The Grand Grimoire
The Grand Grimoire of Hermetic Spells is a collection of all official spells relseased for Ars Magica Fifth Edition, adding all the spells from all the supplements to those of the core rulebook. This is a pdf file hosted on the Atlas Games website link.
The following page re-creates The Grand Grimorie on this wiki - collecting all the official spells published in the Ars Magica Definitive Edition and all the supplements. This list includes only purely Hermetic spells, that can be learned without mysteries (even if not invented without a lab text). For Hermetic spells that do use Mysteries, see Mystery Spells.
The spells are all from the Definitive Edition unless otherwise noted. Spells from other sources link to their respective source. Sources include:
- HoHTL: Houses of Hermes: True Lineages
- HoHMC: Houses of Hermes: Mystery Cults
- HoHS: Houses of Hermes: Societates (incorporated Flambeau)
- TMRE: The Mysteries Revised Edition
- A&A: Art & Academe (Ch. 3, 4 & 5 incorporated)
For unofficial spells, created by fans, see Fan Created Spells.
This page is not yet completed. Please edit and improve it.
Spell Index
Animal Spells
Creo Animal Spells
Level 20
Soothe Pains of the Beast
R: Touch, D: Mom, T: Ind, Ritual
This spell looks much like a ritualistic "laying on of hands" seen in many churches. You kneel and press your hands to the wound while reciting a quiet incantation. The spell cures one Light Wound suffered by the animal.
Asaron of Flambeau believes his mission in life is to repopulate the world so there will be more to kill, and thus spends seasons healing animals and people throughout Europe. In his version of this spell, a black patch in the shape of a tongue of fire is left where the wound was. A symbolic flame is seen in almost all of Asaron's spells, making it his wizard's sigil.
(Base level 15, +1 Touch)
True Rest of the Injured Brute
R: Touch, D: Moon, T: Ind
The injured target gets a +9 bonus to all Recovery rolls made while the spell is in effect.
(Base 4, +1 Touch, +3 Moon)
Level 25
Summoning the Creeping Death
Cr(Re)An 25
R: Touch, D: Diam, T: Ind
Conjures an asp, which magically obeys the caster’s mental commands. Use the statistics for an adder from the Book of Mundane Beasts, except that an asp’s venom is much more deadly than an adder’s. The effects of asp venom are given on page 180 of ArM5. The snake has no Might and hence no Magic Resistance of its own, but since it is a magically created creature, Magic Resistance does protect against its attack (use the caster’s Penetration Total).
This spell is sometimes used by magi who follow the School of Sebastian, but other Flambeau magi tend to disdain it as an ignoble form of attack.
(Base 10, +1 Touch, +1 Diameter, +1 Rego requisite)
Source: HoHS
Level 35
Weaver's Trap of Webs
R: Voice, D: Sun, T: Group
In casting this spell, you point and from the indicated initial location, a huge net of spider webs grows, filling an area 5 paces by 5 paces by 6 feet high. With supports, the webs can hang vertically, forming a wall; otherwise they act like a net. When the webs are through growing after a few seconds, they are as thick as string and as strong as iron. Everyone caught in the area of the webs is immobilized. Getting free requires a Strength stress roll of 12+, or someone who is not trapped may use an edged weapon to free a victim, which takes three rounds. Contrary to widespread rumor, fire is ineffective against these webs. Webs may continue to trap victims in the future, as long as the spell lasts and they aren't completely hacked apart.
(Base 5, +2 Voice, +2 Sun, +2 Group (total mass of the spiderwebs is still less than ten basic Individuals, so no size adjustment))
The Wizard's Mount
R: Touch, D: Sun, T: Ind
Creates a horse, which is normal in every way except that it is not disturbed by The Gift.
(Base 15, +1 Touch, +2 Sun, +1 size)
Level 45
Venomous Velites
R: Sight, D: Sun, T: Group, Requisite: Rego
Creates a swarm of a hundred poisonous scorpions. The Rego requisite allows the magus to command them to attack specific targets. If used in combination with spells like “To Mark With Umbrage”, the magus can command his scorpions to kill anyone on the battlefield not bearing his sigil. It is important for magi with weak Parmae Magicae to ensure they bear the mark.
(Base 5, +3 Sight, +2 Sun, +2 Group, +1 extra effect from requisite.)
Source: HoHTL.
Level 50
Curse of the Ravenous Swarm
R: Touch, D: Moon, T: Group, Ritual; Req: Rego
Calls a swarm of locusts or other destructive insects upon an area, which destroys wild plant life and fields. When the spell's duration ends, all the insects disappear, leaving nothing but the damage. The Rego requisite ensures that the insects only devastate the area desired by the caster.
(Base 5, +1 Touch, +3 Moon, +2 Group, +2 size, for a swarm weighing as much as one thousand pigs, +1 extra effect from requisite, ritual because it has a really major effect)
Intellego Animal Spells
Level 5
Image of the Beast
R: Arc D: Mom, T: Ind
Gives you a hazy mental image of an animal you have an Arcane Connection to.
Wounds caused by an animal are an Arcane Connection to that animal with a lifetime of a few hours. This spell can thus be used to find out what was responsible for an attack. All spells cast by Chavin of Tytalus can be recognized because they promote or advocate war or violence. In his version of this spell, the claws and teeth of the beast appear more dangerous.
(Base 1, +4 Arcane Connection)
Level 10
Shiver of the Lycanthrope
R: Per, D: Conc, T: Touch
You feel a sudden shiver if you are touching a person or beast that is actually a lycanthrope. Variants of this spell detect other types of shapechanger, but not Bjornaer with Heartbeasts.
(Base 4, +1 Concentration, +1 Touch)
A variant Potent Spell is given in TMRE, with Potency 8, Casting Items: silver-chased (+5) hazel (+3) wand.
Level 20
Numbering the Flock
InAn 20
R: Per, D: Mom, T: Sight
The Numerologist instantly knows the number of animals she can see, and how many of each kind.
The pattern of such numbers is considered to be far more significant than the details of the numbers. Numerologists often use this spell in connection with Casual Augury (Numerology) to interpret the numbers.
(Base 4, +4 Sight Sense)
Source: TMRE
Level 25
Opening the Tome of the Animal's Mind
R: Touch, D: Conc, T: Ind
You touch the head of the animal in question and read its memories of the past day. The further the animal is from human, the harder it is to read its memories accurately. If you simply scan the beast's memories, not looking for anything special, you get the memories the beast thinks are most important. If you are trying to get a specific fact, you need a Perception + Finesse stress roll against an Ease Factor of 6, or 12 if the fact is obscure. Since normal animals are sensitive to magic, they resist your touch and try to shy away from you both when the spell is cast and while the spell continues to function. This can be quite a problem with larger animals.
(Base 15, +1 Touch, +1 Concentration)
Level 30
Hunter's Sense
R: Per, D: Sun, T: Hearing
You sense the shapes and primary motivations of all animals above a certain size that you can hear, or could hear if they were making a noise. You decide the size threshold when you cast the spell, such as "all animals larger than a fox." The 'noise' of an animal's shape is louder the larger it is, while the 'noise' of its motivations increases depending on how intense the motivation is. A rabbit fleeing from a fox would sound fearful, very loudly. The fox's motivation might be fairly quiet, especially if recent hunting had been good.
(Base 4, +2 Sun, +3 Hearing, +1 for shape and primary motivation)
Level 40
To See As Others See
R: Arcane, D: Sun, T: Ind, Requisite: Rego, InAn 45
This spell allows a magus to read the thoughts of an animal, and give it directions. This allows the magus to indirectly sense the animal’s location, using it as a spy. The magus’s perceptions are filtered through the mind of the animal, so they focus on those stimuli that the animal finds most vivid. Dogs find smell vivid, so the magus’s perceptions, when using a dog, will focus on odiferous substances. A magus reading the mind of a magpie finds that they fixate on reflective surfaces.
(Base 5, +4 Arcane Connection, +2 Sun, +1 extra effect from requisite.)
Source: HoHTL
Muto Animal Spells
Level 15
Beast of Outlandish Size
R: Touch, D: Sun, T: Ind
Changes the Size of an animal by +1. This change modifies Strength by +2, the range for each wound level increases by one, and Quickness falls by one. The new beast is of huge size, and looks much more impressive than its former self. Townspeople may run in fear of it, and there is little doubt among them that it is a creature of magic.
(Base 4, +1 Touch, +2 Sun)
A variant Potent Spell is given in TMRE, with Potency 6, Casting Items: magnetite (+3) carved into the shape of Behemoth (+3).
Doublet of Impenetrable Silk
R: Touch, D: Sun, T: Ind.
Change an item made of animal material — silk, wool, or leather — so it cannot be cut or penetrated by weapons. A simple cloth doublet becomes the equivalent of armor with no Load and a +3 Soak bonus. Armor made of quilted material or any kind of leather improves its Protection by an additional +3. The magic does not make the armor better at absorbing shock, so this +3 bonus is the limit that can be bestowed without changing the material into something completely different. At the storyguide's option, the bonus given by this spell may not apply against strictly blunt weapons like clubs and staves.
(Base 4, +1 Touch, +2 Sun)
Growth of the Creeping Things
R: Touch, D: Sun, T: Ind
Causes an insect, mouse, toad, or other small (Size –9) creature to grow to four times its normal size. If it was venomous before, it is even more venomous now. Semi-venomous creatures, like most spiders, have poison with an Ease Factor of 6 that does a Light Wound.
(Base 4, +1 Touch, +2 Sun)
The Voice of the Bjornaer Magus
MuAn 15
R: Per, D: Sun, T: Ind
This spell allows the caster to speak with a human voice when shapechanged into the form of an animal. The caster must be in animal form to cast this spell because it targets the vocal capacity of that form, and must be able to cast this spell with no words or gestures (usually a –15 penalty), but while under its influence, may use his own voice without penalty to spellcasting.
(Base 5, +2 Sun)
Source: HoHMC
Level 20
Beast of Minuscule Proportions
R: Voice, D: Sun, T: Ind
Reduces the size of an animal by 2. This modifies Strength by –4, reduces the range for each wound type by two points, and increases Quickness by +2. The beast appears to be the runt of its litter, unfit to live.
(Base: 4, +2 Voice, +2 Sun)
Form of the (temperament) Heartbeast
MuAn 20
R: Per, D: Sun, T: Ind
There are four versions of this spell, one for each of the sanguine, choleric, melancholic, and phlegmatic temperaments. These spells must be cast in animal form because they enhance the correspon dences to the temperament of that form, whereas humans naturally have a more balanced temperament than animals. A Bjornaer magus may revert to human form after casting this spell and still retain its effects. It is not required that the animal form he takes take matches the temperament listed in the spell’s name; however, if the two do match, all bonuses granted by the spell are increased by one. Only one of these spells may be cast on the same character at any one time; they operate by influencing the bodily humors, and only one humor at a time may be influenced in this way.
Sanguine: +1 Qik; +3 to all rolls to negate the natural fear the caster instills (as a wild animal with The Gift); temporarily acquires the Cheerful Personality Trait at +3 (or increases preexisting trait by 3)
Choleric: +1 Dex; +3 to all rolls to follow a trail or fi nd something deliberately hidden; temporarily acquires the Brave Personality Trait at +3 (or increases preexisting trait by 3)
Melancholic: +1 Sta; +3 to all rolls to communicate across a language barrier, through empathy, via sign language, and so forth; temporarily acquires the Creative Personality Trait at +3 (or increases preexisting trait by 3)
Phlegmatic: +1 Str; +3 to all rolls involving intuition and memory; temporarily acquires the Cool-Headed Personality Trait at +3 (or increases preexisting trait by 3)
(Base 5, +2 Sun; +1 complexity)
Source: HoHMC
Level 25
The Beast Remade
R: Touch, D: Sun, T: Ind; Requisite: Corpus
Gives one land beast a human form, though its intellect remains the same. Some feature of the animal is retained in the human form. A former dog might have an exceptionally hairy human body, and a former cat might let loose an occasional "meow." Once transformed, the beast is disoriented for a while before it becomes used to its new body.
(Base 10, +1 Touch, +2 Sun, no addition for requisite)
Transformation of the Ravenous Beast to the Torpid Toad
R: Voice, D: Sun, T: Ind
Turns any animal into a toad. A newly created toad will hold a certain terror for peasants and serfs, because many believe toads exude a poisonous substance from their skin.
(Base 5, +2 Voice, +2 Sun)
Level 35
Steed of Vengeance
R: Touch, D: Sun, T: Ind
Turns a horse into a ferocious magical mount. Its coat becomes a deep black and its eyes a fiery red, its teeth transform into fangs, its hooves become razor-sharp, and it occasionally breathes steam from its mouth — the horse seems a creature from Hell itself. All its Attack rolls get a +5 bonus. The horse tolerates a magus rider. When the spell wears off, the horse must make a Stamina stress roll against an Ease Factor of 9 or die from shock.
(Base 15, +1 Touch, +2 Sun, +1 size)
Perdo Animal Spells
Level 10
Decay Fur and Hide
R: Voice, D: Mom, T: Ind
Destroys an object made of animal fur or hide, including wool and leather.
Marius of Tremere's version of this spell has the target disappear in an impressive puff of smoke.
(Base 4, +2 Voice)
Level 15
Agony of the Beast
R: Voice, D: Conc, T: Ind
After you point at the beast and cast this spell, it begins lashing wildly about, upsetting any nearby objects, and howling in great pain. In order to do anything else, the beast must make a Stamina + Size stress roll against an Ease Factor of 9 each round.
(Base 4, +2 Voice, +1 Concentration)
Level 20
Blunt the Viper's Fangs
R: Voice, D: Momentary, T: Individual
Blunt the claws, teeth, talons, or other natural weapons of a beast. Only sharp weapons may be affected: this spell does not affect a weapon such as a horse's hoof or a giant snake's coils. The blunted weapon has its total damage (including Attack Advantage) reduced to half (round up). The beast may recover from the effect as if it were a Light Wound. The spell may affect animals of size up to +4.
(Base 5, +2 Voice, +1 size)
Level 25
The Falcon's Hood
R: Touch, D: Mom, T: Ind
Destroys an animal's vision. The blindness heals as if it is a Medium Wound. The title refers to the hood used to cover a falcon's eyes when it is not hunting. When cast by Asaron of Flambeau, this spell causes the animals it targets to bear a faint silhouette of a flame in their eyes.
(Base 20, +1 Touch)
Cripple the Howling Wolf
R: Voice, D: Mom, T: Ind
When casting this spell, you commonly make an abrupt snapping motion with your hands. One of the target's legs breaks cleanly. The animal cannot walk on that leg, but the damage heals as a Medium Wound. Note that the target need not be a wolf, and that you cannot choose which leg.
(Base 15, +2 Voice)
A variant Potent Spell is given in TMRE, with Potency 7, Casting Items: wolf bone (+4) set with a piece of magnetite (+3).
Rego Animal Spells
General
Ward Against the Beasts of Legend
R: Touch, D: Ring, T: Circle
No magical beast whose Magic Might is equal to or less than the level can affect anyone within the Circle or, if it is within the Circle, affect those outside. When a magus is making this and most other wards, a common gesture employed is the Fig Sign. The magus balls his or her right hand into a fist, placing the thumb between the index and middle fingers. A magus traveling to Italy should be warned that this sign is a deadly insult in that country.
(As ward guideline)
Level 5
Disguise of the Putrid Aroma
R: Voice, D: Conc, T: Ind
The target takes no interest in you as long as you continue to concentrate, and do not threaten it. A carnivore treats you as if you were simply something it does not eat. It retains normal interest, however, in anyone else nearby.
(Base 2, +2 Voice, +1 Concentration)
Circle of Beast Warding
R: Touch, D: Ring, T: Circle
The caster inscribes a circle that no normal beast will cross.
(Base 2, +1 Touch, +2 Ring) Level 10
Soothe the Ferocious Bear
R: Voice, D: Mom, T: Ind
Calms an animal until it is threatened or aroused again. You must speak soothingly or musically to it, and something as simple as approaching it may arouse it again.
(Base 4, +2 Voice)
Level 15
Panic of the Elephant's Mouse
R: Eye, D: Conc, T: Ind
Makes an animal afraid of the target by preying upon its instinctive fears, causing it to attempt escape by the quickest, most feasible means possible. The animal may make a Size stress roll against an Ease Factor of 9 to resist. (The title refers to the elephant's legendary fear of mice, but note that this spell cannot actually affect elephants, as they are too large.)
(Base 5, +1 Eye, +1 Concentration)
Viper's Gaze
R: Eye, D: Conc, T: Ind
Holds an animal rigid as long as you maintain eye contact with it and concentrate on it.
(Base 5, +1 Eye, +1 Concentration)
Level 20
Fury of the Charging Bull
ReAn 20
R: Voice, D: Mom, T: Ind
The target animal (which may be as large as Size +3) becomes angry and must make a Personality roll using a trait such as Angry or Fierce (or perhaps others, at the storyguide’s discretion). If the roll exceeds an Ease Factor of 9, the animal flies into a rage. Once the animal is aroused, it calms down normally. Docile animals such as ewes or oxen calm down almost immediately, while especially aggressive animals like boars or wolves may go on a rampage lasting several minutes. While angry, the animal tries to drive away people or other animals that are nearby, and may attack those who do not flee from it.
Some magi who follow the School of Vilano use this spell to make animals attack their enemies. In practice, its effects are unpredictable _ the animal is just as likely to attack a bystander as the intended target, and there is nothing to prevent it from turning on the caster!
(Base 5, +2 Voice, +1 Size)
Source: HoHS
Plague of Frogs
Rego Animal 20
R: Touch, D: Mom, T: Group
A swarm of frogs spontaneously generates in a pool of water touched by the caster. A pool five paces across and two paces deep can produce one thousand frogs; for every ten-fold increase in volume, ten times as many frogs are produced up to a maximum of 20,000 (which is a mass of frogs equal to that of ten pigs). Likewise, a smaller pool produces fewer frogs: a pool one tenth the size produces a hundred frogs, and one that is a hundredth of the size (about one pace across and half a pace deep) spawns just 10 frogs. The water in the pool is not diminished by this spell.
(Base 5, +1 Touch, +2 Group)
Source: A&A
The Verminous Infestation
Rego Animal 20
R: Eye, D: Mom, T: Ind Req: Perdo, Corpus
The target of this spell is infested with fleshworms, which set up residence in his intestines. The victim immediately acquires Worms, as described in Chapter Four: Medicine, Disease, except that the symptoms occur immediately.
(Base 5, +1 Eye, +1 Perdo requisite, +1 Corpus requisite)
Source: A&A
Level 25
The Gentle Beast
R: Eye, D: Conc, T: Ind
Calms an animal, making it nearly fearless. It does not resist being ridden, shaved, or whatever else you can think of. If the animal enters combat, is extremely frightened, or incurs any kind of wound, the spell ends. The animal must be Size +4 or less.
(Base 10, +1 Eye, +1 Concentration, +1 size)
Mastering the Unruly Beast
R: Touch, D: Conc, T: Ind
You can make an animal perform any act it is capable of. You can only issue new commands while touching the animal, but the animal will carry them out without requiring constant contact. Further, the animal will allow you to touch it throughout the duration of the spell. It is difficult to maintain control of particularly stubborn or fierce animals, such as mules or boars — creatures with appropriate Personality Traits may roll against an Ease Factor of 12 each round.
When Chavin of Tytalus casts this spell, the creature acts surly and unfriendly while going about its tasks, even when Chavin doesn't specifically tell it to act that way.
(Base 15, +1 Touch, +1 Concentration)
A variant Potent Spell is given in TMRE, with Potency 7, Casting Items: carved wand (+4) set with magnetite (+3).
Level 30
Commanding the Harnessed Beast
R: Touch, D: Sun, T: Ind
You implant a complicated command into an animal, which it carries out to the best of its abilities. The command must involve completing a certain task, such as finding a certain person. Vague orders, like "protect me," do not work. If the animal does not complete the task before the end of the spell approaches, it becomes desperately ferocious, especially at night.
(Base 15, +1 Touch, +2 Sun)
'Level 45'
The Unfaithful Favor
R: Touch, D: Sun T: Ind, ReAn Level 20
This spell commands a silk handkerchief to strangle an enemy for whom the magus has an arcane connection. The handkerchief appears near the victim and swiftly wraps itself about their throat. They take damage according to the rules in Ars Magica until death or the destruction of the handkerchief. Conscious victims can often avoid the handkerchief, so this spell is usually cast at night. After the victim dies, the handkerchief hides itself in their bedding, or up their sleeve.
Base 25, +1 Touch, +2 Sun, +1 commands in addition to transport)
Source: HoHTL
Aquam Spells
Creo Aquam Spells
Level 5
Footsteps of Slippery Oil
R: Touch, D: Diam, T: Ind
From each of the next ten footsteps the caster of this spell takes, nonflammable grease spreads out, leaving a slick area 10 paces wide. Dexterity stress rolls are required to remain upright whenever a character on the oil does something more challenging than walking. A roll against an Ease Factor of 6 is needed for the average maneuver, with Ease Factors of up to 15 needed to (for example) make a right turn at full speed on a smooth, greased surface. The duration is the length of time that the oil lasts.
This spell was invented by a rather good-natured magus, and the gestures associated with the most common variations of the spell are as comical as the effects themselves. You stand first on one leg, and then the other, vigorously rubbing the bottom of each upturned foot, as if spreading on a salve.
(Base 3, +1 Touch, +1 Diam)
Level 10
Dagger of Ice
Cr(Re)Aq 10
R: Voice, D: Mom, T: Ind
Creates a foot-long, sharp icicle and hurls it at a target. The icicle always hits, provided it penetrates Magic Resistance. It inflicts +5 damage (partly because of its sharp point). After impact, the icicle shatters to tiny fragments, which promptly disappear.
(Base 3, +2 Voice, +1 Rego requisite)
Source: HoHS
Level 15
Creeping Oil
R: Voice, D: Sun, T: Ind
Saturates a porous material with flammable oil. When casting this spell, you make a flicking motion with your index finger and thumb, as if propelling something at the target. A dot of oil appears on the target after the spell is finished, and slowly spreads over the target, saturating enough cloth to cover a person. If used on a person's clothes and ignited, the oil does +12 damage the first round, +6 the second, and +0 the third.
(Base 3, +2 Voice, +2 Sun)
Level 20
Mighty Torrent of Water
R: Voice, D: Mom, T: Ind
A 3-foot-diameter jet of water sprays from your outstretched arms towards your target. The target of this gusher of water takes +10 damage and must make a Strength + Size stress roll against an Ease Factor of 9 or be sent flying back.
Marbaid of Flambeau's wizard's sigil is connected to his obsession with blood. In his version of the spell the target is hit by a gush of blood, and the stains do not go away until sunrise/sunset. This does not require a requisite, as it is a purely cosmetic effect.
(Base 10, +2 Voice)
A variant Potent Spell is given in TMRE, with Potency 7, Casting Items: a piece of carved jade (+4) inset with aquamarine (+3).
Level 25
Alchemist’s Revenge
CrAq 25
R: Voice, D: Mom, T: Ind
Splashes a target with acid, inflicting +15 damage if it penetrates Magic Resistance. At the storyguide’s option, the acid may damage the target’s equipment.
(Base 15, +2 Voice)
Source: HoHS
Level 40
Deluge of Rushing and Dashing
R: Voice, D: Conc, T: Ind
Causes a stream to flood, starting at the stream's nearest point to you and continuing downstream. The results of this spell are generally quite impressive. As the stream overflows its original bed, it becomes a raging torrent, sucking in everything near it. Damage from the spell can last for many years.
As long as you concentrate, the stream remains at flood levels. Anyone caught near the stream when it floods is struck by the rush of water (+10 damage), caught up in the flood, and dragged along. Every round, a victim makes a Strength + Swim stress roll against an Ease Factor of 9. Success means the character escapes the flood. Otherwise, the character loses one Fatigue level and takes +5 damage. Any who fall unconscious drown. This roll is repeated until the character either escapes the flood or dies.
(Base 10, +2 Voice, +1 Concentration, +3 size, so that the whole stream floods)
Intellego Aquam Spells
Level 5
Clear Sight of the Naiad
R: Per, D: Mom, T: Vision
You can see as clearly through water as through air, for a single moment.
(Base 1, +4 Vision)
Subtle Taste of Poison and Purity
R: Per, D: Conc, T: Taste
You can taste all of the properties of any liquid or mixture of liquids. Unlike Touch of the Pearls, you can use this sense on any number of liquids during the duration of the spell, but you must taste the liquids in question.
(Base 4, +1 Concentration)
Touch of the Pearls
R: Touch, D: Mom, T: Ind
Tells you whether a liquid you hold or touch is poisonous, just as a pearl sometimes does. Safer than Subtle Taste of Poison and Purity, as you don't have to taste the possibly poisonous liquid.
In Verdan of Ex Miscellanea's version of the spell, poisonous liquids turn a faint green. According to his sigil, all his spells involve the color green.
(Base 4, +1 Touch)
Level 15
Call of the Rushing Waters
R: Arc, D: Conc, T: Ind
Allows you to find any natural body of water for which you have an Arcane Connection (for example, a vial of water from it). Once you cast the spell, you can hear the water while you concentrate. Following the sound eventually brings you to the water, but you must make simple Perception rolls against an Ease Factor of 6 to follow the sound accurately (roll once per day for long journeys). If you break concentration, you must cast the spell again. A body of water that does not move or that makes little noise requires a roll against an Ease Factor of 9 to be traced.
