff and the sancta of the magi. The towers are rather larger than the covenant needs, and are sparsely furnished. They are structurally sound, however.
The mundane operation of the covenant is something of a mystery to you. There is an autocrat, William of Thanet, and he organizes the servants, reporting to Maximianus. The captain of the guard, Eleanor Sworder, organizes the grogs, the covenant guards and also reports to Maximianus.
The covenant is located in Suffolk, in the Stonehenge Tribunal. You have only recently arrived, and know very little about it or the surrounding area.
The Library
Arcane Texts
Health and True Function of the Human Form, by Maximianus of Bonisagus (summa on Corpus, level 15, quality 9)
The Passage of the Waves, by Henricus of Mercere (summa on Aquam, level 10, quality 7)
Change and Renewal and Decay, by Gerfallon of Criamon (summa on Muto, level 12, quality 5)
Beginnings, by Odoacar of Merinita (liber quaestionum on Creo, target 0, quality 11)
Healing, by Maximian of Bonisagus (liber quaestionum on Creo, target 3, quality 12)
Control, by Pertinax of Tremere (liber quaestionum on Rego, target 0, quality 12)
Mastery and Majesty, by Pertinax of Tremere (liber quaestionum on Rego, target 3, quality 10)
Bone and Sinew, by Maximianus of Bonisagus (liber quaestionum on Corpus, target 6, quality 11)
The Digestion of Food, by Maximianus of Bonisagus (liber quaestionum on Corpus, target 8, quality 12)
The Four Humors, by Maximianus of Bonisagus (liber quaestionum on Corpus, target 10, quality 12)
The Pulse of Magic, by Junius of Tytalus (liber quaestionum on Vim, target 13, quality 16)
Threshold of Resurrection, by Hagar of Ex Miscellanea (tractatus on Corpus, quality 15), Shadow of Life Renewed
Warriors’ Deliverance, by Maximianus of Bonisagus (tractatus on Corpus, quality 10), Healer's Ring
Full Health and Vitality, by Maximianus of Bonisagus (tractatus on Corpus, quality 8), Incantation of the Body Made Whole
The Lame Leap, by Maximianus of Bonisagus (tractatus on Corpus, quality 6), Severed Limb Made Whole
Watching Over, by Maximianus of Bonisagus (tractatus on Corpus, quality 6), Eye of the Sage
Purging the Infection, by Maximianus of Bonisagus (tractatus on Corpus, quality 5), Restoration of the Defiled Body
Closing the Wounds, by Maximianus of Bonisagus (tractatus on Corpus, quality 4), The Chirurgeon's Healing Touch
Questions and Justice, by Tullius the Quaesitor (tractatus on Mentem, quality 4), Posing the Silent Question
Authority and Humility, by Deuderach of Tremere (tractatus on Mentem, quality 4), Aura of Rightful Authority
On Standing Firm, by Dhuoda of Bjornaer (tractatus on Terram, quality 3), Hands of the Grasping Earth
Mundane Texts
Health and Healing, by Maximianus of Bonisagus (summa on Medicine, level 6, quality 9)
On the Order, by Deusdeditur of Bonisagus (summa on Hermes Lore, level 4, quality 8)
The Balance of Humors, Volume I, by Maximianus of Bonisagus (liber quaestionum on Medicine, target 0, quality 12)
The Balance of Humors, Volume II, by Maximianus of Bonisagus (liber quaestionum on Medicine, target 2, quality 12)
The Gate of Learning, by Alberic of Lyons (liber quaestionum on Artes Liberales, target 0, quality 11)
The Code Interpreted, Volume I, by Tullius the Quaesitor (liber quaestionum on Hermetic Law, target 0, quality 12)
The Code Interpreted, Volume II, by Tullius the Quaesitor (liber quaestionum on Hermetic Law, target 2, quality 11)
A Warning Against the Works of Hell, by Brother Humilitas of Caen (liber quaestionum on Occult Lore, target 0, quality 10)
On the Eye, by Maximianus of Bonisagus, Medicine (tractatus on Medicine, quality 10)
On Bleeding, by Maximianus of Bonisagus (tractatus on Medicine, quality 8)
On Congestion of the Lungs, by Maximianus of Bonisagus (tractatus on Medicine, quality 8)
On the Stars and Humors, by Maximianus of Bonisagus (tractatus on Medicine, quality 7)
On the Limits of Magic, by Maximianus of Bonisagus (tractatus on Magic Theory, quality 5)
The Hermetic Arts, by Scriptor of Bonisagus (tractatus on Magic Theory, quality 4)
Spells
Listed Alphabetically by Technique and Form
Parching Wind (PeAq10)
Curse of the Desert (PeAq20)
Calling the Odious Drought (PeAq35)
Bind Wound (CrCo10)
Charm Against Putrefaction (CrCo10)
Free the Accursed Body (CrCo15)
Gentle Touch of the Purified Body (CrCo15)
The Chirurgeon’s Healing Touch (CrCo20)
Restoration of the Defiled Body (CrCo25)
Free the Accursed Body (CrCo30)
The Severed Limb Made Whole (CrCo30)
Incantation of the Body Made Whole (CrCo40)
Free the Accursed Body (CrCo45)
Healer’s Ring (CrCo50)
Free the Accursed Body (CrCo60)
The Shadow of Life Renewed (CrCo75)
Physician’s Eye (InCo5)
Revealed Flaws of Mortal Flesh (InCo10)
The Inexorable Search (InCo20)
Tracing the Trail of Death's Stench (InCo20)
Eye of the Sage (InCo30)
Sight of the True Form (InCo30)
Disguise of the New Visage (MuCo15)
Gift of the Bear’s Fortitude (MuCo25)
Dust to Dust (PeCo15)
Confound the Connection (PeCo25)
Rise of the Feathery Body (ReCo5)
Gift of the Frog’s Legs (ReCo10)
Endurance of the Berserkers (ReCo15)
The Gift of Vigor (ReCo20)
The Leap of Homecoming (ReCo35)
Illusion of the Shifted Image (ReIm10)
The Captive Voice (ReIm15)
Confusion of the Insane Vibrations (ReIm30)
Image from the Wizard Torn (ReIm 30)
Haunt of the Living Ghost (ReIm30)
Return of Mental Lucidity (CrMe15)
Gift of Reason (CrMe25)
Return of Mental Lucidity (CrMe30)
Return of Mental Lucidity (CrMe40)
Frosty Breath of the Spoken Lie (InMe20)
Posing the Silent Question (InMe20)
Thoughts Within Babble (InMe25)
Peering into the Mortal Mind (InMe30)
Emotion of Reversed Intentions (MuIm20)
Aura of Rightful Authority (ReMe20)
Hands of the Grasping Earth (ReTe15)
Hermes’ Portal (ReTe75)
Sense of the Lingering Magic (InVi30)
Sight of the Active Magics (InVi40)
Wizards' Communion (MuVi20)
Wind of Mundane Silence (PeVi20)
Demon's Eternal Oblivion (PeVi30)
Wind of Mundane Silence (PeVi40)
Demon's Eternal Oblivion (PeVi50)
Aegis of the Hearth (ReVi20)
Aegis of the Hearth (ReVi30)
Vis
Stores
Animál: 20 pawns
Corpus: 4 pawns
Creo: 12 pawns
Intéllego: 7 pawns
Vim: 12 pawns
This is the total amount of vis in the covenant. Any distribution must be agreed upon by the magi running the covenant. 6 pawns of Vim vis will be needed at the end of the year to cast Aegis of the Hearth.
