TEXT: 1 
  Introduction to the 
  Ars Magica Net Grimoire 
   
   
  This contains all of the spells that have been posted 
  to the mailing list through the summer of 1995 (when revision 
  1.4 was done). Also included are spells that were submitted to 
  the Library of Evremere (minus those taken from the main 
  rule book) through Oct 8, 2001.  Faerie spells are in a special 
  section at the end. Other spells are organized by form, and 
  then technique, as in the Ars Magica rule book. If a spell 
  herein is referred to as slow, this means that it takes as long as 
  a ritual spell, but requires no vis.  Spells labeled as Westros 
  are spells that are designed for the alternate House Westros as 
  per an article in the Project Redcap fanzine.  Also spells with 
  the “4th” symbol under the authors name are spells known to 
  have been designed using the 4th edition spell guidelines. 
   
  The original list was compiled and edited by 
  Shannon D. Appel and further edited by Jonathan Sari and 
  Paul Hirose. I’ve tried to clean up as many errors in the text as 
  I could find, but some always seem to slip through.  I have also 
  decided to continue the trend, for the sake of clarity, to remove 
  occurrences of his/her and she/he and replace them with her 
  and she, respectively.  I would like to add the disclaimer that I 
  realize that many magi (and targets) are male, but for 
  consistency's sake I am simply using the feminine form in the 
  general case.  Also for consistency, I have changed English 
  spellings with American spellings where appropriate. 
   
  This Grimoire was first updated (version 1.1) with 
  the inclusion of additional spells that were  posted to the net 
  (original Spell List compiled by Andrew Sturman) as well as 
  corrections made to the text from the previous version 1.0.   
   
  In version 1.2 no new additional material was added, 
  but many corrections (which should have been done in the 
  previous 1.1 version) were made.   
   
  On June 1, 1994 version 1.3 was created.  This 
  version contained many new additional spells . 
   
  On July 5, 1995, version 1.4 was edited and put in its 
  place with the addition of 45 more spells. 
   
  Version 2.0 was created Oct. 8, 2001.  The format 
  was changed from postscript and text to Adobe PDF and 
  MS-Word.  Also 204 new spells were added from the Library 
  of Evremere for a total of 880 spells. 
   
  -Chad Chirhart 
   
   
   
   
   
   
   
   
   
   
   
   
  Table of Contents 
   
  Animál Spells 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  2 
   
  Creo Animál 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  2 
   
  Intéllego Anim ál 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  3 
   
  Muto Animál 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  4 
   
  Perdo Anim ál 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  5 
   
  Rego Animál 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  5 
  Aquam Spells  
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  8 
   
  Creo Aquam 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  8 
   
  Intéllego Aquam 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  10 
   
  Muto Aquam 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  11 
   
  Perdo Aquam 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  11 
   
  Rego Aquam 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  12 
  Auram Spells  
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 
   
  Creo Auram 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  14 
   
  Intéllego Auram 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  16 
   
  Muto Auram 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  16 
   
  Perdo Auram 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  17 
   
  Rego Auram 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  18 
  Corpus Spells 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 
   
  Creo Corpus 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  20 
   
  Intéllego Corpus 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  22 
   
  Muto Corpus 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  23 
   
  Perdo Corpus 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  28 
   
  Rego Corpus 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  32 
  Herbam Spells  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 
   
  Creo Herbam 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  40 
   
  Intéllego Herbam 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  41 
   
  Muto Herbam 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  41 
   
  Perdo Herbam 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  42 
   
  Rego Herbam 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  42 
  Ignem Spells  
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 
   
  Creo Ignem 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  45 
   
  Intéllego Ignem 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  49 
   
  Muto Ignem 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  49 
   
  Perdo Ignem 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  50 
   
  Rego Ignem 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  50 
  Imáginem Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 
   
  Creo Imáginem 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  52 
   
  Intéllego Imáginem 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  54 
   
  Muto Imáginem 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  55 
   
  Perdo Imáginem 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  57 
   
  Rego Imáginem 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  58 
  Mentem Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 
   
  Creo Mentem 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  60 
   
  Intéllego Mentem 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  63 
   
  Muto Mentem 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  66 
   
  Perdo Mentem 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  67 
   
  Rego Mentem 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  69 
  Terram Spells  
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 
   
  Creo Terram 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  76 
   
  Intéllego Terram 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  79 
   
  Muto Terram 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  80 
   
  Perdo Terram 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  83 
   
  Rego Terram 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  83 
  Vim Spells 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88 
   
  Creo Vim 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  88 
   
  Intéllego Vim 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  89 
   
  Muto Vim 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  92 
   
  Perdo Vim 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  95 
   
  Rego Vim 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  97 
  Appendix A: Faerie Spells 
  . . . . . . . . . . . . . . . . . . . . . . . . . 106 
  Appendix B: Abstract Magic 
  . . . . . . . . . . . . . . . . . . . . . . . 112 
  Appendix C: Sirrush Statistics 
  . . . . . . . . . . . . . . . . . . . . . . 113 
  Appendix D: Spell List 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
  
  2 
   
  Traveler's Venerable Rations 
  (Dave Martin) 
  Creo Animal 5 
  R: Touch, D: Sun 
   
  Preserves meat from decay, and with an Ignem requisite, 
  even keeps the meat warm for the duration.  
   
  Musk of the Frightened Skunk   
  (Dave Martin) 
  Creo Animal 10 
  R: 5 paces, D: Sun/Inst 
  Requisite: Aquam 
  Aimed: +2 
   
  A jet of skunk musk sprays from your outstretched hand 
  towards the target.  The stench of the musk is bad enough to 
  cause almost any animal to bolt, and to require any human hit 
  by it to make a Stm roll of 3+ or be incapacitated by gagging 
  (a botch indicating vomiting).  All those within two paces of 
  the target must move away immediately or be similarly 
  incapacitated.  The smell will fade only slightly during the day, 
  leaving the target quite socially unacceptable. 
   
  Biting Cloud   
  (Ian Barkley) 
  Creo Animal 15 
  R: Near, D: Conc/Sun, T: Spec 
  Aimed: +4 
  Focus: A drop of blood (+1) 
   
  Creates a swarm of biting gnats and mosquitoes at 
  whatever point you designate (up to 1 pace across). If there is 
  no one there, they will fly after the nearest target.  Anyone in 
  the cloud mu st make an Int + Concentration roll of 6+ to do 
  anything except slap at the biting insects, run from them, and 
  so on. Even if the roll is made, they will be at -3 to all actions, 
  and spell casters must make an additional Int + Concentration 
  roll of 12+ to maintain or cast spells. If the target runs, the 
  cloud will stay with her as long as possible. 
   
  [Additions to spell by James Parks.] 
   
  Spit of the Viper 
  (Dave Martin) 
  Creo Animal 15 
  R: 5 paces, D: Sun/Inst 
  Requisite: Aquam, Perdo 
  Aimed: +3 
   
  The caster spits  a wad of poison in the target's eyes.  The 
  targeting roll is at +3, but a successful roll only indicates the 
  target was hit somewhere; the roll must succeed by 5 or more 
  for the target's eyes to be hit.  If the target's eyes are struck, she 
  must make a St m roll of 12+ or be fully blinded (success in the 
  roll means that only one eye was blinded.)  Though the poison 
  is temporary, its effects may be permanent; a roll of less than 6 
  indicates permanent partial loss of sight, and a roll of less than 
  3 indicates permanent full sight loss in one or both eyes.  If the 
  poison hits the targets flesh rather than her eyes, it will sting 
  and cause swelling, doing +0 damage (which can only be 
  soaked with Stm + Size). 
   
  Bountiful Union of the Beasts 
  (???) 
  Creo Animal 20 
  R: Touch, D: Inst, T: Ind 
  Focus: Sweat from an appropriate animal giving birth (+1) 
   
  This spell was designed to produce plenty of offspring of 
  the chosen animal this spell is cast upon. After this spell is cast 
  the female is fertile and if a mating occurs a successful 
  pregnancy is guaranteed and a healthy specimen of the animal 
  will be born.  
   
  Michail crafted this spell to ensure a growing livestock. It 
  later became a good way to ensure a steady and growing 
  bounty of meat and pennies in the new covenant he joined. 
  Later he started speculating in breeding the finest horses of the 
  area.  
   
  Sating the Ravenous Hunger   
  (Dwayne Collard) 
  Creo Animal 25 
  R: Reach, D: Moon 
   
  This spell creates the complete carcass of any animal of 
  up to size +3 that the caster desires. The carcass is generally 
  butchered and roasted to make a fine feast. Grypis of House 
  Guernicus created this spell to feed the peasants, in trade for 
  real food and goods.  Periodically, Grypis donates extra 
  carcasses for a feast. Grypis' wizard sigil makes him very 
  hungry when he casts spells (he is quite large now) and he 
  occasionally breaks down and joins the peasants in the feast. 
  Due to the long duration of the spell, the food is digested and 
  excreted before the spell wears off. Thus one could sustain 
  oneself indefinitely. Grypis is however concerned about the 
  possible ramifications of sustaining oneself on magic in this 
  fashion over a long period of time. Grypis is continuing his 
  studies on the local peasants to see how the spell affects them.  
   
  This spell does not contradict Hermetic limits but it does 
  bypass the need for vis to create real food. I like the spell as a 
  creative solution to a problem. I was wondering what other 
  people thought and what side effects that they thought might 
  be appropriate. 
   
  The Spider's Personal Prison 
  (Sean Matheis) 
  Creo Animal 25 
  R: Near/Sight, D: Sun/Inst 
   
  This spell is similar in effects to the spell Weaver's Trap 
  of Webs (CrAn 20).  The functional difference is that the 
  Animál Spells 
   
  Creo Animál 
  
  3 
  caster, upon a successful finesse roll of 9+, can control the 
  web's size, ranging from one to five paces in diameter.  The 
  actual effects of the web itself are the same as for the spell 
  Weaver's Trap of Webs.  The use of a spiderweb during 
  casting functions as a focus of +1. 
   
  Curse of the Ravenous Swarm 
  (Dave Martin) 
  Creo Animal 40 
  R: 1 mile, D: Moon, Ritual 
  Focus: A droning whistle (+3) 
  Requisite: Perdo 
   
  Calls a plague of locusts  upon an area, destroying plant 
  life and fields.  The plague will not extend past the one square 
  mile, and at the end of the spell's duration, the insects die, 
  leaving many thousands to rot. 
   
  [Additions to spell by James Parks.] 
   
  Naldo's Keeper's Healing Touch 
  (Matthew Feadler) 
  Creo Animal 40 
  4th 
  R: Touch/Near, D: Sun/Inst, T: Ind 
  Focus: Amber (+3) 
   
  Obsessed with the duality of Creo and Perdo, Naldo of 
  Flambeau excelled in both prior to succumbing to Final 
  Twilight. This spell bespeaks both of this obsession, and his 
  concern for those animals under his care and the care of his 
  covenant. Capable of healing six body levels of damage, it is a 
  spell of potency patterned, of course, after Incantation of the 
  Body Made Whole (CrCo 40). 
   
  Summon Sirrush 
  (Dave Martin) 
  Creo Animal 50 
  R: Near, D: Year/Perm, Ritual 
  Requisite: Intellego 
   
  This spell "summons" a Sirrush (see net bestiary). It is not 
  actually clear whether it summons a Sirrush from some other 
  plane, or creates it from scratch. In any case, this spell requires 
  blood from the caster, and the caster must specify the thing to 
  be guarded as soon as the Sirrush appears. 
   
   
  The high Level of the spell reflects the difficulty to learn 
  the non-Hermetic spell.  
   
   
  Once the Sirrush is summoned, the caster must have a 
  contest of wills to control it, pitting her stress die + Int + Rego 
  + Animal against the combined Magic Resistance of all 
  Sirrush the caster has summoned, regardless of their locations. 
  Thus, if the caster already has one Sirrush under her control, 
  the two Sirrush resist with stress die + 50 --- the combined 
  Magic Might of the two (2 x 25 = 50). 
   