(Base 2, +4 Arcane Connection, +1 Concentration)
Level 25
Voice of the Lake
R: Touch, D: Conc, T: Ind
You can hold a conversation with a body of water. A body of water usually knows about things directly in contact with it, such as boats and fish. Genuine lakes are too complex for this spell to affect; they are not Individuals of Aquam.
(Base 15, +1 Touch, +1 Concentration)
Level 30
Enchantment of the Scrying Pool
R: Touch, D: Year, T: Ind, Ritual; Requisite: Imaginem
Turns a body of water into a scrying pool. Innately magical people (including most companions with mystical powers) who look into the pool can see any spot they know of that is within sight of some natural body of water. The view you get is the same view that someone would have from a low boat on the water — either close to shore or far from shore, as desired. Maximum range for scrying is 500 miles; the range of the spell is the range to the pool when the spell is cast. This ritual is not entirely of Hermetic magic, and does not conform to the normal InAq guidelines. It is an old Mercurian ritual that has become known throughout the Order, and which appears to use one body of water as an Arcane Connection to any other body of water. A number of theoreticians would like to make that work more generally, but so far this has not proved possible.
(Special spell)
A variant Potent Spell is given in TMRE, with Potency 7, Casting Items: a piece of jade (+4) inset with beryl (+3).
Muto Aquam Spells
Level 15
Incantation of Putrid Wine
R: Touch, D: Sun, T: Room
Makes all liquids within the target room vile, and malodorous. The room where this spell is cast may not lose the stench for weeks or months. Note that this spell only affects liquids that are in the room when it is cast, and they remain malodorous even if removed from the room.
(Base 2, +1 Touch, +2 Sun, +2 Room)
Level 20
Lungs of the Fish
R: Touch, D: Sun, T: Part; Requisites: Auram
Turns water into air as it enters your lungs, allowing you to breathe water as you do air. This spell puzzles Hermetic theoreticians, as it behaves like a dynamic container target despite not being a container target. All known attempts to create analogous effects have failed, even though analysis of this spell has not revealed any sign of non-Hermetic influence, or integrated experimentation. Most magi just point to it as an example of how Hermetic magic is not fully understood, and get on with their lives.
(Base 4, +1 Touch, +2 Sun, +1 Part)
Level 45
Vile Water of Sterility
R: Touch, D: Year, T: Group, Ritual
Ruins a body of water up to the size of a small lake, making it unfit for natural habitation and consumption. The water becomes dark and murky, and noxious fumes emanate from it. Vegetation on the banks either dies or becomes corrupt. Nearby trees become gnarled and blackened, and land animals flee the area.
(Base 4 (a very unnatural liquid), +1 Touch, +4 Year, +2 Group, +2 size)
Perdo Aquam Spells
Level 5
Comfort of the Drenched Traveler
R: Touch, D: Mom, T: Ind
Dries a person and his or her clothes.
(Base 4, +1 Touch)
Level 20
Parching Wind
R: Voice, D: Mom, T: Part
Removes most of the water from any object, including plants (with a Herbam requisite), possibly making the object brittle and fragile. With a Corpus or Animal requisite, the spell can affect humans or animals. This causes +10 damage, against which armor is no defense, and makes the target extremely thirsty.
(Base 5, +2 Voice, +1 Part)
Level 25
Closing the Earth's Gate
R: Touch, D: Mom, T: Ind
Dries a single spring, so that it never flows again. This spell targets the spring, not the water in it at a particular time, so the spring does not start to flow again later.
(Base 20, +1 Touch)
Curse of the Desert
R: Voice, D: Mom, T: Part
Removes virtually all the fluid from the target's body, doing +15 damage, which armor does not protect against. The target must drink within a few minutes of being struck with this spell, or it dies. Casting requisites are Animal for beasts, and Corpus for humans.
(Base 10, +2 Voice, +1 Part)
A variant Potent Spell is given in TMRE, with Potency 8, Casting Items: a jade-inlaid (+4) wand (+4).
Level 50
Calling the Odious Drought
R: Touch, D: Year, T: Bound, Ritual; Requisites: Auram
Causes a drought over the surrounding area. Only one-tenth the normal rain falls, streams dry up, and rivers dwindle.
(Base 5, +1 Touch, +4 Year, +4 Boundary, no increase for requisite)
Rego Aquam Spells
General
Ward Against Faeries of the Waters
R: Touch, D: Ring, T: Circle
No water faerie whose Faerie Might is equal to or less than the level of the spell can affect those targeted by the spell. Faeries cannot directly or indirectly break the magic circle, nor can they use ranged attacks or magic to affect those within it.
Seen from certain angles at night, the ring appears as a light blue dome.
(Base spell)
Level 5
Cloak of the Duck's Feathers
R: Touch, D: Sun, T: Ind
Makes water run off one object or creature, protecting the target and the target's apparel from dampness. The spell is broken if the target is submerged in water. (Base 1, +1 Touch, +2 Sun, +1 for slightly unnatural control)
Level 10
Break the Oncoming Wave
R: Per, D: Conc, T: Ind
Breaks all waves and torrents of water (including magical ones) just before they touch you. The water either crashes to the ground or flows around you in a truly impressive display. In Ferramentum of Verditius's version of this spell, the water breaks precisely one inch from the target, leaving a very clean line showing where the waves stopped. All of his spells may be recognized by their orderliness.
(Base 5, +1 Conc, ward, so the target is the warded Individual, not the water)
Exactly To Scale
R: Touch, D: Mom, T: Ind, Requisite: Mentem, ReAq Level 10
This spell, designed by a Tremere Artificer with broader imagination than vocabulary, is used to draw precise pictures of a magus’s ideas. The inventor used this spell to draft technical diagrams, but many of his sodales use it for mapmaking. It requires the presence of a pot of ink and a drawing surface, because the spell creates permanent images using mundane materials. The magus requires an Intelligence + Finesse roll of 9+ for the diagram to be legible.
(Base 3, +1 Touch, +2 for highly unnatural control)
Soruce: HoHTL
Shackles of the Frozen Ice
ReAq 10
R: Voice, D: Sun, T: Part
Freeze a circular portion of a body of water into solid ice. Anyone wading or swimming in the water is trapped in the ice. Magic Resistance does not prevent the ice from surrounding a character and holding her fast. The area affected by the spell is the same size as a base Individual: a roughly bowl-shaped volume about five paces across and two paces deep at the center.
Since the ice is magical, it only inflicts cold damage if it penetrates Magic Resistance. Rules for cold damage are given in ArM5, page 181; the ice created by this spell inflicts a base damage of +1. Characters who are completely encased in ice begin to suffocate (see ArM5, page 180).
A trapped character may break free of the ice by making a Strength roll. Characters may also chop their way out of the ice using tools or weapons, but this takes time. Magic, including Perdo Aquam or Creo Ignem spells, may be able to free a character instantly
| Extent of Ice Coverage | Strength Ease Factor | Time to Cut Free |
|---|---|---|
| One foot | 6 | 30 seconds |
| Both feet | 9 | 1 minute |
| To Knees | 12 | 3 minutes |
| To waist | 15 | 10 minutes |
| To chest | 18 | 15 minutes |
| To neck | 21 | 20 minutes |
| Completely enclosed | 21 | depends on depth |
(Base 3, +2 Sun, +1 Part)
Source: HoHS
Level 15
Breath of Winter
R: Touch, D: Sun, T: Part
Turns a circle of water up to five paces across into snow. The Duration ensures that it will not melt until the spell expires, no matter how warm the weather.
(Base 3, +1 Touch, +2 Sun, +1 Part)
Push of the Gentle Wave
R: Voice, D: Conc T: Ind
A low wave is formed to propel a small boat slowly through the water. When casting this spell, you commonly make a pushing gesture. This spell, and other similar ones, pick out a particular current in the body of water and make it behave as desired, and thus have Individual Targets.
In Silva of Merinita's version of this spell, the wave occasionally drifts or bobs about, as if it is happy and playful.
(Base 4, +2 Voice, +1 Conc)
Level 30
Bridge of Frost
R: Voice, D: Sun, T: Part
Causes a thick layer of frost (firm enough to walk on) to form on the surface of a body of water. The frost can take any shape up to fifteen paces in any direction. In Cralian of Tremere's version of this spell, the frost is so crystal clear that it can hardly be seen. All of his spells are very subtle.
(Base 3, +2 Voice, +2 Sun, +1 Part, +1 size, +1 to allow various shapes)
Chaos of the Angry Waves
R: Voice, D: Conc, T: Part
Causes water to churn wildly, overturning small water craft and forcing Swim rolls at –6, in a circular area 20 paces across.
(Base 5, +2 Voice, +1 Conc, +1 Part, +1 size)
Parting the Waves
R: Touch, D: Conc, T: Group
Parts a body of water, revealing a dry path 5 paces wide along the bottom. Very large bodies of water are too large for the Group target, and are thus unaffected.
(Base 10, +1 Touch, +1 Conc, +2 Group)
Waves of Drowning and Smashing
R: Sight, D: Mom, T: Ind
Raises a wave 5 feet high and 30 paces wide, which can submerge swimmers, overturn rowboats, and damage sailing ships. It starts as a small, curved wave and grows for the first 10 paces, at which point it reaches maximum size. If it travels 100 paces without striking an object large enough to break it up, it dissipates.
(Base 10, +3 Sight, +1 size)
Level 35
Ice of Drowning
R: Voice, D: Conc, T: Part
Turns part of the water in a circle 10 paces across into large, jagged chunks of ice and drives them to pound against anything on the water's surface. The ice can punch holes in small boats but does not damage ships. Any swimmers in the area take +15 damage, and suffer –6 and two extra botch checks on Swim rolls.
(Base 5 (for the violent pounding), +2 Voice, +1 Concentration, +1 Part, +1 size, +1 additional effect, changing the water to ice)
Pull of the Watery Grave
R: Sight, D: Conc, T: Ind
Creates a strong undertow that pulls any object smaller than a rowboat 25 fathoms (150 feet) into the depths. Each of those caught in the undercurrent must make a Strength + Swim stress roll against an Ease Factor of 9 to avoid being dragged down. A roll is made each round that the spell is maintained.
(Base 10, +3 Sight, +1 Conc, +1 size)
Tower of Whirling Water
R: Voice, D: Conc, T: Group
From a large body of water you form a waterspout that moves under your mental direction. It causes a simple die + 15 damage to anyone it hits (no Attack roll necessary). In addition, those struck must make a Quickness stress roll against an Ease Factor of 6 to avoid being sucked up by the waterspout. Those who fail are helplessly pulled into the spout and begin to drown immediately. When the waterspout fails, they fall up to 20 feet to the water's surface. If you direct the waterspout to move across land, you must make an Intelligence + Concentration stress roll against an Ease Factor of 9 each round to maintain it.
(Base 10, +2 Voice, +1 Conc, +2 Group)
Level 40
Neptune's Wrath
R: Sight, D: Mom, T: Ind, Ritual
A gigantic wave is created in a very large body of water. The wave, which is only 20 feet high but up to a mile wide, is capable of capsizing ships at sea, smashing and drowning people near shore, and seriously damaging coastline communities. The tidal wave needs 5 miles of water surface to build itself up to proper proportions. The magus cannot control the wave without casting another spell.
(Base 10, +3 Sight, +3 size, ritual for large effect)
Auram Spells
Creo Auram Spells
Level 5
Air's Ghostly Form
R: Touch, D: Diam, T: Ind
A thick fog forms around the magus, extending outwards for several paces. A breeze can push the fog around. The fog dissipates at its natural rate, and may be too thin to restrict sight within a minute.
(Base 2, +1 Touch, +1 Diam, +1 unnatural (the spell can be cast indoors))
Chamber of Spring Breezes
R: Touch, D: Sun, T: Ind
Creates a breeze of fresh air that continually moves throughout a room, keeping the air continuously breathable even if the room is airtight. Rose of Jerbiton's version of this spell always causes the air to smell of roses. The breeze can be created outdoors, but there it has little effect.
(Base 1, +1 Touch, +2 Sun, +1 unnatural)
Level 10
Jupiter's Resounding Blow
R: Voice, D: Mom, T: Ind
Creates a thunderclap; anyone directly underneath must make a Stamina stress roll against an Ease Factor of 9 or be deafened. If deafened, the target gets another Stamina simple roll each minute against the same Ease Factor and recovers on a success. If the first roll botches, the victim is rendered deaf for a month.
(Base 3, +2 Voice, +1 unnatural (the spell functions indoors))
Stench of the Twenty Corpses
R: Voice, D: Diam, T: Ind
Creates a horrible stench of rotting corpses. All those within fifty paces of the target point must make Stamina stress rolls against an Ease Factor of 6 or act with a –3 penalty on all rolls. Anyone who botches the roll vomits and is incapacitated for (10 – Stamina) rounds.
(Base 3, +2 Voice, +1 Diam)
A variant Potent Spell is given in TMRE, with Potency 6, Casting Items: a piece of green turquoise (+4) and a pin feather (+2).
Wreaths of Foul Smoke
R: Voice, D: Diam, T: Ind
Thick, yellow, sulfurous smoke rises up from the spot you designate, spreading and thinning naturally, but thick enough to block sight in a radius of about five paces around the point of origin. For each round anyone breathes the smoke, a Stamina stress roll against an Ease Factor of 3 must be made or a Fatigue level is lost. Once a character is Unconscious, further failed rolls result in the character taking a Light Wound each time. The area where the spell is cast will be damaged: small plants wilt and die, and tree growth is stunted. A faint stench of sulfur clings for days to anything exposed to the smoke.
(Base 3, +2 Voice, +1 Diam)
Level 15
Broom of the Winds
R: Voice, D: Mom, T: Ind
Whips up violent, swirling winds around the target. The target must make a Size stress roll against an Ease Factor of 9 to remain standing. If the target is braced or holding onto some support, he may also make a Strength stress roll against an Ease Factor of 9. If both rolls fail, the target is knocked in a random direction. The target may be damaged, depending on whether he strikes anything.
(Base 3, +2 Voice, +2 unnatural)
Charge of the Angry Winds
R: Voice, D: Conc, T: Ind
A wall of wind roars away from you, starting up to 10 paces away and continuing until it dissipates naturally. The wind is confined by any existing barriers, but if unconfined it can be up to a hundred paces wide. All within the area must make a Dexterity + Size stress roll against an Ease Factor 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. Missile fire into or out of the gale is futile, and marching against the gale requires a Strength + Size stress roll against an Ease Factor of 15. Failure in this attempt mandates another Dexterity + Size stress roll against an Ease Factor of 12 to keep from falling.
(Base 3, +2 Voice, +1 Conc, +1 unnatural)
Level 20
Circling Winds of Protection
R: Touch, D: Conc, T: Ind; Requisites: Rego
Surrounds you with winds that circle at great speed. Since the wind picks up dust and other small, loose objects, you may be obscured. Anyone standing near enough to attack you with a hand weapon must make a Size stress roll against an Ease Factor of 9 at the beginning of each round or be blown back. Melee Attack rolls against you are at –3, and missile or thrown attacks are at –9.
(Base 3, +1 Touch, +1 Conc, +2 unnatural, +1 Rego effect)
Level 25
Clouds of Rain and Thunder
R: Sight, D: Conc, T: Group
Creates a small but severe rainstorm, including lightning and winds. The storm gathers and breaks in a few seconds as the caster concentrates, and dissipates with similar speed when he stops doing so.
Note that reducing the Range for this spell makes the storm increasingly unnatural, so versions of this spell with lower Range still have the same level.
(Base 3, +3 Sight, +1 Conc, +2 Group)
Clouds of Summer Snow
R: Sight, D: Conc, T: Group
Creates clouds that drop snow over an area about half a mile across. The clouds gather over a few seconds at the beginning of the spell, and dissipate over the same sort of time when the caster stops concentrating. The spell does not affect temperature.
(Base 2, +3 Sight, +1 Conc, +2 Group, +1 Size)
Level 30
Catapult of the Might Winds
Cr(Re)Au 30
R: Voice, D: Mom, T: Ind
Terrifically strong winds sweep up an object (such as a barrel, a piece of furniture, or an unfortunate human being) and hurl it on a high, arched trajectory toward any point within range. If the projectile has Magic Resistance, this spell must penetrate in order to affect it. However, once the projectile is airborne, its motion is natural and hence it bypasses the Magic Resistance of anything it hits.
You must succeed at an aiming roll to hit the intended target. Because this spell gives the caster only indirect control of the projectile, the aiming roll suffers a –3 penalty and an extra botch die. The winds are strong enough to throw a grown man 20 feet into the air. Both the projectile and anything underneath it suffer damage when it crashes to earth: the damage is usually +10 but it could be less if the projectile is considerably lighter than an adult human.
(Base 5, +2 Voice, +2 unnatural, +1 Rego requisite)
Source: HoHS
Pull of the Skybound Winds
R: Voice, D: Conc, T: Ind
Makes winds rise upward, pulling one object, creature, or person up to 50 feet into the sky before letting that target drop. Even a small building can be torn from its foundation, though such a building can be no larger than 20 feet to a side, and cannot be built out of a material heavier than stout wood. Uprooted objects fall randomly, unless you make a Finesse stress roll against an Ease Factor of 12 to choose where the objects will fall.
(Base 5, +2 Voice, +1 Conc, +2 unnatural)
Wings of the Soaring Wind
R: Touch, D: Conc, T: Ind; Requisites: Rego
Generates a massive gust of air around you that supports and pushes you along through the air at speeds up to 40 miles per hour. Hovering in place is difficult, and requires a Finesse roll against an Ease Factor of 9 per round. It is dangerous for extended travel, because if you lose concentration, you are likely to sustain serious injuries (+15 damage, on average, although it may be more if the magus was very high up).
(Base 5, +1 Touch, +1 Conc, +2 highly unnatural, +1 Rego requisite)
Level 35
The Incantation of Lightning
R: Voice, D: Mom, T: Ind
A lightning bolt shoots forth from your outstretched hand in the direction you are pointing, doing +30 damage to a single target it hits. There must be nothing between you and the target. Those near the target must make Size stress rolls against an Ease Factor of 6 to remain standing.
(Base 5, +2 Voice, +4 unnatural)
Level 40
Breath of the Open Sky
R: Touch, D: Conc, T: Ind, Ritual
You can call up a wind capable of devastating the countryside. You must stand under the open sky to cast this spell. While you cast the spell, a breeze picks up, blowing from you in the direction you are facing. When the ritual is completed, the wind strengthens to a gale roaring over the visible countryside and beyond, strong enough to topple wooden structures and knock down trees. The wind does not weaken while it is within your sight, but loses its force naturally where you cannot see it. If you turn away from your original facing for more than a few seconds, you have to make a Concentration roll against an Ease Factor of 12 to maintain the spell. If you turn away for a minute or more, the spell ends. The air behind you is still.
(Base 5, +1 Touch, +1 Conc, +4 size, +1 unnatural, ritual because of spectacular effect)
Level 65
Wrath of Whirling Winds and Water
R: Sight, D: Sun, T: Group, Ritual
This spell creates an immense storm, 40 or more miles wide, of hurricane intensity. The storm builds up while you cast the ritual, and dissipates in a few seconds when the spell's duration ends. The gale-force winds and lashing waves cause immense damage along shorelines, and the winds, rain, and lightning cause extensive damage inland as well. Visibility is reduced to a few paces, missile fire is futile, and travel is nearly suicidal. Weak structures are blown over, and all but the most seaworthy ships are certain to founder unless they can be beached before the storm reaches full intensity.
The storm is not under the caster's control, and moves normally.
(Base 5, +3 Sight, +2 Sun, +2 Group, +5 size)
Intellego Auram Spells
Level 15
Sailor's Foretaste of the Morrow
R: Touch, D: Mom, T: Group
You know precisely what tomorrow's weather will be, and you gain a general impression about the weather for the week ahead. This intuition only applies to the place where you cast the spell, and is based on extrapolating current conditions, so it is occasionally wrong (precise, but inaccurate). Still, it would take something like an interfering magical being, or a volcanic eruption, to throw the prediction off.
(Base 4, +1 Touch, +2 Group)
True Sight of the Air
R: Per, D: Sun, T: Vision
Lets you see clearly through all manner of obfuscation in the air nearby, including smoke, fog, and dust, even if the obfuscation is magical.
(Base 1, +2 Sun, +4 Vision)
Whispering Winds
R: Sight, D: Conc, T: Ind
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. This spell is an adaptation of an effect known to Bjornaer the Founder, and fits poorly into the normal framework of Hermetic magic.
(Unique spell)
Level 25
Eyes of the Bat
R: Per, D: Sun, T: Hearing
You can move about confidently in complete darkness by sensing air and its boundaries (for example, where solid objects are). You 'hear' the boundaries of the air, so it does not permit fine discriminations. On the other hand, you can 'hear' boundaries behind you.
(Base 4, +2 Sun, +3 Hearing)
Muto Auram Spells
Level 20
Rain of Stones
R: Voice, D: Sun, T: Ind; Requisites: Terram
Turns rain into stones as it falls, causing +0 damage every two rounds (they're small stones), and maybe less if the rain is very light. People under cover are not affected. The stones revert to water when the spell expires. If it stops raining before the spell ends, no more rain is transformed, even if a different rain storm starts.
(Base 4, +2 Voice, +2 Sun)
Talons of the Winds
R: Voice, D: Diam, T: Ind; Requisites: Rego
Transforms a wind into an abrasive medium that tears and claws at everything in its path. Soft materials like leaves and cloth are shredded, and people take +4 damage from innumerable bloody cuts and abrasions. This spell cannot be cast if there is not a breeze of some sort blowing, thus making it difficult to use effectively indoors. The caster is not affected by the spell, even if the wind is blowing directly at him.
In Ossium of Bjornaer's version of this spell a strange keening can be heard in the air as it cuts through targets. Ossium's wizard's sigil manifests by making many of his spells eerie or frightening.
(Base 4, +2 Voice, +1 Diam, +1 Rego requisite (additional effect: protect the caster))
A variant Potent Spell is given in TMRE, with Potency 8, Casting Items: a fan (+4) constructed from the fabric of a ship’s sail (+4).
Level 25
Curse of the Evil Humors
MuAu 25
R: Voice, D: Diam, T: Part
Converts clean air into foul humors that can cause disease. The humors form a cloud about 20 paces across and ten paces high. They are invisible but foul-smelling and noxious. Characters who breathe the befouled air must make Stamina roll against an Ease Factor of 6 or contract malaria (roll once, the first time a character is exposed). This disease, whose name is Italian for “bad air,” causes a Medium Wound. Once a character has contracted the disease, further exposure to this spell has no effect.
The foul humors dissipate when the spell Duration expires. A brisk breeze can disperse the humors within two or three rounds, and strong winds make the spell unusable.
(Base 5, +2 Voice, +1 Diam, +1 Part)
Source: HoHS
Level 40
Infernal Smoke of Death
R: Voice, D: Conc, T: Ind
Turns normal smoke from a fire into a thick, corrosive cloud. Anyone immersed in the cloud of smoke takes +25 corrosion damage, against which armor provides only half its normal Protection value. Soft materials like cloth, fur, paper, and leather are charred and ruined by exposure to the noxious vapor. While you concentrate, any new smoke becomes corrosive. The smoke is heavier than air, so rolls along the ground, pooling in low spots. The damage represents normal exposure to the vapor, and may be modified if characters spend unusually short or long times within it.
(Base 25, +2 Voice, +1 Conc)
Level 45
Fog of Confusion
R: Touch, D: Year, T: Ind, Ritual; Requisites: Imaginem, Rego
Turns a bank of fog up to six miles across into a silvery mist too thick to see through. Random screams, thumps, hisses, and other noises harass and confuse anyone within the fog, perhaps even leading them into danger. People have extreme difficulty navigating through the fog, especially through unknown territory. No more than seven people, who must be present at the ritual, can see normally through the fog. The fog does not dissipate until the spell expires.
(Base 2, +1 Touch, +4 Year, +4 Size, +1 Imaginem requisite, +1 Rego requisite)
Level 50
Rain of Oil
R: Sight, D: Sun, T: Ind, Ritual; Requisites: Aquam
Turns rain into droplets of oil. Within the spell’s duration, the rain of oil continues as long as the storm does, drenching the landscape with flammable liquid. The oil will evaporate at a natural rate after the rain ceases. A Creo Ignem spell can ignite the storm so that the oil burns as it falls, but this requires a Group target large enough to catch all the raindrops. Lighting the oil after it has landed is much easier.
(Base 4, +3 Sight, +2 Sun, +5 size)
Perdo Auram Spells
Level 15
Room of Stale Air
R: Voice, D: Mom, T: Room
Makes the air in a room stuffy and uncomfortable. Any creatures that breathe air suffer a –3 penalty on all rolls involving physical exertion. In addition, for each round of exertion a character must make a simple Stamina roll against an Ease Factor of 6 or lose a Fatigue level. This may cause panic in some creatures or people. The speed at which the air refreshes itself depends on how well ventilated the room is.
(Base 3, +2 Voice, +2 Room)
Level 20
Quiet the Raging Winds
R: Touch, D: Mom, T: Group
Stops all wind from blowing, leaving only calm air. This spell is not powerful enough to affect winds caused by Ritual magic, and only affects winds blowing on the caster when it is cast. Under normal circumstances, the winds will not pick up again for at least an hour or so.
(Base 5, +1 Touch, +2 Group)
Level 45
The Cloudless Sky Returned
R: Sight, D: Mom, T: Group
This spell clears the sky within your vision of any clouds or other meteorological activity short of a hurricane or tornado, either naturally occurring or caused by magic. The clouds take a few seconds to clear, during which time you must concentrate on them. This spell only affects meteorological activity in progress at the moment of casting, and is not powerful enough to dispel a weather condition caused by Ritual magic.