Sources
Animál: 5 pawns/year
Corpus: 2 pawns/year
Creo: 3 pawns/year
This year's harvests have been included in the totals listed under “Stores,” above.
Ariel, Follower of Flambeau
Characteristics: Int +3, Per +2, Pre –2, Com –1, Str +1, Stm +1, Dex 0, Qik 0
Size: 0
Soak: +1
Confidence: 3
Encumbrance: 0
Fatigue levels: OK, 0, –1, –3, –5, Unc.
Body levels: OK, 0, -1, -3, –5, Incap.
Abilities: Affinity with Ignem 1, Awareness 3, Concentration 1, Finesse 5, Magic Theory 4, Parma Magica 5, Penetration 6, Scribe Latin 2, Speak English 4, Speak Latin 5
Arts: Creo 10, Intéllego 0, Muto 7, Perdo 8, Rego 10, Animál 0, Aquam 0, Auram 7, Corpus 8, Herbam 0, Ignem 12, Imáginem 0, Mentem 0, Terram 0, Vim 0
Character Notes
You are a member of House Flambeau, and particularly skilled with fire magic. You are particularly good at creating and controlling fire, but changing and destroying it are also easy. The only thing that you are not very good at is finding things out about it.
You also have some ability with human (or human-like) bodies, and with air. Your skills also mean that you have good Magic Resistance, and are good at affecting other magical creatures with your spells.
Virtues and Flaws
Virtues
Magical Affinity (+3): You are attuned to a specific kind of magic, namely, Ignem. This gives you a special Arcane Talent, Affinity with Ignem. You may add your Affinity score to all spell rolls and Lab Totals involving Ignem. You may increase this rating just as you increase other Talents—by spending experience points.
Lightning Reflexes (+2): You respond to surprises almost instantly. In fact, your reflexes are sometimes so fast that you don’t have a chance to think about how you are going to respond. Whenever you are surprised or startled, roll a stress die + Quickness. If you get a 3 or better, you respond reflexively. You must tell the storyguide what one type of action (attacking, blocking, running, etc.) you would like to respond with. If attacking in response, you gain +9 to your Initiative Total. The storyguide is the final arbiter of what happens (though it is always in the best interests of your immediate self-preservation). You only react to threats that you are not fully aware of, so you don’t get a bonus against an assassin you watch sneak up on you. Note that you do not get a choice about whether to react. You could just as easily skewer a friend sneaking up in fun as you would an assassin about to strike. Also note that you must perceive an action to react to it—you can still be easily killed in your sleep. This Virtue gives you no special powers of perception.
Flaws
Creative Block (–1): You have problems creating new things in the lab. You receive –3 on Lab Totals when you invent new spells, craft magic items, and make potions, unless you are working from a lab text. If you experiment, rolls twice as many dice on the experimentation table.
Clumsy (–2): You are not very graceful and tend to drop things—you are at a –3 in all related rolls. Furthermore, roll an extra botch die when taking actions related to Dexterity. Roleplay your clumsiness.
Short-Lived Magic (–2): Your spells do not last as long as they should. Spells that should be permanent last a year; those of a year, a moon; those of a moon, only to the next sunrise or sundown; and those of a sun, merely Diameter. Diameter, Concentration, and Instant spells are not affected, nor are those whose duration is enhanced by vis.
Spells
Arc of Fiery Ribbons
Creo Ignem 25
R: Spec, D: Mom, T: Group
Spell Focus: A Yellow Diamond (+1)
Casting Total: +24
A dozen multi-hued ribbons of flame leap from your hands and fly out 15 paces, covering a 60-degree arc. All those in the arc take +20 damage, modified by –1 for every pace of distance between you and the target. The area affected by this spell is so broad that targeting rolls are only necessary in exceptional circumstances. Targets who sees the ribbons coming can fall flat and therefore suffer half damage. A Qik – Enc stress roll of 18 or better is required to do this, though a +1 bonus to the roll applies for every pace between the target and caster. If this escape roll botches, the target suffers an extra +5 damage. The yellow diamond has associations with the Sun.
Burst of the Sweeping Flames
Rego Ignem 25
R: Sight, D: Mom, T: Ind
Spell Focus: A Ruby (+3)
Casting Total: +24
This spell causes a fire to explode outwards from its source along the ground, as if a giant wind were blowing on it from above. The fire travels no more than 10 paces, but it ferociously ignites anything in its path. The original fire is left dead, but in all probability a number of new fires will be started. The flames cause +5 to +20 damage, depending on the size of the original fire.
Ward Against Heat and Flames
Rego Ignem 25
R: Touch/Near, D: Sun/Year, T: Ind
Spell Focus: Scale of a Flame Drake (+3)
Casting Total: +24
Keeps heat and fire at bay, unable to approach within 1 pace of the target. This renders the target immune to damage from flames or heat of intensity less than that of a house fire. The target gets a +15 Soak against all fire-related damage. Any fire that is smaller than a house fire in intensity (that is, has equal to or less than a +15 damage bonus) doesn't penetrate the ward. Such fires simply dim at the protected person's passing and flare back up after he is gone.
Blade of the Virulent Flame
Creo Ignem 20
R: Reach/Near, D: Spec, T: Small
Spell Focus: The Blood of a Fire Drake (+3)
Casting Total: +24
Forms a fire along the length of a metal blade. This flame doubles the weapon damage score for the blade (or adds +6, whichever is greater), and can start fires as well. After half an hour, the blade becomes so hot that it begins to melt. Once this occurs, the spell ends. The user of the flaming blade must wear gloves as the hilt gets hot, or else the sword cannot be handled. If using the spell focus, you spread the blood along the blade. The +3 focus modifier is also added to damage caused by the blade, because the fire is hotter and more intense.
Conjuration of the Indubitable Cold
Perdo Ignem 20
R: Reach/Far, D: Mom, T: Room
Spell Focus: A Garnet (+3)
Casting Total: +22
Cools the air in the targeted room (or within 10 paces of the target outside), leaving it a little below freezing. All nonliving things are chilled thoroughly, not just on the surface. All living things (except you, if you cast with a Rego requisite) lose one Fatigue level and must make a Stamina stress roll of 6+ to avoid losing a second. House fires become as small as campfires, bonfires become as small as torch fires, and campfires and smaller fires go out.