   
  Failure in this roll means that none of the Sirrush the 
  caster has summoned are under her control any longer. The 
  only way to reduce the number of Sirrush that resist control is 
  to kill one or more of the caster’s summoned Sirrush. 
   
  This last requirement of strength is not plainly described 
  in the spell. It will require an Int + Magic Theory roll of 14+ to 
  determine that there is a power requirement for control, and an 
  Int + Magic Theory roll of 18+ to figure out what the 
  resistance is.  
   
   
   
   
  Sparrow's Southward Call 
  (Dave Martin) 
  Intellego Animal 10 
  R: Per, D: Sun/Year 
  Focus: A sparrow's feather (+1) 
   
  The caster always knows which way is south and which 
  way her home (the covenant) is at all times, even if knocked 
  unconscious or after sleeping. The caster must know these 
  directions before the spell is cast, or the directions indicated 
  will be as faulty as the caster's ideas of the directions at the 
  time of the casting. 
   
  [Additions to spell by James Parks.] 
   
  The Beasts Regard 
  (Dave Martin) 
  Intellego Animal 10 
  R: Near, D: Inst 
   
  You determine how the target animal regards you: friend, 
  foe, food, rival, etc... 
   
  The Sporadic Trail 
  (Dave Martin) 
  Intellego Animal 10 
  R: Reach, D: Inst 
   
  You cast this spell on the scat (feces) of a beast, and 
  determine what type of beast left the scat, how old it is, and 
  what the beast ate (remnants of which were left behind.)  
  Works on scat up to a week old. 
   
  Nose of the Wolf 
  (Paul Sherliker) 
   Intellego Animal 15 
  R: Per, D: Conc 
   
  This spell analyzes smells in the air. It allows (with 
  Concentration rolls) tracking by smell with a quality similar to 
  a wolf. 
   
  It requires casting requisites for appropriate forms to 
  analyze smells on object. For example, Terram would be 
  needed to analyze smells left on the earth. 
   
  [Note: Should it be MuCo or InAu (?)] 
   
  Seeking the Elusive Beast 
  (Dave Martin) 
  Intellego Animal 15 
  R: Spec, D: Sun/Year 
  Focus: A silver whistle (+2) 
   
  Traces a particular kind of animal, allowing the caster to 
  find the closest specimen within a day's travel. If, at the 
  expiration of the spell, the caster has not found the animal, she 
  will gain some idea of how far away the animal is. If the 
  animal is found before the natural expiration of the spell, the 
  spell ends anyway (so it does not allow one to continue 
  tracking the animal).  
   
  [Additions to spell by James Parks.] 
   
   
   
   
   
  Intéllego Animál 
  
  4 
  Eyes of the Lowly Beast 
  (Dave Martin) 
  Intellego Animal 15 
  R: Spec, D: Conc 
  Requisite: Imaginem 
   
  Caster can sense through the senses of an animal. Thus, 
  though the animal may not be able to understand speech, the 
  caster, hearing the sounds, could. Range is Near to cast the 
  spell, 10 miles once the spell is in effect.  
   
  Sniffing Out the Foxes Den 
  (Dave Martin) 
  Intellego Animal 20 
  R: 3 leagues, D: Sun 
   
  By holding some intimate part of a beast (fur, blood, feces, 
  etc.) and concentrating, you sense the direction to the den (or 
  burrough, primary feeding grounds, etc.) of the beast if the 
  den is within 3 leagues (21 miles).  This spell lasts until 
  Sunrise/Sunset, but you must concentrate whenever you wish 
  to determine the proper direction. 
   
  Identify Dragon 
  (Jeff Berry) 
  Intellego Animal 25 
  R: Touch, D: Conc 
  Requisite: Vim 
   
  Allows a specific dragon to be identified by its spoor: 
  scales, droppings, etc.  The spell identifies the type: Dragon, 
  Drake, etc., Magic Might to within 5 points, and perhaps gives 
  a hint of specific powers.  A feel for the creature's intelligence 
  is also manifested. 
   
  Calling the Council of the Animals  
  (Dave Martin) 
  Intellego Animal 40 
  R: 20 miles, D: Spec, Ritual 
   
  Similar to the spell Calling the Council of the Trees (InHe 
  40), this spell calls all the animals of a particular type 
  specified at casting to "awaken" from their bestial state, come 
  together and have a council to discuss the problems affecting 
  their kind. The animals will, as the trees, call up ancient 
  powers, but the ancient powers they call up always take the 
  form of the animals in some way. Thus, a council of wolves 
  may call up spirit wolves or some very powerful magical 
  wolves, but the powers they call up will never have another 
  form.  
   
  Identify Dragon 
  (Vitenka) 
  Intellego Animal 40 
  R: Near/Sight, D: Conc, T: Ind 
  Focus: A Dragon's Tail (+5) 
  Requisite: Vim 
   
  Gives you the specific information about a dragonkind 
  target (does not specifically need to be a dragon) and will 
  continue informing you as long as you concentrate - just in 
  case that information changes.  
   
  I can actually see a use for this spell - if a dragon is trying 
  to deceive you by shapeshifting or illusion - but that's not the 
  point. The point of this spell is to identify hermetic magic ’s 
  weaknesses . Compare to Detect Mountain Range (InTe 35). 
   
   
   
   
  Beast Kin 
  (Dave Martin) 
  Muto Animal 15 
  R: Near, D: Sun/Year 
   
  You alter the way the target beast considers you, so that it 
  treats you as it would a member of its own species (though not 
  of its family group).  Note that the beast treats y ou accordingly, 
  but that is not always a good thing - territorial battles, 
  courtship, battles for dominance, and a host of other actions 
  could result. 
   
  Voice for the Beasts 
  (Eric ???) 
  Muto Animal 20 
  R: Touch/Near, D: Sun 
  Requisite: Corpus 
   
  Transforms the vocal cords of a beast to allow intelligible 
  speech, although it does not transform the mind of the beast.  
  Requires a Finesse roll of 9+ for a perfect human voice; 
  otherwise the amount the roll is missed by counts as a negative 
  spell modifier. (Kelvin) 
   
  Entering Poseidon's Realm 
  (David Martin) 
  Muto Animal 25 
  R: Touch, D: Sun/Year 
   
  Transforms an animal slightly, modifying its breathing, 
  mode of transportation, and senses to function under water 
  instead of on land.  Feet will become webbed, gills will form, 
  and even wings will be modified as necessary.  The animal 
  affected will no longer be able to function properly on land, 
  and may suffocate if not submerged in water. When the spell 
  wears off, the animal may drown anyway, as it will probably 
  be submerged, and may be unable to get to the surface in time. 
   
  Gentle Mother 
  (Bernard Eve) 
  Muto Animal 25 
  R: Touch, D: Spec, Ritual 
  Requisite: Corpus 
   
  That spell must be cast on a female mammal that has 
  recently given birth.  The spell modifies the beast so that its 
  milk is suitable for human children, and it links the animal to a 
  human baby (no more than a month old) so that it will treat 
  him as one of its own children.There is a finesse roll at +0 to 
  see how well it works: 
   
   
  Total: Effect: 
   
  botch:  The female will kill/abandon the human child 
   
  <4:  Treats its own children better 
   
  <9:  All children are treated the same way 
   
  >=9:  Prefers the human child 
   
   
  The finesse roll is modified by a factor depending on the 
  relation of the relations of the animal to the humans: ranges 
  from +5 for a dog to -5 for a tiger. 
   
  Works only on mammals the size of a goat or bigger 
  (imagine a mouse trying to feed a baby and you'll see why) 
  Muto Animál 
  
  5 
   
  The spell works until the human child has reached 
  approximately the "age of reason", around 5 years. Then her 
  "mother" brings him back among the humans, and the spell is 
  broken. 
   
  Children brought up that way would, when they grow up, 
  keep some personality traits appropriate for the specie of their 
  animal mother. As well as an affinity with animals of that 
  species. However, referring to the legend of Romulus and 
  Remus, he shouldn't have the flaw "Feral Upbringing". 
   
   
  Kill the Bugs 
  (Ian Barkley) 
  Perdo Animal 5 
  R: Per, D: Day, Silly 
   
  Kills all bugs that get within 1 foot of you. Makes waking 
  in the woods much more pleasant. 
   
  Remove the Feather's Cloak 
  (???) 
  Perdo Animal 10 
  R: Near, D: Mom, T: Ind/Group 
  Requisite: Auram 
   
  This spell was invented as a response to constantly being 
  harassed by birds of prey while in the shape of a raven. It 
  conjures up a gust of wind, which blows away the feathers of 
  the attacker. If the bird of prey was flying at the time, it will no 
  longer be able to do so without its feathers and drop 
  immediately - probably to its death. When cast on birds like a 
  dead chicken, this spell is even useful as kitchen magic.  
   
  Touch of Dry Udders 
  (Geoffrey Grabowski) 
  Perdo Animal 10 
  R: Touch/Near, D: Inst 
   
  This spell causes a cow to go dry until it next calves. Its 
  designer, Hecate Ex Miscellanea, has been trying to translate 
  some of the effects of her innate hexing into formulaic spells 
  usable by other Magi.  This spell, first of her attempts, 
  indicates that this is indeed possible.  A handful of sand, 
  working as a focus, will provide a +1 bonus.  
   
  Naldo's Liquefaction of the  
  Animal Brain  
  (Matthew Feadler) 
  Perdo Animal 35 
  4th 
  R: Near, D: Inst, T: Ind 
  Focus: Animal Skull (+2) 
   
  Another powerful spell invented by Naldo of Flambeau 
  and submitted by his filius Valence, Liquefaction of the 
  Animal Brain causes a strong manifestation of Perdo magic to 
  attack an animal's brain, in effect pummeling the grey matter 
  into a pulp. There is no Soak against this spell, only Magic 
  Resistance can save the target. This spell has been known to 
  cause seizures in the targeted animal, sometimes lasting a full 
  round before death. The tremors are severe enough to make 
  any other action impossible. 
   
   
  Incantation of the Beast's Demise 
  (Ian Barkley) 
  Perdo Animal 40 
  R: Near, D: Inst 
   
  Kills an animal instantly if it fails its Magic Resistance 
  roll.  
   
   
  The Enchantment of Waiting in Slumber 
  (Piers Brown) 
  Rego Animal Gen. 
  R: Touch, D: Perm, Ritual 
   
  Binds a magical animal whose Magical Might is less than 
  the Level of the spell + die in magical slumber. The beast will 
  not awaken under any circumstance unless it is moved outside 
  the magical circle drawn around it when the enchantment is 
  cast or the following spell is used. Should the beast be moved 
  from the circle it awakens immediately and is free to act as it 
  wishes. 
   
  The Awakening of the Slumbering Beast 
  (Piers Brown) 
  Rego Animal Gen. 
  R: Touch, D: Sun, Ritual 
   
  This awakens an animal previously bound in slumber in 
  an hour-long ritual.  When the spell is finished the creature 
  wakes over a period of a minute, leaving time for it to be 
  controlled. Once the creature is awake it will act normally, 
  unless controlled otherwise. Should the creature be returned to 
  its magic circle before the end of the spell --- Sunrise/Sunset 
  --- it will return once more to its sleep.  However, if this is not 
  done the enchantment will be broken and it will sleep no more. 
  In this case, the breaking of the enchantment will cause any 
  other control spells to be broken, leaving it free to act as it 
  wills.  In the case that the creature is returned to the circle in 
  time, it still has the chance to roll its Magic Might + die vs. the 
  strength of the enchantment (Level + original die roll) to break 
  the slumber. 
   