In Ferramentum's version of this spell, the clouds clear from the sky in an orderly manner, as if they were soldiers marching on parade.
(Base 10, +3 Sight, +2 Group, +2 size)
Rego Auram Spells
General
Ward Against Faeries of the Air
R: Touch, D: Ring, T: Circle
As Ward Against Faeries of the Water (ReAq Gen), but for faeries of the air. The faerie cannot directly or indirectly break the magic circle, nor can they use ranged attacks or magic to affect those within it. From some angles at night, the ring may be seen as a violet-hued dome.
(Base effect)
Level 5
Wind at the Back
R: Touch, D: Spec, T: Ind
An existing breeze follows you until you stop traveling for more than ten minutes. It causes phenomena you pass through (fog, haze) to follow you. (Base 2, +1 Touch, +2 Special (based on Concentration))
Level 10
Ward Against Rain
R: Per, D: Sun, T: Ind
No rain falls on the caster, no matter how bad the weather.
(Base 4, +2 Sun)
Level 30
Clouds of Thunderous Might
R: Sight, D: Conc, T: Group
Gathers pre-existing clouds and winds into a small storm. The storm gathers at a normal speed, but is under the caster's control as long as he can see it. The caster may use the control granted by this spell to dissipate small storms as well. If the caster does not dissipate the storm before stopping concentrating, the storm continues as normal.
(Base 4, +3 Sight, +1 Conc, +2 Group)
Level 40
Gathering of the Stormy Might
R: Sight, D: Conc, T: Group
As for Clouds of Thunderous Might, but the storm is larger, possibly covering the entire visible sky. Again, it is under the caster's control.
(Base 4, +3 Sight, +1 Conc, +2 Group, +2 size)
Corpus Spells
Creo Corpus Spells
Level 10
Bind Wound
R: Touch, D: Sun, T: Ind
This spell binds the target's wounds, so that he can undertake any activity without the risk of worsening the wounds. He still suffers from the wound penalties, however, and cannot heal naturally while under the influence of this spell.
Typically, you place your hands on the target and pass them over his wounds, which magically seal themselves and stop bleeding.
(Base 3, +1 Touch, +2 Sun)
Charm Against Putrefaction
R: Touch, D: Moon, T: Ind
Prevents decay of a human corpse, or of a severed body part. Necromancers use it to preserve their revived corpses.
(Base 2, +1 Touch, +3 Moon)
Level 20
The Chirurgeon's Healing Touch
R: Touch, D: Mom, T: Ind, Ritual
This spell heals a single Light Wound suffered by the person touched. This spell does not heal damage from poison or disease.
(Base 15, +1 Touch)
Gentle Touch of the Purified Body
R: Touch, D: Mom, T: Ind, Ritual
The target is cured of a Light Wound caused by poison or disease. This spell does not heal damage caused by injury.
(Base 15, +1 Touch)
Purification of the Festering Wounds
R: Touch, D: Moon, T: Ind
The target gains a +9 bonus to Recovery rolls, as long as he has been under the influence of this spell for the whole of the recovery interval. The recovery interval is counted from the time that the spell is cast; any previous time is ignored.
(Base 4, +1 Touch, +3 Moon)
Level 25
Restoration of the Defiled Body
R: Touch, D: Mom, T: Ind, Ritual
Removes the crippling or malignant after-effects of any injury, poison, or disease, or of premature aging. The effects of natural aging cannot be undone by this or any spell. This spell does not heal wounds, only extra effects.
(Base 20, +1 Touch)
The Severed Limb Made Whole
R: Touch, D: Mom, T: Ind, Ritual
A limb that has been detached from the body can be reattached, but any decay that has occurred on the severed limb remains after the limb is reattached. After a day of decomposition, a limb is weak. After seven days, it is nearly useless and infects the character on whom it is replaced (Stamina stress roll against an Ease Factor of 6 or take a Medium Wound). If it's been severed for more than two weeks, the limb is completely useless.
(Base 25, +1 Touch, –1 because the old limb is needed)
Level 30
Cheating the Reaper
R: Touch, D: Mom, T: Ind, Ritual
Resolves a major (or less severe) crisis caused by aging. The target still requires rest for the remainder of the season to recover fully. Note that each application of this spell causes Warping. See page @@ for details on crisis.
(Base 25, +1 Touch)
A variant Potent Spell is given in TMRE, with Potency 8, Casting Items: a disc inlaid with jasper (+2), amber (+3), and a sapphire (+3).
Level 35
(Physical Characteristic) of the Followers
R: Touch, D: Mom, T: Ind, Level 35, Ritual
There are four variations of this lesser version of (Physical Characteristic) of the Heroes (CrCo60), which permanently increase a physical Characteristic (Strength, Stamina, Dexterity or Quickness) by one, but to no more than 0. During these minor rituals, followers of the Cult of Heroes are purified and anointed with oil, and have their innate weaknesses magically removed, making them truer to their ideal forms, to prepare them for the other, greater rituals.
This spell is associated with the Cult of Heroes, and are rarely found outside of that society.
(Base 30, +1 Touch)
Source: HoHTL
Level 40
Incantation of the Body Made Whole
R: Touch, D: Mom, T: Ind, Ritual
Heals all damage to a human body at the conclusion of the ritual. The spell can only heal wounds, not such damage as missing limbs, or diseases and damage from poisons.
(Base 35, +1 Touch)
Level 60
(PHYSICAL CHARACTERISTIC) OF THE HEROES
R: Touch, D: Mom, T: Ind, Level 60, Ritual
Each of the four variations of this ritual permanently increases one of the subject’s physical Characteristics (Strength, Stamina, Dexterity or Quickness) by one, to no more than +5. During the ceremony, the subject is buried under earth, emerging from the ordeal permanently improved and one step closer to human perfection.
This spell is associated with the Cult of Heroes, and are rarely found outside of that society.
(Base 55, +1 Touch)
Source: HoHTL
Level 75
The Shadow of Life Renewed
R: Touch, D: Mom, T: Ind, Ritual; Requisites: Mentem
Brings the semblance of life to a corpse. During the ritual, healing spells work on the corpse, which is important because the body must be physically whole or else it simply dies again once it is brought back to life. For each day that the person has been dead, roll for aging. When the ritual is complete, roll a simple die to determine the success of the attempt: 1: body dissolves; 2: body possessed by a demon, faerie, or other supernatural entity; 3: mindless, useless living corpse; 4 or 5: automaton with no Abilities over 3; 6 or 7: automaton, but Abilities as a normal person's; 8: person with self direction but no personality, and somehow dangerously demented; 9 or 10: person with will, but no personality. In any case, the revived person is not truly alive and is unable to gain experience points. Also, the person must make an aging roll at the beginning of each year of its existence, regardless of age. This is the closest that the Order has gotten to raising a person from the dead.
(Base 70, +1 Touch, no addition for requisite)
Intellego Corpus Spells
General
Sight of the True Form
R: Per, D: Mom, T: Vision
You see the true, original form of any person whose form has been changed or masked. This spell can see through mundane masks and disguises at level 10, and can see through the effects of other spells that are equal to or lower than the level of this spell.
(Variable base)
Level 5
Physician's Eye
R: Touch, D: Mom, T: Ind
Determines the general health of a single person. Specific afflictions appear to you as areas of yellow coloration on the person's body. A Perception + Medicine stress roll is required to identify unusual diseases. The Ease Factor is determined by the rarity of the disease.
(Base 4, +1 Touch)
Level 10
The Significance of the Group
InCo 10
R: Voice, D: Mom, T: Group
The Numerologist instantly divines the number of people in a group. The spell allows any restriction within the parameters that define a standard Group Target; for example, “How many onelegged men are in the crowd?”
Numerologists claim to be able to gain insight from such numbers.
(Base 2, +2 Voice, +2 Group)
Source: TMRE
Revealed Flaws of Mortal Flesh
R: Touch, D: Mom, T: Ind
You are able to find any medical defects in a person or being that you are touching. This provides more, and more specific, information than Physician's Eye.
(Base 5, +1 Touch)
Level 15
The Genethlialogical Investigation
Intellego Corpus 15
R: Voice, D: Mom, T: Ind
The caster learns the target’s place and time of birth. Casting this spell on a magus is tantamount to declaring Wizard’s War, since there is no honest reason for needing this information without the consent of the target. Genethlialogy is the study of days of birth.
(base 5, +2 Voice)
Source: A&A
Numbering the Host
InCo 15
R: Per, D: Mom, T: Sight
The Numerologist knows the number of people he can see, and may distinguish them by appearance: men and women, old or young(-looking), and so on.
(Base 3, +4 Sight sense)
Source: TMRE
Whispers Through the Black Gate
R: Touch, D: Conc, T: Ind; Requisites: Mentem
You can speak through the barrier — the figurative "gate" — that stands between the dead and the living, to one corpse that has not yet decayed into a skeleton. The corpse cannot have been buried in Church burial, nor have belonged to a spirit that went straight to Heaven (for example, a saint or a crusader). The spirit that you speak with is not compelled to tell the truth; you can, of course, find ways to coerce or trick it into doing so. All those around you can hear the voice of the corpse.
(Base 5, +1 Touch, +1 Conc, no cost for requisite)
A variant Potent Spell is given in TMRE, with Potency 9, Casting Items: green turquoise (+4) and a star ruby (+5).
Level 20
The Inexorable Search
R: Arc, D: Conc, T: Ind
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. A similar spell allows you to search for a dead body (Tracing the Trail of Death's Stench).
(Base 3, +4 Arc, +1 Conc)
The Whole from the Part
R: Touch, D: Conc, T: Ind, Level 20
This spell needs to be cast on a current Arcane Connection to a human (or human like creature). This spell gives the caster a mental image of the subject’s essential nature. Thus the caster sees the subject without clothes, tattoos, scars or other mutilations. The spell does not target the actual subject; it only probes the arcane connection itself. Thus the spell does not need to penetrate the real subject’s Magic Resistance.
(Base 10, +1 Touch, +1 Conc)
Source: HoHTL
Level 25
Sight of the Molting Magus
R: Per, D: Conc, T: Vision, Level 25
This spell allows the caster to spot Corpus material (hair, blood, etc.) within his line of sight. Such material appears to glow with a reddish hue. The spell also allows the magus to estimate how long ago the item parted company from its owner by the brightness of the glow. This spell is used to place suspects in a particular time and place. The spell The Whole from the Part (see above) is often used to identify who the item belonged to.
(Base 4, +1 Conc, +4 Vision)
Source: HoHTL
Level 30
The Eye of the Sage
R: Arc, D: Conc, T: Ind; Requisites: Imaginem
Lets you see a specific person and what is within one pace of that person. The image is clear enough to allow reading.
(Base 4, +4 Arc, +1 Conc, +1 requisite)
Muto Corpus Spells
Level 5
Eyes of the Cat
R: Touch, D: Sun, T: Ind; Requisites: Animal
The target gains the eyes of a cat, which allow him or her to see in near darkness (but not in absolute darkness, such as a lightless subterranean cavern).
(Base 2, +1 Touch, +2 Sun, requisite free)
Level 15
Disguise of the New Visage
R: Touch, D: Sun, T: Part
The target's facial features are transformed to any approximately human configuration you choose. In Cralian of Tremere's version of this spell, the new visage is always as unassuming as possible.
(Base 3, +1 Touch, +2 Sun, +1 Part)
Preternatural Growth and Shrinking
R: Touch, D: Sun, T: Ind
Adds +1 to the target's normal Size or decreases it by up to 2 points.
(Base 3, +1 Touch, +2 Sun, +1 because the spell allows growth or two kinds of shrinking)
Level 20
Arm of the Infant
R: Voice, D: Sun, T: Part
Shrinks a person's arm to half its original length and makes it pudgy, like an infant's.
(Base 3, +2 Voice, +2 Sun, +1 Part)
Level 25
Gift of the Bear's Fortitude
R: Per, D: Sun, T: Ind
Your flesh becomes resistant to physical damage. You get +3 to your Soak. Your flesh is tough and insensitive; any rolls that involve a sensitive touch (such as for picking a lock) are at –1.
(Base 15, +2 Sun)
Shape of the Woodland Prowler
R: Touch, D: Sun, T: Ind; Requisite: Animal
You place a wolf skin over yourself or another, and the target changes into a wolf. The target may change back at will, ending the spell. Before casting this spell, you must first, of course, acquire the skin of a wolf, if you want to be able to end the spell early.
(Base 10, +1 Touch, +2 Sun)
Level 30
Cloak of Black Feathers
R: Per, D: Sun, T: Ind; Requisites: Animal
You hang a small cape of raven feathers on your back and transform into a raven. You can resume human form at will, but doing so ends the spell.
(Base 20, +2 Sun)
Curse of Circe
R: Voice, D: Sun, T: Ind; Requisite: Animal
Turns a person into a pig.
(Base 10, +2 Voice, +2 Sun)
A variant Potent Spell is given in TMRE, with Potency 7, Casting Items: a piece of pig skin (+7).
Level 35
Stance of the Patient Tree
R: Per, D: Sun, T: Ind; Requisite: Herbam
You turn yourself into a tree about 12 feet high, with a trunk about a foot thick. You can sense only the most basic things, such as night and day, strong winds, and things that can affect a tree. You can resume human form at will, but doing so ends the spell. While in tree form, you do not heal any wounds or restore any Fatigue levels. The tree branch you use to let yourself change back determines the kind of tree you become, and you cannot cast the spell without the branch.
(Base 25, +2 Sun)
Level 40
Cloak of Mist
R: Per, D: Sun, T: Ind; Requisites: Auram
You turn yourself into a thick, cohesive mist of approximately human size. You can float through the air at walking speed and can see and hear what is going on around you. You can also seep through cracks, but cannot move through solid objects. You may return to human form at any time, but doing so ends the spell. As mist, you are subject to the forces of the wind. In order to cast this spell, you inhale some mist, and you keep the mist in your 'mouth' until you want to end the spell.
(Base 30, +2 Sun)
Transform to Water
R: Per, D: Sun, T: Ind; Requisite: Aquam
You turn yourself into water, one pint for every pound of the your weight. As water, you can hold yourself together unless someone makes an effort to separate part of you from the rest. You can roll slowly across the ground, but cannot move uphill. You can hear sounds, feel things that touch you, and can sense temperature. You can resume human form at will, but doing so ends the spell. You cannot resume human form if a significant part of your body/water is separated from the rest. You pour a small amount of water into your hands when you cast the spell.
(Base 30, +2 Sun)
Level 45
The Silent Vigil
R: Per, D: Moon, T: Ind; Requisite: Terram
You can move into and become part of a rock formation that is at least twice your size. While in the stone, you can hear what is going on around you, but you cannot use other senses. The spell lasts until you come out, and you must come out where you went in. You have no need for food or drink, though you do age. Rolls to recover from Fatigue or wounds take twice as long to make while you are in the stone. Casting requisites are required for items you take with you into the stone.
(Base 25, +3 Moon, +1 for special effect)
Level 60
Mists of Change
R: Voice, D: Sun & Year, T: Bound, Ritual; Requisites: Animal
As this spell is cast, a whipping wind arises and patches of mist begin to roll across the landscape. Sometimes, a patch of mist suddenly envelops a person for a few seconds, during which time the victim cannot move. When the mist blows away, continuing its course, the person is left transformed into a random creature. Roll a simple die to determine the result: 1: Wolf, 2: Horse, 3: Brown Bear, 4: Large Toad, 5: Ferret, 6: Viper, 7: Boar/Sow, 8: Dog, 9: Cat, or 0: Other (storyguide picks; be cruel). People transformed retain their human minds, but inherit all the passions and instincts of their new forms.
The mist covers the target area, which must be in sight when you cast the spell. The mists affect the area until sunrise or sunset, and transform anyone who remains in the area during that time. For important characters, roll a simple die when the spell is cast and every half hour afterwards, and on a roll lower than the number of rolls made so far the mists envelope and transform them at some point in the next half hour. The transformations last for a Year.
(Base 10, +2 Voice, +4 Year, +4 Bound, slightly nonstandard effect, mist and wind are cosmetic only)
Perdo Corpus Spells
Level 5
Touch of the Goose Feather
R: Voice, D: Mom, T: Ind
The target lets out a loud sneeze. Spellcasters who sneeze must make Intelligence + Concentration stress rolls against an Ease Factor of 12 to maintain concentration, and others get –1 on most activities at the moment of the sneeze.
(Base 3, +2 Voice)
Level 15
Dust to Dust
R: Voice, D: Mom, T: Ind
Turns a dead body or mindless undead body to dust in two rounds. The spell doesn't affect those undead possessed by spirits. To do this to an animal corpse requires a Perdo Animal spell.
(Base 5, +2 Voice)
The Wound that Weeps
R: Voice, D: Mom, T: Ind
When casting this spell, you point at the victim and a large wound opens on his or her body. The wound is not a deep one, but it bleeds profusely. This is only a Light Wound, but it looks bad.
(Base 5, +2 Voice)
Level 20
Invocation of Weariness
R: Voice, D: Mom, T: Ind
The target loses a Fatigue level. The phrases used with this spell are usually singsong melodies, which lull the victim into drowsiness.
(Base 10, +2 Voice)
Level 25
Bane of the Decrepit Body
R: Voice, D: Mom, T: Ind
The target ages 5 years. Determine effects normally. This spell does not work on children younger than age 16.
(Base 15, +2 Voice)
Curse of the Leprous Flesh
R: Touch, D: Mom, T: Ind
This spell inflicts leprosy on the target, which causes a person's flesh to rot off in a matter of weeks — a truly hideous sight. Much of the target's flesh literally hangs from his or her frame, and there is a pungent rotting smell about him at all times. The target takes an Incapacitating Wound from the disease, and must roll as normal to recover. The target also loses a point of Stamina by the time the disease ends. If the victim somehow survives this curse, he is shunned by mundane communities. If the victim succeeds in a Stamina roll against an Ease Factor of 6 when the spell is cast, he shakes off the disease, although he still feels unwell for a few days, and may have problems if an astute doctor realizes he is leprous.
(Base 20, +1 Touch)
Grip of the Choking Hand
R: Voice, D: Conc, T: Ind
The target feels an invisible, strangling hand on the throat. Each round, the target loses a Fatigue level. Once the target falls unconscious, the spell has no further effect. The spell works by seriously constricting the target's windpipe, hence the feeling. This constriction is not quite enough to kill, however.
(Base 10, +2 Voice, +1 Conc)
A variant Potent Spell is given in TMRE, with Potency 10, Casting Items: a wand (+4) of human bone (+4), bound with cord (+2).
Level 30
Incantation of the Milky Eyes
R: Voice, D: Mom, T: Ind
Blinds a target, leaving the eyes milky with cataracts. This heals as a Heavy Wound.
(Base 20, +2 Voice)
Twist of the Tongue
R: Voice, D: Mom, T: Part
Twists the target's tongue into a spiral, completely destroying the ability to speak. A grave offense to a magus. The damage heals as a Medium Wound.
(Base 15, +2 Voice, +1 Part)
Level 40
Clenching Grasp of the Crushed Heart
R: Voice, D: Mom, T: Ind
When casting this spell, you make a clenching motion with your hand. The victim doubles over and dies at once.
(Base 30, +2 Voice)
Level 45
The Kiss of Death
R: Touch, D: Mom, T: Ind
The person you kiss dies a sudden death. The only mark on the corpse is the black imprint of your lips. You do not need to speak when casting this spell, and thus gain no penalty from silence. (This is why the spell is higher level than the guidelines would indicate.)
(Base 30, +1 Touch, +2 for no words)
Level 55
Curse of the Unportended Plague
R: Sight, D: Mom, T: Bound, Ritual
Starts a plague in a city or other Boundary. Everyone within the boundary is afflicted with the disease when the ritual is complete, and suffers as described under Curse of the Leprous Flesh, above. The conditions causing the disease last but a moment, so people entering the area after the spell is cast are safe. Using, or even transcribing, this spell is rigorously discouraged by most of the Order of Hermes. (Note: the disease caused by this spell is not the later Bubonic Plague, which is unknown in Europe in 1220.)
(Base 20, +3 Sight, +4 Bound)
Rego Corpus Spells
Level 5
Curse of the Unruly Tongue
R: Voice, D: Conc, T: Ind
Causes the target to stutter and slur words. Communication rolls are at –3. Spoken spells are at –6 to the spellcasting roll, and there is an extra botch die.
(Base 2, +2 Voice, +1 Conc)
Spasms of the Uncontrolled Hand
R: Voice, D: Conc, T: Ind
One of the target's hands spasms, causing him to drop anything he is holding in it. It keeps spasming for as long as you concentrate.
(Base 2, +2 Voice, +1 Conc)
Level 10
Gift of the Tortured Bowels
Rego Corpus 10
R: Eye, D: Mom, T: Ind
The target is inflicted with a sudden intestinal cramp, then immediately suffers a bout of diarrhea. Once the bowels are empty, there are no physical aftereffects. Medically inclined magi occasionally use this spell (and variants thereof) therapeutically, to purge the body of putrefied humors.
(Base 5, +1 Eye)
Source: A&A
Rise of the Feathery Body
R: Touch, D: Conc, T: Ind
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.
(Base 4, +1 Touch, +1 Conc)
A variant Potent Spell is given in TMRE, with Potency 8, Casting Items: a glove (+4) with a magnet (+4) sewn into the fabric.
Level 15
Despair of the Quivering Manacles
R: Voice, D: Conc, T: Ind
Your target shakes vigorously from side to side without falling. Those affected get –3 on rolls requiring physical movement, and –1 to most other rolls.
(Base 4, +2 Voice, +1 Conc)
Endurance of the Berserkers
R: Per, D: Conc, T: Ind
Your body acts as though it were unwounded and unfatigued for as long as you concentrate. Keep track of the actual Fatigue levels that the body loses while "berserk," because as soon as the spell wears off, you lose those levels. If you run out of Fatigue levels, the spell terminates immediately and you fall unconscious.
A character under the influence of this spell does risk worsening wounds, but he may not notice.
(Base 10, +1 Conc)
Gift of the Frog's Legs
R: Touch, D: Mom, T: Ind
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 Dexterity – Encumbrance stress roll against an Ease Factor of 0 to land without injury. A miss indicates that he takes a Light Wound, and a botch indicates a Medium Wound. 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.
(Base 10, +1 Touch.)
Lifting the Dangling Puppet
R: Voice, D: Conc, T: Ind
Lifts a person of Size +1 or less vertically into the air. Generally, you can make the target rise or descend as fast as smoke rises, but a heavier person rises more slowly and falls more quickly.
(Base 4, +2 Voice, +1 Conc)
Wizard’s Leap
ReCo 15
R: Per, D: Mom, T: Ind
The caster instantly transports himself up to 50 paces in any direction, provided he can see his destination or has an Arcane Connection to it. His Talisman comes with him automatically but casting requisites are required to bring along any other clothing or equipment. This spell is very effective as a fast-cast defense to escape attacks or other mishaps, and can also be used for bypassing obstacles or launching surprise attacks.
(Base 15)
Source: HoHS
Level 20
The Gift of Vigor
R: Touch, D: Mom, T: Ind
Transfers bodily energy from you to any target who is at a lower Fatigue level than you. You are thus at the target's current Fatigue level, and he or she assumes your previous level. If you lose a Fatigue level from casting this spell, the loss comes after the transfer. Magi have long looked for a way to restore their energy in order to cast more spells. This is the closest they've come.
(Base 15, +1 Touch)
Level 25
Awaken the Slumbering Corpse
R: Voice, D: Conc, T: Ind
Causes a corpse to function at your verbal command. Commands have to be very simple, like "attack anyone who comes through here." The corpse used cannot have been buried by Church ceremony.
(Base 10, +2 Voice, +1 Conc)
Blessed Relief of the Benighted Reins
Rego Corpus 25
R: Touch, D: Mom, T: Part
Cast on a patient suffering from a kidney stone, the stone is removed from the patient’s body and appears in the hand of the caster. The “surgery” requires an Intelligence + Finesse roll against an Ease Factor of 12; failure indicates that the stone remains within the target’s body.
(Base 15, +1 Touch, +1 Part)
Source: A&A
Sever the Unwanted Limb
Rego Corpus 25
R: Touch, D: Mom, T: Ind
One of the target’s limbs is amputated cleanly and painlessly, without bleeding. The amputation requires an Intelligence + Finesse roll against an Ease Factor of 12; failure indicates that the target is left intact. If this roll succeeds, the target acquires the Lame or Missing Hand Flaw. If used instead of surgical intervention, the patient’s failed Recovery roll is treated as a stable result instead.
(Base 20, +1 Touch)
Source: A&A
Strings of the Unwilling Marionette
R: Voice, D: Conc, T: Ind
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.
(Base 10, +2 Voice, +1 Conc)
Level 30
Seven-League Stride
R: Per, D: Mom, T: Ind
Transports you to any place within seven leagues either that you can see or that you have an Arcane Connection with. If you fail an Intelligence + Finesse stress roll against an Ease Factor of 9, your arrival goes slightly awry. For instance, you might fall when you appear, or just be facing the wrong way. A botch means you appear in the wrong place, perhaps even in a wall.
Praefactus of Bonisagus's version of this spell always allows him to appear in a safe, unembarrassing place (assuming he doesn't fail his Finesse roll). All Praefactus's spells make him seem as dignified as possible — manifesting his wizard's sigil.
(Base 30)
Level 35
The Leap of Homecoming
R: Per, D: Mom, T: Ind
Transports you to any place to which you have an Arcane Connection. Most magi use this to return to their laboratories.