Charge of the Angry Winds
Creo Auram 15
R: Near, D: Conc, T: Spec
Spell Focus: An Agate (+1)
Casting Total: +18
A wall of wind roars away from you, starting up to 10 paces away and continuing up to 30 paces. The wind is 5 paces wide. All within the area must make a Dex + Size stress roll of 9+ or fall down and be blown along by the winds. The rolls must be made at the start of the gale and each subsequent round that the wind is maintained. You must concentrate on the gale, but you may only maintain it for a maximum of five rounds. Missile fire into or out of the gale is futile, and marching against the gale requires a Str + Size stress roll of 15+. Failure in this attempt mandates another Dex + Size stress roll of 12+ to keep from falling.
Prison of Flames
Muto Ignem 15
R: Reach/Far, D: Sun, T: Ind
Spell Focus: A Small Iron Cage (+1)
Casting Total: +21
Turns a bonfire into a prison shaped like a miniature castle. A person thrown into the middle is not burned, but takes +25 damage if he tries to escape.
The Wound that Weeps
Perdo Corpus 15
R: Near/Sight, D: Mom, T: Ind
Aimed: +0
Spell Focus: A Branch of Holly (+1)
Casting Total: +17
When casting this spell, you point at the victim, possibly with a branch of holly, and a large wound opens on his body. The wound is not a deep one, but it bleeds profusely. The target must make a Stamina stress roll every round. If the result is a botch, he loses two Fatigue levels. If the result is 2 or less, one Fatigue level is lost. If the result is 3 to 8, no level is lost. If the roll is 9+, the bleeding stops. An unconscious target loses Body levels instead of Fatigue levels. A target who is active suffers a –3 penalty to these Stamina rolls, and a completely still target receives a +1 bonus. Of course, accumulated Fatigue and wound penalties apply to all rolls. If outside help is received, a Chirurgy stress roll of 6+ stops the bleeding.
Gift of the Frog's Legs
Rego Corpus 10
R: Touch/Near, D: Spec, T: Ind
Spell Focus: Legs of a Frog (+1)
Casting Total: +19
Allows the target to leap up to 15 feet vertically or 25 feet horizontally (2 feet less for every Encumbrance point). The person must make a Dex – Enc stress roll of 6+ to land without injury. A miss indicates the loss of one Body level, and a botch indicates a broken ankle or other crippling injury. The target can only leap once for each casting of the spell, and that leap must be made within ten seconds. As with a frog's leap, a running start does not improve the leap.
Lamp Without Flame
Creo Ignem 10
R: Touch, D: Conc, T: Room
Spell Focus: Lantern Oil (+1)
Casting Total: +24
Illuminates the room that you are in with a light equal to torch or lamp light, as long as you concentrate. When using lantern oil, you spread it over some object, and the light emanates from that object. When cast outside, this spell illuminates an area about 5 paces across.
Thief of the Stolen Breath
Perdo Auram 10
R: Near/Sight, D: Mom, T: Small
Spell Focus: A Branch of Holly (+3)
Casting Total: +16
Takes a creature's breath out of its lungs, causing panic and the instant loss of a Fatigue level, plus a second level unless a Stamina stress roll of 6+ is made. Casting requisite is Animál for beasts and Corpus for people. This spell cannot effect a target more than once a round.
Caltis, Follower of Tremere
Characteristics: Int +3, Per 0, Pre +1, Com 0, Str +1, Stm +2, Dex –1, Qik –2
Size: 0
Soak: +2
Confidence: 3
Encumbrance: 0
Fatigue levels: OK, 0, –1, –3, –5, Unc.
Body levels: OK, 0, -1, -3, –5, Incap.
Abilities: Certámen 3, Concentration 5, Finesse 4, Folk Ken 3, Guile 2, Hermes Lore 2, Intrigue 2, Magic Theory 4, Parma Magica 4, Penetration 3, Scribe Latin 3, Speak English 4, Speak Latin 5
Arts: Creo 10, Intéllego 7, Muto 8, Perdo 10, Rego 8, Animál 0, Aquam 0, Auram 0, Corpus 0, Herbam 0, Ignem 0, Imáginem 0, Mentem 0, Terram 12, Vim 7
Character Notes
You are most powerful when dealing with stone and other materials drawn from the earth. You are also good at creating and destroying things in general, and you have some skill with the essence of magic itself.
You have some mundane political ability, and you have good defenses against magical attack.
Virtues and Flaws
Virtues
Book Learner (+1): You have a talent for comprehending the writings of others. When studying from books, treat them as if they were two Quality levels higher than they actually are.
Fast Caster (+1): Your magic takes less time to perform than that of other magi. You gain +3 in engagement contests when casting spells.
Side Effect (+2): Your magic has some incidental feature that is generally useful, though occasionally annoying. The intensity of the side effect increases with the level of the spell. Your effect: you gain a commanding presence when casting that translates into a temporary +1 Presence bonus for a short time after casting.
Strong-Willed (+1): You cannot easily be coerced into activities, beliefs, or feelings. You get +3 on any roll which may require strength of will.
Flaws
Magic Addiction (–3): You crave the rush of casting and holding power over magic. Whenever you cast a spell, you have a difficult time stopping yourself from casting again and again until you drop from exhaustion. Whenever you use a stress die in spellcasting, you must, whether or not the spell succeeds, make in Int + Concentration stress roll, against a target number of half the level of the spell (or, if you botched, the full level you were attempting). If you fail, you must immediately either cast a Formulaic spell of at least the same level as the previous spell, or cast any spontaneous spell, expending fatigue. If you botch, you continue casting spells until you fall unconscious.
No Sigil (–1): Your sigil (the symbol of your membership in the Order of Hermes) is held by your parens. You cannot vote at tribunal, and the holder of your sigil can call on you to perform tasks or missions. Any filii you have do not hold their sigils until you possess your own. You must defeat the holder of your sigil in certámen to claim your right.
Oversensitive (–1): You are oversensitive to disrespect. While others find it merely unpleasant, you consider it intolerable. If you are the violent type, you may start fights with those who offend you.
Spells
Circle of the Faerie Stone
Creo Terram 30
R: Near/Sight, D: Sun/Perm, T: Str
Aimed: 0
Spell Focus: A Faerie Mushroom (+3)
Requisite: Vim
Casting Total: +19
Creates a 12-foot-high stone wall in a circle up to 10 paces across. It has a Magic Resistance of +20. This spell only needs to be aimed if you intend to encircle a specific target.
Stone to Falling Dust
Perdo Terram 25
R: Sight, D: Mom, T: Ind
Spell Focus: 100-Year-Old Dust (+3)
Casting Total: +22
One solid non-living, non-metal object weighing up to 500 pounds turns to a pile of dust. A casting requisite may be required, of the Form appropriate to the target.
Earth that Breaks No More
Muto Terram 20
R: Reach/Sight, D: Sun/Inst, T: Spec
Spell Focus: A Chunk of Stone (+1)
Casting Total: +20
Turns a volume of packed dirt up to the size of a Room into stone.