  The Gentle Bridle 
  (Ian Barkley) 
  Rego Animal 10 
  R: Touch, D: Sun/Perm 
   
  Causes a horse or similar riding animal to know 
  instinctively what the caster wishes for it to do without the 
  need for a bridle. The animal is under no compulsion to obey; 
  however, the horse must like the caster for this to work or, if 
  the animal is intelligent, must be willing to obey. 
     
  Adds +2 to Riding Skill, +3 to effective Riding Skill 
  during combat because the rider has her hands freer, but -5 to 
  control the animal if it panics --- use only on well-trained 
  animals or have a bridle for backup. 
   
  [Note: Would an intelligent animal be affected by 
  Mentem or "mind" - affecting Animal spells?] 
   
   
   
   
   
  Perdo Animál 
  Rego Animál 
  
  6 
  Cloak Swirl 
  (Ian Barkley) 
  Rego Animal 10 
  R: Touch, D: Moon, Silly  
   
  Insures that your cloak swirls and blows in an 
  appropriately dramatic manner for entrances, exits, turning on 
  your heel, and whatnot.  Obviously known and used by every 
  important NPC in the game, including some non-magical ones. 
  For instance, it is a little -known requirement of Arch-Mages 
  that they know this spell or have a cloak with it built in. 
   
  Determent of the Dog's Bark 
  (Jason C. Buss) 
  Rego Animal 10 
  R: Near, D: Conc, T: Ind/Group 
  Focus: Tail of a Weasel that has escaped (+4) 
   
  Dogs will not bark at you when you pass by or approach, 
  but they may still take notice of you normally (or bark at any 
  other thing which attracts their attention). Particularly 
  ferocious or dutiful dogs might still attack you, but they will 
  not bark.  
   
  The Weasel must be released into the wild without its tail, 
  and the focus only remains useful for as long as the weasel 
  lives. 
   
  Conjurement of the Maddened Swarm   
  (Jason C. Buss) 
  Rego Animal 15 
  R: Spec, D: Conc/Sun, T: Ind 
  Focus: Honey (+3) 
   
  Summons all bees and stinging insects (wasps, hornets, 
  etc) within range. Once they arrive, the swarm is enraged. The 
  honey must be smeared upon the desired target (which may be 
  anything from an inanimate object like a tree, to a beast or 
  even a person). Whatever the honey is smeared upon serves as 
  the focus of the swarm's attentions for the duration of the spell. 
  If smeared upon an immobile object, the insects will swarm 
  wildly about it, and anyone coming within  10 paces will be 
  stung. If smeared upon a living creature, the bees will swarm 
  all over them and follow them as long as they are able. The 
  bees will continue stinging and pursuing their victim until the 
  honey is completely removed (which without the aid of water 
  or magic may prove quite difficult due to its sticky nature). 
  Use of the spell without the focus is not near so effective. Note 
  that if someone manages to get the honey upon themselves 
  during the course of the scene, they too will become an object 
  of attention to the insects. When the spell ends, the insects will 
  disperse normally unless something of interest to them is 
  within near range. In winter climes, this spell will prove quite 
  ineffectual. 
   
  Break the Master's Hold 
  (Ian Barkley) 
  Rego Animal 25 
  R: Near, D: Sun/Inst 
   
  Causes a domesticated animal to turn wild. Especially 
  loyal animals, such as dogs, may resist with a Loyal roll of 
  10+.  
   
   
   
   
   
  Scent of the Hungry Beast 
  (Dwayne Collard) 
  Rego Animal 25 
  R: Special, D: Sun 
  Requisite: Auram 
   
  This spell creates a very strong scent reminiscent of food 
  to animals, thus attracting animals. If the caster has a high 
  "Beast Lore" ability score the caster can attempt to attract a 
  specific type of animal by simulating the appropriate smells. 
  Even a small knowledge of animals will allow the caster to 
  attract carnivores (smell of blood) or herbivores (sweet 
  grasses). The range of this spell depends on weather 
  conditions. The caster casts the smell in a near range but from 
  there the smell will travel downwind for up to a mile in ideal 
  circumstances. (This spell is similar to the spell found in the 
  Wizard's Grimoire "Lure of the Free Lunch" but is more 
  natural and does not break the limits of Hermetic Magic). A 
  variation of this spell with an Aquam requisite instead of 
  Auram can be used to cast on nets to attract large quantities of 
  fish. 
   
  The Clever Theft of Milkingmaid's  
  Craft 
  (Geoffrey Grabowski) 
  Rego Animal 25  
   
  R: Touch/Near (1 League), D: Moon/Perm 
  Requisite: Herbam 
   
  This spell allows a magus to steal the milk of a cow. The 
  spell is cast and the magus touches the cow's udders.  If the 
  focus (a milking pail, which provides a +1) is used, touch it to 
  the cow's udder. The magus must also take a piece of the cow's 
  fur or some other arcane connection. The magus then binds 
  the connection to an axehandle, staff, rod or other "milkable" 
  device of Herbam. Then, by "milking" the item, the magus can 
  milk the cow, with the milk issuing from the device, not the 
  cow's udders. The Magus must be within 1 league of the cow 
  to milk it in this fashion. This spell is certain to infuriate local 
  farmers. 
   
  Its author, Mazdiran of Criamon, enjoyed drinking milk, 
  but was frustrated by the inability of his Covenant to retain 
  cows due to its high aura. As a result, he made several night 
  expeditions and now the local Bishop's own herd provides him 
  with his beloved milk. 
   
  Calling the Creature 
  (Ian Barkley) 
  Rego Animal 30 
  R: Unlimited, D: Conc 
   
  The caster calls a creature of which she has a body part, to 
  her. The creature, if it fails its magic resistance roll, will travel 
  in a trance to the caster's location at the time of casting by the 
  fastest means possible. Something suicidal, like asking a fish 
  to cross land or a dragon to fly over the ocean, will break the 
  spell. The animal will know the caster's location immediately, 
  whether or not it makes its resistance roll, and that the caster 
  was attempting to force it to go to that place. 
   
  Spur the Galloping Horse 
  (Ian Barkley) 
  Rego Animal 30 
  R: Touch, D: Sun 
   
  Cause the target horse, or other trained riding animal, to 
  break into an immediate gallop, running without pause, 
  
  7 
  hunger, thirst, or exhaustion until the spell wears off, at which 
  point the horse will probably die of exhaustion (Stamina roll 
  of 20+). You can probably cover well over 100 miles in one 
  day and night ride on a good road. 
   
  The Black Carpet 
  (Dave Martin) 
  Rego Animal 40 
  R: 1 mile, D: Sun/Moon 
   
  Summons all the black, crawling insects within one mile 
  of you to perform at your command, biting, stinging, and 
  moving as you direct.  The insects can only perform the 
  simplest of actions, and you must concentrate to keep the 
  insects performing a more complex action, or to change the 
  action that the insects perform. The insects will not fight 
  amongst themselves --- unless directed to do so by the caster 
  --- but when the spell wears off, the insects will revert to their 
  normal behavior, probably including eating, dispersing, and 
  fighting amongst themselves. 
  
  8 
   
  Trap of the Ice Sphere 
  (Kenhar) 
  Creo Aquam Gen. 
  R: Near/Sight, D: Sun, T: Ind 
  Aimed: +3 
  Focus: A crystal ball (+1) 
   
  Creates a sphere of ice tall enough for a person to stand 
  within. The ice is clear enough to see through and one inch 
  thick for every level of the spell. The sphere also has two 
  points of soak and one body level for each magnitude of the 
  spell.  
   
  Hassabis likes to cast this spell on his friends (to protect 
  them) and on his foes (so he can roll them downhill). The 
  damage from a rolling sphere depends entirely on the 
  circumstances. If a focus is used, the crystal ball is rolled in 
  both hands during the casting of the spell.  
   
  Peter's Certamen 
  (???) 
  Creo Aquam 5 
  R: Touch, D: Sun, T: Small 
  Focus: A drop of wine +2 
   
  This spell creates a cup full of strong ale. Peter thought 
  that a drinking certamen would be more fun so he created this 
  spell. Although it is not officially accepted as legal certamen, 
  Peter's Certamen is an excellent test of magical skill. The 
  strength of the ale is determined by a (finesse) - (drunkenness) 
  stress roll. Drinking the ale causes (ale strength) - (size) - 
  (stamina) - (carousing) points of drunkenness. If the caster can 
  not maintain concentration, then all the wine (and 
  drunkenness it caused) is wiped out.  
   
  Peter's Certamen rules: Each magus fills a glass with ale 
  and passes it to the right. The magi drink in unison and recite 
  one clause from the Oath (communication + speak latin - 
  drunkenness) roll of +3. Then each magus fills another glass 
  and passes it two magi to the right and the Oath is recited 
  again. This continues until all but one magus has flubbed the 
  recitation.  
   
  Requisite: Animal if you need a leather drinking mug to 
  go along with the ale. 
   
  Snowball of Doom 
  (Ian Barkley) 
  Creo Aquam 5 
  R: Near, D: Sun, Silly 
  Aimed: -1 
   
  Creates a large snowball in your hand, which you can 
  then use to throw at people. Does no damage, but a great spell 
  for repelling attacks on your ice fortress! 
  Frost Blade 
  (KrazyK) 
  Creo Aquam 10 
  R: Touch, D: Sun, T: Small 
  Focus: Tip of a stalactite 
  Requisite: Terram, Muto 
   
  With a touch the blade or whatever other business end of 
  a weapon it is used on will coat with ice as hard and as sharp 
  as diamond. This gives edged weapons +3 damage and blunt 
  weapons +2 damage. At a higher level of 20 you can coat 
  armor or shield giving them +2 soak. 
   
  Chamber of Soothing Waters 
  (Eain Cathcart) 
  Creo Aquam 15 
  R: Near/Sight, D: Sun/100yrs 
  Requisite: Rego, Ignem 
   
  The use of this spell creates a room sized pool of hot 
  water that continually refreshes itself throughout the duration 
  of the spell. It always has a slight current and is at the desired 
  temperature for the mage.  This is somewhat of an Aquam 
  version of the spell Chamber of Spring Breezes (CrAu 15). 
   
  Deluge of Fallen Waters 
  (Christopher Carter) 
  Creo Aquam 15 
  R: Near/Sight, D: Inst 
   
  This spell creates a deluge of water that appears 
  approximately 10 feet above the target area and soaks 
  everything within 10 square paces beneath it. This spell will 
  put out small fires, wash floors, and generally startle anyone 
  caught in it. The spell focus (rain water, +1) is tossed at the 
  affected area. 
   
  In Penny of Bjornaer's version of this  spell, the water will 
  sometimes go out of its way to wet someone standing nearby 
  when it splashes down. 
   
  Diamond's Dust 
  (Helkus) 
  Creo Aquam 15 
  R: Near/Sight, D: Mom, T: Ind 
  Aimed: +1 
  Focus: Little Diamonds (+3) 
   
  An icy ball is created by the caster and speeds towards the 
  target. It explodes as soon as it touches him, doing +12 
  damage to the target. 
   
  Feed the Drying Stream 
  (Chantal deNavarre) 
  Creo Aquam 15 
  4th 
  R: Touch, D: Inst, T: Ind 
  Focus: A trench or dry stream-bed 
   
  Refills a stream or fills a trench with fresh, pure water. 
  This water is permanent but non-magical once created. If used 
  without the stream or trench, a shallow pool of water appears 
  on the ground. Generally, a greater quantity of water can be 
  Aquam Spells 
   
   
  Creo Aquam 
  
  9 
  created in a streambed than can be as a pool. The average 
  quantity is around 30-55 gallons. Created by Marion de 
  Jerbiton  
   
  Icy Armor  
  (Helkus) 
  Creo Aquam 15 
  R: Touch, D: Sun, T: Ind 
  Focus: Icicles (+1) 
  Requisite: Ignem 
   
  The spell creates an armor of ice. It protects the bearer 
  without encumbrance. It gives a +10 Soak bonus. But when 
  the bearer loses a body level, the armor loses 2 protection 
  points. 
   