(Base 35)
The Walking Corpse
R: Touch, D: Year, T: Ind, Ritual
Turns a corpse into a nearly mindless servant that can follow your simple verbal commands faithfully but unimaginatively. Unless the corpse is preserved with Charm Against Putrefaction or the equivalent, the body decays normally, but even a skeleton can be animated.
(Base 10, +1 Touch, +4 Year)
Herbam Spells
Creo Herbam Spells
Level 5
Conjure the Sturdy Vine
R: Voice, D: Sun, T: Ind
Grows 10 paces of vine from a moderate quantity of wood, or from fertile soil. The vine is extremely strong and pliable, suitable for use as rope.
(Base 1, +2 Voice, +2 Sun)
Level 15
Trap of the Entwining Vines
R: Voice, D: Sun, T: Group
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 Quickness – Encumbrance stress roll against and Ease Factor of 9. To break out requires a Strength stress roll against an Ease Factor 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 at sunrise or sunset.
(Base 1, +2 Voice, +2 Sun, +2 Group)
Level 20
Bridge of Wood
R: Touch, D: Sun, T: Ind
Creates a bridge made from living leaves, vines, and wood. The bridge can reach up to 20 paces, and is five paces wide. It is sturdy enough to support creatures of up to Size +4.
(Base 3, +1 Touch, +2 Sun, +2 size)
Conjuration of Wild Thyme
Creo Herbam 20
R: Touch, D: Mom, T: Group, Ritual
Creates ten thousand doses of wild thyme, prepared and dried and ready to use. A different spell is required to create each type of herb.
(Base 2, +1 Touch, +2 Group, +3 size)
Source: A&A
Wall of Thorns
R: Voice, D: Sun, T: Group
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, are cut by edged weapons only, and cutting through requires inflicting a Heavy Wound. Bodily forcing one's way through the wall requires a Strength stress roll against an Ease Factor 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. An Athletics stress roll against an Ease Factor of 9 allows a character to scale the wall, but the character takes +10 damage in the process.
(Base 1, +2 Voice, +2 Sun, +2 Group, +1 size)
Level 25
Wall of Living Wood
R: Voice, D: Sun, T: Ind
A straight wall of living oak is created, growing quickly from nearby trees, other plant growth, or fertile earth. The wall is 20 paces long, 1 pace thick, and 5 paces high. It can be scaled with an Athletics stress roll against an Ease Factor of 9.
(Base 3, +2 Voice, +2 Sun, +2 size)
Level 35
The Bountiful Feast
R: Touch, D: Year, T: Special, Ritual
This ritual, which must be cast at noon on the day after the winter solstice, attempts to ensure that all crops that grow within its target will be healthy and fruitful. The spell protects against non-magical blight and other diseases. It can't control the weather or prevent others from harming crops, but it does cause crops to be healthier, larger, and tastier than they otherwise would be. The target of this spell is the fields owned by those present at the ritual. The spell must be cast within the region affected by the spell, although that region need not be contiguous. Although food plants are affected most by this ritual, all plants are made healthier to some degree.
(Base 1, +1 Touch, +4 Year, +4 Special (equivalent to Boundary), +1 Size (for a total of +4 Size, including the +3 from the guideline, so that the area affected is up to about 6 miles across)
Intellego Herbam Spells
Level 4
Probe Nature's Hidden Lore
R: Touch, D: Mom, T: Ind
Tells you what kind of plant you are touching. You also get an image of it in its natural habitat. Works with plant products as well as with plants themselves.
(Base 3, +1 Touch)
Level 5
Hunt for the Wild Herb
R: Per, D: Conc, T: Smell
When you cast this spell, you can smell one sort of plant, and follow the scent, as long as you continue to concentrate. You must have a sample of the type of plant you are looking for. A Perception stress roll against an Ease Factor of 6 is needed to follow the scent. If there is no plant of the relevant type fairly close by (close enough to smell), you smell nothing, although the spell still works.
(Base 2, +1 Conc, +2 Smell)
Level 10
Intuition of the Forest
R: Touch, D: Sun, T: Group
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 nature-oriented rolls (not including spells) when in a forest or similar area. Causing significant harm to the forest cancels this spell.
(Base 1, +1 Touch, +2 Sun, +2 Group)
Level 15
Shriek of the Impending Shafts
R: Per, D: Sun, T: Hearing
Lets you know where anything wooden will be in the immediate future by a shriek that sounds in the air in advance of the wood's coming. A piece of wood that is controlled may change course, so the spell is sometimes wrong. You get a +9 bonus on Defense scores against wooden weapons (provided that you have the freedom to dodge), and you can automatically dodge wooden missiles fired from more than ten paces away.
The shriek is only audible to you, and it cannot be simulated by people making noises.
(Base 2, +2 Sun, +3 Hearing)
Level 25
Converse with Plant and Tree
R: Touch, D: Conc, T: Ind
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.
(Base 15, +1 Touch, +1 Conc)
Muto Herbam Spells
Level 5
Pass the Unyielding Portal
R: Touch, D: Diam, T: Ind
Makes the wood of a door pliable, allowing the magus to bend it open regardless of most locks or bars.
(Base 3, +1 Touch, +1 Diameter)
Level 10
Transformation of the Thorny Staff
R: Touch, D: Sun, T: Ind
Causes a length of wood (up to 6 feet in length) to grow thick, sharp thorns at whatever spots you touch. If the spell is cast on a staff, the thorns add +4 to the damage done by the staff.
(Base 3, +1 Touch, +2 Sun)
Piercing Shaft of Wood
R: Voice, D: Mom, T: Ind; Requisite: Rego
Turns a piece of wood into a sleek, barbed, strong shaft that flies through the air at a target. Damage depends on the size of the item from which the shaft is formed: staff (upper size limit) +10, 2-foot branch +8, wand +5. This spell cannot miss, but it is resisted.
(Base 3, +2 Voice, +1 Rego effect)
Level 15
Aegis of Unbreakable Wood
MuHe 15
R: Touch, D: Sun, T: Ind.
Makes a wooden shield (or object of comparable dimensions) as strong as iron, increasing its Defense bonus by +1. This is the best benefit magic can provide without increasing the size of the shield. The weight (and Load) of the shield are unchanged. It remains susceptible to fire, but is otherwise nearly indestructible.
(Base 4, +1 Touch, +2 Sun)
Source: HoHS
Rope of Bronze
R: Touch, D: Sun, T: Ind; Requisite: Terram
Turns a piece of rope (made from plant material) into refined, superior bronze, which does not break under normal circumstances.
(Base 4, +1 Touch, +2 Sun, no cost for requisite)
Level 20
Thaumaturgical Transformation of Plants to Iron
R: Touch, D: Sun, T: Ind; Requisite: Terram
Makes any plant, dead or alive, as hard as iron. Affects any amount of continuous plant material up to the size of a small tree. Sharp-edged plants can become deadly when they are made this hard.
(Base 4, +1 Touch, +2 Sun, +1 size, no cost for requisite)
Level 25
Stir the Slumbering Tree
R: Touch, D: Sun, T: Ind; Requisite: Mentem
Raises any tree into a state of consciousness resembling that of a human. Such a tree can see and hear what is going on around it, and at a normal human level of perception. Such a tree may share some mental attributes or personality traits with the caster. The tree can rearrange its branches over the course of several hours, though too slowly for people to observe the movement from second to second. Most trees in magical areas are already awake.
(Base 4, +1 Touch, +2 Sun, +2 size)
Level 60
Curse of the Haunted Forest
R: Touch, D: Year, T: Group, Ritual; Requisite: Perdo
Turns a previously normal small forest into a haunted and dangerous place. The trees become gnarled and hideous, and the imaginative can see menacing faces in them. The trees also become conscious and cruel; capable of sight, hearing, and limited movement. While they cannot uproot themselves, they can move their branches about, and can reach the ground in an hour or two. Only ill-tempered animals, such as boars and crows, live in these woods, and nothing in them is edible. The only knowledge of what might happen should this ritual be attempted in a faerie forest comes from ancient and disputed legends of the Order of Hermes.
(Base 4, +1 Touch, +4 Year, +2 Group, +5 size)
Perdo Herbam Spells
Level 5
Curse of the Rotted Wood
R: Touch, D: Mom, T: Ind
Causes a non-living wooden object to rot and fall apart. Objects up to the size of a single door can be affected, but things that size take up to two rounds to decay. Usually, large chunks of wood start falling off the target, and slowly crumble to smaller and smaller pieces, until only dust is left.
Ferramentum of Verditius's version of this spell is very orderly as per his wizard's sigil. The decay of the object starts from the top and continues to the bottom, leaving only dust as it goes.
(Base 4, +1 Touch)
Level 15
Wizard's Autumn
R: Touch, D: Mom, T: Group
All the deciduous leaves (that is, those that normally fall in autumn) on the target plants turn brown and then fall to the ground. The full process takes a minute. This spell can affect a small grove of trees. The trees do not bud again until the next spring.
(Base 2, +1 Touch, +2 Group, +2 size)
Level 20
Plant's Withering Bane
R: Voice, D: Mom, T: Ind
Withers and destroys one living plant, up to and including a plant the size of a small tree.
(Base 5, +2 Voice, +1 size)
Level 25
The Great Rot
R: Voice, D: Mom, T: Group
Rots and destroys a large amount of dead wood, up to the amount found in a wooden house or small inn. Wooden structures creak and groan mightily for about a minute before collapsing.
(Base 4, +2 Voice, +2 Group, +1 size)
Level 30
Treading the Ashen Path
R: Touch, D: Mom, T: Group
As you walk through a forest after casting this spell, all the plant material 10 paces in front of you and 5 paces to either side withers and dies. Trees are reduced to bare trunks, while their leaves and all smaller plants turn to ash. You can walk for 7 miles with each casting of this spell. Use of this spell in faerie woods is not recommended. This spell was originally invented by a magus of House Flambeau, and he was awarded a prize for it by his primus.
(Base 3, +1 Touch, +2 Group, +3 size, +1 fancy effect (the spell effectively keeps being cast while the caster walks seven miles))
Level 35
Tree Falling in the Forest
Pe(Re)He 35
R: Sight, D: Mom, T: Ind
Instantly cuts down a tree, making it fall in the direction the caster designates. With a successful aiming roll, you can make it fall on a living creature. Damage is up to +18 for a mature tree, and the victim or victims may also be pinned by the tree’s weight. When used as a form of attack, this spell bypasses Magic Resistance.
(Base 5, +3 Sight, +2 size, +1 Rego requisite)
Source: HoHS
Rego Herbam Spells
General
Ward Against Faeries of the Wood
R: Touch, D: Ring, T: Circle
Like Ward Against Faeries of the Waters (ReAq Gen), but for faeries of the wood. At some angles, at night, the ring appears to be a green-hued dome.
(Base effect)
A variant Potent Spell is given in TMRE, ReHe 25 (gen.), Potency 9, Casting Items: an iron (+7) horseshoe (+2).
Level 4
Brew the Healing Tonic
Rego Herbam 4
R: Touch, D: Mom, T: Ind Req: Animal, Terram
The raw ingredients for a restorative that gives a +3 to Wound Recovery rolls are combined into a theriac, providing that the caster has access to an appropriate formula. The Ease Factor of the Finesse roll will vary according to the Potency of the theriac; to duplicate the formula for the Mustard Plaster (Level 5, see below) requires an Ease Factor of 16.
(Level 3, +1 Touch)
Source: A&A
Level 5
Dance of the Staves
R: Voice, D: Mom, T: Ind
Causes a pole, staff, haft, or any other long, thin, non-living wooden object to bend and lash about wildly for a few seconds and then stop suddenly. A whirling staff strikes its holder and does +4 Damage, with a possible bonus if the weapon at the head of the pole hits the person.
(Base 3, +2 Voice)
Level 10
Repel the Wooden Shafts
R: Voice, D: Mom, T: Ind
Deflects a single blow of any weapon made of wood, up to the size of a two-handed club. 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 wooden staff, it must be tossed aside for the casting.
(Base 4, +2 Voice)
Level 15
Strike of the Angered Branch
R: Voice, D: Conc, T: Part
Causes a large tree branch to swing at a target. The branch's Attack score is equal to your Perception + Finesse. Damage is +10. You may strike repeatedly with the branch, striking once per round for as long as the spell lasts.
(Base 3, +2 Voice, +1 Conc, +1 Part)
Tangle of Wood and Thorns
R: Voice, D: Conc, T: Ind
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 against an Ease Factor 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 against an Ease Factor of 6.
(Base 3, +2 Voice, +1 Conc, +1 Muto requisite)
Level 20
Coils of the Entangling Plants
R: Voice, D: Conc, T: Group
Animates all the grass and small plants within a field delineated from side to side by your outstretched arms and in front by no more than 15 paces of distance. The plants grab and wrap themselves around the people nearest to them (Strength stress roll of 9+ to break free, rolled once per minute). If a roll to break free ever botches, the victim cannot escape on his or her own. With a Concentration roll of 6+, you can release one individual a round.
(Base 3, +2 Voice, +1 Conc, +2 Group)
Level 25
Lord of the Trees
R: Voice, D: Conc, T: Ind
Causes a tree to move its branches and bend its trunk in any way you mentally direct. A large tree striking with branches has Initiative +5, Attack +7, and Damage +10. Normal weapons are practically useless against large trees.
(Base 4, +2 Voice, +1 Conc, +2 size)
The Treacherous Spear
R: Voice, D: Diam, T: Ind
This spell animates a wooden or wooden-hafted melee weapon in someone else's hand, and makes that weapon attack its holder until the wielder is dead or the weapon is destroyed. When the spell is cast, the weapon tries to break its wielder's hold (Quickness – Encumbrance stress roll against an Ease Factor of 9 to hang on). On subsequent rounds, the wielder hangs on by making Strength stress rolls against an Ease Factor of 6, allowed once per round. If a roll to hold on ever botches, the wielder loses control of the weapon and is hit by it automatically (see below). While still in its wielder's grip, the weapon does not strike him or her, but does not strike on the wielder's behalf either. Once the weapon breaks free or is released, it attacks its wielder, using his Attack and Damage scores.
The former wielder may fight the rebellious weapon. The weapon uses its defense rating as its Defense total. It has no Soak, and is 'killed' after it takes a wound depending on its size. One-handed weapons must take a Medium Wound, while two-handed weapons must take a Heavy Wound. The damage of thrusting and missile weapons is halved when attacking the renegade weapon.
(Base 10, +2 Voice, +1 Diam)
Twist the Living Tree
R: Touch, D: Sun, T: Ind
You make a living tree bend into unusual positions. Depending on your needs, you can make a cage, a shelter, or a wall. Even the leaves can be commanded, maybe to form a solid roof that sheds rain. Takes one to ten minutes to complete (depending on the complexity of the new shape), during which time you must maintain concentration.
(Base 4, +1 Touch, +2 Sun, +2 size)
Ward Against Wood
R: Per, D: Sun, T: Ind
The caster is protected from non-enchanted wood, so that none of it can contact his body. If he is walking on a wooden surface, he is actually suspended very slightly above it.
(Base 15, +2 Sun)
Level 30
Freeing the Striding Tree
R: Voice, D: Conc, T: Ind
Like Lord of the Trees, above, but the tree can walk half as fast as a human can. If you botch a Concentration roll to maintain control, the tree attacks you, having been awakened and disturbed by this spell.
(Base 5, +2 Voice, +1 Conc, +2 size)
Level 45
Calling the Council of the Trees
R: Touch, D: Moon, T: Bound, Ritual; Requisite: Intellego
You call all magical and potentially mobile trees within the woodland where you cast the ritual to the site of the ritual. The trees are compelled to come, and will likely be interested in whoever has called them. The attitude of the trees depends on the forest and the nature of the one who called. Once gathered, the trees hold meetings, summon ancient powers, and discuss the problems facing their kind. You may speak, and understand what the trees are discussing. The results of the conference may not be entirely in your favor. The trees remain animated for a month and may seek to return home before the end of that period.
(Base 5, +1 Touch, +3 Moon, +4 Bound, no cost for Intellego effect)
Ignem Spells
Creo Ignem Spells
Level 3
Moonbeam
R: Touch, D: Conc, T: Ind
Causes a gentle light, bright enough to read by, to shine down from above and illuminate the area described by your encircled arms. Lasts as long as you hold your arms in a circle.
(Base 1, +1 Touch, +1 Conc)
Level 5
Palm of Flame
R: Touch, D: Conc, T: Ind
A flame leaps up in your palm, which must be upturned for the spell's duration. The flame casts light like a torch, and can ignite very flammable items. It does no damage, and does not burn the caster.
(Base 3, +1 Touch, +1 Conc)
Level 10
Heat of the Searing Forge
R: Voice, D: Mom, T: Ind
Heats a piece of metal so that it is too hot to touch. Something the size of a breastplate or helmet does +5 damage if in direct contact with the skin for one round. For each additional round, more damage is done, the amount dropping by two points each round (+3 damage on round two, then +1). Smaller objects do less damage. Most metal armor has leather or cloth underneath that gives the victim a +3 Soak bonus against the heat.
(Base 4, +2 Voice)
Lamp Without Flame
R: Touch, D: Conc, T: Ind
This spell creates a steady light as bright as daylight on a cloudy day. The light has no apparent source, but illuminates an area about ten paces across, centered on a point indicated by the caster. This point may be a mobile item.
(Base 4, +1 Touch, +1 Conc)
Level 15
Blade of the Virulent Flame
R: Touch, D: Diameter, T: Ind
Forms a fire along the length of a metal blade. This flame doubles the weapon damage score for the blade (or adds +5, whichever is greater), and can start fires as well. If the spell is cast repeatedly on the same blade, the blade gets hot enough to melt after half an hour, which ends the spell. Letting the blade cool for half an hour between castings avoids this.
(Base 5, +1 Touch, +1 Diameter)
Flash of the Scarlet Flames
R: Voice, D: Mom, T: Ind
A brilliant red flash explodes in the air where you designate. If you target a person's face the target needs a Stamina stress roll against an Ease Factor of 9 to avoid temporary blindness. If the target botches the roll, he is permanently blinded. If temporarily blinded, he can try to make a simple Stamina roll against an Ease Factor of 9 each minute to recover. The flash is equivalent to looking straight at the sun.
In Rose of Jerbiton's version of this spell, there is a faint odor of roses in the area where the flash explodes.
(Base 5, +2 Voice)
Test of the Flames
CrIg 15
R: Touch, D: Ring, T: Circle
Waist-high flames fill the target circle. Everything inside the circle takes +5 damage each round.
This spell is of ancient origin and is thought to have originated as a ritual ordeal within the Cult of Mithras. It was once used by Flambeau magi as a test of endurance, a kind of alternative to certamen. The people being tested (including, usually, the caster) would stand inside the circle, without using their Parmae Magicae, trying to withstand the flames as long as possible. The last person to leave the circle was considered the winner. Etiquette suggested that if anyone were to fall helpless due to burn damage, someone would break the Ring and end the spell to rescue the unfortunate. This test is little used in 1220 because most Flambeau magi prefer standard certamen; also, some members of House Flambeau (such as the example character page 25 of ArM5) possess a supernatural immunity to fire, giving them an unfair advantage in the test.
(Base 4, +1 Touch, +2 Ring)
Source: HoHS
Level 20
Pilum of Fire
R: Voice, D: Mom, T: Ind
A 2-foot, thick, spear-shaped jet of fire flies from your palms, doing +15 damage to the individual it hits.
(Base 10, +2 Voice)
A variant Potent Spell is given in TMRE, with Potency 11, Casting Items: a miniature lamp (+4), a miniature hearth (+7), and a wand (+3). The magus must hold or touch all three items to cast the spell.
Level 25
Arc of Fiery Ribbons
R: Voice, D: Mom, T: Group
A dozen multi-hued ribbons of flame leap from your hands and fly out as far as your voice carries, covering a 60-degree arc. All those in the arc take +10 damage.
(Base 5, +2 Voice, +2 Group)
Coat of Flame
R: Voice, D: Diam, T: Ind; Requisites: Rego
The target is swathed in fire, and takes +5 damage every round while the spell is in effect. That is, the damage must be rolled against Soak twenty times during the spell. The Rego requisite ensures that the fire does not spread.
(Base 5, +2 Voice, +1 Diam, +1 Rego requisite)
Level 35
Ball of Abysmal Flame
R: Voice, D: Mom, T: Ind
A ball of flame shoots from your hand to strike a single target, doing +30 damage.
Marius of Tremere's version of the spell causes the ball to make a loud bang when it hits the target. His sigil is a gaudiness in his spells.
(Base 25, +2 Voice; the ball appearing to shoot from your hand is a cosmetic effect)
Circle of Encompassing Flames
R: Voice, D: Conc, T: Ind
Creates a circle of flames 6 feet high. The circle begins at a 1-pace radius, but you can make it shrink to a pillar or grow to a 3-pace radius as you concentrate if you cast with a Rego requisite. Anyone moving through the flames takes +20 damage. You cannot move the center of the circle.
(Base 20, +2 Voice, +1 Conc)
Level 50
Last Flight of the Pheonix
CrIg 50
R: Per, D: Mom, T: Ind
The caster bursts into flames, immolating himself in a white-hot blast of fire that does +45 damage to himself and everything within four paces. Everything between four and six paces takes +20 damage from the radiant heat, and everything between six and ten paces takes +5 heat damage. Within the four-pace radius the fire is hot enough to melt steel. This spell is sometimes actually used by magi who enjoy a Greater Immunity to fire. Since its Range is Personal, it bypasses the caster’s own Magic Resistance.
An early version of this spell was found in the lab notes of Flambeau himself. Some members of his House speculate that he may have used it to go out in a blaze of glory in a final battle against his Moorish enemies.
(Base 40, +2 Size)
Source: HoHS
Intellego Ignem Spells
Level 5
Tales of the Ashes
R: Touch, D: Conc T: Ind
Lets you see what the ashes you touch originally were, and how and when the object was burned. The latter two are divined from markings and signs in the ashes.
(Base 3, +1 Touch, +1 Conc)
Level 15
Shadows of the Fires Past
R: Per, D: Mom, T: Vision
Allows you to see where fires have been in the past lunar month. A light red flickering haze appears where the fire was, and you gain an intuitive sense of when the fire was there. This spell does not look into the past, but detects the traces of fire.
(Base 3, +4 Vision)
Level 20
Vision of Heat's Light
R: Per, D: Sun, T: Vision
Allows you to see the heat of objects that are of human body temperature or hotter. Excellent for use in the dark, but it doesn't give true vision. You can see well enough to use a weapon, even a missile weapon, without penalty, but recognizing people is very difficult.
(Base 2, +2 Sun, +4 Vision)
Level 35
Eyes of the Flame
R: Arc, D: Conc, T: Ind
Lets you see a fire to which you have an Arcane Connection. You can also see all those things which the fire illuminates.
(Base 10, +4 Arc, +1 Conc)
Words of the Flickering Flame
R: Voice, D: Conc, T: Ind
Allows you to converse with a fire, commonly very chaotic and distractible. Promising a fire more fuel might keep its interest. Fires are mostly aware of what they've burned, but they have a limited awareness of what goes on around them as well.
(Base 20, +2 Voice, +1 Conc)
Muto Ignem Spells
Level 5
The Many-Hued Conflagration
R: Voice, D: Mom, T: Ind
Makes a fire burn brightly in shifting colors for an instant. Each being looking at the fire must make a Stamina stress roll against an Ease Factor of 6 or be blinded for one round by the multicolored lights.
(Base 3, +2 Voice)
Level 10
Show of the Flames and Smoke
R: Voice, D: Conc, T: Ind
Causes smoke of different colors, streams of flame, and strange popping and sizzling noises to come from a fire. The effect is so spectacular that onlookers are either entranced or horrified, depending on the circumstances. The pyrotechnics might ignite nearby flammable objects and cause minor burns to those within 2 paces of the fire.
(Base 3, +2 Voice, +1 Conc)
Hornet Fire
R: Voice, D: Conc, T: Ind; Requisite: Rego
Turns a fire into a swarm of fireballs, each the size of a large insect, that fly and harass at your command. Their burning touch gives one person within range both a –3 penalty on all rolls and two extra botch dice, but they do not cause actual damage.
(Base 2, +2 Voice, +1 Conc, +1 Rego requisite)
Level 20
Prison of Flames
R: Voice, D: Sun, T: Ind
Turns a bonfire into a prison shaped like a miniature castle. A person thrown into the middle is not burned, but takes +15 damage if he or she tries to escape. (Base 3, +2 Voice, +2 Sun, +1 Size)
Level 25
Trapping the Fire
R: Voice, D: Sun, T: Ind; Requisite: Terram
This spell turns the heat and flames of a large campfire into a small, very hard object, such as a gem or a piece of metal. If the object is broken, the flame returns, but dies if there is nothing to burn.
(Base 5, +2 Voice, +2 Sun, requisite is free)
Level 35
Flames of Sculpted Ice
R: Voice, D: Sun, T: Ind; Requisite: Aquam
Turns a fire up to the size of a small house into ice. The ice forms beautiful sculptures of leaping flame, until it begins to melt. When the ice has melted halfway, the flames start again, but probably won't spread, because of wet surroundings.
(Base 5, +2 Voice, +2 Sun, +2 size)
A variant Potent Spell is given in TMRE, with Potency 9, Casting Items: a piece of fired clay (+4) bound in a net (+5).
Perdo Ignem Spells
Level 10
Gloom of Evening
R: Touch, D: Diam, T: Room
The level of light in the target room drops substantially, making the room gloomy, with deep shadows everywhere.