Eyes of the Treacherous Terrain
Intéllego Terram 20
R: Sight, D: Mom/Conc, T: Bound
Spell Focus: A Troll's Eye (+3)
Casting Total: +19
You can tell intuitively if any natural terrain you see is treacherous, such as if a rock field is prone to sliding.
Hands of the Grasping Earth
Rego Terram 15
R: Near/Sight, D: Sun, T: Spec
Spell Focus: A pair of brown gloves (+1)
Requisite: Muto
Casting Total: +20
Earthen hands from beneath the target, rise out of the ground, and grasp the target's ankles. The target can avoid the hands on a Quickness stress roll of 12+. A roll of 9+ indicates that only one ankle is caught (the other hand disappears into the earth). To break free requires a Strength stress roll of 15+ if both ankles are caught, and a roll of 12+ if only one is caught. (One attempt is allowed per round, and each requires a Fatigue roll.) Each hand can be destroyed by beating its +25 Soak roll (hacking weapons do double normal damage). Each hand has one Body level
Pit of the Gaping Earth
Perdo Terram 15
R: Near/Sight, D: Mom, T: Spec
Spell Focus: Earth Taken from a Deep Cavern (+1)
Casting Total: +22
The dirt in a circle 6 paces across recedes into the ground, leaving a pit 9 feet deep.
Seal the Earth
Creo Terram 15
R: Near/Sight, D: Sun/Inst, T: Room
Spell Focus: A Handful of Dirt (+3)
Casting Total: +22
Creates enough dirt to fill in a pit of up to 6 paces across and 3 paces deep.
The Crystal Dart
Muto Terram 10
R: Reach/Far D: Mom, T: Small
Aimed +4
Spell Focus: A Rock Crystal (+3)
Requisite: Rego
Casting Total: +20
A 10-inch crystal dart rises from the ground at your feet, floats into the air, and speeds off like an arrow at a target that is within Far range. It does +10 damage.
Trackless Step
Rego Terram 10
R: Per/Touch, D: Spec, T: Ind
Spell Focus: Hoof-Shaving from a Deer (+3)
Casting Total: +20
You leave no tracks in the earth until you come to a stop, such as to rest or fight.
The Unseen Porter
Rego Terram 10
R: Near/Sight, D: Conc, T: Ind
Spell Focus: A Silver Shaving (+1)
Casting Total: +20
Like Unseen Arm (ReTe 5), but it can carry large objects such as crates. Roughly speaking, it has the capabilities of a very strong person (Str +5). The heavier the object is, the slower the unseen porter moves. If delicacy is required, high Finesse stress rolls (12+ or so) are needed. The spell can only carry inanimate objects, and cannot carry you. It also cannot lift things more than 6 feet above the ground. The focus must be from a valued serving platter. Casting requisites of an appropriate Form for target are required.
Herrit, Follower of Tytalus
Characteristics: Int +3, Per 0, Pre 0, Com –2, Str –1, Stm +1, Dex +1, Qik +2
Size: 0
Soak: +1
Confidence: 4
Encumbrance: 0
Fatigue levels: OK, 0, –1, –3, –5, Unc.
Body levels: OK, 0, -1, -3, –5, Incap.
Abilities: Concentration 3, Folk Ken 5, Hermes Lore 3, Intrigue 4, Magic Theory 4, Parma Magica 6, Penetration 4, Scribe Latin 2, Speak English 4, Speak Latin 5
Arts: Creo 8, Intéllego 10, Muto 0, Perdo 8, Rego 10, Animál 0, Aquam 0, Auram 0, Corpus 12, Herbam 0, Ignem 0, Imáginem 7, Mentem 7, Terram 0, Vim 0
Character Notes
Your magic is strong when dealing with humans or human-like bodies, and you have a fair degree of skill with images and minds, as well. You also have excellent magic resistance.
You are good at understanding people, and figuring them out (and you have magic to help you), but you are not very good at actually talking to them and convincing them to do what you want, although Aura of Rightful Authority helps.
Virtues and Flaws
Virtues
Gentle Gift (+1): Unlike other magi, whose magical nature disturbs normal people and animals, your Gift is subtle and quiet. You do not suffer the usual penalties on rolls for interacting with people and animals.
Keen Vision (+1): You can see farther and more clearly than most. You get a +3 bonus to all rolls involving sight, not including attacks with missile weapons.
Quiet Magic (+2): You can cast spells using only a soft voice at no penalty, and at only a –5 penalty if you do not speak at all. You gain no benefits from using your voice normally or using a booming voice.
Self-Confident (+1): You have firm confidence in your own abilities. You begin the game with one extra Confidence point. This is already included in your statistics.
Flaws
Flawed Parma Magica (–1): Your Parma Magica (a ritual of protection against spells) is defective and provides only half the normal magic resistance against a certain Form: Ignem, in your case.
Noncombatant (–2): You have no interest or ability in the fighting arts. You cannot learn any Weapon Skills, and suffer –3 on all Attack and Damage scores. You may not learn combat spells (defined at storyguide discretion). You cannot pick Virtues and Flaws relating to armament quality. You may learn and engage in certámen.
Tormenting Master (–1): Your master does not believe you have successfully passed the apprentice's gauntlet (the test of becoming a magus). He periodically troubles you with political moves and indirect attacks.
Weak Writer (–1): You write about magic slowly and methodically. You copy spells from your shorthand at (Scribe Latin x 10) levels per season, and copy (Scribe Latin x 30) levels of spells that have already been written out per season. You may only write summa up to one-third of your level in an Art of Knowledge, and write two levels less per season than normal. You copy summae at (Scribe + Dexterity) x 2 levels per season.
Spells
The Eye of the Sage
Intéllego Corpus 30
R: Arc, D: Spec, T: Spec
Spell Focus: A Griffin's Eye (+3)
Requisites: Imáginem
Casting Total: +18
Lets you see a specific person and what is within one pace of that person. The image is clear enough to allow reading. The vision lasts for an hour or until concentration is broken. At distances over 100 miles, the image grows cloudy and becomes obscured. Each pawn of vis expended in casting can extend this limit by 50 miles.
Strings of the Unwilling Marionette
Rego Corpus 25
R: Near/Sight, D: Conc, T: Ind
Spell Focus: A Mannequin of the Target (+3)
Casting Total: +23
You can control the physical movements of a person, such as walking, standing, and turning. If the target resists the control, the movements are jerky. The target can yell, but you can prevent intelligible speech by controlling the target's mouth. The target must be conscious to be moved about. A Strength stress roll of 12+ allows resistance, rolled each round.
Aura of Rightful Authority
Rego Mentem 20
R: Touch/Near, D: Sun/Moon, T: Spec
Spell Focus: Violet Amethyst (+3)
Casting Total: +18
Those who listen to the individual touched during the casting of this spell have their obedience and tendency to follow orders enhanced greatly. Common people generally do as they are told without question (as long as the orders are within the realm of reason). Those who are accustomed to giving orders themselves are much less likely to follow the target's. Bishops, dukes, generals, and magi are not affected by this spell unless it is cast on someone of status near to their own. Even then, such figures are allowed to attempt an Intelligence stress roll of 15+ to resist.