  Patch of Glue 
  (Dave Martin) 
  Creo Aquam 15 
  R: Near, D: Sun/Inst 
   
  Creates a 1 pace diameter patch of very sticky glue. 
  Anything which comes into contact with the patch will be 
  stuck, and must make a 3 x Str roll of 15+ to be freed. The 
  name isn't very imaginative, but neither was the magus who 
  invented the spell. 
   
  Satiating the Drunkard's Thirst 
  (Jason C. Buss) 
  Creo Aquam 15 
  R: Near, D: Sun/Inst, T: Ind 
  Focus: Corked Bottle of Wine (+2) 
  Requisite: Corpus, Herbam 
   
  Fills the target's belly with wine, the result being that they 
  are immediately drunk. The target must roll Drinking + 
  Stamina of 12 or better, and the amount by which they fail is 
  subtracted from their subsequent actions until the spell 
  subsides (except Stamina, which increases by the same score). 
  If the focus is used, the cork is removed at the completion of 
  the spell and the scent wafted towards the target, signifying 
  the target's temptation to strong drink. If the target then drinks 
  from the bottle, the foci may be considered a +5 bonus (rather 
  than +2 as indicated). Unless the wine is made permanent with 
  the use of vis, the victim of the spell suffers no hangover, 
  however. Rumor has it this spell was invented to embarrass an 
  intrusive (yet obviously not altogether pious) monk in front of 
  his superiors. 
   
  Vulcan's Bath 
  (Kyle Giacco) 
  Creo Aquam 15 
  R: Near, D: Sun/Inst 
  Requisite: Ignem 
   
  This spell creates enough water to fill a large container, 
  the size of the tanks used by blacksmiths for tempering metals. 
  The water of this spell has the additional property of being 
  immune to the effects of fire or heat.  Thus, it neither becomes 
  warmer nor cooler, except as a result of other Aquam spells. It 
  would not freeze in cold weather, nor would it boil over a fire. 
  The water so produced is in liquid form, at room temperature.  
  There is also a Muto form of this spell, which will take any 
  existing water and change it into this form of water.  Through 
  the use of this spell, ice cubes that don't melt may be created. 
   
   
  Fountain of Soothing Waters 
  (Eain Cathcart) 
  Creo Aquam 20 
  R: Near/Sight, D: Sun/100yrs 
   
  Creates a fountain of water coming out of a spot of 
  diffuse light similar to that of Moonbeam. Obviously this spell 
  is at its most effective when cast on a preprepared fountain 
  and pool, it can however be used as a particularly impressive 
  spring.  The size of the pool is up to the individual magus 
  though the upper limit of this version is one of 5 paces in 
  diameter.  
   
  Protection of the Water Spout 
  (Kenji Ulstein) 
  Creo Aquam 20 
  Range: Per, Duration: Diam, Target: Ind/Group 
  Focus: Rain from the calm before a storm (+1) 
  Requisite: Rego 
   
  Creates a waterspout that surrounds the caster and hides 
  her from view. The water spout wall is five paces thick and 
  four paces high. There is a calm eye in the center of the water 
  spout three paces wide. The water spout spins quickly and 
  throws anyone who touches it ten feet + simple die into the air. 
  People standing outside of the spout will be splashed with 
  water and hit by debris. A finesse roll of +6 is required when 
  the spell is cast so that the water spout will correctly follow 
  the caster for the duration of the spell. Failing the roll means 
  that the waterspout will be stationary. A botched roll means 
  that the waterspout automatically throws the caster, and then 
  chases her as it tries to surround and protect the caster.  
   
  The Slippery Ground 
  (Chris Bisson) 
  Creo Aquam 20 
  R: Spec, D: Sun 
   
  Creates a layer of ice on the ground 10 paces around the 
  caster (there is a small hole directly where the caster stands).  
  Effects are similar to those of the spell Footsteps of Slippery 
  Oil (CrAq 15). The ice means Qik - Enc rolls are needed to 
  stay upright whenever any sudden moves are made.  A roll of 
  6+ is needed for most easy(ish) maneuvers, while a roll of 15+ 
  is needed for extreme actions. 
   
  Countering the Ignem Botch 
  (???) 
  Creo Aquam 25 
  R: Near, D: Mom, T: Spec 
  Aimed: +5 
   
  Creates a "disk" of water, seven paces across, seven feet 
  above the ground, one foot thick, which immediately falls. 
  Very useful for, as the name suggests, countering Ignem spells 
  that have gotten out of control. 
   
  Dragon's Bile 
  (Dave Martin) 
  Creo Aquam 25 
  R: 4 paces, D: Inst 
  Aimed: +2 
  Requisite: Perdo 
   
  Creates a spray of acid that arcs out from the caster's hand, 
  covering the target. The spray is a half foot across at the peak 
  (the caster's hand) and 2 paces across at the base 5 paces away. 
  Damage from the acid is +20, -5 per pace beyond 1 away from 
  the caster. The spell damages everything it hits. Armor will 
  
  10 
  protect normally, but the amount of damage it absorbs will be 
  lost permanently, as the armor is dissolved by the acid.  
  Normal clothing adds +1 to a target's soak total, but is 
  destroyed by the acid.  Weapons and other equipment will be 
  affected as well, exact effects should be determined by the 
  storyguide. An exceptional targeting roll (15+) indicates that 
  the target was struck in the face, and will have to make a Stm 
  roll of 12+ or be blinded permanently, with a 9+ on the Stm 
  roll indicating blinding in only one eye. 
   
  Slick of Grease 
  (Christopher Carter) 
  Creo Aquam 25 
  R: Near/Sight, D: Sun/Perm 
   
  Casting this spell on a 10 by 10 pace area causes it to be 
  covered with a two-inch thick slick of some greasy substance 
  which makes movement difficult. Any movement faster than 
  carefully walking requires a Qik - Enc roll to stay standing. A 
  roll of 6+ is needed for average maneuvers, 9+ to 12+ for most 
  combat maneuvers, and up to a 15+ is needed for extreme 
  maneuvers such as turning at a high speed. When casting this 
  spell, the caster gestures as if he were spilling a bucket at the 
  affected area.  Using some snake fat as a focus gives a +1. 
   
  In Penny of Bjornaer's version of this spell, the victims 
  tend to land in comical positions when they slip and fall.  
   
  Droughtbreaker 
  (Ian Barkley) 
  Creo Aquam 30 
  R: 1 mile, D: Inst, Ritual 
   
  Breaks a drought, restoring normal rainfall to the region. 
   
  Scalding Torrent of Water 
  (Ian Barkley) 
  Creo Aquam 30 
  R: Spec, D: Spec 
  Aimed: (-3 to +1) 
  Requisite: Ignem 
   
  Like the spell Mighty Torrent of Water (CrAq 25), save 
  that the water is boiling hot. The target takes the normal 
  damage, and must also soak +10 heat damage. 
   
  The Frosty Javelin 
  (Chris Bisson) 
  Creo Aquam 30 
  R: 50 paces, D: Inst 
  Aimed: +4 
  Requisite: Rego 
   
  Creates a spear of hardened ice which flies off towards 
  the target on the wave of the caster's hand.  Damage is +25. A 
  bigger version of the spell Piers' Icy Dart (CrAq 15). 
   
  Globe of Corroding Waters 
  (Chris Bisson) 
  Creo Aquam 30 
  R: Near, D: Inst 
  Aimed: -2 
  Requisite: Perdo 
   
  Creates a globe of acid which is flung at the target.  
  Damage is +30, and an exceptional targeting roll (15+) means 
  the globe strikes an unprotected part of the body; if the head, 
  then a Stm roll of 12+ is required to prevent permanent 
  blindness, 9+ in one eye only. Armor will protect (clothing 
  will also protect at +1 soak), but will be permanently damaged. 
  Other items will be damaged also (swords, shields, etc) 
   
  Ice Bubble 
  (Chris Bisson) 
  Creo Aquam 30 
  R: Spec. (Near), D: Sun 
  Aimed: (?) 
  Requisite: Rego 
   
  Creates a hemisphere of ice around the caster; if it is cast 
  to imprison something else, then a targeting roll is necessary. 
  The ice is thick, so most physical attacks will be unable to 
  break through immediately.  They can break through after 
  several repeated attacks. Ignem spells will not penetrate at the 
  first attempt either, unless they are of a very high level. The 
  ice is totally clear, so there is no impediment to vision, 
  although sound is totally blocked out (great for casting back 
  sight spells) Soak is +20, body levels 0, -3, -5 (this simulates 
  the weakening of the ice as damage is done to it.) 
   
  The Protection of the Sea 
  (Ian Barkley) 
  Creo Aquam 35 
  R: Per, D: Sun 
  Requisite: Rego 
   
  Creates a globe of water 3 paces thick which completely 
  surrounds the caster.  The caster can breathe as well as she 
  could if the globe were not present.  It tends to make the caster 
  rather difficult to hurt with fire, and also makes her very hard 
  to attack --- anyone trying to melee her is inside the globe and 
  thus drowning. Arrows tend to be stopped by the water, 
  though thrown weapons, especially heavy ones, might still 
  work.  The globe will reshape itself to pass through doorways 
  and other constricted passageways. The caster remains dry 
  throughout the spell, unless she enters water, and she can still 
  drown if the globe is submerged. 
   
  Wall of the Standing Waves 
  (David Martin) 
  Creo Aquam 35 
  R: Near, D: Conc 
   
  Creates a wall of water 5 paces high, 20 paces long, and 1 
  pace thick, which falls at high speeds, as though from a tall 
  waterfall. Anyone attempting to pass through the wall must 
  take one round and make a Str + Size roll of 11+ to pass 
  through the wall. Those who fail are stuck within the wall, 
  possibly knocked down, and must hold their breath as if 
  submerged, or they will begin to drown. Any fire up to the size 
  of a bonfire will be snuffed by this spell in one round, and 
  larger fires will be snuffed or at least greatly reduced after 
  multiple rounds of submersion. 
   
   
  Wizard's Dowsing 
  (Christopher Carter) 
  Intellego Aquam 20 
  R: Spec, D: Conc 
   
  This spell leads the caster to the nearest body of drinkable 
  water through intuition and hunches. The spell will lead the 
  caster to a source at least man sized or larger less than a mile 
   Intéllego Aquam 
  
  11 
  away. For smaller sources, and sources more than a mile away 
  a Per roll of 6+ is needed. If the source is underground, the 
  caster is at a -3 penalty to the Per roll. The caster may ignore a 
  nearby source to search for another, but an Int + Concentration 
  roll of  9+ (6+ for small bodies of water) must be made not to 
  be led back to the original source, and the caster must be at 
  least 10 paces away from the source being ignored. If the spell 
  focus (dousing rod) is used, the bonus (+2) also applies to rolls 
  associated with this spell. 
   
  Sigil effects: The path to the water is rarely a straight line 
  and the caster may be led around occasionally in tight circles 
  or small detours before continuing on towards the goal. 
   
  Seeking the Oasis 
  (Ian Barkley) 
  Intellego Aquam 25 
  R: 1 mile, D: Sun 
   
  The caster is guided by a vague hunch, which may be 
  wrong, to the nearest drinkable body of water larger than a 
  pond in range.  
   
   
  Purity of the Spring Rains 
  (Dave Martin) 
  Muto Aquam 5 
  R: Touch, D: Inst 
   
  Removes the impurities from water. Water so 
  contaminated as to be less than 75% pure is not affected. (i.e. 
  you can't just turn any liquid to water).  
   
  Distill the Essence of the Drink 
  (Dave Martin) 
  Muto Aquam 15 
  R: Touch, D: Inst 
   
  Concentrates/distills a liquid, up to 5 x the original 
  concentration (within limits --- you can obviously get a 
  maximum of 100% concentration). 
   