(Base 2, +1 Touch, +1 Diam, +2 Room)
Winter's Icy Touch
R: Voice, D: Mom, T: Ind
Causes the target to feel a chill and lose body heat. The target loses a Fatigue level.
(Base 4, +2 Voice)
Level 20
Quench the Raging Conflagration
PeIg 20
R: Voice, D: Mom, T: Ind
Extinguish any fire up to the size of a house fire. Many Flambeau magi learn this spell, or carry items enchanted with a similar effect, to control any incidental fires caused by errant Creo Ignem magic.
(Base 4, +2 Voice, +2 size)
Source: HoHS
Soothe the Raging Flames
R: Voice, D: Mom, T: Ind
Eradicates the heat of a bonfire, which, however, continues to burn until the fuel already covered in flame is consumed. The flames do not spread, or harm anything beyond what they were already burning. If the fire is extinguished and relit, it will burn hot again, as it is now a different fire.
(Base 10, +2 Voice)
Level 25
Well Without Light
R: Touch, D: Sun, T: Str
Removes light from the target structure. Only spells greater than level 25 can create light within this area. When casting this spell, magi typically clench a hand into a fist, and the light flows into the fist like a living entity, until the entire area is dark.
(Base 3, +1 Touch, +2 Sun, +3 Str)
Conjuration of the Indubitable Cold
R: Voice, D: Mom, T: Part
Cools the air within ten paces of the target, leaving it slightly 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. House fires become as small as campfires, bonfires become as small as torch fires, and campfires and smaller fires go out.
(Base 4, +2 Voice, +1 Part, +2 size)
Level 30
Wizard's Icy Grip
R: Voice, D: Mom, T: Ind
Chills a single target so that it takes +20 damage. If this is enough to kill, the target is frozen solid. Armor does not add to Soak against this spell.
(Base 20, +2 Voice)
A variant Potent Spell is given in TMRE, with Potency 7, Casting Items: a wand (+4) with a rock crystal sphere (+3).
Level 35
Wizard's Eclipse
R: Touch, D: Diam, T: Bound, Ritual
The sun is eclipsed within the target area, making it as dark as night. The darkness begins very suddenly — the superstitious are likely to panic, especially if they see that there is normal daylight just beyond the boundary of the spell.
(Base 2, +1 Touch, +1 Diam, +4 Bound, +3 size)
Rego Ignem Spells
Level 5
Tremulous Vault of the Torch's Flame
R: Voice, D: Mom T: Ind
Causes a fire to quiver a few seconds and then make a leap of up to 10 feet in any direction. A Targeting roll is required to hit a specific target. The flame stays at the spot it hits if it can burn there (see rules for fire damage on page @@). Otherwise, it simply scorches the spot and goes out (doing +5 damage).
(Base 3, +2 Voice)
Level 10
Leap of the Fire
R: Voice, D: Mom, T: Ind
Causes a bonfire to make a leap of up to 10 paces in any direction, where it catches if there is fuel, or burns out if there is none. Make a Targeting roll to hit a target; the flames do +10 damage.
(Base 3, +2 Voice, +1 size)
Level 20
Coerce the Spirit of Fire
ReIg 20
R: Voice, D: Conc, T: Ind
Makes a fiery spirit obey the caster as long as she can coerce it with threats. The more lurid and dramatic her threats, the more cooperative the spirit is. If the spell penetrates the spirit’s Magic Resistance, make a stress roll of Com + Leadership to see how effective the maga’s threats are. The storyguide should always give a bonus or penalty depending on the potency of the threats, but note that any roll other than a botch compels at least minimal obedience, while increasing rolls indicate a more cooperative spirit.
(Base 5, +2 Voice, +1 Conc)
Source: TMRE
Editor's Note: This is an example of of a Coerce the Spirit of (Form) spell.
Light Shaft of the Night
R: Voice, D: Conc, T: Group
Collects moonbeams and starlight into a single vertical shaft of soft, silvery light that moves under your control. It illuminates an area 15 paces across with light nearly equal to sunlight (if the moon is out) or moonlight (if the moon is not out). If the sky is overcast, the spell does not work. Can only be cast under the night sky.
(Base 3, +2 Voice, +1 Conc, +2 Group)
The Obedient Fire
ReIg 20
R: Voice, D: Conc, T: Ind
Control the rate and direction in which a fire spreads. The caster may make the fire spread across combustible surfaces as fast as a man walks. It can leap most gaps as much as one pace across but cannot cross even the tiniest trickle of water. The caster can prevent the fire from spreading in certain directions but cannot actually keep it from burning things it touches. He could, for instance, make a fire spread into the shape of a circle and then expand outward, or keep the fire away from himself while it follows his enemies around the room. If the fire surrounds a person, its heat is non-magical and so bypasses Magic Resistance. An aiming roll is required to get the fire close enough to do damage. If the fire grows larger than a basic Room Target, the caster loses control of it entirely.
(Base 4, +2 Voice, +1 Conc, +1 Size)
Source: HoHS
Level 25
Burst of the Sweeping Flames
R: Sight, D: Mom, T: Ind
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 for 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 +15 damage, depending on the intensity of the original fire.
(Base 10 (4 + 2 magnitudes for the intensity of the fire), +3 Sight)
Ward Against Heat and Flames
R: Touch, D: Sun, T: Ind
Keeps heat and fire at bay, unable to approach within a couple of inches of the target. This renders the target immune to damage from flames or heat of intensity less than that of molten iron. The target gets a +15 Soak against all fire-related damage. Any fire doing less than +15 damage per round doesn't penetrate the ward. Such fires simply dim at the protected person's passing and flare back up after he or she is gone.
(Base 4, +2 for up to +15 damage, +1 Touch, +2 Sun)
Level 40
Summoning the Spirit of Fire
ReIg 40
R: Arcane, D: Conc, T: Ind
Calls a fiery spirit if the magus has an Arcane Connection or knows its full name, and overcomes the spirit’s Magic Resistance. (The name can be a non-magical name; it need not be a magical true name or name of power). A fire serves as an Arcane Connection to any elemental fire spirit that resides in the area.
(Base 15, +4 Arcane, +1 Conc)
Source: TMRE
Editor's Note: This is an example of a Summon the Spirit of (Form) spell.
Imaginem Spells
Creo Imaginem Spells
Level 10
Phantasm of the Talking Head
R: Voice, D: Diam, T: Ind
Creates an illusory face on a wall or other flat object. The visage can speak during the spell's duration. Individual wizards' sigils can produce very interesting differences in how the voice sounds, how the face looks, and so on.
(Base 2, +2 Voice, +1 Diam, +1 intelligible speech)
Level 20
Phantasmal Animal
R: Voice, D: Diam, T: Ind
Creates an image of any animal or beast up to the size of a pony (Size +1). Under your direct mental command, it moves about (within range) and makes appropriate noises. You need to be able to concentrate, and be within range, whenever you wish to direct the illusion to move in some manner. If you move out of range or stop concentrating, the illusion just freezes in place. The image does smell like an animal, but it has absolutely no effect on the sense of touch. Of course, a magus may not use this spell to create the image of an animal he or she does not know exists.
(Base 3, +2 Voice, +1 Diam, +2 move under your command)
Phantasmal Fire
R: Voice, D: Sun, T: Ind; Req: Ignem
Makes an image of a fire (up to the size of a large campfire) that dances, illuminates, crackles, and (apparently) warms. It does not spread, burn, or protect against cold. Makes a great joke at gatherings of House Flambeau, although creating a real fire is even more popular.
(Base 3, +2 Voice, +2 Sun, +1 for light from Ignem requisite)
Level 25
Phantasm of the Human Form
R: Voice, D: Sun, T: Ind
Makes an image of a clothed and equipped person that can make noise. Under your direct, unspoken command, the person can move about, speak, and behave as a human does.
(Base 2, +2 Voice, +2 Sun, +2 move at your command, +1 intricacy)
Level 30
To Mark with Umbrage
R: Sight, D: Sun, T: Group, Level 30
This spell marks every member in a force mundanes, so that, in the confusion of battle, they can tell friend from foe. The mark is a large visual representation of the sigil of the magus. The spell’s creator had a shadowy sigil, so the grogs she marked appeared dark and featureless, giving the spell its name. The spell can be cast on any group of people, and can project any sort of visual mark, so Tremere magi also use it for processions and sport. Any Awareness roll concerning the location of forces has a +3 bonus while this spell is in effect. Examples include selecting areas of the battlefield to target with destructive spells, selecting victims for missile fire, finding groups to rally to when separated from the army in the swirl of battle. This version of the spell is able to mark up to a thousand individuals, in groups within the magus’s Sight. Some younger magi prefer a version of the spell suited for smaller units of grogs. This version is level 25, is effective to Voice range, and can only affect a group of about ten. Others don’t bother because grogs from House covenants usually have a covenant symbol (called a badge) or color on their clothes.
(Base 1, +3 Sight, +2 Sun, +2 Group, +2 size)
Source: HoHTL
Level 35
Haunt of the Living Ghost
R: Arc, D: Conc, T: Ind; Requisite: Intellego
With this spell, you can instantly project your own image and voice to any designated spot that you have an Arcane Connection to (though troupes may wish to limit this range to some absolute distance like 300 miles). You can see and hear through the image. The image must appear in some medium, such as a fire, mirror, or pool.
Some magi use this spell to attend inter-covenant councils without traveling the intervening distance. Because other magi can see you, this spell is not held to constitute scrying by magic. Using it through another covenant's Aegis counts as showing off, however.
(Base 2, +4 Arc, +1 Conc, +2 move at your command, +1 intricacy, +1 Intellego requisite)
A variant Potent Spell is given in TMRE, with Potency 8, Casting Items: a rock crystal sphere (+5) set on a hazel wand (+3).
Level 40
The Shadow of Human Life
R: Touch, D: Sun, T: Ind; Requisite: Mentem
The human image created (as in Phantasm of the Human Form) has limited freedom and simulated intellect. It functions as an independent human, albeit a stupid one, capable of interpreting general orders in new situations.
(Base 2, +1 Touch, +2 Sun, +1 intricacy, +6 Mentem requisite, for a very elaborate effect)
Intellego Imaginem Spells
General
Discern the Images of Truth and Falsehood
R: Per, D: Conc, T: Vision
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. This spell must be at least 1 magnitude higher than an illusion in order to discern it. If you botch the spell, you mistake illusions for the real thing and reality for illusion. Your discernment is not limited to visual illusions, although you can only tell that a sound is illusory if you are looking at the apparent source.
(Base effect, +1 Conc)
The Discerning Eye
R: Per, D: Sun, T: Vision, Level Gen
An enhanced version of Discern the Images of Truth and Falsehood. You can tell whether an image has been created or altered by magic, seeing both the original and false images in the case of alterations. The enhanced sense works by extromission (sending magical species from the eyes). If these encounter any Magic Resistance, they may be blocked. Therefore an area protected by Magic Resistance will appear dark to the magical aspect of the caster’s vision. When cast without Penetration the caster is able to spot areas of Magic Resistance (which would include an invisible magus). To detect an illusion this spell must be at least fifteen levels higher than the effect that generated it. However, use of the Acute Sense mastery ability may still detect an anomaly. If you botch the spell, you mistake illusions for the real thing and reality for illusion. Your discernment is not limited to visual illusions, although you can only tell that a sound is illusory if you are looking at the apparent source.
(Base, +2 Sun, +1 Enhanced Effect)
Source: HoHTL
Level 5
Prying Eyes
R: Touch, D: Conc, T: Room
You can see inside a room, as long as you can touch one of its walls. If the room is unlit or poorly lit, you can only see as much as you could if you were inside, but magical enhancements of your senses do apply. You may change your viewpoint within the room throughout the duration of the spell.
(Base 1, +1 Touch, +1 Conc, +2 Room)
Level 15
Discern Own Illusions
R: Per, D: Sun, T: Vision
This spell makes your own illusions appear largely transparent to you, but still discernible.
(Base 1, +2 Sun, +4 Vision)
Level 20
The Ear for Distant Voices
R: Arc, D: Conc, T: Room
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.
(Base 1, +4 Arc, +1 Conc, +2 Room)
Level 25
Eyes of the Eagle
R: Per, D: Sun, T: Vision
You see distant things clearly. No matter how far away something is, you can make out details as if it were only a foot or so from you. Things do not all appear to be a foot away; you can simply make out details as well as if they were. You can still judge distance accurately; in fact, more accurately than normal, to within an inch or so at a distance of several miles, since you can see as clearly as if you were judging distance a foot away.
(Base 3, +2 Sun, +4 Vision)
Summoning the Distant Image
R: Arc, D: Conc, T: Room
You can see and hear what is happening in a distant place if you have some sort of Arcane Connection to either the location or a person there.
(Base 2, +4 Arc, +1 Conc, +2 Room)
A variant Potent Spell is given in TMRE, with Potency 8, Casting Items: a rock crystal sphere (+5) set on a hazel wand (+3).
Muto Imaginem Spells
Level 5
Taste of the Spices and Herbs
R: Touch, D: Sun, T: Ind
A setting's worth of food or drink tastes and smells exactly as you designate.
(Base 2, +1 Touch, +2 Sun)
Level 10
Aura of Ennobled Presence
R: Touch, D: Sun, T: Ind
The target appears more forceful, authoritative, and believable. Numerous subtle changes in appearance bring about this change, including a slight supernatural illumination of the face, a more erect posture, and a louder and smoother voice. The character gets a +3 on rolls to influence, lead, or convince others.
(Base 3, +1 Touch, +2 Sun)
Notes of a Delightful Sound
R: Touch, D: Sun, T: Room
Causes all sounds in a room, particularly music, to be especially clear and sonorous. The notes are clearer, sharper, and more distinct.
(Base 1, +1 Touch, +2 Sun, +2 Room)
Level 15
Disguise of the Transformed Image
R: Touch, D: Sun, T: Ind
Makes someone look, sound, feel, and smell different, though at least passably human.
(Base 4, +1 Touch, +2 Sun)
Level 20
Image Phantom
R: Touch, D: Sun, T: Ind
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. If the target moves or is moved in such a way that the illusion is inappropriate, it looks very strange indeed.
(Base 5, +1 Touch, +2 Sun)
Perdo Imaginem Spells
General
Dispel the Phantom Image
R: Voice, D: Mom, T: Ind
Destroys the image from any one CrIm spell whose level you match or exceed on a stress die + the level of your spell.
(Base effect)
Level 5
Taste of the Dulled Tongue
R: Touch, D: Sun, T: Ind
Hides the taste of any substance, liquid or solid.
(Base 2, +1 Touch, +2 Sun)
Level 10
Illusion of Cool Flames
R: Voice, D: Sun, T: Ind
A source of heat, such as a fire, seems to lose its heat and drop to the surrounding temperature. It still, however, has its normal beneficial and harmful effects (that is, glowing coals still cook meat or burn a person's hand, though they do not feel hot).
(Base 2, +2 Voice, +2 Sun)
Level 15
Invisibility of the Standing Wizard
R: Touch, D: Sun, T: Ind
The target becomes invisible, but the spell is broken if the target moves (aside from breathing and shifting slightly in place). He still casts a shadow.
(Base 4, +1 Touch, +2 Sun)
Level 20
Veil of Invisibility
R: Touch, D: Sun, T: Ind
The target becomes completely undetectable to normal sight, regardless of what it does, but still casts a shadow.
(Base 4, +1 Touch, +2 Sun, +1 changing image)
Level 20
Removal of the Conspicuous Sigil
R: Touch, D: Sun, T: Part
Grooves, runes, writings, and similar markings are obscured so that they are not visible, but the overall shape of the medium remains constant. For example, runes carved into a sword blade can be made invisible, making the sword appear normal.
(Base 4, +1 Touch, +2 Sun, +1 Part)
Silence of the Smothered Sound
R: Voice, D: Sun, T: Ind
Makes one being or object incapable of producing sound. Magi who cannot utter their magic words suffer the normal penalties to their spellcasting rolls.
(Base 3, +2 Voice, +2 Sun, +1 changing image)
Level 25
Chamber of Invisibility
R: Touch, D: Sun, T: Group
Causes a Group of creatures to become invisible. Any affected character who moves or is touched makes everyone visible. All members of the Group still cast shadows.
(Base 4, +1 Touch, +2 Sun, +2 Group)
Rego Imaginem Spells
General
Restore the Moved Image
R: Voice, D: Mom, T: Ind
Cancels a ReIm spell that moves an image, putting the image back where it belongs, as long as you can match the spell's level on a stress die + the level of your spell. This spell targets the image.
(Base effect)
Level 10
Illusion of the Shifted Image
R: Voice, D: Sun, T: Ind
Makes any person or object appear to be a pace away from its actual position. The image cannot be placed in a solid object. As soon as the original or image moves, the spell ends.
(Base 2, +2 Voice, +2 Sun)
Wizard's Sidestep
R: Per, D: Sun, T: Ind
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.
In combat, early attacks are aimed at the image, and so automatically miss you. Once the image has been hit once, you have a +9 bonus to Defense, as attackers must try to find you in a fairly large area.
(Base 2, +2 Sun, +1 changing image, +1 moved image matches changes)
Level 30
The Captive Voice
R: Voice, D: Sun, T: Part
Captures a person's voice and places it in a bag. The person may not speak unless the bag is open, in which case the voice comes from the bag, not the victim's mouth. If the victim screams while the bag is shut, the bag vibrates visibly.
(Base 4, +2 Voice, +2 Sun, +1 Part, +1 changing image)
A variant Potent Spell is given in TMRE, with Potency 7, Casting Items: a mask (+3) and a necklace (+4). The spell suggests the magus wears the mask, but it is sufficient to have a small token mask on his person so long as he touches it while casting the spell.
Confusion of the Insane Vibrations
R: Touch, D: Conc; T: Vision
The target of the spell sees everything vibrate back and forth at varying high speeds. In addition, sounds are displaced and seem to come from the wrong areas. Anyone trying to fight in these circumstances suffers –3 on Attack and Defense scores, and must roll two extra botch dice. The target is likely to become desperate and terribly confused. Navigation is exceedingly difficult. The visual effects of this spell are negated if the target is in complete darkness or if they close their eyes.
(Base 3, +1 Touch, +1 Conc, +4 Vision, +1 additional senses)
Level 35
Image from the Wizard Torn
R: Per, D: Conc, T: Ind; Requisite: Intellego
Your image separates from your body. It can speak whatever you say and do so in your voice, and you can see through its eyes. You must make an Int + Concentration stress roll for each solid object the image passes through and for each mile it travels. If you wish the image to be able to leave your sight, you must use an Arcane Connection to yourself (for example, a fingernail or a lock of hair) when you cast the spell. That connection becomes an integral part of the image, and when the spell ends, it falls to the ground wherever the image was located.
As your image is away from your body, you are invisible and silent at your actual location. The image is your image, so while you may move it in space you may not have it sit down if you are standing. Further, it appears as if illuminated by whatever light is falling on you, no matter what the level of illumination is at the image.
(Base 15, +1 Conc, +1 additional sense, +1 moving image, +1 Intellego requisite)
Level 50
Illusion of the Misplaced Castle
R: Voice, D: Sun, T: Bound, Ritual
Moves the image of any bounded structure or set of structures the size of a castle or less up to one mile from its actual position.
(Base 10, +2 Voice, +2 Sun, +4 Bound)
Mentem Spells
Creo Mentem Spells
Level 5
By His Works
R: Per, D: Conc, T: Ind, Level 5
Refreshes a specific memory within the mind of the caster; as long as some fragment of it remains, this spell will restore it. Once refreshed, the caster can hold the perfected memory as long he concentrates. Studying the memory effectively creates a new one which does not fade when the spell expires. This spell was created to allow Quaesitors to perfectly recall spell sigils they encounter. The spell can be used to recall other details of a brief event, like faces or voices. This spell is often used to double-check identification.
(Base 4, +1 Conc)
Source: HoHTL
Level 10
Words of the Unbroken Silence
R: Sight, D: Mom, T: Ind
Lets you say two words directly to the mind of a target. The target can recognize your voice and knows that the message is of supernatural origin.
(Base 3, +3 Sight)
Level 15
Heart of the Lion
CrMe 15
R: Eye, D: Sun, T: Ind
Instill a person with indomitable courage, increasing his Brave Personality Trait by +3. This may, but does not always, lead to acts of recklessness. If you cast this spell on your grogs, be advised that they will lose their fear of you as well as their fear of the enemy.
(Base 4, +1 Eye, +2 Sun)
Source: HoHS
Look at Me
CrMe 15
R: Sight, D: Mom, T: Ind
This spell creates a thought in the imagination of the target, causing him to look directly at the caster even if the caster has not been previously noticed by the target. This glance is sufficient to make eye contact. If concentrating on another task, the target may make a Stamina + Concentration roll against an Ease Factor of 6 to resist. This spell is most often cast with no voice or gestures as a subtle way of attracting someone’s attention.
(Base 4, +3 Sight)
Source: A&A
Panic of the Trembling Heart
R: Eye, D: Sun, T: Ind
Creates an overpowering fear in one person of a specific object, person, or place.
(Base 4, +1 Eye, +2 Sun)
Rising Ire
R: Eye; D: Sun, T: Ind
Makes the target furious at someone or something of your choice. A stress roll against an Ease Factor of 9 using an appropriate Personality Trait (like Calm) can hold the anger in check, but it is felt strongly regardless of the roll.
(Base 4, +1 Eye, +2 Sun)
Level 20
A Moment’s Reflection
CrMe 20
R: Voice, D: Mom, T: Ind
This spell removes the Obsession Personality Trait imposed by a demon’s obsession power.
(Base 10, +2 Voice)
Source: A&A
Constructing the Memory Palace
CrMe 20
R: Touch, D: Mom, T: Ind, Ritual
The Target of the spell may construct an extremely detailed locus in her memory palace, as in Enhance the Memory Palace. As ritual Creo magic, the locus becomes a natural, permanent part of the target’s memory, which remains after the spell ends.
This ritual may create loci outside and above the normal limit of five per room, number of rooms limited to Art of Memory score; for example, the locus may stand in a normal room, but obviously distinct from the others, or may have a new room created for it, away from the “courtyard.” Count magically-created and normally-memorized rooms and loci separately from each other.
(Base 5, +1 Touch, minimum 20 for Ritual Magic)
Source: TMRE
Enhance the Memory Palace
CrMe 20
R: Per, D: Moon, T: Ind
This spell magically constructs an extremely detailed locus in the caster’s memory palace. The subject of the locus must be observed while the spell is being cast. The subject can be a single object, all the objects in a particular location, a discrete scene or event, or any written material less than a complete text. While the spell lasts, the caster can recall even obscure details by spending several minutes in reflection, “exploring” the locus. Multiple instances of this spell cannot be cast on the same subject. For example, a magus cannot use Enhance the Memory Palace to memorize an entire text by casting the spell on one page at a time. The locus can be destroyed with Perdo Mentem magic. When the spell ends, so does the memory.
The magus may permanently memorize the information by spending seven days in meditation and succeeding in a roll of Intelligence + Art of Memory vs. an Ease Factor of 9 (Average). There is also a Ritual version of this spell, which creates a permanent memory locus.
Magically created loci may exceed the limit on loci in memory: count them separately from normal loci. However, if the caster wishes to permanently memorize the locus to last beyond the spell, it must fall within all normal limits.
(base 5, +3 Moon)
Source: TMRE
Memory of the Distant Dream
R: Eye; D: Sun, T: Ind
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 against an Ease Factor of 9, the memory is revealed as false. When the duration expires, the memory vanishes, although the subject may remember remembering it.
(Base 5, +1 Eye, +2 Sun)
Pains of the Perpetual Worry
R: Eye; D: Moon, T: Ind
Gives someone a nagging, taunting, painful emotion — a recurrent sense of anxiety, a fear of something he or she does not know, a fear of everything, and a fear of nothing. To have this spell cast on you is truly a curse.
(Base 4, +1 Eye, +3 Moon)
Level 25
Human Figment of the Waking Mind
CrMe 25
R: Eye, D: Conc, T: Ind
This spell places a hallucinatory person in the mind of another through the common sense. No one else can see or hear the person seen and heard by the target. The caster determines what the hallucination looks like, and can cause it to act in the way he wishes by concentrating. He cannot, however, see it himself.
(Base 3, +1 Eye, +1 Conc, +1 for two sensory species, +2 move at command, +1 intricacy)
Source: A&A
Memory Palace of the Sage
CrMe 25
R: Per, D: Mom, T: Ind, Ritual
Creates a locus for the contents of an entire text in the target’s memory palace. Once the locus is in place, the magus can recite the entire text and replicate any illustrations. Perdo Mentem magic can destroy this locus. As with Constructing the Memory Palace, a magical locus may exceed the normal locus-count limit.
As the spell is cast, the magus magically reads through the book, reading the entire text (no matter the length) in the exact time it takes to cast the spell. The pages seem to rustle by as if caught in the wind. Once memorized, the magus does not require an actual copy of the text to study or transcribe it.
The Library of Durenmar is permanently enchanted to prevent this Ritual from being performed within its walls, although only the Primus of the House knows how this was achieved. Additionally, rumors exist of texts that contain traps against such memorization, even fatal ones, and of the dangers of memorizing a text written by an incomprehensible Criamon or an author close to Final Twilight.