The violet amethyst is commonly made into a brooch or clasp. While casting the spell, usually you give it to the target of the spell to wear and make a shallow bow. Violet amethyst is the stone of Jupiter, and gives political power and ascendancy over the masses.
The Chirurgeon's Healing Touch
Creo Corpus 20
R: Touch/Near, D: Sun/Inst, T: Ind
Spell Focus: Bloodstone (+3)
Casting Total: +20
The person touched can recover a lost Body level by making a Stamina stress roll of 3+, to which is added the highest Chirurgy skill of anyone who has successfully tended the wounds. Also, subtract the wound penalty from the roll. Does not heal damage from poison or disease. Note that the healing is not permanent unless vis is expended to boost the duration.
The Inexorable Search
Intéllego Corpus 20
R: Arc, D: Conc, T: Ind
Spell Focus: A Feather from the Target's Pillow (+4)
Casting Total: +23
Determines the location of a specific person. To cast the spell you need a map and an arcane connection. After casting the spell, you can move your finger over the map at the rate of one hour per square foot of map. When your finger passes over the person's location as represented on the map, you sense the person's presence. (If the person is not in the area covered by the map, no sensations result.) You can locate the person to within a thumb's width on the map. Thus, a map with a larger scale gives more-precise information. Each casting of the spell allows for the searching of one map. A similar spell allows you to search for a dead body (Tracing the Trail of Death's Stench), but you do not know that spell.
Posing the Silent Question
Intéllego Mentem 20
R: Eye/Sight, D: Mom, T: Ind
Spell Focus: A Sapphire (+1)
Casting Total: +18
You can ask one silent mental question of the target, then detect the answer. The truth of the answer is limited by the knowledge of the target. Questions to the effect of “What would you do if ...?” often receive inaccurate replies. You are likely to get what the target thinks he would do, not necessarily what he would really do. The target of this spell does not notice the questioning unless he makes a magic resistance roll.
Confusion of the Numbed Will
Rego Mentem 15
R: Eye/Sight, D: Sun/Moon, T: Ind
Spell Focus: A Speck of Alcohol (+1)
Casting Total: +18
Confuses a person, who must make an Intelligence stress roll to take any direct action. A roll of 12+ ends the spell, while a roll of 9+ lets the character take the intended action, but the spell remains in effect. Any lower roll means the character is confused and takes some other type of action. When it is imperative for the victim to take an action, the storyguide should allow an appropriate modifier to the roll. While under this spell, a character always strikes last in combat and gets at least a –1 on all attacking and defending rolls.
Endurance of the Berserkers
Rego Corpus 15
R: Touch/Near, D: Conc/Sun, T: Ind
Spell Focus: Lock of Hair from a Berserker (+3)
Casting Total: +23
The target's body acts as though it were unwounded and unfatigued for as long as you concentrate (or until sunrise or sunset if vis is used to increase duration). Keep track of the actual Body and Fatigue levels that the body loses while “berserk,” because as soon as the spell wears off, the target loses those levels. If the target runs out of Body levels at any time during the spell, the spell terminates immediately and the character dies. If the target runs out of Fatigue levels, the spell terminates immediately and the character falls unconscious.
Grip of the Choking Hand
Perdo Corpus 15
R: Near/Sight, D: Conc, T: Ind
Spell Focus: Branch of Holly (+3)
Casting Total: +20
The target feels an invisible, strangling hand on his throat. Each round, the target loses a Fatigue level, or a Body level if already unconscious. It requires a Stamina stress roll of 6+ to break the spell, rolled each round. If using the holly spell focus, you point the branch towards the victim while you cast the spell. Holly is dangerous for magi to carry, as peasant superstition holds it to be a harmful plant and it may therefore attract unfavorable attention.
Veil of Invisibility
Perdo Imáginem 10
R: Reach/Touch, D: Sun/Year, T: Ind
Spell Focus: A fern seed (+1)
Casting Total: +16
The target becomes completely undetectable to normal sight, regardless of what it does, but still casts a reflection in a mirror.
Wizard's Sidestep
Rego Imáginem 10
R: Per/Touch, D: Sun, T: Ind
Spell Focus: An opal (+3)
Casting Total: +18
Your image appears up to 1 pace from where you actually are, so attacks aimed there are likely to miss you. Whenever the image is successfully struck, it disappears and reappears in another spot.
Rise of the Feathery Body
Rego Corpus 5
R: Touch/Near, D: Conc/Moon, T: Ind
Spell Focus: The Feather of an Eagle (+3)
Casting Total: +23
Allows the target to float vertically to any height, carrying up to 50 pounds, and rising as fast as smoke rises, slower if carrying a heavy load. The target cannot move horizontally through this spell.
Morlen, Follower of Merinita
Characteristics: Int +3, Per 0, Pre +2, Com +1, Str –2, Stm –1, Dex +1, Qik 0
Size: 0
Soak: -1
Confidence: 3
Encumbrance: 0
Fatigue levels: OK, 0, –1, –3, –5, Unc.
Body levels: OK, 0, -1, -3, –5, Incap.
Abilities: Awareness 4, Concentration 2, Faerie Lore 6, Faerie Magic 1, Finesse 5, Hermes Lore 1, Magic Theory 5, Parma Magica 2, Play Lute 4, Scribe Latin 3, Speak English 4, Speak Latin 5
Arts: Creo 7, Intéllego 10, Muto 10, Perdo 8, Rego 0, Animál 0, Aquam 7, Auram 8, Corpus 0, Herbam 0, Ignem 0, Imáginem 12, Mentem 0, Terram 0, Vim 0
Character Notes
You are a member of House Merinita, and have a deep knowledge of faeries. If faeries are encountered, you should ask the storyguide whether you know anything relevant, because there is a good chance that you will.
Your magic excels with images. This covers the creation of illusions and invisibility, as well as magically spying on distant locations. You are particularly good at finding things out about images, and at changing them, but you are talented at any manipulation of them. You have lesser talents with air and water, and are good at finding out things and changing them, no matter what they are.
Virtues and Flaws
Virtues
Faerie Magic (+1): This gives you a unique Arcane Skill, Faerie Magic, which you purchase along with your other Abilities and improve with experience points. Add your score in this Ability to rolls resisting faerie magic and to rolls when casting faerie magic spells that you learn or invent (you may add this bonus to any of the formulaic spells listed on your character sheet). The higher your score in this Ability, though, the more strange and like the fay you become.
Free Study (+1): You are better at figuring things out for yourself than you are at poring over books. Add +1 to rolls when studying from raw vis (before multiplication).
Inventive Genius (+1): Invention comes naturally to you. You receive +3 on Lab Totals when you invent new spells, craft magic items, and make potions. If you experiment, you get +6.