  Enchantment of Intoxication 
  (Ian Barkley) 
  Muto Aquam 15 
  R: Near, D: Inst 
  Requisite: Corpus 
   
  Changes a small percentage of the target's blood into 
  wine, not enough to kill her, but certainly enough to make her 
  drunk. The target must make a Drinking + Stm roll of 12+, and 
  the amount the target fails by is subtracted from all of her 
  characteristics except Stm, which will gain an equal amount. 
  Note that repeated casting of this spell may kill a target, but 
  there are simpler ways.  (If anyone has a better method of 
  simulating drunkenness, let me hear about it.) 
   
  Warmth of the Icy Deep 
  (Kyle Giacco) 
  Muto Aquam 15 
  R: Per, D: Sun/Year 
  Requisite: Corpus 
   
  After casting this spell, any water with which the caster 
  comes in contact is instantly brought to a temperature warm 
  enough for the caster to be comfortable. Thus, the caster could 
  swim in very cold waters without any ill effects. This spell 
  only raises water temperature, so the caster is not immune to 
  hot water while under its effects. 
   
  The Curse of Bloodwine 
  (???) 
  Muto Aquam 40 
  R: Touch/Near, D: Sun/Perm, T: Ind 
  Focus: Bloodstone (+7) 
  Requisite: Corpus 
   
  This spell was invented by Saenik, who lost half his skill 
  in the Art of Perdo due to a Twilight Accident. During an 
  exceptional bad year, he designed this evil spell. Influenced 
  by the darker Fae, he constructed a spell that would kill a 
  person by transforming the victim's blood into a tasty red wine 
  that was best if drunk warm. Saenik was not known for his 
  cruelty, so it is rumored that there is a simple cure if given 
  before death occurs. If the focus is used, it is dropped into a 
  glass of wine upon casting the spell.  
   
  The Falling Sky 
  (Alexander Alex) 
  Muto Aquam 45 
  4th 
  R: Sight, D: Conc/Perm, T: Boundary 
  Requisite: Terram 
   
  This spell transforms a cloud into a big rock that will, 
  once transformed, fall toward the ground inflicting +45 dam 
  on anything that is under it. If the Rock falls on a building, it 
  suffers heavy damage & the rock breaks into small pieces 
  since it isn’t very dense (has a lot of pockets of air). 
  Everything turns back into water when the spell ends. This 
  spell can bring an end to long lasting sieges on castles or 
  covenants. 
   
   
  The Word Unwritten 
  (David Martin) 
  Perdo Aquam 2 
  R: Reach, D: Inst 
   
  One word of text in fresh (not yet dried) ink is erased 
  completely, obviating the need to cross out a mistake. 
   
  Sobriety of the Pious Abbot 
  (Jason C. Buss) 
  Perdo Aquam 15 
  R: Touch, D: Sun/Inst, T: Ind 
  Focus: Water from a Monastery Well (+4) 
  Requisite: Corpus 
   
  Removes the effects of drunkenness on the target. If the 
  target is an alcoholic, this may anger them or make them feel 
  quite poorly (decreasing Stamina score or requiring a 
  Fatigue-check for example). 
   
  Fire's Perfected Fuel 
  (Ian Barkley) 
  Perdo Aquam 25 
  R: Near, D: Inst 
  Requisite: Herbam 
   
  Dries out all wood (living or dead) in range. Wood so 
  affected will burn easily and quickly, so a town or forest or 
   Muto Aquam 
   Perdo Aquam 
  
  12 
  part of a city that has had this spell cast upon it can be burned 
  down with little trouble. While in such an area, the fire will be 
  nearly impossible to put out and will probably cost many lives.
   
  Plants in the area of effect will be weakened but, if not 
  burned and not in a drought, will recover within a day. 
   
  Droughtmaker 
  (Ian Barkley) 
  Perdo Aquam 40 
  R: 1 mile, D: Year/Perm, Ritual 
   
  Causes a drought over the land within range. Only 
  one-tenth the normal rain will fall, streams will dry up, rivers 
  will go down, crops will wither, and famine will probably 
  stalk the land. 
   
   
  Entrapping the Spirits of the Water 
  (Piers Brown) 
  Rego Aquam Gen. 
  R: Touch, D: Spec. 
   
  The maga draws a binding circle of some form around an 
  area, such as a pentagram or magic circle.  Any appropriate 
  entity within the circle when the spell is cast is unable to leave 
  the circle or disturb the circle in any way unless its Magic 
  Might is greater than the spell's Level - 5 + die.  Should the 
  integrity of the circle ever be broken in any way, the entities 
  within are free to leave.  As soon as they leave, the spell ends 
  and must be recast. (Effectively a reversed ward with Ring 
  duration.)  It is possible to summon a creature so that when it 
  appears, it is trapped within the circle. 
   
  [Note: Similar derivations can be deduced from the other 
  warding spells for Faeries, Demons, Ghosts, etc.] 
   
  Curse of Tantalus 
  (Ian Barkley) 
  Rego Aquam 10 
  R: Near, D: Sun/Moon 
   
  While this spell is in effect, water and other drinkable 
  liquids will stay outside the target's lips. Has the beneficial 
  side-effect of adding +2 to drowning rolls, as water can still 
  enter the nose.  A good follow up to Curse of the Desert (PeAq 
  25). 
   
  Haste of the Playful Porpoise 
  (Dave Martin) 
  Rego Aquam 15 
  R: Per, D: Sun 
   
  The target of the spell gains speed and control of motion 
  in water.  Add +5 to appropriate swim rolls and double 
  swimming speed.  
   
  Ink of One Season's Flawless Scribing 
  (???) 
  Rego Aquam 15 
  R: Touch, D: Season, T: Small 
   
  When cast on an inkwell, ink within that well when cast 
  can be controlled by the caster throughout a season of scribing 
  (copying spells, texts, writing books, etc.). This control allows 
  the caster to prevent blotches or smearing, and allows easy 
  correction of mistakes so long as the ink has not dried (after 
  drying, the form of the ink becomes Terram or Herbam). This 
  adds +1 to the caster's effective Scribe skill for the season, and 
  adds an additional +1 to the quality of any writing during that 
  season. A Potion version can also be enchanted, which allows 
  a mundane to benefit from this spell. 
   
  Water Bomb 
  (Chris Bisson) 
  Rego Aquam 15 
  R: Near, D: Spec 
  Aimed: +2 
   
  Gets a globe of water from a nearby source and flings it at 
  the target.  Does no damage unless the water is boiling hot or 
  acid (e.g. if in a lab, this spell could be used to great effect and 
  fling lots of dangerous liquids around).  Aquam version of the 
  spell Leap of Flames (ReIg 15). 
   
  Shaping the River's Blood 
  (Dave Martin) 
  Rego Aquam 20 
  R: Near, D: Conc 
   
  Shapes water into unnatural shapes. Can be used to move 
  a body of water along land, to create 3-dimensional shapes out 
  of water, etc.  The volume of water affected will fill a 2 pace 
  diameter globe.  
   
  Sailor's Delight 
  (Ian Barkley) 
  Rego Aquam 20 
  R: Near, D: Conc/Moon 
   
  Stops water from entering a boat. Of little help if the boat 
  capsizes. 
   
  Wizard's Well 
  (Christopher Carter) 
  Rego Aquam 20 
  R: Spec, D: Conc/Year 
   
  When this spell is cast while standing above a known 
  underground water source, the water below the surface is 
  pulled towards the surface as long as the caster concentrates. 
  The separating ground must be of porous material (sand or dirt) 
  so that the water may flow through it. Water called in this 
  manner cannot penetrate solid rock, unless there are sufficient 
  cracks for the water to flow through. The further underground 
  the water being called, the longer it takes to reach the surface. 
  On the average, it takes water one minute per foot 
  underground for it to find a path to the surface. When the 
  water reaches the surface, it bubbles out in a small stream as 
  long as concentration is held. Note that sometimes when 
  underground water is under pressure, it may shoot upwards 
  with some force after this spell allows it a path to the surface. 
  If this spell is cast again in the same location, the water takes 
  half as long to reach the surface, as the water has already 
  carved a path through the earth. On some occasions, this spell 
  may replenish a well which has gone dry. 
   
  Sigil effects: When the water reaches the surface, it 
  bubbles and babbles like a brook, and splashes about in a 
  playful manner.  
   
   
   
   
   
   Rego Aquam 
  
  13 
  Neptune's Crushing Fist 
  (Christopher Carter) 
  Rego Aquam 30 
  R: Near/Sight, D: Conc/Sun 
   
  This spell, when cast on an underwater or swimming 
  target, causes the surrounding water to rush towards and crush 
  the target with extreme water pressure causing +20 damage 
  (-1 per foot under 20 feet of depth of the body of water the 
  target is in) each round that the spell is maintained until the 
  target breaks free. The target may make a Str + Size + 
  Swimming Stress Die roll of 12+ at the end of each round to 
  attempt to swim out of the area affected. If this roll is botched, 
  no further attempts to escape may be made. If the roll is made, 
  the target swims free of the affected area and the spell ends. If 
  the roll is failed, the target fails to move and shall take damage 
  again upon the beginning of the next round.  In addition, if 
  cast on a swimmer, the swimmer must make a Str + Size + 
  Swim stress roll of 9+ each round or lose the air in their lungs. 
  A botch on this roll causes the target's lungs to fill with water 
  and begin to drown. If a vial of water from the bottom of the 
  ocean is used for the spell focus (+2) and is opened and 
  emptied into the water during the casting, the bonus is added 
  to the damage caused by the spell. 
   
  The inventor of this spell, Penny of Bjornaer, has a sigil 
  of playfulness in his spells. When his version of this spell is 
  cast, the waters toss the target back and forth in a playful 
  manner, and waves at the surface made as a result of this spell 
  seem to dance. 
   
  Sailing the Arrows Course 
  (David Martin) 
  Rego Aquam 30 
  R: Near, D: Sun 
   
  Holds a ship on a straight course through the water, no 
  matter what the prevailing weather conditions, or what 
  steering is applied by the crew. This spell does not provide 
  propulsion, just resistance to movement in any direction but 
  forward, so the ship will still require propulsion of some sort. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Sea's Mouth 
  (David Martin) 
  Rego Aquam 30 
  R: Sight, D: Conc 
   
  The caster causes a large body of water to “swallow” a 
  ship or other buoyant object up to Size +5, dragging it down 
  into the water. Once the object is below the water level, water 
  will cover the object. Each round, the caster must make a 
  Finesse roll of 6 plus the object's Size, possibly modified for 
  objects more or less buoyant than normal. 
   
   
  Total: Effect: 
   
  >15 Dragged down 5 paces 
   >= 6 + Size Dragged down 2 paces 
   
  6+ Remains at same level 
   
  <5 Rises 3 paces (to max of normal water mark) 
   
  botch  Ends spell (and object often shoots up at a high  
   
   speed) 
   
   
  The caster may stop concentrating at any time, ending the 
  spell, and causing the object to regain its normal water mark 
  immediately (at high speed). 
  
  14 
   
  Energy of the Storm 
  (David Martin) 
  Creo Auram 4 
  R: Near, D: Inst 
   
  The target becomes charged with static electricity, which 
  will discharge as soon as the target touches something 
  grounded (like another person or a metal object). If the target 
  is well grounded, the spell has no effect. 
   
  [Note: Not completely medieval, but a good joke.] 
   
  Sparks of Power 
  (Sead Dzubur) 
  Creo Auram 5 
  R: Per, D: Conc 
  Requisite: Imaginem 
   
  Makes a lot of small sparks around the caster's hand, 
  which look exactly as on the introductory pages of ArM3 
  (when that king begs a mage to help him).  Does no damage, 
  but anyone touching the hand must make a Stm roll of 6+ or 
  release it. 
   