(Base 5, +4 magnitude for complexity)
Source: TMRE
The Good Witness
R: Touch, D: Sun, T: Ind, Level 25
Refreshes a day’s memory within the mind of the subject; as long as some fragment of it remains this spell will restore it. The subject is asked to recall some event within the day in question as the spell is cast. Events that day are remembered as if they had occurred only an hour before. Depending on how long ago the day was, any particular event may have completely disappeared, depending on how memorable the event was. Thus some details may be recalled perfectly and others will be entirely missing.
(Base 10, +1 Touch, +2 Sun)
Source: HoHTL
Weight of a Thousand Hells
R: Eye; D: Moon, T: Ind
Causes the victim to feel the despair, anguish, pain, and sorrow of a thousand sinners in Hell. This is a horrible spell, for the victim loses almost all motivation and earthly cares. All he can feel is his own pain-endless, inexorable, and searing. Appropriate Personality Trait rolls suffer a harmful adjustment of –5, and the target suffers –2 on any rolls that require thought or concentration. The target has a strong tendency to do nothing but brood.
(Base 4, +1 Eye, +3 Moon, +1 complex effect)
A variant Potent Spell is given in TMRE, with Potency 9, Casting Items: a dagger (+3) with amethyst (+3) and frankincense (+3) inset in the hilt.
Level 35
Gift of Reason
R: Touch, D: Mom, T: Ind, Ritual
Permanently increases the target's Intelligence by 1 point, to no higher than 0.
(Base 30, +1 Touch)
(MENTAL CHARACTERISTIC) OF THE FOLLOWERS
R: Touch, D: Mom, T: Ind, Level 35, Ritual
There are four variations of this lesser version of (Mental Characteristic) of the Heroes (CrMe60), which permanently increase a mental Characteristic (Intelligence, Perception, Presence or Communication) by one, but to no more than 0. During these minor rituals, followers of the Cult of Heroes are purified and anointed with oil, and have their innate weaknesses magically removed, making them truer to their ideal forms, to prepare them for the other, greater rituals.
This spell is associated with the Cult of Heroes, and are rarely found outside of that society.
(Base 30, +1 Touch)
Source: HoHTL
Level 60
(MENTAL CHARACTERISTIC) OF THE HEROES (CRME60)
R: Touch, D: Mom, T: Ind, Level 60, Ritual Each of the four variations of this ritual permanently increases one of the subject’s mental Characteristics (Perception, Intelligence, Presence, or Communication) by one, to no more than +5. During the ceremony, the subject is held immersed in water, emerging from the ordeal permanently improved and one step closer to human perfection.
This spell is associated with the Cult of Heroes, and are rarely found outside of that society.
(Base 55, +1 Touch)
Source: HoHTL
Intellego Mentem Spells
Level 10
Sight of the Transparent Motive
R: Eye; D: Mom, T: Ind
Detects the general motive most powerfully influencing the target at the moment. General motives are such things as fear, anger, and greed, not specific things like the desire to look good before one's superiors.
(Base 5, +1 Eye)
Level 15
Perception of the Conflicting Motives
R: Eye, D: Mom, T: Ind
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 or Rego spell, since it is usually easier to change a target's emotions after you've sensed them than it is to create emotions.
(Base 10, +1 Eye)
Level 20
Frosty Breath of the Spoken Lie
R: Eye, D: Conc, T: Ind
For as long as you maintain this spell, the target exhales a misty breath with each spoken lie. Small bits of ice form on the person's lips if the lie is particularly severe. In winter, when breath is visible anyway, lies produce a greater than normal amount of mist (the mist actually billows out). A target who makes a Communication + Guile stress roll against an Ease Factor of 15 can determine whether any given statement will be taken by the spell as a lie. The spell can be defeated through extensive and judicious application of Creo Auram and Perdo Auram spells, and a demon is able to manipulate it in any way it wishes, as demons are the embodiment of deception and are never caught in a lie if they do not wish to be.
House Guernicus brought the Order this spell, and it is a very poor Quaesitor who is without it.
(Base 10, +1 Eye, +1 Conc, mist is a purely cosmetic effect and thus is free)
Posing the Silent Question
R: Eye, D: Mom, T: Ind
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 or she resists the spell, in which case they notice the attempt.
(Base 15, +1 Eye)
A variant Potent Spell is given in TMRE, with Potency 5, Casting Items: a silver-chased (+2) hazel (+3) wand.
Level 25
Thoughts Within Babble
R: Per, D: Conc, T: Hearing
You can understand the speech of those within the target area. Perception or Communication stress rolls are needed for difficult exchanges. You also understand people who misuse a language that you do speak; you know what they meant to say, as well as hearing what they actually said.
(Base 5, +1 Conc, +3 Hearing)
Level 30
Borrow the Eyes of Another
InMe 30
R: Arc; D: Conc; T: Ind
The caster can see through the eyes of another person to whom he has an Arcane Connection. It must penetrate any Magic Resistance of the target.
(Base 5, +4 Arc, +1 Conc)
Source: A&A
Ear of Truth
R: Per, D: Conc, T: Hearing, Level 30
The caster can tell if he is hearing the truth or not. If a speaker’s Magic Resistance blocks the enhanced sense, the caster is aware of it as an absence. Many Quaesitors develop a high level of mastery of this spell and use it with the Acute Sense ability to great effect.
(Base 10, +1 Conc, +3 Hearing)
Source: HoHTL
Peering into the Mortal Mind
R: Eye, D: Mom, T: Ind
You can thoroughly probe and understand the contents of the mind of the target, including his or her immediate and long-term motives, personal strengths and weaknesses, and other pertinent information.
(Base 25, +1 Eye)
REVEAL THE LINGERING SPIRIT
R: Per, D: Conc, T: Vision, Level 20
This spell allows you to see invisible ghosts. If the spell penetrates the ghost’s magic resistance, you can see it. This spell does not force the ghost to become visible to others.
(Base 5, +1 Conc, +4 Vision)
Source: HoHTL
Muto Mentem Spells
Level 4
Recollection of Memories Never Quite Lived
R: Eye, D: Sun, T: Ind
Changes the target's memory of a detail into a similar, though different, memory. The target is no more sure of this manufactured memory than of the authentic one, so he may discover strange fabrications to be false.
(Base 1, +1 Eye, +2 Sun)
Level 10
Distraction of the Magpie
MuMe 10
R: Eye, D: Sun, T: Ind
The target’s estimation is altered so that shiny objects become highly desirous to him. For the duration of the spell he is easily distracted by anything that glints, and given the opportunity he will acquire such things and secret them somewhere about his person. He must make an Intelligence + Concentration roll against an Ease Factor of 9 to complete a complex task in the presence of a shiny object that he does not yet possess.
(Base 3, +1 Eye, +2 Sun)
Source: A&A
Level 30
False Prophecy
R: Arcane, D: Moon, T: Ind, Level 30
This spell alters the victim’s memories of their dreams, so that they recall a persistent nightmare. The magus crafts this nightmare, but usually includes material designed to influence the victim’s decisions.
(Base 3, +4 Arcane, +3 Moon)
Source: HoHTL
Mind of the Beast
R: Eye, D: Sun, T: Ind; Requisite: Animal
You turn the mind of the target into that of an animal of your choice. The victim acts and thinks like that animal as much as possible; a person who thinks he is a bird will try to fly, but will not be able to. This can be dangerous for the target.
(Base 15, +1 Eye, +2 Sun)
Level 35
Lost in the Memory
MuMe 35
R: Eye, D: Moon, T: Ind
The mind of the target is filled with memory, dominating all other mental faculties. He will relive scenes from his past and visit places of particular significance while neglecting all but the basic urges to eat, drink, and rest. During this time he cannot put any mental effort into any task, and can only be temporarily roused from his fugue if he succeeds in an Intelligence + Concentration roll of 9 or more.
(Base 15, +1 Eye, +3 Moon)
Source: A&A
Past of Another
R: Eye, D: Year, T: Ind, Ritual
The target's memories are completely rewritten, and he is unable to remember his actual life until the effect is dispelled or expires.
(Base 10, +1 Eye, +4 Year)
Level 40
Inmost Companion
R: Eye, D: Sun, T: Ind; Requisites: Animal
The target's mind is made physical as a bird. This bird normally stays close to the target's body, but need not. If the target has Magic Resistance, it protects both his body and mind, as normal. No matter how far it travels, the target's mind controls his body, as well as the bird's, as normal. In particular, it can see through both sets of sense organs. If the bird is killed, the target also dies, as his mind has been killed.
(Base 25, +1 Eye, +2 Sun)
Swords of Silver and Moonlight
R: Eye, D: Sun, T: Ind, Requisites: Terram
This spell makes the metal accouterments of a ghost solid. Many ghosts are able to affect the world with a single, favored object, but this spell allows them to use their entire kit. Weapons that are a composite of wood and metal work normally for the ghost, but only the metal parts may strike a mortal. Hard-pressed Tremere magi sometimes cast this spell upon the ghosts of dead shield grogs. Eye contact must be made with the ghost.
(Base 25, +1 Eye, +2 Sun)
Source: HoHTL
Vision of the Haunting Spirits
R: Touch, D: Sun, T: Room; Requisites: Imaginem
All spirits within the target area become visible, although they might remain unseen if hiding behind something. This includes the spirits of living people, which appear as the person normally does. If the person is invisible or otherwise changed from his normal shape, his normal appearance is superimposed on his current appearance.
(Base 15, +1 Touch, +2 Sun, +2 Room)
A variant Potent Spell is given in TMRE, with , Potency 8, Casting Items: green turquoise (+4) and cinnamon (+4).
Level 45
Rewriting the Mind
MuMe 45
R: Voice, D: Year, T: Ind, Ritual
This spell utterly changes the target’s capacity for cognitive thought; all previous goals, hopes and desires are set aside in favor of the agenda dictated by the magus at the time of casting this spell. For the Duration of the spell the target is unusually single-minded in pursuing his new goals, but still has command of his other mental faculties. This spell incurs Warping as a constant effect of high power.
(Base 15, +2 Voice, +4 Year)
Source: A&A
Level 50
SPECTRAL QUINREME
R: Eye, D: Moon, T: Structure, Level 50 Requisites: Herbam
A ghostly ship is not the spirit of a ship, it’s a prop projected by the psyche of a ghost, like the clothes or weapons of a ghostly soldier. Ghost ships, as figments of the imagination of the dead, can be called up with Mentem magic. This spell makes a spectral ship sufficiently solid for humans to sail upon her, and stow cargo safely within her hold. It does not summon or command the ghostly ship: that requires the magus to summon and command the ghost or ghosts who manifest the ship.
(Base 15, +1 Eye, +3 Moon, +3 Structure)
Source: HoHTL
Level 70
Arming the Legion of the Dead
R: Touch, D: Moon T: Group, Level 70, Ritual Requisites: Terram
This spell makes the metal accouterments for an army of ghosts, up to 10,000 strong, solid. It does not, however, give caster any control over the ghosts. Many ghostly legionnaires can affect the world with a single weapon, but this spell allows them to use their complete kit, granting missile attacks, the ability to engage in field engineering, and the use of siege weapons.
(Base 25, +1 Touch, +3 Moon, +2 Group, +3 size)
Source: HoHTL
Perdo Mentem Spells
General
Lay to Rest the Haunting Spirit
R: Voice, D: Mom, T: Ind
If your spell Penetrates the resistance of a ghost or similar spirit, it loses a number of points from its Might equal to the level of this spell. If this reduces the spirit's Might to zero, it vanishes, apparently destroyed. Philosophers concur that the spirit goes to the afterlife, or is perhaps weakened to helplessness, but is not actually destroyed. Souls, after all, are immortal.
(Base effect)
Level 5
Tip of the Tongue
R: Eye, D: Diam, T: Ind
Causes the target to forget one word of your choosing. The target cannot remember that word for the spell's duration, but afterwards he can come up with the word without assistance by making an Intelligence + Concentration stress roll against an Ease Factor of 9. If the target fails he may try again, but each additional roll adds +1 to the difficulty.
(Base 3, +1 Eye, +1 Diam)
Level 10
Trust of Childlike Faith
R: Eye, D: Diam, T: Ind
The target loses judgment and believes almost any passable lie for the duration of the spell. An Intelligence stress roll against an Ease Factor of 6 is allowed to resist. Truly incredible lies allow easier resistance rolls.
(Base 4, +1 Eye, +1 Diam)
Level 15
Calm the Motion of the Heart
R: Voice, D: Mom, T: Ind
Removes one emotion from the target until it appears again naturally. An angry person stops being angry, and a curious one stops being inquisitive. Many a magus finds this spell useful for keeping his apprentice's nose out of his immediate business.
(Base 5, +2 Voice)
Enchantment of Detachment
R: Eye, D: Sun, T: Ind
Calms and greatly lowers the intensity of the target's current emotions.
(Base 4, +1 Eye, +2 Sun)
Loss of But a Moment's Memory
R: Eye, D: Mom, T: Ind
Removes up to five continuous minutes from a target's memory, leaving a blank. You target the loss of memory to a specific event or time. With an Intelligence stress roll against an Ease Factor of 9, the target realizes that memories of a certain period are missing. This Ease Factor can change, depending on how important the missing memory is and what sort of circumstances surrounded the event. Careful introspection over a period of time can allow reconstruction of much of memory, but some details are lost forever.
(Base 10, +1 Eye)
Level 25
Blessing of Childlike Bliss
R: Eye, D: Sun, T: Ind
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.
(Base 10, +1 Eye, +2 Sun)
Passion's Lost Feeling
R: Eye, D: Conc, T: Ind
The target is unable to feel any sort of emotion and acts listlessly, without motivation or cares.
(Base 15, +1 Eye, +1 Conc)
Level 30
The Stultified Peasant
PeMe 30
R: Eye, D: Sun, T: Ind
The target has all ability to think removed; his imagination (which controls thinking) is destroyed, causing him to stand, mouth open, until the spell ends. Only his imagination is affected, so he acts according to his estimation if threatened.
(Base 15, +1 Eye, +2 Sun)
Source: A&A
Level 35
The Ever-Watchful Turb
PeMe 35
R: Touch, D: Moon, T: Group
This spell prevents the target group from falling asleep by quelling the inclination to rest when tiredness sets in. The target group accrues fatigue as usual: after being awake for a full day, every eight hours of wakefulness causes the loss of a Fatigue level. Thus, after two days awake, they will be reduced to Unconscious (or earlier if they exert themselves) at which time they sleep for eight hours and then wake again.
(Base 5, +1 Touch, +3 Moon, +2 Group)
Source: A&A
Level 40
Black Whisper
R: Touch, D: Moon, T: Ind
You whisper a magic sentence in the target's ear. It takes several seconds to speak the sentence, so an unwilling, able-bodied target can stop you. If you speak the whole sentence, the target must make a Stamina stress roll against an Ease Factor of 15 or go completely insane. You need not use your hands for this spell, but you must be able to speak.
(Base 15, +1 Touch, +3 Moon, +1 for not needing to gesture)
Level 50
The Clean Slate
PeMe 50
R: Touch, D: Year, T: Ind
This spell wipes the memory of the target clean, removing every stored idea and sense of identity he possesses. All general Abilities (including Languages) are retained, but knowledge of Academic, Arcane, Martial and Supernatural Abilities are lost, as are all Arts. His imagination, which stores images, is not affected, so he recognizes the faces of people he knows, places he has been, and songs he has heard, but lacks all knowledge about those things such as names, locations, emotional importance, and so forth. He cannot relearn those memories for the duration of the spell.
(Base 25, +1 Touch, +4 Year)
Source: A&A
Level 65
Poisoning the Will
R: Touch, D: Moon, T: Bound, Ritual
You curse a place, be it a valley, town, city, or covenant. The curse gradually saps the will and vitality from the people there. They become less energetic, and slowly stop caring about the place, what happens there, other people, and finally themselves. Colors seem more drab and the days longer, and there is an all-pervading sense of boredom and lassitude. Strong-willed individuals and those with strong Personality Traits are less affected, but still suffer to an extent. All Personality Trait rolls while in the area suffer a –3 modifier. This spell affects only those who are within the cursed area, including visitors to it. Those who leave the area are overwhelmed by the return of their vigor and sense of purpose.
(Base 4, +1 Touch, +3 Moon, +4 Bound, +5 size)
Rego Mentem Spells
General
Fortification of the Memory Palace
ReMe Gen
R: Per, D: Moon, T: Ind
Reinforces the target’s memory palace against magical attacks or attempts to modify his memories. To affect the protected target’s memories, a spell’s level must exceed twice the (level of this spell – 15), as well as penetrating any Magic Resistance.
This spell protects the caster’s memories for a single Moon; longer durations are possible, but continuous protection brings magical Warping.
(General, +3 Moon)
Source: TMRE
Ring of Warding Against Spirits
R: Touch, D: Ring, T: Circle
Only ghosts and spirits with current Magic Might higher than the spell's level can enter the ring you create. At certain angles, the ring may be seen as an orange-hued dome. This spell does not affect ghosts or spirits associated with the other realms.
(Base effect)
Level 10
The Call to Slumber
R: Voice D: Mom, T: Ind
The target becomes sleepy and falls asleep within a few seconds.
(Base 4, +2 Voice)
Snap of Awakening
R: Voice, D: Mom, T: Ind
When you snap your fingers you instantly awaken the target from sleep to alert consciousness. Does not work on someone unconscious from Fatigue-level loss, wounds, or magic.
(Base 4, +2 Voice)
Level 15
Confusion of the Numbed Will
R: Eye, D: Sun, T: Ind
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.
(Base 4, +1 Eye, +2 Sun)
A variant Potent Spell is given in TMRE, with Potency 7, Casting Items: a magnet (+2) carved in the shape of a miniature human skull (+5).
Level 20
Aura of Rightful Authority
R: Eye, D: Sun, T: Ind
The target of the spell is strongly inclined to obey you, as if you were his natural superior.
(Base 5, +1 Eye, +2 Sun)
Call the Dream
ReMe 20
R: Touch, D: Sun, T: Ind
The caster touches a sleeping person and determines the theme for that night’s dreaming. The actual content of the dream cannot be determined. For example, if the theme is “death” the target might dream about the death of a loved one, or the lifethreatening circumstances he has been in. If the theme is “dogs” he might dream of a beloved childhood pet or being hunted by the lord’s hounds. Some magi try to interpret the meaning of the dreams called by this spell.
(Base 5, +1 Touch, +2 Sun)
Source: A&A
Coerce the Spirits of the Night
R: Voice, D: Conc, T: Ind
Makes a ghost obey you as long as you can coerce it with threats, such as a threat to defile its grave or to banish it to Hell. The more lurid and dramatic the threat, the more cooperative the ghost is. If the spell penetrates the ghost's Magic Resistance, roll Communication + Leadership to see how effective your threats are. The storyguide should always give a bonus or penalty that depends on the potency of the threat, and any roll other than a botch will compel at least minimal obedience.
(Base 5, +2 Voice, +1 Conc)
Searching the Haystack for a Needle
ReMe 20 R: Eye, D: Sun, T: Ind
The target of this spell gets a +3 to all sight-based Perception rolls involving a specific object or quality defined at the time of casting. Examples might include the color red, a particular person, or a unusually shaped shell. Magi often employ this spell to help their servants locate a particular type of vis, as long as they have a sample to show the servant. It does not give the target any extra senses, just more sensitivity to a particular visual characteristic.
(Base 5, +1 Eye, +2 Sun)
Source: A&A
Scent of Peaceful Slumber
R: Voice, D: Mom, T: Room
Everyone in the room falls asleep over a few seconds, with the smell of lilacs in their nostrils.
(Base 4, +2 Voice, +2 Room)
Trust Me
R: Eye, D: Sun, T: Ind, Level 20
Occasionally a Quaesitor may need to question mundanes directly, typically grogs and companions. This spell can be used to make the process less effort and more productive. The effect simply creates a counter-balancing force on the subject’s mind. The Gift itself is not affected in any way, only the subject’s mind is.
The spell is as powerful as Aura of Rightful Authority, but more subtle. The spell only acts to level the subject’s attitude to the caster, not make them obedient or unnaturally well-disposed. Since the affected person retains free will, this effect does not count as scrying. Questioning using Aura of Rightful Authority does count as scrying.
(Base 5, +1 Eye, +2 Sun)
Source: HoHTL
Level 25
Aura of Inconsequence
R: Touch, D: Sun, T: Spec, Level 25
Occasionally a Quaesitor may need to conduct investigations in mundane society. Inspired by the nonHermetic Veil all Eyes ritual (see below), this spell can be used to aid avoiding mundane attention. This spell can be cast on either the magus himself or an ally; this individual is the recipient. At any point during the spell’s duration, individuals enter the influence of this spell by looking at the recipient. The spell stops influencing people as soon as they look away. The spell’s target is rated at T: Structure. The Penetration of the spell should be noted when cast, as this applies throughout the duration.
This spell simply deflects casual attention away from the recipient. Unless the recipient calls attention to himself or an observer is actively watchful, people will pay him no mind. If a character has some reason to be alert they are allowed a Per + Awareness roll of 12+ to noticed the recipient. The Blatant Gift reduces the Ease Factor to 9+. If the magus takes care to be inconspicuous this Ease Factor may be increased. Quaesitors with effective companions often cast this spell on themselves to avoid compromising mundane investigations with their presence. However, animals still react to the magus as normal.
(Base 3, +1 Touch, +2 Sun, +3 Spec)
Source: HoHTL
Singlemindedness of the Concentrating Wizard
ReMe 25
R: Per, D: Sun, T: Ind
The caster receives a +3 to all Concentration rolls for the Duration of this spell, but automatically fails any Intelligence roll which does not involve Concentration.
(Base 15, +2 Sun)
Source: A&A
Voices from Hollow Spaces
R: Voice, D: Ring, T: Ind, Level 25
This spell binds ghosts to objects or places. Traditional sites include mirrors, skulls and graves. It does not compel trapped ghosts to serve willingly, but members of House Tremere threaten or bribe their ghosts into compliance.
(Base 5, +2 Voice, +2 Ring)
Source: HoHTL
Level 30
The Penitent's Confession
R: Eye, D: Conc, T: Ind, Level 30
The target will truthfully and willingly relate his involvement in anything the magus questions him about. The subject will do his best to inform the magus as fully as possible; he will not ramble in inane detail, be overly literal or in any other way evasive. He may bring up related matters not asked about specifically if he genuinely believes it might be of interest.
This effect qualifies as scrying and causes warping, so very few magi will voluntary submit to it. Magi may allow this spell to be used on their servants however.
(Base 20, +1 Eye, +1 Conc)
Source: HoHTL
Visions of the Infernal Terrors
R: Voice, D: Sun, T: Ind
Causes everything the target sees to look and sound terrifying. The world looks basically the same, save that everything is hideously transformed somehow. The target must roll a stress die, adding his Stamina and adding or subtracting an appropriate Personality Trait to see what the effects are. The nature of the Personality Trait used determines how it affects the Stamina roll. A Trait like Brave makes you resistant to fear, while one like Cowardly reduces the result of your roll.
| Roll | Result |
|---|---|
| 0 or less | Scared to death (literally) |
| 1–5 | Incapacitated with fear, permanent –1 to Stamina |
| 6–9 | Incapacitated with fear |
| 10–15 | Flee, fight at –6 if cornered or obstructed |
| 16+ | Carry on, –3 on all rolls |
(Base 10, +2 Voice, +2 Sun)
Level 40
Enslave the Mortal Mind
R: Eye; D: Sun, T: Ind
Enables you to completely control the loyalty, emotions, desires, interests, and activities of any person. People revert to normal when the spell ends, and may be extremely angry with the magus.
(Base 25, +1 Eye, +2 Sun)
Incantation of Summoning the Dead
R: Arc, D: Conc, T: Ind, Ritual
Calls up a person's ghost. You must be on the spot where the person died, or must have the corpse (either of these constitutes an Arcane Connection). Alternatively, you can summon any ghost that haunts the area you are in, if you know the ghost's full name, according to the Law of Names. Those buried by Church ceremony and those have who gone straight to heaven (that is, saints and crusaders, as opposed to the normal folk who must wait for a time before going on) are not available for summoning. This spell is a ritual because it can summon those who are beyond the mortal world, as long as they are not in heaven.
If the ghost has Magic Resistance, you must penetrate that resistance in order to summon it.
(Base 15, +4 Arc, +1 Conc)
The Face In The Mirror
R: Eye, D: Moon, T: Ind, Level 40
This spell forces a ghost to possess a magus, but allows the magus to maintain control. This brings the ghost inside Personal range and allows mental communication. The Tremere magus can follow the ghost’s advice and allow it control of his muscles, to use skills. The ghost is usually purged from the magus’s body if the Parma Magica is raised during the duration of this spell, so Tremere Assessors tend to use it briefly, in cities, for urgent, vital tasks. Possession is treated like level 25 Rego Mentem effect. This spell does not summon a ghost. Its designer assumed that he would have the ghost he wished to use stored in a mirror. Tremere magi are supplied with ghosts by Leadworkers, or call them up. This spell allows the magus to give the ghost complex, unbreakable instructions, but Assessors find it best to convince their ghosts to assist. This is not difficult, because most ghosts are tied to the Earth by a piece of unfinished business that they cannot accomplish. The Tremere can usually bargain for the ghost’s assistance, in exchange for the resolution of its problem.
(Base effect: 20, +1 Eye, +3 Moon)
Source: HoHTL
The Shrouded Glen
R: Touch, D: Year, T: Bound, Ritual
Enchants the Boundary in which the ritual is cast so that anyone moving through it is subtly diverted, effectively keeping some place within it from being discovered accidentally. Anyone not actively searching for the hidden place never finds it. Those actively searching can find the place by making a Perception stress roll against an Ease Factor of 12 (allowed once per day). If the surrounding terrain is more difficult to search than the average forest, the Ease Factor increases. Likewise, the Ease Factor drops if the terrain is more open than a forest, and completely open terrain is unsuitable for this spell. Once a searcher spots the hidden place, the spell does not prevent approach. Those who are present for the ritual are unaffected by the spell. This spell mimics the properties of many faerie forests.