Sidhe Blood (+2): You are descended from one of the noble Sidhe who rule the lands of Summer and sunlight. You get +1 to all rolls to avoid afflictions due to aging, and +3 to all natural resistance rolls for those spells you want to resist. In addition, because of the striking and unusual qualities of your nature add +1 to your Presence, even it brings you total over +3 (this has already been figured in above). Many mortals may consider you fascinating or alluring.
Flaws
Loose Magic (–1): You lack the concentration, will, or ability to Master spells.
Obligation (–2): You are required to perform certain services for someone. Your obligation is to the faeries at a local forest, where you must lead a debate for one season per year. Failure to perform this service may have serious or lasting consequences.
Poor Reader (–1): You don’t like to read, and don’t read very well. When studying Arts or Knowledges from a book, treat the book as if its Quality were two levels lower.
Poor Student (–1): You don’t understand what others teach you very well. You get a –6 penalty to Lab Totals when learning spells or when working from the lab texts of others.
Spells
Discern the Images of Truth and Falsehood
Intéllego Imáginem 30
R: Near/Sight, D: Conc/ Moon, T: Room
Spell Focus: A Sapphire (+3)
Casting Total: +21
You can tell whether an image has been created or altered through a spell, seeing both the original and false images in the case of alterations. Roll a stress die, adding the level of this spell + 5 when you cast the spell; any illusion spells higher than your roll are not discerned. If you botch the roll, you mistake illusions for the real thing and reality for illusion.
Image Phantom
Muto Imáginem 25
R: Near/Sight, D: Sun/Year, T: Ind
Spell Focus: A Cocoon (+1)
Casting Total: +21
Any one thing, including a living thing, can be made to appear as if it were something else of approximately the same shape and size. The illusion cannot be cast on things that have a shape or size improper to the final appearance, and is broken if anyone, including the target, takes an action that suggests it is something other than what it seems to be. For instance, a person has to curl up to be made to look like a rock; the person's standing up or being touched shows the illusion to be false and ends the spell.
Clouds of Thunderous Might
Muto Auram 20
R: Sight, D: Mom, T: Spec
Spell Focus: The Essence of an Air Elemental (+5)
Casting Total: +17
Changes rain clouds into a full-fledged storm. The storm is non-magical, and lasts as long as a normal storm, usually several hours. This spell cannot be used to make an already existing storm more severe.
Phantasmal Animal
Creo Imáginem 20
R: Reach/Near, D: Sun/Year, T: Ind
Spell Focus: A topaz (+3)
Casting Total: +18
Creates an image of any animal or beast up to the size of a horse (Size +2). Under your direct mental command, it moves about and makes appropriate noises. You need to be able to concentrate whenever you wish to direct the illusion to move in some manner. Note that the image has no scent (or taste), and that this may be noticed by real animals (or people). Of course, a magus may not use this spell to create the image of an animal he or she does not know exists.
The Ear for Distant Voice
Intéllego Imáginem 20
R: Arc, D: Conc, T: Room
Spell Focus: A Rock Crystal (+3)
Casting Total: +21
You can hear what is happening in the place you designate. You must have an arcane connection with the place or with a person there.
Disguise of the Transformed Image
Muto Imáginem 15
R: Near/Sight, D: Sun/Year, T: Ind
Spell Focus: An Icon (+3)
Casting Total: +21
Makes someone look, sound, and smell different, though at least passably human. The icon must resemble the changed appearance of the person.
Breath of Winter
Muto Aquam 15
R: Touch/Sight, D: Sun/Inst, T: Spec
Spell Focus: Beryl (+5)
Requisite: Terram
Casting Total: +9
Turns a circle of water up to 5 paces across into snow. Beryl is a gem associated with water.
Whispering Winds
Intéllego Auram 15
R: Sight, D: Conc/Moon, T: Spec
Spell Focus: Three Leaves from an Oak Tree (+1)
Casting Total: +16
The winds bear their tidings to your ears, allowing you to hear words spoken by any group of people within your line of sight, provided no solid barrier (including glass) intervenes.
Silence of the Smothered Sound
Perdo Imáginem 10
R: Near, D: Sun/Year, T: Ind
Spell Focus: A feather (+3)
Casting Total: +19
Makes one being or object incapable of producing sound. Magi who cannot utter their magic words suffer the normal penalties to their spellcasting rolls.
Veil of Invisibility
Perdo Imáginem 10
R: Reach/Touch, D: Sun/Year, T: Ind
Spell Focus: A fern seed (+1)
Casting Total: +19
The target becomes completely undetectable to normal sight, regardless of what it does, but still casts a reflection in a mirror.
Touch of the Pearls
Intéllego Aquam 5
R: Touch/Reach, D: Conc/Moon, T: Small
Spell Focus: A Pearl (+5)
Casting Total: +16
Tells you whether a liquid you hold or touch is poisonous, just as a pearl sometimes does. Not surprisingly, having a pearl present makes it very hard to fail when casting this spell.
Siffed, Follower of Criamon
Characteristics: Int +3, Per +1, Pre +1, Com +2, Str 0, Stm 0, Dex –2, Qik +1
Size: 0
Soak: +0
Confidence: 3
Encumbrance: 0
Fatigue levels: OK, 0, –1, –3, –5, Unc.
Body levels: OK, 0, -1, -3, –5, Incap.
Abilities: Awareness 3, Charm 5, Concentration 4, Enigmatic Wisdom 3, Folk Ken 6, Guile 5, Hermes Lore 2, Magic Theory 4, Parma Magica 2, Scribe Latin 2, Speak English 4, Speak Latin 5
Arts: Creo 7, Intéllego 10, Muto 10, Perdo 7, Rego 8, Animál 0, Aquam 0, Auram 0, Corpus 0, Herbam 0, Ignem 0, Imáginem 8, Mentem 12, Terram 0, Vim 0
Character Notes
You are naturally very good at dealing with people. You understand them, and you can be very charming, and very deceitful, at need. As a member of House Criamon, your face is tattooed with arcane symbols, but you have a spell to let you hide that. The second syllable of your name is the accented one: sif-FED.
Your magic also concentrates on the control and understanding of the mind. This sort of magic works best when used subtly, so that no one realizes his companions are bewitched. It is also likely to be of limited use on non-human creatures, and casting it on other magi is a gross breach of the Code of Hermes.
Virtues and Flaws
Virtues
Cyclic Magic (positive) (+2): Your magic is attuned to the cycle of day and night, and so you gain +3 to all spellcasting rolls and Lab totals during the day. Note that you may, on the whole, do all lab work during the day.
Gentle Gift (+1): Unlike other magi, whose magical nature disturbs normal people and animals, your Gift is subtle and quiet. You do not suffer the usual penalties on rolls for interacting with people and animals.
Piercing Gaze (+2): By staring intently at people you make them feel uneasy, as if you are peering into their souls. Those with ulterior motives, uneasy consciences, or lying tongues must make rolls against an appropriate Personality Trait, Guile, or whatever the storyguide deems appropriate, to remain calm. Furthermore, you gain a +3 to rolls involving intimidation. Faeries and demons are unfazed by your power.