  Voice on the Wind 
  (Russell Cloessner) 
  Creo Auram 10 
  R: Sight, D: Conc 
  Aimed: +2 
  Requisite: Imaginem 
   
  Carries the caster's voice on a wind to one target within 
  line of sight, provided no solid barrier is between the caster 
  and target --- see also Whispering Winds (InAu 10). 
   
  Bolt of Crackling Lightning 
  (Russell Cloessner) 
  Creo Auram 15 
  R: Near, D: Inst 
  Aimed: -3 
   
  A bolt of lightning shoots from the forefinger of the caster, 
  doing +15 damage to the target. This bolt bypasses the soak of 
  metal armor (though usually there is leather or cloth under the 
  metal which does count for Soak). 
   
  The Music of the Forge 
  (???) 
  Creo Auram 15 
  R: Near, D: Spec, T: Room 
  Focus: A little hammer 
  Requisite: Intellego, Terram 
   
  A spell from a Prosperus of Verditius, it's designed to 
  help with smithwork. Its cast at the beginning of the forge of a 
  new metal item, and it last until the work is over. The effect 
  provided is a modification of the sounds produced by the 
  hammer's blows, in such a way that they become musical. 
  Listening the quality and tune of the music, the smith can 
  guess how fine the work is being done. In game terms, the 
  spell adds a +3 bonus to the metalworking craft score, 
  provided the smith has any type of musical knowledge. If you 
  have a Verditius mage-smith in your covenant and you value 
  your eardrums, you'll love this spell 
   
  Arc of Fragmented Lightning 
  (Russel Cloessner) 
  Creo Auram 25 
  R: Near, D: Inst 
   
  Bolts of lightning shoot forth from the fingertips of the 
  caster in a 60 degree arc, doing +15 damage (treat armor as for 
  the spell Bolt of Crackling Lightning (CrAu 15), above).  This 
  spell is normally not considered aimed. If one should see the 
  spell coming, one can make a Qik - Enc of 12+ to take half 
  damage, to simulate the dodging of part of the effect. 
   
  Reisengeld's Intimidating Electrical Aura 
  (???) 
  Creo Auram 25 
  R: Touch/Near, D: Conc, T: Ind 
  Focus: A Gauntlet (+3) 
  Requisite: Rego 
   
  The caster's hands and arms are cloaked in writhing field 
  of miniature lightning discharges, which leap between the 
  caster's hands and emit a loud buzzing, crackling sound along 
  with a strong smell of ozone. This is  rather intimidating, 
  adding +2 to intimidation rolls. If the mage touches (or 
  projects using vis) the lightning to a target, it does D10+10 
  damage per round, and is particularly painful. This spell is an 
  extension of Werner Reisengeld's sigil. 
   
  The Searing Gust of Flame 
  (Brian Fourdraine) 
  Creo Auram 25 
  4th 
  R: Spec, D: Mom, T: Group/Room 
  Aimed: +3 
  Focus: Sulfur Dust (+2) 
  Requisite: Ignem 
   
  This is a spell which was designed to aid magi in scaring 
  mundanes and killing small pests en masse. It forms a large 
  +20 damage flame inside a powerful cone-shaped gust of 
  wind. At close ranges, it would do +20 damage (touch & 
  reach). At near range, it would do about +15 damage, and at 
  far range I would estimate about +5 damage; individual SGs 
  may disagree with me on my damage estimates, although this 
  spell would still be scary and good for setting large dry fields 
  on fire. The spell was actually invented to provide an area of 
  effect spell to incinerate flies by an uptight Flambeau 
  constantly being annoyed with small flies created by a 
  Bjornaer. The incidental effect (impressive flare) was 
  Auram Spells 
   
   
  Creo Auram 
  
  15 
  discovered when said Flambeau aimed it in the air to hit a fly, 
  and the display was seen far and wide (to the party's extreme 
  detriment as they had just lost a pursuing levy of soldiers 
  who'd run them out of Orléans on suspicion of being 
  diabolists). 
   
  Call Down the Wrath of Mjolnir 
  (Chad Hooper) 
  Creo Auram 30 
  R: Sight, D: Mom, T: Ind 
  Aimed: -3 
  Focus: Iron worn by a man killed by lightning (+3) 
   
  This spell is cast on an existing storm or shower, allowing 
  the caster to bring a lightning bolt from the existing clouds to 
  strike a target of her choosing for 1d10 + 45 damage (as with 
  Incantation of Lightning). A similar spell may be performed 
  via Re Au at level 20 *if* the storm the spell is cast on is 
  already creating lightning on its own.  
   
  Charge of the Unseen Ram 
  (???) 
  Creo Auram 30 
  R: Sight, D: Mom, T: Ind 
  Aimed 
  Focus: Ram Horn (+1) 
   
  Causes a concentrated blast of air to "charge" towards the 
  target, causing +20 damage, and also pushing the target back 
  30 - (stress + str + size) paces. 
   
  Wrath of the Desert 
  (Dave Martin) 
  Creo Auram 30 
  R: Near, D: Conc 
  Aimed 
  Requisite: Terram 
   
  This spell creates a sandstorm in an area delineated by the 
  caster's open arms, up to 15 paces away. Strong winds and 
  sand whip up in the circle, interfering with all perceptions, 
  making movement difficult, and stinging all those within with 
  the sand. The storm will be more vicious the smaller the area. 
  Penalties to perceptions and movement are -5 for a 1 pace or 
  smaller diameter area. For each pace larger of the diameter, 
  the penalties are reduced by 1 ( -4 for a two pace diameter area, 
  -3 for 3 paces, etc.)  Damage to those within is +15 for a 1 
  pace diameter area, -3 per extra pace of diameter. Those 
  within who fail movement rolls must make Dex rolls of 6 + 
  movement penalty or be knocked down by the strong winds. 
  Those within who fail Per rolls must make Stm rolls of 6+, 
  which include Per penalties, or be blinded until a normal Stm 
  roll of 6+ is made. The caster may move the storm at a rate of 
  1 pace per round, but is at a -2 Concentration penalty while the 
  storm is moving. 
   
  Breath of the Black Sleep 
  (Dave Martin) 
  Creo Auram 35 
  R: Per, D: Inst 
  Aimed 
   
  The caster becomes empowered to breathe one breath of 
  foul, black, poisonous gas. The gas spreads out in a cone from 
  the caster's mouth up to 4 paces away, where it covers an area 
  4 paces in diameter. The poison does +25 damage to all within 
  each round, and will remain for 3 rounds, after which it will 
  dissipate. Damage from the gas may only be soaked with Size 
  + Stm, but those enveloped by the gas may make Qik rolls to 
  hold their breaths. A Qik roll of 7+ means only some of the 
  gas was inhaled, the target taking only +15 damage, and a roll 
  of 11+ allows the target to avoid damage entirely. Once the 
  spell casting has been completed, the caster may hold her 
  breath, and expel the gas at will.  Botches with this spell often 
  involve the caster inhaling the gas by accident, where it will 
  remain for 3 rounds unless the caster can concentrate long 
  enough to cancel the spell --- a very bad way to die. 
   
  Wind of Abysmal Fire 
  (???) 
  Creo Auram 35 
  R: Near, D: Conc, T: Spec 
  Requisite: Ignem 
   
  Very similar to Charge of the Angry Winds (CrAu 30). 
  With the air you also create a fire which burns targets. +25 
  damage to targets on winds path.  
   
  The Wrathful Sky 
  (Geoffrey Grabowski) 
  Creo Auram 45 
  R: Sight, D: Spec, Ritual 
  Requisite: Rego 
   
  The caster must cast this ritual under an open sky, and 
  must cast it on top of the tallest hill, promontory or peak in the 
  immediate area. 
   
  Upon completion of the Ritual, a great black storm begins 
  to form, starting above the caster's head and boiling out over 
  the landscape out to the horizon. Lightning can be seen 
  leaping from place to place in the clouds as the storm forms, 
  and a continuous roll of thunder can be heard.  Occasional 
  lightning bolts lick down from the clouds in a foretaste of 
  what is to come. In fifteen to twenty minutes, the storm breaks 
  with driving sheets or rain and hail, or snow, as appropriate to 
  the season. 
   
  The main effects of the spell extend several miles away 
  from the caster.  Within this area, the winds are 30-50 mph, 
  and shift rapidly, making missile-fire impossible at ranges of 
  greater than a few paces.  Sight is reduced to only a few paces, 
  at best, and the hail and driving rains will ruin any crops in the 
  area of the spell. Further, lightning licks rapidly across the 
  landscape. Anyone so dressed or positioned as to be hit by 
  lightning is likely to be so struck, as per the spell Incantation 
  of Lightning, penetrating at +35 and resisted by the Parma 
  Magica. The caster and an area seven paces around them are 
  exempted from the worst of the storm and all of the lightning. 
   
  If the caster so chooses, they can direct the lightning at a 
  particular target, as if they were targeting any other spell with 
  a range of sight (that is, they must see or otherwise perceive 
  the target).  This is only a general direction, so hitting a single 
  person is difficult, but the camp of an army, a castle, or a town 
  would be fair and easy targets. Storyguides should assume 
  that a simple die of lightning bolts strike an area from  
  10-30 paces wide each round, and determine effects 
  accordingly. The effects of lightning on other areas effected 
  by the spell will be somewhat less while the caster is directing 
  the bolts.  The caster may, if they so choose, direct the bolts 
  into the seven pace circle of safety without fear of being stuck.
   
  The ritual ends when the caster leaves their place on the 
  
  16 
  promontory or goes unconscious. While they may sit, lie or 
  lean, leaving the seven pace circle ends the ritual, and the 
  storm begins to dissipate immediately, leaving the sky in its 
  original condition within fifteen to twenty minutes. 
   
  Malleus Dei 
  (Franz von Gottreich) 
  Creo Auram 50 
  R: Sight, D: Mom, T: Ind 
  Aimed: +1 
  Focus: Lightning-struck oak staff (+2) 
   
  A lightning bolt descends from the sky: from the nearest 
  cloud or vertically if the sky is clear. The bolt does a quality 
  die +55 damage to the target struck, and all within Reach take 
  +10 damage and must make a Size roll of 8+ to remain 
  standing. All within Near range must make a Stamina roll of 
  9+ to avoid becoming deafened (becoming permanently deaf 
  of this roll is botched), and then may attempt to make a 
  Stamina stress roll of 8+ each minute to recover. While this 
  spell is not actually the "Hammer of God", it certainly comes 
  very close... 
   
  Rage of the Storm  
  (Hans Georg Schaathun) 
  Creo Auram 55 
  R: Sight, D: Conc/2xSun 
  Spell focus: Piece of the rot from a 300-year-old oak blown 
  down by the wind (+3) 
  Requisite: Perdo  
   
  The caster starts a wind from her location. The wind 
  is weak to start with, but the strength increases as long as the 
  caster concentrates, after ½ hour it has grown to a severe 
  hurricane. The caster decides the size of the storm area within 
  her range of size; always with him in the very center, which is 
  the only quiet and safe place, in fact everybody within the 
  Parma Magica of the caster is safe. The wind moves in a 
  chaotic pattern, completely out of control for the caster. The 
  caster may move the center of the storm, if he concentrates 
  and then moves herself. If he has 2xsun.-duration and moves 
  without concentrating, he moves into the danger of the storm.  
   
  [Compare it to Breath of the Open Sky (CrAu 40) 
  and Wrath of Whirling Winds and Water (CrAu 60)]  
   
   
  Measurement of the Three Dimensions  
  (Dave Martin) 
  Intellego Auram 5 
  R: Near, D: Inst 
   
  Measuring the Length of Shadows 
  (Dave Martin) 
  Intellego Auram 5 
  R: Per, D: Inst 
   
   
   
   
   
   
  Hunter of Wind 
  (???) 
  Intellego Auram 25 
  R: Per, D: Conc, T: Spec 
  Requisite: Vim, Ritual 
   
  This ritual can detect aura m magic sources, guiding the 
  caster to the nearest source. 
   