(Base 3, +1 Touch, +4 Year, +4 Bound)
Level 55
Exchange of the Two Minds
R: Touch, D: Year, T: Group, Ritual
This spell switches the minds (but not the souls) of two creatures. A new body greatly confuses those who are unprepared for the shock, and even those who are ready take a day to adjust completely. Magi who transport their own minds into younger, healthier bodies usually find that having a strong body entails having powerful passions that interfere with the clear thinking needed to pursue the magical Arts. Both people involved must make a Stamina stress roll against an Ease Factor of 3, rolled before the switch is made, to survive the transfer. If only one person fails the roll, that person dies and the spell fails. The other target is unaffected.
(Base 20, +1 Touch, +4 Year, +2 Group)
Level 65
Call the Fallen Eagles from the Mist
R: Touch, D: Moon, T: Group, ReMe Level 65, Ritual
A spell used on ancient battlefields to call up the pagan dead. This spell grants control of the dead, but if ordered to directly oppose their reason for remaining on Earth, they occasionally break the magus’s control. Roman legionnaires asked to attack Rome, for example, might break control.
(Base 15, +1 Touch, +3 Moon, +2 Group, +3 size: up to 10,000 ghosts, + 1 summon and control)
Source: HoHTL
Terram Spells
Creo Terram Spells
Level 15
Seal the Earth
R: Voice, D: Sun, T: Group
Creates enough dirt to fill in a pit of up to 6 paces across and 3 paces deep.
(Base 1, +2 Voice, +2 Sun, +2 Group)
Sword from the Unseen Scabbard
CrTe 15
R: Touch, D: Diam, T: Ind
Conjure a steel longsword. The sword only lasts for two minutes — about 20 combat rounds — but that is usually long enough to defend oneself in a single skirmish. The magically created sword must penetrate in order to harm opponents who have Magic Resistance. Note that creating artificial things with magic requires an Intelligence + Finesse roll, as noted on page 77 of ArM5. An Ease Factor of 6 is sufficient to make a sword of mediocre, but serviceable, workmanship.
(Base 5, +1 Touch, +1 Diameter)
Source: HoHS
Level 20
Craft the Mechanism
CrTe 20
R: Touch, D: Mom, T: Ind, Ritual
To make an armillary sphere with Craft the Mechanism, the magus must design the device with an Intelligence + Astronomy or appropriate Craft Ability roll:
| Stress Die + Intelligence + Astronomy Or Craft (Mechanisms Or Clocks) Vs. an Ease Factor of 18 |
and then must guide the magic to the correct crafted form: Stress Die + Perception + Finesse vs. an Ease Factor of 18.
If either roll fails, then mechanism is flawed and imprecise; if either roll botches, then the flaw is subtle and overlooked until used in a non-test situation, when it introduces a botch into an important calculation made with the device.
Source: TMRE
Touch of Midas
R: Touch, D: Mom, T: Ind, Ritual
This spell creates a roughly spherical lump of gold about six inches across. This weighs about eighty pounds, and is enough money to keep a peasant family in comfort for about three hundred years.
(Base 15, +1 Touch)
Level 25
Duplicate the Mechanism
Cr(In)Te 25
R: Touch, D: Mom, T: Ind, Ritual
This spell creates an exact duplicate of an existing mechanism. An armillary sphere itself is complex and fiddly, but nonmagical. The precision of the mechanism is limited by the precision of the duplicated source.
Status-conscious magi may prefer the alternative Level 45 ritual Duplicate the Noble Mechanism, which creates a precious metal (silver or gold, or both) mechanism.
(Base 5 create metal, +1 Touch, +2 Group, +2 for finesse, +1 for Intellego requisite).
Source: TMRE
Wall of Protecting Stone
R: Voice, D: Sun, T: Ind
Makes a wall of granite up to 25 paces wide, 4 paces high, and 1 pace thick. One needs miner's tools to break through it, though it can be toppled if it is not connected to a support on its side or top.
(Base 3, +2 Voice, +2 Sun, +2 size)
Level 30
Silvery Scales of the Knight
CrTe(An) 30
R: Touch, D: Sun, T: Ind
Conjure a suit of full chain mail armor. The Animal requisite is required to create the armor’s leather straps, woolen padding, and gambeson — without these elements, the armor would not be effective. The styling of the armor, including any crest that appears on the helmet, depends on your Wizard’s Sigil. The armor is magical, so its wearer cannot punch or grapple a magic-resistant creature while wearing the gauntlets. The armor has the same Load as non-magical armor, and it takes just as long to put on (several minutes at least). An Intelligence + Finesse roll against an Ease Factor of 9 is required to make armor of average quality; a failed roll may result in reduced Protection and/or increased Load, at the storyguide’s discretion.
(Base 5, +1 Touch, +2 Sun, +2 very elaborate shape)
Source: HoHS
Level 35
A Simple Method of Rapid Vallation
R: Voice, D: Sun, T: Ind, CrTe Level 35
The sciences of vallation, surrounding your forces with walls, and countervallation, surrounding your enemies with a wall to cut off their supply lines, were well understood by the Romans. They could not, however, accomplish these feat as easily as a Tremere Architect. This spell makes a wall of granite up to 500 paces wide, 5 paces high, and 1 pace thick. One needs miner’s tools to break through it, though it can be toppled if it is not connected to a support on its side or top. The wall this spell creates has a walkway, protected by crenellations, along one side. Architects who plan to use this spell often master it, because during the Corruption of Tytalus, a Tremere magus had the misfortune to botch this spell. The walkway appeared on the enemy side.
(Base 3, +2 Voice, +2 Sun, +4 size)
Source: HoHTL
Conjuring the Mystic Tower
R: Touch, D: Mom, T: Ind, Ritual
An elaborately carved tower, formed from a single block of stone, rises out of the ground. The tower stands 80 feet high and is 30 feet wide, with a foundation set 20 feet into the ground. You determine the design of the chambers within.
(Base 3, +1 Touch, +4 size, +3 elaborate design)
Intellego Terram Spells
Level 4
Probe for Pure Silver
R: Per, D: Mom, T: Smell
You can smell silver, and follow the scent.
(Base 2, +2 Smell)
Level 10
Eyes of the Eons
R: Voice, D: Mom, T: Ind
Determines the age of any nonliving target to within 10% of its actual age.
(Base 4, +2 Voice)
Level 15
Eyes of the Treacherous Terrain
R: Per, D: Conc, T: Vision
You can tell intuitively if any natural terrain you see is treacherous, such as if a rock field is prone to sliding.
(Base 2, +1 Conc, +4 Vision)
Level 20
The Miner's Keen Eye
R: Per, D: Conc, T: Vision
You can see any one type of mineral (gold, diamond, sand), specified at the time of casting, through up to 3 paces of intervening material. You have a good idea of how much is there and how pure it is, if appropriate.
(Base 2, +1 Conc, +4 Vision, +1 see through intervening material)
Level 25
Tracks of the Faerie Glow
R: Per, D: Conc, T: Vision
Causes even faintly perceptible tracks of a specific being to glow with a faint magic light, making them stand out when you are within 30 paces of them. The glow provides a bonus to Tracking rolls, which depends on the relationship between the target being tracked and the terrain. If the target is magically related to the terrain, +2; native to the terrain, +4; neutral to the terrain, +6; inimical to the terrain, +8. Tracking at night without a light source doubles the bonus. The more faint the tracks are, the more dimly they glow, so the storyguide may also modify the bonus based on the length of time since the target passed.
(Base 4, +1 Conc, +4 Vision)
Level 30
Stone Tell of the Mind that Sits
R: Touch, D: Conc, T: Ind
Allows you to talk with natural stone. A stone's answers feel slow and ponderous, but do not actually take any longer than a normal conversation. Though a stone is usually willing to talk, its direction sense and awareness of quickly moving things (such as people) are limited.
(Base 20, +1 Touch, +1 Conc)
Sense the Feet that Tread the Earth
R: Touch, D: Conc, T: Part
You touch the earth and feel what is moving along the ground within a mile of where you stand. You can tell the direction, distance, weight, number, and manner of movement of moving things. For instance, you might sense "a single 50-stone creature slithering toward us, a hundred rods in that direction." This spell is derived from the Terram tradition from which Guernicus the Founder came, and does not fit well into Hermetic theory.
(Base 4, +1 Touch, +1 Conc, +1 Part, +3 size)
Level 35
Love's Unfaithful Witness
R: Touch, D: Conc, T: Ind, InTe Level 35
This spell is used to question jewelry about its wearer’s activities. The sympathies of the largest gemstone determine the personality of a piece of jewelry. Rubies tend to be bloodthirsty, garnets sanguine and so on, as represented by the Materials Table in Ars Magica (page 110). Unadorned silver is treacherous and unadorned gold is pious, judgmental and accusatory.
(Base 25, +1 Touch, +1 Conc)
Source: HoHTL
Level 45
Dream of the Mind that Sits
R: Touch, D: Sun, T: Ind
Allows you to probe the memories of a spirit within a natural stone object. The spell also perfects those memories. Probing the memories of such a spirit is extremely slow. A typical session lasts between six and twelve hours, during which the caster is oblivious to the outside world. The spell allows the caster to perceive the memories of the spirit. The spirit’s senses are limited and slow, but its memory of them is very long. Using this spell the caster can relive events witnessed by the spirit, as it recalls them. Larger stone objects have more powerful spirits and so have better perceptions. Precisely what level of detail an individual spirit can perceive is up to the storyguide.
(Base 30, +1 Touch, +2 Sun)
TELL OF THE FORGED
R: Touch, D: Sun, T: Ind, Level 45
As Stone Tell of the Mind that Sits, but can be used on even metal objects. The spirit of the object will reflect its function and experience. It may have acquired traits of its owner. Precisely what level of cooperation and perceptional ability a spirit will demonstrate is up to the storyguide.
(Base 30, +1 Touch, +2 Sun)
Source: HoHTL
Level 50
Dream of the Artifice
R: Touch, D: Sun, T: Ind, Level 50
As Dream of the Mind that Sits, but can be used on artificial stone objects and the memories of older events will be faded. The cooperation of the spirit is not required, but as always the level of detail recalled is up to the storyguide.
(Base 35, +1 Touch, +2 Sun)
Source: HoHTL
Level 55
Dream of the Forged
R: Touch, D: Sun, T: Ind, Level 60, Ritual
As Dream of the Mind that Sits, but can be used on even metal objects. The cooperation of the spirit is not required, but as always the level of detail recalled is up to the storyguide.
(Base 40, +1 Touch, +2 Sun)
Source: HoHTL
Muto Terram Spells
Level 10
The Crystal Dart
R: Voice, D: Mom, T: Ind; Requisite: Rego
The spell transforms a stone into a 10-inch crystal dart that rises from the ground at your feet, floats into the air, and speeds off like an arrow at a target that is within Voice range. It does +5 damage (because of the sharp edges of the crystal as much as its speed), and always hits its target, although it must penetrate Magic Resistance to have any real effect.
(Base 3, +2 Voice, +1 Rego requisite)
A variant Potent Spell is given in TMRE, with Potency 6, Casting Items: a dagger (+2) and a spade (+4).
Supple Iron and Rigid Rope
R: Touch, D: Sun, T: Ind
Makes a flexible object stiff or a stiff object flexible. Casting requisites of Forms appropriate to the materials affected are required. Note that, despite the name, this spell is not high enough level to affect iron.
(Base 3, +1 Touch, +2 Sun)
Level 15
Rock of Viscid Clay
R: Touch, D: Sun, T: Part
Softens rock enough that it may be dug out, molded, and otherwise manipulated in the same way that hard river clay can be. The rock is slightly sticky. The spell affects rock in a roughly spherical shape with a three-foot diameter.
(Base 2, +1 stone, +1 Touch, +2 Sun, +1 Part)
Level 20
A Window of Singular Direction
R: Touch, D: Ring, T: Part, MuTe Level 20
This spell, created by the Architects of Tremere, makes a circle of wall transparent, from one side only. It was developed in the early years of the Order, to allow magi protected by temporary fortifications to target their foes.
(Base 4, +1 Touch, +2 Ring, +1 Part)
Source: HoHTL
Edge of the Razor
R: Touch, D: Sun, T: Ind
Sharpens any metal edge to a degree unequaled by manual methods. An edged or pointed weapon gains a +2 bonus to Damage. Good-natured magi reward grogs by enchanting their weapons in this way, although since the resulting sword is resisted by Magic Resistance they rarely do this for all their grogs.
(Base 3, +1 Touch, +2 Sun, +2 metal)
Earth that Breaks No More
R: Touch, D: Sun, T: Part
Turns a volume of packed dirt up to ten cubic paces into stone.
(Base 2, +1 stone, +1 Touch, +2 Sun, +1 Part, +1 size)
Object of Increased Size
R: Touch, D: Sun, T: Ind
This spell enlarges an inanimate object originally no bigger than a large chest. The object doubles in each dimension and increases its weight eight times. The size increase is based on the object's original, natural size, so casting the spell more than once on an object has no effect. Noble elements like gold, silver, and gems, are not affected by this spell. If any part of the item resists growth, the item as a whole does not grow. Casting requisites are required for the appropriate Form for the target.
(Base 4, +1 Touch, +2 Sun, +1 stone)
Level 25
Hardness of Adamantine
MuTe 25
R: Touch, D: Sun, T: Ind
This spell instills a metal object with supernatural strength and hardness. Even weak metals like gold or lead can be affected. The object becomes nearly unbreakable by mundane means.
If used on chain mail or metal scale armor, the Protection value of the armor is increased by +2. If used on an edged or pointed weapon, the weapon gains +1 to damage. This bonus can be combined with that from Edge of the Razor or other spells.
(Base 4, +1 Touch, +2 Sun, +2 affect metal)
Source: HoHS
Level 35
Teeth of the Earth Mother
R: Voice, D: Sun, T: Group
You cause twenty pointed pillars of white marble to spring up from the ground to a height of 12 feet, forming a circle 3 paces in diameter. At their tops, the pillars are thin and as sharp as spears. At the base, where they touch, they are 18 inches thick. When the pillars spring up, they can be used to cage people, to form a wall, or simply to skewer enemies. Climbing to the top of the pillars requires three Athletics stress rolls against an Ease Factor of 12, and the tops break away when the target reaches them, causing the victim to fall. Skewering a target does +25 damage, possibly more on following rounds if the victim struggles or is exceptionally heavy. When the spell ends, the pillars crumble to dust.
(Base 3, +2 Voice, +2 Sun, +2 Group, +2 fancy effect)
Perdo Terram Spells
Level 10
Fist of Shattering
R: Voice, D: Mom, T: Ind
An object of stone or weaker material up to a pace across breaks apart. The appropriate Form for the target is a casting requisite.
(Base 3, +1 stone, +2 Voice)
Rusted Decay of Ten-Score Years
R: Voice, D: Mom, T: Ind
After the spell is cast, the metal of the target becomes so thoroughly rusted that it breaks if used in any demanding way (for example, used to strike a blow in combat or to pry open a door). It also loses any sharpness it might once have had.
(Base 2, +2 metal, +2 Voice)
Level 15
Pit of the Gaping Earth
R: Voice, D: Mom, T: Part
The dirt in a circle 6 paces across recedes into the ground, leaving a pit 9 feet deep. If the target area contains material other than dirt, that material is not affected.
(Base 3, +2 Voice, +1 Part, +1 size)
Undoing the Stonemason's Handiwork
PeTe 15
R: Voice, D: Mom, T: Part
This spell smashes a piece of masonry or pavement into its component bricks or stones. It has no effect on solid stone. The affected volume is one pace wide, one pace high, and up to one pace deep (depending on the thickness of the masonry), and can be a part of a larger piece of stonework.
Followers of the School of Vilano sometimes use this spell to produce a large number of loose stones, which they can then use as ammunition. Magi with a knowledge of stonemasonry can use it to weaken or collapse stone structures by damaging load-bearing walls and arches, though solid pillars and the like are immune to its effects.
(Base 3, +2 Voice, +1 Part, +1 destroy stone)
Source: HoHS
Level 20
Obliteration of the Metallic Barrier
R: Touch, D: Mom, T: Ind; Req: Rego
Shatters a barrier of metal or stone up to one foot thick. Those within one pace of the barrier, on the opposite side from you, take +10 Damage. Alchemically refined and magical metals may be able to withstand this spell.
(Base 3, +2 metal, +1 Touch, +1 size, +1 Rego to fling the fragments away)
Stone to Falling Dust
R: Sight, D: Mom, T: Ind
One solid non-living object turns to a pile of dust. The object must be a base Individual or smaller, so a stone item can be a pace across while a metal item can only be one tenth that size in total. A casting requisite may be required, of the Form appropriate to the target.
(Base 3, +2 metal/gems, +3 Sight)
Level 25
End of the Mighty Castle
R: Voice, D: Mom, T: Str
A single stone structure, such as a castle keep or manor house, crumbles to dust and small pebbles. Anyone inside at the time takes +10 damage from falling and having stones land on them, possibly more if the structure is particularly large.
(Base 3, +1 stone, +2 Voice, +3 Str)
Level 30
Hauberk of Sublime Ligghtness
PeTe 30
R: Touch, D: Sun, T: Ind
Render a suit of metal armor nearly weightless. Armor made from metal-reinforced leather, metal scale, or chain mail has its Load reduced to 1 for a partial suit or 2 for a full suit. The spell eliminates the weight of the armor, but not its bulk.
(Base 5, +1 Touch, +2 Sun, +2 affect metal)
Source: HoHS
Level 40
Cascade of Rocks
R: Sight, D: Mom, T: Part
Makes a cliff collapse, causing an avalanche. The effects depend on the size of the cliff and what lies below it.
(Base 3, +1 stone, +3 Sight, +1 Part, +4 size)
Rego Terram Spells
General
Ward Against Faeries of the Mountain
R: Touch, D: Ring, T: Circle
As Ward Against Faeries of the Waters (ReAq Gen), but for faeries of earth and stone. At some angles at night, the ring may be seen as a dark brown dome.
A variant Potent Spell is given in TMRE, with ReTe 15, Potency 9, Casting Items: an iron (+7) horseshoe (+2).Potency 6, Casting Items: a dagger (+2) and a spade (+4).
Level 5
Unseen Arm
R: Voice, D: Conc, T: Ind
Slowly moves a nonliving thing, like a mug, instrument, or small pouch of coins; it cannot oppose intentional resistance. Magi use this spell to manipulate things at a distance, but the spell cannot be used to pull something from a person's hand or to move something that is held. Casting requisites of an appropriate Form for the target are required.
(Base 2, +2 Voice, +1 Conc)
Level 10
Trackless Step
R: Touch, D: Special, T: Part
You leave no tracks in the earth until you come to a stop, such as to rest or fight. This spell draws on pre-Hermetic traditions, and does not perfectly fit the categories of Hermetic magic.
(Base 2, +1 Touch, +2 Special (based on Concentration), +1 Part)
Invisible Sling of Vilano
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 Wielding the Invisible Sling, 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)
Wielding the Invisible Sling
R: Voice, D: Mom, T: Ind
Hurls any nearby object that could normally be thrown by a person at any target within range. The object must not be held down or otherwise restrained. Damage depends on the object thrown, up to +5 for a fist-sized stone. The object always hits, but it is resisted by Magic Resistance. Casting requisites of an appropriate Form for the target are required.
(Base 4, +2 Voice)
The Forgiving Earth
R: Voice, D: Mom, T: Part
Loosens earth in a 15-pace-by-15-pace area to a depth of one foot, making packed dirt as loose as plowed ground.
(Base 2, +2 Voice, +1 Part, +1 size)
The Unseen Porter
R: Voice, D: Conc, T: Ind
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 (Ease Factor 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. Casting requisites of an appropriate Form for the target are required.
(Base 3, +2 Voice, +1 Conc)
Unyielding Earth
R: Voice, D: Mom, T: Part
Compacts the surface of the ground in a 15-pace-by-15-pace area to a depth of one foot, making it more solid. Mud becomes as soft earth, and soft earth becomes as packed dirt.
(Base 2, +2 Voice, +1 Part, +1 size)
Level 15
The Earth's Carbuncle
R: Voice, D: Mom, T: Part; Requisite: Muto
Causes a 1-pace circle of ground to become jagged stone, just under the surface, and those fragments burst into the air. Anyone standing on the circle is thrown into the air and hit with flying debris. Damage is +10.
(Base 3, +2 Voice, +1 Part, +1 Muto requisite)
Hands of the Grasping Earth
R: Voice, D: Diam, T: Part; Requisite: Muto
Earthen hands from beneath the target rise out of the ground, and grasp the target's ankles. To break free requires a Strength stress roll of 15+. (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) and inflicting a Light Wound.
(Base 3, +2 Voice, +1 Diam, +1 Part, requisite free)
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)
Source: HoHS
Level 20
Crest of the Earth Wave
R: Voice, D: Mom, T: Part
Creates a wave in the earth that starts at your feet and travels out to the range of your Voice in a designated direction. It starts as a narrow ripple and within 5 paces reaches its full size of 5 feet high and 30 paces wide. It moves about 50 paces per round. Those caught in its path must make Dexterity stress rolls against an Ease Factor of 12 to leap over the wave, or they are tossed aside and take +10 Damage. The wave overturns trees and damages buildings in its path.
(Base 3, +2 Voice, +1 Part, +2 size)
Level 30
Creeping Chasm
R: Voice, D: Mom, T: Part
Creates a chasm that runs from the ground in front of your feet towards some target within range that you designate. The chasm travels about 4 paces per round, growing wider as it travels, reaching a maximum width of 20 feet at a distance of 30 paces. The chasm is 20 to 30 feet deep, and the sides are likely to collapse, so any caught in it are in a bit of a bind. To avoid the growing chasm, a target must make a Quickness stress roll against an Ease Factor of 9. The spell effect lasts a moment, creating the stresses that then open the chasm over a few rounds. The normal forces of the earth tend to close the chasm in a week or so, but may not in some locations.
(Base 3, +2 Voice, +1 Part, +3 size, +1 fancy effect)
Earth Shock
R: Voice, D: Mom, T: Part
Shakes the ground in a 100 pace radius. All affected by this spell must make a Quickness - Encumbrance stress roll against an Ease Factor of 10 or fall. Apply these modifiers: standing still, +2; on solid stone, +2; moving slowly, +0; on earth, +0; running, –2; standing on a narrow bridge, –6.
(Base 3, +2 Voice, +1 Part, +4 size)
The Earth Split Asunder
R: Voice, D: Spec, T: Part
Creates a 5-foot-wide, 60-foot-long, 10-foot-deep crack in the ground. It opens on one round, stays open for another round, and closes at the start of a third round, crushing all within it for +25 damage. You must maintain concentration for all three rounds, or the pit slowly closes, over an hour's time, rather than shutting quickly and violently. To avoid the pit, those in its vicinity other than the caster must make a Quickness stress roll against an Ease Factor of 9. Falling in incurs +5 damage. To escape, another such roll is made. Unless outside help is provided, people in the pit only get one chance to escape.
(Base 3, +2 Voice, +1 Special based on Mom, +1 Part, +2 size, +1 fancy effect)
Level 75
Hermes' Portal
R: Arc, D: Year, T: Ind, Ritual
Creates a magical portal through which people, animals, and objects can travel almost instantaneously. The ritual must be cast twice, simultaneously at two different locations, and after the rituals are performed, there is a magical connection between them. The magi conducting each ritual must have an Arcane Connection (such as a clod of dirt) to the other location when they are conducting the ritual. The portal is activated by some command word or ritual determined when the portal is enchanted. Inanimate things and unwilling creatures may be transmitted if someone else says the command word, and pushes the subject through.
(Mercurian Ritual)
Vim Spells
Creo Vim Spells
General
Restore the Faded Threads
R: Touch, D: Diam, T: Circle
Once a spell trace has been found or suspected, this spell is used to make it examinable. This spell will restore spell traces of a negative magnitude up to the magnitude of this spell -3. The trace must still be existent to be affected (magnitude –9 or greater). Thus the maximum effective level of this spell is 50.
Versions of this spell also exist for all standard Targets. Diameter duration is normally long enough to conduct Intellego Vim investigations of the spell traces.
(Base, +1 Touch, +1 Dia)
Shell of False Determinations
R: Touch, D: Mom, T: Ind, Ritual
Creates a "shell" of magic on an item, helping to shield it from investigation by other magi. All attempts to investigate the magic item give false information about its powers unless half of the level of the shell is exceeded by the magus's Investigation roll.
(Base effect, +1 Touch)
Shell of Opaque Mysteries
R: Touch, D: Mom, T: Ind, Ritual
This spell is similar to Shell of False Determinations (above), but it causes all attempts to investigate the magic item to utterly fail, unless the level of the ritual is exceeded by the magus's Investigation roll. Once a magus determines the presence of a particular shell (that is, by overcoming it), it has no more power against him or her.
(Base effect, +1 Touch)
Level 15
The Phantom Gift
R: Voice, D: Sun, T: Ind
The target of the spell becomes tainted with magic as most magi are. Beasts and people react to the target as though he were a magus. Those who normally associate with the victim do not become hostile, but do give him or her a wider berth. The spell has no effect on those who already have The Gift, including those blessed with the Gentle Gift.