Flaws
Cyclic Magic (negative) (–2): The counterpart to your Virtue of the same name, you have –3 to all spellcasting and Lab totals during the night.
Incomprehensible (–1): You have an eccentric understanding of magic which you are almost completely unable to describe. Your rolls are at –3 when discussing or writing about magic (assuming that you are trying to communicate clearly).
Lame (–2): One of your legs is weakened, whether since birth or through some accident. You move slowly and clumsily. Your base speed is a mere one mile per hour, and anyone can outrun you. You suffer a –6 penalty on rolls involving moving quickly or with agility, –3 on Dodge, and –1 on other combat scores.
Spells
Peering into the Mortal Mind
Intéllego Mentem 30
R: Eye/Sight, D: Mom, T: Ind
Spell Focus: A Sapphire (+1)
Casting Total: +22
You can thoroughly probe and understand the contents of the mind of the target, including his immediate and long-term motives, personal strengths and weaknesses, and other pertinent information. The sapphire is said to bring wisdom. The target may resist this spell by making an Intelligence stress roll of 9+.
Blessing of Childlike Bliss
Perdo Mentem 25
R: Eye/Sight, D: Sun/Moon, T: Ind
Spell Focus: A Lock of a Child's Hair (+1)
Casting Total: +18
Reduces an adult mind to a child's level. The target solves problems, reasons, and expresses emotions as would a three-year-old. Magi affected cannot cast spells. At first, anyway, the target is likely to be happy at having lost a world of cares and troubles that are no longer imaginable.
Emotion of Reversed Intentions
Muto Mentem 20
R: Eye/Sight, D: Sun/Moon, T: Ind
Spell Focus: A Ruby (+3)
Casting Total: +22
The main emotion influencing a character at the time of casting is replaced by its opposite over the next minute. The new emotion is felt as strongly as the original, but lacks justification and can therefore be talked out of someone. Intelligence stress roll of 9+ to resist.
Memory of the Distant Dream
Creo Mentem 20
R: Eye/Sight; D: Sun/Moon, T: Ind
Spell Focus: A Sprig of Rosemary (+1)
Casting Total: +19
Inserts a full and complete memory into a person's mind. If the target gives the memory some thought and concentration, and makes an Intelligence roll of 9+, the memory is revealed as false. When cast with the spell focus of rosemary, which is commonly associated with good memory, the herb is crumbled, and then blown toward the victim.
Disguise of the Transformed Image
Muto Imáginem 15
R: Near/Sight, D: Sun/Year, T: Ind
Spell Focus: An Icon (+3)
Casting Total: +18
Makes someone look, sound, and smell different, though at least passably human. The icon must resemble the changed appearance of the person.
Perception of the Conflicting Motives
Intéllego Mentem 15
R: Eye/Near, D: Mom, T: Ind
Spell Focus: A Sapphire (+3)
Casting Total: +22
You can detect the conflicting motives behind one target's actions. Thus you might learn that a guard feels conflict between fear and duty. This spell is often used before application of a Muto spell, since it is usually easier to change a target's emotions after you've sensed them than it is to create emotions.
Scent of Peaceful Slumber
Rego Mentem 15
R: Near/Sight, D: Mom, T: Room
Spell Focus: A Lilac (+1)
Requisite: Auram
Casting Total: +8
A very light purple haze that smells of lilacs slowly rises from the ground and remains for a few minutes. Those who breathe the haze and fail a Stamina stress roll of 9+ fall asleep. The haze first appears at about knee level. You must concentrate for two rounds in order for it to reach the height of a standing person's nose.
Phantasm of the Talking Head
Creo Imáginem 10
R: Near, D: Spec, T: Small
Spell Focus: A Mask (+3)
Casting Total: +15
Creates an illusory face on a wall or other flat object. The visage can speak up to 20 words before the spell expires. Individual wizards' sigils can produce very interesting differences in how the voice sounds, how the face looks, and so on.
The Call to Slumber
Rego Mentem 10
R: Near/Sight, D: Mom, T: Ind
Spell Focus: A pinch of sand (+1)
Casting Total: +20
The target becomes sleepy and falls asleep within five minutes unless some current need makes wakefulness imperative. The target can resist with a stamina stress roll of 12+.
Snap of Awakening
Rego Mentem 10
R: Near/Sight, D: Mom, T: Ind
Spell Focus: A Twig (+1)
Casting Total: +20
When you snap your fingers or break the spell focus, you instantly awaken the target from sleep to alert consciousness. Does not work on someone unconscious from Fatigue-level loss, wounds, or magic.
Subtle Shift of Heart
Muto Mentem 10
R: Eye/Sight, D: Sun/Moon, T: Ind
Spell Focus: A Figure (+3)
Casting Total: +22
Subtly change an emotion into a related but different one. For instance, loathing can become hate, and greed can become jealousy. The figure used must represent the spell's target.
Trust of Childlike Faith
Perdo Mentem 10
R: Eye/Sight, D: Diam/Sun, T: Ind
Spell Focus: A Lock of Child's Hair (+3)
Casting Total: +19
The target loses judgment and believes almost any passable lie for the duration of the spell. An Intelligence stress roll of 6+ is allowed to resist. Truly incredible lies allow easier resistance rolls.
Thamik, Follower of Verditius
Characteristics: Int +3, Per +1, Pre –2, Com –1, Str 0, Stm +1, Dex +2, Qik 0
Size: 0
Soak: +1
Confidence: 3
Encumbrance: 0
Fatigue levels: OK, 0, –1, –3, –5, Unc.
Body levels: OK, 0, -1, -3, –5, Incap.
Abilities: Concentration 3, Woodcrafter 6, Hermes Lore 3, Magic Theory 5, Parma Magica 2, Scribe Latin 3, Speak English 4, Speak Latin 5, Verditius Magic 1
Arts: Creo 7, Intéllego 8, Muto 8, Perdo 7, Rego 10, Animál 0, Aquam 0, Auram 0, Corpus 0, Herbam 12, Ignem 0, Imáginem 0, Mentem 0, Terram 0, Vim 10
Character Notes
You are a member of House Verditius, which is renowned for the manufacture of magical items. Your main abilities lie with wood, and you are highly skilled in its mundane and magical manipulation. You are also skilled with the essence of magic, a necessary condition for making magical items.
Virtues and Flaws
Virtues
Inventive Genius (+1): Invention comes naturally to you. You receive +3 on Lab totals when you invent new spells, craft magic items, and make potions. If you experiment, you get +6.
Knack (+2): You have an innate aptitude that gives you a positive modifier on rolls with your Craft—Woodworking Ability. Whenever you use it, you get the bonus, which is equal to the value of this Virtue (+2). Knacks are never cumulative with other Virtues that grant bonuses to die rolls — you get the highest applicable bonus, not the sum of them.
Secret Vis Source (+1): You have a secret or personal supply of Herbam vis (raw magical energy) that you alone can use. You gain one pawn of vis per season (four pawns a year); the source and type is determined in consultation with the storyguide. You do not start with any of this vis, though, having spent it or just discovered how to get it.