  Sense of the Subtle Motions  
  (Dave Martin) 
  Intellego Auram 30 
  R: Near, D: Sun/Year 
   
  The caster can sense motion and, when something is in 
  motion, can sense its size. Things which are not in motion are 
  "invisible" to this sense, and though things which make slight 
  motions or vibrations may be sensed, they are very difficult to 
  sense (Per roll of at least 12+). Note that this is similar to the 
  spell Eyes of the Bat (InAu 25), but Eyes of the Bat senses 
  even things which are stationary, and Eyes of the Bat works 
  only in complete darkness. 
   
  Rain of Hailstones 
  (Russell Cloessner) 
  Muto Auram 15 
  R: Sight, D: Conc 
  Aimed 
   
  This spell turns raindrops into hailstones just before they 
  strike the target, doing +10 damage. This spell was (obviously) 
  developed by an Auram magus with a deficiency in Terram, 
  see the spell "Rain of Stones" (MuAu 15). 
   
  The Scream 
  (Alexander Alex) 
  Muto Auram 20 
  4th 
  R: Far, D: Mom, T: Group/Room 
  Requisite: Rego 
   
  A Blast of sound emanates from the casters mouth, 
  charging the targets. The targets must make a stamina + 
  quality die of 6+ to avoid becoming deaf permanently, 9+ to 
  avoid unconsciousness, 12+ to avoid becoming deaf for 
  ( quantity missed *2 ) rounds. To the same die add your 
  concentration, a 15+ result means that you have been able to 
  keep your concentration. 
   
  Coruscation of Revan 
  (???) 
  Muto Auram 25 
  R: Per/Touch, D: Conc/Sun, T: Spec 
  Focus: (Appropriate Gem) (+1) 
  Requisite: Rego 
   
  Another unusual protection spell. This was invented 
  primarily as a staging post for the sixth magnitude duration 
  sun version. It creates a field of highly unnatural air around 
  the caster, which is solid enough to turn sword blows. 
  Unfortunately, it has two minor drawbacks. Firstly, this shell 
  occasionally has traces of static across its surface, which can 
  reveal the caster as both present and a magus. Also, this 
  crackle occurs if a blow is actually turned. Secondly, the shell 
  hampers fine manipulation. Game effects: soak +5; dex -1. 
  Intéllego Auram 
  Muto Auram 
  
  17 
  Lashings of the Impudent Attacker 
  (???) 
  Muto Auram 25 
  R: Per/Touch, D: Conc/Sun, T: Spec 
  Focus: Holly (+2) 
  Requisite: Rego 
   
  Have you ever wanted a spell to dissuade attackers? 
  There are basic Auram protection spells such as Circling 
  Winds of Protection (ReAu 15). There are attack spells  like 
  Talons of the Wind (MuAu 20) that can be cast on any wind. 
  So why not your basic protection spell that can also cause 
  some damage? Good joint protection against arrows (-9 to hit) 
  and damage to hand attackers (+5 damage to anyone within 
  reach) though unsettling to any horses around. The Rego 
  requisite means that the caster is unaffected by this. 
   
  One's Statue of 'Reconaissance' 
  (Alexander Alex) 
  Muto Auram 25 
  4th 
  R: Near, D: Sun/Perm, T: Ind 
  Requisite: Terram 
   
  The area surrounding the target mutates and envelops in 
  silver the individual and tries to make him look as glorious as 
  it can. A strength + quality die of 9+ is needed to break out. If 
  the target cannot breakout then it will suffocated within stm + 
  quality die rounds. 
   
  Talons of the Wind II 
  (Jeffrey Berry) 
  Muto Auram 25 
  R: Near, D: Inst 
   
  (Kelvin) This spell exactly duplicates the spell Talons of 
  the Wind (MuAu 20), except that the damage bonus is +8 
  instead +5. 
   
  Air of Invincibility 
  (???) 
  Muto Auram 30 
  R: Per/Touch, D: Conc/Sun, T: Spec 
  Focus: Agate (+1) 
  Requisite: Rego 
  This is basically an auram based armor spell. It forms an 
  impenetrable wall of air around the caster, rendering him 
  harder to hurt with mundane weapons. When the weapon hits 
  the shield, it is deflected (Revan's sigil gives a crackle of 
  electricity when sword hits shield). Gives +5 soak against 
  physical attacks. This is usually in addition to other 
  protections. 
   
  Four Score Strikes of the Accursed Earth 
  (???) 
  Muto Auram 35 
  R: Sight, D: Mom, T: Spec 
  Focus: An Entrapped Lightning Bolt 
   
  This spell must be cast in a storm capable of creating 
  lightning. The caster chooses a point on the ground and all 
  within 3 paces of this point are repeatedly struck by lightning 
  discharging from the sky. All within the 3 pace radius take 
  stress die times 4 damage.  A zero indicates no damage. After 
  the spell is cast the storm is no longer capable of lightning. 
   
   
   
   
  Rain of Blood 
  (Dave Martin) 
  Muto Auram 45 
  R: 1 Mile, D: Sun/Year 
  Requisite: Aquam, Corpus 
   
  Turns all rain falling within one mile of the caster into 
  blood. The area the spell covers stays constant once the spell 
  is cast, allowing the caster to move out of the area. It is 
  rumored that Sheras, the maga who invented this spell, created 
  several more like it, including River of Blood and Rain of 
  Tears. 
   
   
  Stealing of the Wind from the Sails  
  (Piers Brown) 
  Perdo Auram 30 
  R: Sight, D: Sun 
   
  The sails of any ship within sight become slack and 
  empty no matter what the prevailing breeze. (Also useful to 
  stop one's own mast from being torn down in a sudden storm.) 
   
  Sound of Doom 
  (???) 
  Perdo Auram 40 
  R: Sight, D: Mom, T: Spec 
   
  The spell was first intended to be a sphere of 
  strangulation, but unfortunately the magical powers involved 
  in maintaining a vacuum sphere of 13500 cm (that is cubic 
  meters) proved to be just a little too much. But the magi who 
  invented this spell realized that it could still be useful. The 
  implosion has these effects: 
  1. One VERY big bang (160 dB)  
  2. A shock wave. The sound/shock wave does 25 dam (ignore 
  2/3 armor) decreasing 5 every 5 meters. Everybody within this 
  area must make a stamina + stress die >=12 or be deafened for 
  2x rounds you missed (a botch means permanently deafened). 
  The magi stands in the center of the area (has no effect on 
  him).  
   
  Vacuum ERGO Perdo 
  (???) 
  Perdo Auram 50 
  R: Sight, D: Sun, T: Spec 
   
  "Creates" a 2x2 sphere, within sight, that will destroy all 
  air in contact with it. The effect is a vacuum cleaner of 
  gigantic proportions, anybody within 20 meters will 
  automatically fail to escape the effect, 20-40m str + stress die 
  of 20 to escape, 40 – 60m str + stress die of 15 etc. close to the 
  "sphere" the windspeed will be close to 1000 km/h, (so 
  consider any on trapped by this spell; very dead) and if the 
  sphere isn't filled with debris very quickly, the area of effect 
  will expand and we'll have an hurricane. (usually the sphere 
  will quickly be filled by debris (minutes) but if a clever mage 
  first casts a Perdo Terram/Herbam spell etc. within the center 
  of this spell, it wouldn't be filled that quickly. This spell is 
  needless to say, very devastating on any battle fields (or 
  anywhere else)  
   
   
  Perdo Auram 
  
  18 
   
  Entrapping the Spirits of the Air 
  (Piers Brown) 
  Rego Auram Gen. 
  R: Touch, D: Spec 
   
  The maga draws a binding circle of some form around an 
  area, such as a pentagram or magic circle.  Any appropriate 
  entity within the circle when the spell is cast is unable to leave 
  the circle or disturb the circle in any way unless its Magic 
  Might is greater than the spell's Level - 5 + die.  Should the 
  integrity of the circle ever be broken in any way, the entities 
  within are free to leave.  As soon as they leave, the spell ends 
  and must be recast. (Effectively a reversed ward with Ring 
  duration.)  It is possible to summon a creature so that when it 
  appears, it is trapped within the circle. 
   
  Summon Spirits of the Air 
  (???) 
  Rego Auram Gen. 
  R: Near, D: Conc, T: Ind 
  Requisite: Vim 
   
  Summons an elemental spirit of the Air if the caster 
  knows of it and can roll its Magic (Spirit) Might on a stress die 
  + Spell Level. 
   
  Weather Dome 
  (Dave Martin) 
  Rego Auram Gen. 
  R: 10 Paces, D: Sun/Year 
   
  Protects those within from the effects of weather.  Even 
  spells which produce effects of weather, such as the spell 
  "Incantation of Lightning" (CrAu 35), must overcome  a roll of 
  the dome's Level + die to penetrate the dome.  Once any 
  weather phenomenon penetrates the dome, the dome falls. 
   
  [Note: The range (listed as 10 Paces) was probably 
  intended as the area of effect.  Range is then unspecified.] 
   
  Control Your Breath 
  (Bruno Faucon) 
  Rego Auram 5 
  R: Per/Touch, D: Conc/Sun 
   
  Warms the air around your head, and nullifies the effects 
  of frosty breath.  You can tell a lie if you wish without being 
  noticed. 
   
  Support the Lofted Arrow 
  (Dave Martin) 
  Rego Auram 15 
  R: Near, D: Spec 
   
  Doubles the range of a missile weapon for one shot, 
  without impairing accuracy (count the range of the target as 
  half the actual distance for purposes of the shot). 
   
  Guiding the Hunter's Arrow 
  (Dave Martin) 
  Rego Auram 15 
  R: Near, D: Spec 
   
  Increases the accuracy of a missile weapon by +7 for one 
  shot. The target must be in the caster's line of sight and must 
  be the same one the missile firer is aiming at. 
   
  Flight of the Gentle Breeze 
  (Carl D. Emery) 
  Rego Auram 20 
  R: Per, D: Conc 
   
  This spell is an easier version of the spell Wings of the 
  Soaring Wind (ReAu 25) spell, thus very limited as well. 
  Upon casting this spell, the maga rises to her desired height of 
  travel above the ground, whereupon she floats along with the 
  breeze. Thus the maga has no control over her direction or 
  speed of travel, though the maga can control her height to a 
  limited extent, i.e.  altitude changes are slow. 
   
  Spells may be cast to control the breeze, such as the spell 
  Wind at the Back (ReAu 5) or similar. These, of course, 
  require Concentration rolls. 
   
  Molding the Morning's Breath 
  (Dave Martin) 
  Rego Auram 20 
  R: Near, D: Conc 
   
  Shapes air into unnatural shapes, allowing the caster to 
  shape weather and air phenomenon and to move bodies of air 
  into liquids. The volume shaped has boundaries that air will 
  not cross, but anything else may pass normally. The volume of 
  air that can be shaped is a 5 pace diameter globe --- enough air 
  for 1 person to breathe for 30 minutes.  
   
  The Warding of Zephyrus  
  (Chad Kearsley) 
  Rego Auram 20 
  4th 
  R: Touch, D: Sun, T: Boundary 
  Requisite: Intellego, Corpus 
   
  The maga conjures into service a breeze that circles the 
  designated boundary. Upon contact with any being unmarked 
  by the maga, the wind alerts the caster, or a designee, with a 
  noticeable but brief gust of wind on her body indicating the 
  direction of the intrusion. This spell was invented by Stian of 
  Ex Miscellanea, and his version has the side effect of 
  gradually generating a small electric charge on those who stay 
  in the spells effect, causing small hairs to stand on end and the 
  occasional crackle when touching an object not in the spells 
  effect for the first time. 
   