(Base 3, +2 Voice, +2 Sun)
Level 25
Mercury's Blessing
R: Touch, D: Year, T: Ind, Level 25, Ritual
This ritual imbues the target with a kind of supernatural aura, similar to Might, which improves the chances that children conceived and born during its duration will have The Gift or heroic qualities. It is said that this magic is a sign the gods are watching over the subject, and it is often incorporated into wedding and fertility ceremonies of those within the Cult of Heroes.
This spell is associated with the Cult of Heroes, and is rarely found outside of that society.
(Mercurian Ritual)
Source: HoHTL
Level 30
The Enigma's Gift
R: Voice, D: Mom, T: Ind
The target of the spell gains four Warping Points (plus the normal one for being affected by a powerful supernatural effect, in most cases) and, if a Hermetic magus, must check to see whether he enters Twilight in the normal way. Although the burst of magic that causes the Warping lasts but a moment, the resulting Warping is permanent.
(Base 20, +2 Voice)
A variant Potent Spell is given in TMRE, with Potency 4, Casting Items: parchment inscribed with Ink of Hermes (+4).
Intellego Vim Spells
General
The Invisible Eye Revealed
R: Per, D: Conc, T: Touch
The caster can feel any magical means currently being used to spy on him. The representation varies in a way that depends on the spell, but it often feels like something touching the magus's back. For example, a magus being spied upon with Enchantment of the Scrying Pool might feel wet fingers, while a magus who is being tracked by The Inexorable Search might feel a finger running over his skin. This spell detects the use of Intellego spells of up to double the level of this spell. A special spell is required because most Intellego spells are designed to be subtle, and they are more subtle at higher levels.
(Base effect)
Level 2
Sense of Magical Power
R: Touch, D: Mom, T: Ind
This spell tells the caster whether he is currently in a Magic aura. It does not give any further information. Other spells do the same for other kinds of aura.
(Base 1, +1 Touch)
Level 5
Scales of the Magical Weight
R: Touch, D: Mom, T: Ind
When casting this spell, you typically hold your hands straight out from your body, place a known amount of Vim vis in your left hand (usually one pawn), and then place an unknown amount of vis in your right hand. After casting the spell, you may sense how heavy the unknown vis is in relation to the known, determining the number of pawns present. If you cast the spell without anything to measure the unknown vis against, you only have a very general idea of how valuable it is. The spell cannot be used to determine the amount of raw vis invested in an enchanted item.
(Base 4, +1 Touch)
Sense the Nature of Vis
R: Touch, D: Mom, T: Ind
You can tell what Art a supply of raw vis is connected to. To you, the vis appears to glow with an aura that is appropriate to the Technique or Form that the vis is associated with. Creo is white, Intellego gold, Muto constantly fluctuating, Perdo black, Rego purple, Animal brown, Aquam blue, Auram violet, Corpus dark red, Herbam green, Imaginem pearly blue, Ignem bright red, Mentem orange, Terram dark brown, and Vim silver. Some of the colors are very similar, but are easy to distinguish if the item is held steadily and studied for a few seconds.
(Base 4, +1 Touch)
Sense the Hour
InVi 10
R: Touch, D: Mom, T: Ind
Measures the astrological time in the area around the magus. Knowing the hour exactly subtracts 3 from the Ease Factor of the Astronomy roll for an Astrological Duration spell.
Measuring the conditions at a single point is sufficient, as identical conditions (suitable for Astrological Durations) extend for some 500 paces away from the point (standard Boundary area x 100). Increasing the size of the spell Target serves no purpose, as the measurement area is limited by changes in the astrological conditions, rather than by the magus’s spell.
(Base 5, +1 Touch)
Source: TMRE
Level 15
Bitter Taste of Betrayal
R: Per, D: Sun, T: Taste, Level 15
If the caster comes under the affect of any active magic he will experience a bitter taste in his mouth. Ongoing affects like Aegis of the Hearth can be ignored, new affects will be noticed. This spell allows Quaesitors to detect that their Parma has been penetrated. The spell provides no other information.
(Base 5, +2 Sun)
Source: HoHTL
Level 20
Piercing the Faerie Veil
R: Per, D: Conc, T: Vision.
This spell allows the caster to see through the boundaries of Faerie regiones, and therefore divine the path to the next level (more details about regiones are given on page @@). There are separate but related spells for Divine, Magical and Infernal regiones.
(Base 3, +1 Conc, +4 Vision)
Sight of the Astrological Hour
InVi 20
R: Sight, D: Mom, T: Ind
Measures the astrological time in the area around a point the caster can see.
(Base 5, +3 Sight)
Source: TMRE
Level 30
Divine Heaven’s Aspect
InVi 30
R: Arcane, D: Mom, T: Ind
Reports all aspects of the astrological conditions (minute, hour, day, sign, planets) at a point that the caster can see, or to which he has an Arcane Connection. Identical conditions extend for some 500 paces away from this point (100 standard Boundaries).
(Base 10, +4 Arcane)
Source: TMRE
Impression of the Faded Sigil
R: Per, D: Mom, T: Touch, Level 30
This spell allows the magus to examine magic of positive magnitude. If more than one effect trace is present on the touched object, the magus can identify one per casting. In the case of Hermetic effects, this spell gives the Technique and Form, the rough details of the effect and the casting sigil of wizard responsible. It can also detect if a Hermetic effect was generated by a spell or invested device. If the effect was non-Hermetic, similar information is provided, but a Quaesitor without knowledge of that sort of magic may not be able to interpret it. This spell is commonly mastered and combined with Quaesitorial training gives a good chance to detect magical deceptions.
(Base 10, +1 Touch, +3 Details)
Source: HoHTL
Odor of Lingering Magic
R: Per, D: Conc, T: Smell, Level 30
This spell allows the magus to smell active magic or traces of –1 magnitude or more. With time and patience, all active spells and fresh traces can be located. Once located other magics can be used to refresh and investigate them. Increasing the magnitude of this basic design allows negative magnitude traces to be seen. The highest nonritual version (Level 50) allows traces of –5 magnitude to be discovered. However, to detect a –9 magnitude trace requires a Level 70 ritual.
(Base 15, +1 Conc, +2 Smell)
Source: HoHTL
Sense of the Lingering Magic
R: Per, D: Conc, T: Hearing
This spell can detect the presence of many magical residues, even from weak spells, as well as giving the presence and power of active spells. It does not grant any information apart from the power, however. The residue must be of at least zero magnitude.
(Base 10, +1 Conc, +3 Hearing)
Level 40
Sight of the Active Magics
R: Per, D: Conc, T: Vision
You can see spells as "auras" around things and people. The color of the aura indicates the Form of the spell working on a subject, the color matching the appropriate one described in Sense the Nature of Vis (page @@). The Technique of a spell working on the subject is recognized by the aura's shape, not color. Creo and Rego are both very orderly auras. Muto is constantly shifting, and Intellego usually is as well, but more slowly. A Perdo aura is usually in fragments. Thus, a magus with both Endurance of the Berserkers and The Invisible Eye Revealed upon him has a very controlled, orderly aura of deep red around his or her entire body, and the magus's eyes are surrounded with slowly shifting auras of a silvery hue. You should be warned: Imaginem or Vim spells may be used to disguise auras. Also note that this spell will detect the residues of some spells.
(Base 5, +1 Conc, +4 Vision, +2 Techniques and Forms)
A variant Potent Spell is given in TMRE, with Potency 6, Casting Items: a hazel (+3) wand stained with Ink of Hermes (+3).
Level 50
Sight of the Sigil
R: Per, D: Conc, T: Vision, Level 50
Used by the most experienced Quaesitors, this spell allows the magus to spot active magic or traces of positive magnitude. In the case of Hermetic effects, this spell gives the Technique and Form, the rough details of the effect and the casting sigil of wizard responsible. It can also detect if a Hermetic effect was generated by a spell or invested device. If the effect was non-Hermetic, similar information is provided, but a Quaesitor without knowledge of that sort of magic may not be able to interpret it.
(Base 10, +1 Conc, +4 Vision, +3 Details)
Source: HoHTL
Muto Vim Spells
General
Facilitate the Stifled (Form) Spell
MuVi Gen
R: Touch, D: Mom, T: Ind
This spell is cast at the same time as another formulaic spell (see ArM5, page 159) whose level must be less than twice the level of this spell. If successfully cast, the targeted spell may be cast with no penalty to the casting total due to reduced or absent gestures and/or voice. While this Muto Vim spell requires gestures and voice as normal, the casting total of the follow-up spell is not penalized, and thus diffi cult spells at the limit of a magus’s ability have a greater chance of success when in restricted circumstances, without incurring fatigue loss. If the targeted spell has Range Voice, the volume used to cast this spell determines the actual range.
There are ten versions of this spell, each affecting spells of one of the Hermetic Forms. This spell is particularly useful to Bjornaer magi who wish to maintain the appearance of mundane animals yet still cast spells.
(Base effect, +1 Touch)
Source: HoHMC
Mirror of Opposition (Form)
R: Voice, D: Mom, T: Ind
Cast on another spell while the other spell is being cast, this causes the targeted spell to have the exact opposite of its normal effects. This effect works on spells up to half the (level – 5) of the Mirror of Opposition spell. The effects of the inversion are up to the storyguide to determine, but the target of the inverted spell usually remains the same as that of the original spell. The inverted spell cannot overcome any limitations of Hermetic magic. For example, if a Momentary Perdo Corpus spell is cast, the inversion is probably a Creo Corpus spell of Sun duration. There are ten versions of this spell, each affecting spells of one of the Hermetic forms.
(Base effect, +2 Voice)
Shroud Magic
R: Touch, D: Mom, T: Ind
This spell allows a magus to suppress or alter the sigil in a spell that is currently being cast. The spell to be shrouded can be up to double the Shroud's level, and Shroud Magic has the same sigil (or lack of) as that given to the shrouded spell.
(Base effect, +1 Touch)
The Sorcerer's Fork
R: Touch, D: Mom, T: Ind
This spell splits another spell (whose level must be less than or equal to the level of this spell) into two or more identical spells of reduced power, which may be cast against two or more separate targets. Each resulting spell has the same Range and Target (target category, that is — the actual target may be different) as the original spell, but the power of the effect is divided by the number of resulting split spells. The precise effect is at storyguide discretion. One casting die is rolled, and the Penetration total is split between the spells. The Sorcerer's Fork must be equal to or greater than the level of the spell that is to be split. The split spell has a targeting penalty as for multiple casting (see page @@). If the casting magus is not co-operating, all the split spells will strike the original target.
(Base effect, +1 Touch)
Wizard's Boost (Form)
R: Touch, D: Mom, T: Ind
You cast this spell as another spell of a level less than or equal to this one is cast. The effect of the other spell increases 5 levels in power, but not past the level of the Wizard's Boost. The effects of the extra 5 levels of power are for the storyguide to determine. A Wizard's Boost may never affect a single spell more than once. There are ten versions of this spell, one for each Hermetic Form.
(Base effect, +1 Touch)
Wizard's Communion
R: Voice, D: Mom, T: Group
This spell lets magi combine their power to cast spells. The group of magi work together to cast a specified spell through the unified power of the Communion. Only one extra magus may join the Communion for each 5 levels of the specified spell being cast. One of the magi in the group must also know the specified spell, or cast it from a Casting Tablet (page @@). Only one magus in the group needs to cast the spell. The magus who casts the Wizard's Communion need not be the one who casts the main spell, and normally it is better for them to be different. More than one magus in the group may cast this spell. In this case, add the total levels of successfully cast Wizard's Communion to get the effective level of the Wizard's Communion for this casting. This combined total must be at least twice the level of the specified spell being cast.
One magus must roll for success as if casting the specified spell himself. However, the target number for the spellcasting roll is the spell's level divided by the number of magi participating in the Communion. So if five magi participate to cast a 50th level spell, the caster would have to successfully cast a 10th level spell — with all the relevant requisites, of course. This method of casting adds one botch die per magus participating. If the spell botches, all participants gain Warping Points and must check for Twilight if they gain two or more.
Communion is a remnant of Mercurian rituals, so it does not perfectly fit into the guidelines of Hermetic theory.
(Base effect)
Wizard's Reach (Form)
R: Voice, D: Mom, T: Ind
The range of the targeted spell increases by one category. You may not affect a single spell more than once with this spell, and the targeted spell must be at least one magnitude lower in level than this spell. There are ten versions of Wizard's Reach, one for each Form.
(Base effect, +2 Voice)
Wizard's Vigil
R: Voice, D: Sun, T: Group
This spell functions as Wizard's Communion, except that the longer duration allows it to be used with Ritual spells. For the purposes of its effect, treat it as a Wizard's Communion of two magnitudes lower.
Perdo Vim Spells
General
Circle of Clarity
R: Touch, D: Mom, T: Circle, Level Gen
This spell will dispel any active Vim effect within the circle whose Casting Total was less than or equal to the spell level + 15 + stress die (no botch).
(Base, +1 Touch)
Source: HoHTL
Cutting the Cords
R: Touch, D: Mom, T: Ind, Level Gen, Ritual
Used as a Tribunal punishment, this spell requires the active cooperation of the convicted magus. The cords connecting magus and familiar are cut permanently if double the level of this spell + a stress die (no botch), exceeds the highest enchantment given the familiar (this may be the Familiar Bond Enchantment). This is an extremely painful and emotionally scarring experience for both parties. After the cords have been cut, both magus and former familiar find each other’s presence too much to bear. A familiar normally flees into the wilderness and avoids all future contact with magi. The former familiar cannot normally be rebound.
(Base, +1 Touch)
Source: HoHTL
Demon's Eternal Oblivion
R: Voice, D: Mom, T: Ind
Weakens and possibly destroys a creature with Infernal Might. If the spell penetrates the creature’s Magic Resistance, the creature loses Might Score equal to the spell's level.
(Base effect, +2 Voice)
A variant Potent Spell is given in TMRE, withPotency 12, Casting Items: red coral (+10) and frankincense (+3).
Disenchant
R: Touch, D: Mom, T: Ind, Ritual
You make a Hermetic magic item lose all its powers permanently if the level of this spell + a stress die (no botch) equals or exceeds the highest level of the enchantments in the item. The enchantment is utterly destroyed, as is all of the vis that was used in the magic item. The object left is in all ways a mundane item, but could be invested with enchantments again at a later time.
(Base effect, +1 Touch)
Masking the Odor of Magic
R: Touch, D: Sun, T: Ind
Prevents the detection of a magic spell, or of a magic power in an item or being, by InVi magic, unless the level of the InVi spell exceeds twice the level of this spell – 5 (for example, exceeds 20 for a level 15 version).
(Base effect, +1 Touch, +2 Sun)
Unravelling the Fabric of (Form)
R: Voice, D: Mom, T: Ind
This spell will cancel the effects of any one spell of a specified Form whose level is less than or equal to (spell level + 10 + stress die (no botch)). There are 10 variants that cover each Hermetic Form, and a number of much rarer variants for different kinds of non-Hermetic magic.
(Base effect, +2 Voice)
Wind of Mundane Silence
R: Voice, D: Mom, T: Room
You raise a metaphorical "breeze" that blows the magic away from an area, canceling the effects of any spell there. You can cancel the effects of any spell if, with this spell, you can double the level of the spell on a stress die + the level of your spell. The spell must Penetrate to affect effects on a creature with Magic Resistance, including Parma Magica. If the spell penetrates, and its level + the stress die is double Parma Magica x 5, then this spell dispels the Parma Magica. Wind of Mundane Silence does not affect spells of Momentary duration. Magical things near the area of the Wind wave slightly from the "breeze."
(Base effect, +2 Voice, +2 Room)
Rego Vim Spells
General
Aegis of the Hearth
R: Touch, D: Year, T: Bound, Ritual
This ritual protects a covenant in a way similar to the way in which a Parma Magica protects a magus. It provides very strong protection against supernatural effects and creatures that originate from outside the boundary of the Aegis, and much weaker and less consistent protection against supernatural effects originating within the Aegis. The ritual also allows certain individuals to be excluded from the effects of the Aegis, so that it does not hinder their supernatural powers at all. These individuals are referred to as "natives" of the Aegis in this description, and other individuals, and the effects they create, are referred to as "foreign". "Native" and "foreign" are determined for a particular casting of an Aegis. Each casting of Aegis of the Hearth determines who and what is native and foreign without reference to any other Aegis, even if it is a new Aegis being cast, by the same group of magi on the same boundary, to replace their covenant's old Aegis.
No foreign supernatural creature with Might, of any type, can cross the boundary of the Aegis unless its Might exceeds the level of the Aegis. The Aegis of the Hearth must Penetrate the creature's Magic Resistance in order to have this effect. A foreign supernatural creature that is within the Aegis when it is created is not expelled, although it does suffer the limits to its powers described later. If the creature were to leave the Aegis, it would need to have a higher Might than the Aegis, or resist the Aegis, in order to enter again. A spirit with Might that is capable of possessing another creature may enter the Aegis inside that creature, as long as it remains entirely passive. It is aware of what is going on, but cannot act in any way, including to end the possession. If the vessel becomes a native of the Aegis, the possessing spirit also does. The spirit can, however, have its invitation revoked (see later) separately from that of its vessel, if the person revoking the invitation knows that the spirit is there.
Any foreign supernatural effect that originates from outside the Aegis and would affect anything inside the Aegis must Penetrate a Magic Resistance equal to the level of the Aegis of the Hearth to take effect. If it fails to Penetrate, the effect fails completely and harmlessly. This applies to all effects, including Intellego effects that would not normally be blocked by Magic Resistance, and effects that would move something across the boundary of the Aegis.
This also applies to an existing foreign supernatural effect that tries to cross the boundary. If the effect cannot Penetrate the Aegis, it is dispelled. However, if the spell is cast on someone with Magic Resistance, for example an invisibility spell on a magus, then the Aegis must Penetrate the magus's Magic Resistance in order to dispel the effect. This includes such effects as the Parma Magica, Hermetic Longevity Rituals, Familiar Bonds, and Talisman Bonds. However, the last three of these are automatically sustained by the underlying magic, and so immediately come back into effect once the magus has entered the Aegis. Parma Magica must be raised again, in the normal way.
Any foreign supernatural effect originating within the boundary of the Aegis must subtract half the level of the Aegis from any Casting Total or equivalent. If the effect does not have a Casting Total, as for an effect from an enchanted item, then half the level of the Aegis is subtracted from its Penetration. If the effect has neither a Casting Total nor a Penetration, like the Parma Magica, it is not hindered by the Aegis once it is inside. The supernatural powers of creatures with Might that have been able to enter the Aegis are affected in the same way as any other foreign supernatural effect; this effect does not need to Penetrate Magic Resistance, unlike the exclusion effect.
Anyone who participated in the ritual to cast the Aegis is a native of that Aegis. Entirely mundane people can participate in the Aegis ritual. At most covenants, only the magi participate in the ritual, to avoid the risk of making disguised demons into natives of the Aegis, but this is a custom rather than a feature of the ritual.
Participants who have The Gift and have been opened to the Hermetic Arts are referred to here as "participating magi", although they may, for example, be apprentices. Participating magi, and only participating magi, can invite other individuals into the Aegis. This involves giving the individual a token that was designated as part of the ritual. Individuals that are invited in this way become natives of the Aegis. Any participating magus can also revoke an invitation, whether issued by themselves or by someone else. They do not need to retrieve the token in order to do this. Invitations and revocations can only be issued to specific individuals — it is not possible to revoke "all invitations", for example — but the individual does not need to be present. Invitations and revocations are effective even if the participating magus is mistaken about the identity of the individual. A participating magus can attempt to revoke an invitation even if they do not know for sure that a particular individual has been invited into the Aegis. If they were, then the invitation is revoked, but if they were not, this obviously has no effect. A creature with Might whose invitation is withdrawn is affected in the same way as a creature with Might who was within the Aegis when it was created. Individuals who participated in the ritual, including participants who are not participating magi, cannot be cast out of the ritual; they are native until the Aegis expires, or is dispelled.
Enchanted items can also be native to the Aegis. There are three main classes. The first is items that were within the boundary at the time the Aegis was raised. Unlike creatures with Might, non-sentient items become native to the Aegis simply by being present. The second class is items created within the Aegis by someone native to the Aegis. The third is items deliberately and directly activated by a native of the Aegis. Covenfolk who will use enchanted items may, therefore, participate in the Aegis ritual, but many enchanted items do not need Penetration, and thus can be used within the Aegis without any problems. The set of native items, like the set of native people, resets every time the Aegis is recast. Items, however, cannot be invited into the Aegis.
The Aegis is often cast on the Winter Solstice, as the Magic aura may be slightly higher, and this gives it a full year of duration. It is common for the covenant to hold a celebration for all the covenfolk, and a full council meeting for the magi, immediately after the Aegis is cast.
Aegis of the Hearth was created by Notatus, the first Primus of House Bonisagus. It was a Major Breakthrough (see page @@), incorporating Mercurian rituals as well as Hermetic theory, and was the reason Notatus was chosen to succeed Bonisagus. As a result, the spell is more powerful than it ought to be, and has no Perdo requisite. By 1220, Notatus's discoveries have spread, and any magus in the Order is capable of inventing versions of the Aegis with the above parameters, but different levels or sizes, or both. Inventing a version with different parameters, however, would require at least a Minor Breakthrough, and years of research.
Circular Ward Against Demons
R: Touch, D: Ring, T: Circle
All creatures with Infernal Might equal to or less than or equal to the level of the spell are unable to enter the circle or harm those within it. If you cast the spell again, the stronger ring dispels the weaker, regardless of the order of casting. Some magi cast this spell before going to sleep at night. At night, from certain angles, the ring may be seen as a silver-hued dome.
(Base spell)
Maintaining the Demanding Spell
R: Touch, D: Diam, T: Ind
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. A Stamina + Concentration stress roll against an Ease Factor 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.
(Base effect, +1 Touch, +1 Diam)
Opening the Intangible Tunnel
R: Arc, D: Conc, T: Ind
You can open a magical channel from yourself to some target, allowing you to cast any spell with a range greater than Personal on that target. The tunnel does not, of itself, grant any sense impressions of the target — you must cast appropriate spells through it if you wish to see. Spells cast through the tunnel cannot be of higher level than that of this spell. You must make standard Concentration rolls to maintain concentration on the Opening spell as you cast other spells.
A magus who magically recognizes the tunnel (through The Invisible Eye Revealed or a similar spell) may cast spells through the tunnel back at you, and he need not concentrate on keeping the tunnel open. If this magus is the target of the tunneling spell, he is considered to be touching you. Otherwise, his effective range to you is his range to the target of the tunneling spell.
If the target of the spell has Magic Resistance, you must Penetrate that resistance to open the tunnel. Spells cast through the tunnel must also penetrate Magic Resistance normally.
(Base effect, +4 Arc, +1 Conc)
Suppressing the Wizard's Handiwork
R: Touch, D: Conc, T: Ind
Cancels one spell that you have cast, but only as long as you concentrate. When concentration is broken the effects of the spell return. The level of the spell to be suppressed must be less than or equal to the level of this spell. The effects of the spell being suppressed take about one round to fade out, and then another round to return after concentration is broken. The spell to be affected must be active to be suppressed — in particular, it may not be of Momentary duration.
Common uses of this spell include providing access to some place normally blocked by magic (for example, having a MuTe blocking the door to your lab, and then suppressing it to enter), and avoiding traps (such as suppressing a Watching Ward [ReVi Gen] on your rear door). This spell is designed to be held while you do something else, so the magus gets a +3 bonus to all Concentration rolls.
(Base, +1 Touch, +1 Conc)
Watching Ward
R: Touch, D: Spec, T: Ind, Ritual
Watching Ward puts another spell on a given target on hold until that spell is triggered by a simple condition, which is determined when this ritual is cast. The target of the Watching Ward must be present for the entire casting ritual. When the conditions you specify come to pass, the suspended spell takes effect.
Only one Watching Ward can be placed on any one person or object. The level of the Watching Ward must at least equal the level of the spell held in suspension. You can put multiple spells in the Ward, provided that its level at least equals the sum of the levels of the contained spells. If Intellego spells are included in a Watching Ward, they may be used to trigger the other spells. Thus, if you put Frosty Breath of the Spoken Lie (InMe 20) into the Watching Ward, you can also put in a spell that is cast when someone lies. An Intellego spell in the Watching Ward has no effect other than to cast other spells when the proper condition is detected. Thus, in the example, one's breath is not frosty when he or she is caught in a lie.
If someone tries to dispel the Watching Ward and fails, the suspended spell is cast. Flambeau and Tytalus magi commonly put highly destructive spells upon their persons, to be cast if they die so they may have vengeance upon their killers. The Ritual nature of this spell supports the potentially indefinite duration. The Watching Ward is dispelled when it releases its spell.
A version of this spell with target Room, known as Waiting Spell, is also well known in the Order. It can contain spells up to the level of the Waiting Spell – 10, and is also a Ritual. (Base effect, +1 Touch, Duration is non-standard)
Level 15
Gather the Essence of the Beast
R: Touch, D: Mom, T: Ind
Concentrates the raw vis in a corpse into one part of that corpse, which can then be removed. This spell lets you gather all the raw vis you find without lugging around entire corpses of beasts. Note that the vis in many magical creatures is already concentrated in this manner in some specific organ, though this spell will allow you to relocate that vis if you wish.
(Base 10, +1 Touch)
Level 25
Divide the Gathered Essence
ReVi 25
R: Touch, D: Mom, T: Group
Transfers the raw vis from an item into one or more containers. The maga may freely choose how the vis is to be divided.
(Base 10, +1 Touch, +2 Group)
Source: TMRE