Special Circumstances (+1): You are able to perform magic better when you are in a forest, gaining a +3 bonus to your rolls to cast or resist spells.
Flaws
Clumsy Magic (–2): You have trouble targeting your spells accurately. Any spell that requires a targeting roll to aim its effect is subject to disastrous failure: a roll of 0 is automatically a botch. You receive a –3 penalty to any rolls involving Finesse.
Deep Sleeper (–1): When you sleep, you don’t go halfway. You can sleep through loud noises and generally only wake up when shaken, or when good and ready. Even then you suffer –3 on your rolls for half an hour or so after awakening, and you’re likely to head back to bed if at all possible.
Follower of Verditius (–1): Your magic requires the use of small devices called casting tools. These must simply be held and focused on as the spell is cast in order for it to work. Verditius magi still must use gestures and words as other magi do. Each spell known requires a separate tool. The creation of casting tools is included in the time is takes Verditius magi to learn spells.
You also have a unique Arcane Skill, called Verditius Magic, reflecting your special aptitude at crafting magic items, which you may improve with experience points. Add this Ability score to your Lab total when creating magical devices, including longevity potions.
Weakness (–1): You have a soft spot for fine woodcrafted items. In the face of this, all else is unimportant: promises are forgotten, duties neglected, and common sense cast to the winds.
Spells
Freeing the Striding Tree
Rego Herbam 30
R: Reach/Far, D: Conc, T: Ind
Spell Focus: A Violet Amethyst (+1)
Casting Total: +23
Causes a tree to move under your mental command. The tree can move its branches and bend its trunk as you direct, and walk half as fast as a human can. A large tree striking with its branches has Initiative +5, Attack +7, and Damage +10. Normal weapons are practically useless against large trees. If you botch a Concentration roll to maintain control, the tree attacks you, having been awakened and disturbed by this spell. The violet amethyst aids this spell because it is the stone of Jupiter and thus aids in the command of others.
Converse with Plant and Tree
Intéllego Herbam 25
R: Touch/Far, D: Conc, T: Ind
Spell Focus: A Chewed Leaf (+1)
Casting Total: +21
You can speak with a plant for one conversation. The level of conversation depends on the type of plants; longer-lived and more noble plants have more to say. A single question and response takes ten to thirty minutes, with slower-growing plants speaking more slowly. Typically, plants can talk about the soil and about other plants around them, but have limited awareness of more momentary events, such as the passing of animals or people, unless that passing has a direct bearing on the plant (for example, a person cut its trunk). News can spread quickly through a forest when it has to, called from tree to tree on the wind. Bystanders cannot understand your conversation.
Maintaining the Demanding Spell
Rego Vim 20
R: Per, D: Diam, T: Ind
Casting Total: +21
You cast this spell on a spell that you have already cast and are maintaining through concentration. The spell that requires concentration is then automatically maintained for the duration of this spell, whether you concentrate or not. You cannot change the effects of the first spell without concentrating on it again. For instance, you can use The Unseen Arm (ReTe 5) to hold an object in the air without concentrating, but to move the object still requires concentration. An Int + Concentration stress roll of 6+ must be made in order to cast this spell while keeping the first one going (a lower roll than normal because this is what the spell is designed for). This spell only works on spells of equal or lower level.
Wall of Thorns
Creo Herbam 20
R: Near/Far, D: Sun/Perm, T: Str
Spell Focus: A Single Thorn (+1)
Casting Total: +20
Within seconds, this spell creates a straight wall of woody, thorny bushes up to 20 paces long, 1 pace thick, and 4 paces high. The thorns, which are unnaturally resilient, have a +15 Soak and four Body levels (and are cut by edged weapons only). Bodily forcing one's way through the wall requires a Strength stress roll of 9+ and does +15 damage whether the attempt succeeds or fails. If the roll botches, an additional 5 points of damage are suffered. The wall grows out of existing bushes or fertile soil. A Climb stress roll of 9+ allows a character to scale the wall, but the character takes +10 damage in the process.
Shriek of the Impending Shafts
Intéllego Herbam 15
R: Per/Touch, D: Conc/Moon, T: Spec
Spell Focus: A Hazel Wood Rod (+1)
Casting Total: +21
Lets you know where anything wooden will be in the immediate future (in the next few seconds) by a shriek that sounds in the air in advance of the wood's coming. You get a +9 bonus on Defense scores against wooden weapons (provided that you have the freedom to dodge and have engaged the wielder), and you can automatically dodge wooden missiles fired from greater than Near range unless so many are coming at you that you can't get out of the way, in which case the ease factor of shots is still modified by +3. Missiles from archers in Near range or closer still have to add +6 to their normal ease factor to strike you.
Tangle of Wood and Thorns
Rego Herbam 15
R: Near/Far, D: Conc, T: Ind
Aimed: +1
Spell Focus: A small net (+1)
Requisite: Muto
Casting Total: +21
Takes a length of wood that you designate and hurls it at a target (a targeting roll is required). The wood wraps around and immobilizes the target (assuming that there is enough wood), who must make a Strength stress roll of 9+ to break free (one attempt per round). If the victim ever botches, he cannot escape without outside help. If the length of wood has thorns, it does +6 damage when it hits, and again each time the target tries to break free, whether successful or not. When the caster stops concentrating, the target can escape on a Strength roll of 6+. A small net made out of plants and grass aids this spell sympathetically.
Intuition of the Forest
Intéllego Herbam 10
R: Per/Touch, D: Sun/Year, T: Bound
Spell Focus: Chips from a Faun's Hoof (+5)
Casting Total: +21
You engage in a type of communion with the woods that you are in, giving you an intuitive sense of how to get along in the forest, and how to get the most out of the forest without causing it harm. You get a +3 to all natureoriented rolls (not including spells) when in a forest or similar area. Causing significant harm to the forest cancels this spell.
Repel the Wooden Shafts
Rego Herbam 10
R: Reach, D: Conc/Sun, T: Small
Spell Focus: A Staff (+3)
Casting Total: +23
Deflects a single blow of any weapon made of wood, up to the size of a two-handed club. You can deflect a different attack each round. The attack automatically misses, but the attacker still rolls to see if he or she botches (with two extra botch rolls for melee weapons). If you ordinarily carry a staff, it must be tossed aside for the casting.
Trap of the Entwining Vines
Creo Herbam 10
R: Near/Far, D: Spec, T: Spec
Spell Focus: A Leaf from a Vine (+1)
Casting Total: +20
Causes strong, woody vines to grow rapidly from fertile earth. The vines cover a circle 2 paces across and reach 6 feet high. Anything caught within them is immobilized. To avoid the vines, the target must make a Qik – Encumbrance stress roll of 9+. To break out requires a Strength stress roll of 12+ (allowed once a round). Someone not trapped can cut a trapped person free in two rounds, assuming proper tools. The vines weaken and wither to dust after an hour.
Attribution
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 ("CC-BY-SA 4.0)