  The Domino Flash 
  (???) 
  Rego Auram 25 
  R: Near/Sight, D: Mom, T: Ind 
  Aimed: +1 
  Focus: Hand carved Oak Domino 
  Requisite: Ignem 
   
  This spell was created by a very flamboyant Flambeau 
  learning to use Auram. The wind gust created by this spell is 
  about 45mph. It strikes a person in the sternum quickly and in 
  fractions of a second moves on to the next target. A Stm roll of 
  6+ is needed to avoid the loss o f a short term fatigue box. This 
  spell causes all those in a group within range to make a Size 
  roll of 12+ or fall prone. The Ignem requisite is because of the 
  bright flash that accompanies each gust.  
   
  Shielding the Rain of Death 
  (Dave Martin) 
  Rego Auram 25 
  R: Per, D: Conc 
   
  Makes the caster immune to all objects which travel 
  through the air (and leave the wielders' hands), including 
  Rego Auram 
  
  19 
  spells which create missiles, before striking the caster.  This 
  applies only in the direction the caster is facing --- missiles 
  from the rear are not deflected. 
   
  Casting Requisites: appropriate form for the missiles 
  (usually He or Te). Missiles for which the caster lacks 
  prerequisites are not affected. 
   
  Retracing the Arrow's Path 
  (Dave Martin) 
  Rego Auram 25 
  R: Near, D: Conc 
   
  Reverses one missile per combat round back upon the 
  attacker. The attacker makes an attack roll to hit the intended 
  target, and if it is successful, that attacker is hit. 
   
  Casting Requisites: appropriate form for the missiles 
  (usually He or Te).  Missiles for which the caster lacks 
  prerequisites are not affected. 
   
  Breath of the Djinn 
  (Russell Cloessner) 
  Rego Auram 30 
  R: Near, D: Conc 
   
  A 30' tall whirlwind is formed out of the air. It may cause 
  up to +10 damage to anyone within four paces, due to flying 
  debris, dependent on the circumstances: a wooded area 
  contains limbs and sticks which will cause damage, while a 
  wheat field only contains wheat and dirt which will cause less. 
  Also, those who come within one pace of the whirlwind must 
  make Qik - Enc rolls of 8+ to avoid being sucked up into it. 
  These people are buffeted by the winds. When the whirlwind 
  ends, they fall up to 20' to the ground, taking commensurate 
  damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Calling the Wrath of the Storm 
  (Dave Martin) 
  Rego Auram 40 
  R: 1 mile, D: Spec, Ritual 
   
  Cast during a storm, it allows the caster to call down one 
  lightning bolt every 3 rounds upon targets in the storm for +50 
  damage per bolt.  The spell lasts until the storm disperses for 
  any reason.  This spell is very good for covenant defense, but 
  dangerous --- 2 extra botch dice. 
   
  Protection of the Raging Storm 
  (Ian Barkley) 
  Rego Auram 50 
  R: Spec, D: Conc/Sun 
   
  Cast under a cloudy sky, this spell calls lightning down 
  around the caster, making it dangerous for people to attack her 
  directly. Every round, one or two lightning bolts strikes within 
  5 paces of the caster (70% chance of 1 bolt).  All people 
  touching the ground within that radius must roll a stress die + 
  (5 x Size) + (3 x Metallic Load), with botches zeroing the 
  roll---good t ime for a botch!  The caster then rolls a stress die - 
  7 for the ground, and the storyguide may roll for trees and so 
  on within the area. The highest total, or two totals if there are 
  two bolts, gets hit --- damage is +30, metallic armor doesn't 
  count. Ties mean the bolt forked; +15 damage each. 
   
  The spell ends when the caster goes inside or the sky 
  clears. 
  
  20 
   
  The Fake Beard 
  (Bruno Faucon) 
  Creo Corpus 5 
  R: Touch/Near, D: Sun/Inst 
   
  Create a false beard. A very cheap disguise for 
  beginners... 
   
  Creating the Magical Mannikin 
  (Piers Brown) 
  Creo Corpus 10 
  R: Near, D: Sun/Inst 
  Requisite: Intellego, Muto 
   
  Turns a small precreated mannikin into a link to the 
  target's body identical to that provided by a piece of their body, 
  taking on an almost exact miniature likeness of the individual. 
  Appropriate forms depending on the material from which the 
  mannikin is originally made.  There are rumors of versions of 
  this spell which mimic their target to the extent that they 
  change forms to copy the current form (Permanent max 
  duration). 
   
  [Note: The spell to use when you beat someone at 
  Certamen.] 
   
  Second Wind 
  (Paul Hirose) 
  Creo Corpus 10 
  R: Per, D: Spec 
   
  One of the late magus Dalarin's earlier spells, this spell 
  may prevent the caster from suffering the loss of a fatigue 
  level.  Once cast, this spell will last until either the caster 
  suffers a fatigue-level loss, or the next sunrise/sunset, 
  whichever comes first.  If the caster is subject to a short-term 
  fatigue level loss, make a Stamina check at 9+.  If successful, 
  no fatigue level is lost, and the spell terminates.  If 
  unsuccessful, take the fatigue level as normal, and the spell 
  terminates as well.  This spell will not prevent the loss of 
  long-term fatigue, and any occurrence of long-term fatigue 
  will terminate the spell. 
   
  Chirurgeon's Cauterizing Touch 
  (Daniel C. Sobral) 
  Creo Corpus 15 
  R: Touch/Near, D: Sun/Inst, T: Ind 
  Requisite: Perdo 
   
  This spell has effect similar to Chirurgeon's Healing 
  Touch (CrCo 20), except it causes intense pain to the recipient 
  as a result of the Perdo component (the wound is cleansed by 
  destroying damaged or infected tissue). A simple stamina roll 
  of 6+must be made for the recipient not to fall in a swoon as a 
  result of this pain. If the recipient knows the spell effects, a 
  stamina plus bravery (or other applicable trait) must be made 
  or he'll have to be restrained. Thanks to Silburne Luke 
   
  Blessing on the Newborn Child 
  (Piers Brown) 
  Creo Corpus 20 
  R: Touch, D: Sun/Perm, Ritual, Westros 
   
  Causes the child to grow healthy and well, making it 
  immune to all childhood diseases and like problems. Used on 
  all new children of the family. 
   
  [Note: Only affects members of House Westros.] 
   
  The Dead that Will Not Rest 
  (Piers Brown) 
  Creo Corpus 20 
  R: Touch, D: Sun/Perm 
   
  Causes a corpse to become immune to the spell Dust to 
  Dust (PeCo 15).  
   
  Blessing the Union 
  (Ian Barkley) 
  Creo Corpus 25 
  R: Touch, D: Sun/Moon, Ritual 
   
  Cast upon a man and woman, this spell insures that their 
  next union will bear fruit --- the woman will become pregnant 
  --- if such union takes place within the spell's duration. 
  Furthermore, the child will be born healthy and whole, and 
  will display a good resistance to normal childhood ailments.  
  Of course, this cannot protect against a Faerie curse on the 
  child or similar malicious actions.  The spell can overcome 
  most causes of infertility, including a spell like Curse of the 
  Barren Years (PeCo 20), the infertility of Longevity Potions, 
  and most natural causes, but it cannot make a woman past the 
  age of child-bearing fertile again. It is possible to create an 
  embryo and implant it in the womb, but that is another spell.
   
  If this spell is cast with a Vim requisite and 5 pawns of 
  Vim vis, the child will have some form of magic about her, but 
  the caster cannot control what form this will take. Sometimes 
  they merely seem strange, sometimes they have mystic 
  powers, and sometimes they have a Gift capable of making 
  them Hermetic magi. This power or powers will often reflect 
  the affinities and powers of the caster. 
   
  Lost Sight Found 
  (???) 
  Creo Corpus 25 
  R: Touch, D: Sun/Inst, T: Ind 
  Focus: Glass Lense 
  The spell detects what is stopping the target from having 
  perfect vision and then corrects it. 
   
   
   
   
   
   
  Corpus Spells 
   
  Creo Corpus 
  
  21 
  Usury of the Body 
  (Dave Martin) 
  Creo Corpus 25 
  R: Touch, D: Sun/Inst 
  Requisite: Perdo 
   
  The caster "borrows" any one physical characteristic 
  from the target, who must be willing. The target will have a 
  score of 0 in the borrowed characteristic for the duration of the 
  spell, and the target's original score is added to the caster's 
  normal score. The caster chooses which characteristic is taken, 
  but the target must be willing to lend that characteristic, or the 
  spell will fail. 
   
  Strength of the Bear 
  (Dave Martin) 
  Creo Corpus 25 
  R: Touch, D: Sun/Year 
   
  Adds +2 to the target's Strength for the duration of the 
  spell.  
   
  Sustenance of the Heart 
  (Dave Martin) 
  Creo Corpus 25 
  R: Per, D: Sun/Inst 
   
  Allows the target to go without food and water for one 
  day. Food not eaten must be made up for when the spell wears 
  off unless vis is used in the casting. Using this spell repeatedly 
  for more than a week is thus very dangerous. 
   
  Curse of the Barber's Neglect 
  (Dave Martin) 
  Creo Corpus 30 
  R: Near, D: Conc 
   
  (Rothigur of Mirrormere) Target's head and body hair 
  grows at a rapid rate, getting in the way and cramping clothes. 
  The target suffers -1 to all physical actions and perceptions 
  per round, cumulative. 
   
  Restore the Bounty of Flesh 
  (Dave Martin) 
  Creo Corpus 30 
  R: Per, D: Year, Ritual 
   
  Reduces the age of the caster, effects lasting one year. At 
  the end of that time, normal aging rolls are made and applied, 
  though this spell can be cast again to offset some of the effects 
  of aging.  Thus, an aging botch will still kill someone 
  protected by this spell. 
   
  Making of the Child Unborn 
  (Ian Barkley) 
  Creo Corpus 35 
  R: Near, D: Sun/Inst 
   
  Causes the target, who must be female, to become 
  pregnant; it literally creates an embryo inside the woman's 
  womb, to be born nine months hence. The child will be 
  reasonably healthy, unless the caster desires otherwise and 
  uses a Perdo requisite, but is otherwise like any other child.
   
  This spell is rather pointless to cast without a vis boost.  
   
  Hummingbird's Speedy Flight 
  (Dave Martin) 
  Creo Corpus 35 
  R: Touch, D: 1 minute 
   
  Doubles the target's speed, both for actions and 
  movement. Upon completion of the spell, the target loses a 
  fatigue level (long term) and must make a Stm roll of 9+ or 
  lose a second. If the Stm roll is a botch, the target falls 
  unconscious and suffers some permanent physical mark of 
  aging, such as some white hairs or wrinkles. On a double or 
  triple botch, the target will gain decrepitude points or actually 
  make 1 or 2 aging rolls. 
   
  Create the Humble Servant 
  (Dave Martin) 
  Creo Corpus 45 
  R: Near, D: Sun/Perm 
  Requisite: Mentem 
   
  Creates a human servant with the intelligence of a small 
  child (-4 Int) to perform at the caster's orders. The servant will 
  have 0's in all attributes except Int, although the caster may 
  raise one of these 0's to her Finesse score, with a maximum of 
  +4. The servant will be able to speak one language that the 
  caster knows at a score of 3, and may have one other talent, 
  skill, or knowledge at a Level equal to the caster’s Finesse + 3.  
  There is no limit to talents or skills, although knowledges may 
  not exceed the caster's own score in the given knowledge.  The 
  servant will have no personality traits or direction of its own to 
  begin with, and will follow orders from anyone who gives 
  them, even if ordered not to by the caster. If the spell duration 
  is made permanent with the application of vis, the servant will 
  "grow" mentally as any normal child, and will age normally, 
  starting at age 20. 
   
  The servant will have clothing and appropriate tools for 
  her craft if the caster uses the appropriate casting requisites. 
   
  [Note: A magical human being that can be dispelled.] 
   
  Crafting the Lordly Knight 
  (Dave Martin) 
  Creo Corpus 50 
  R: Near, D: Sun/Perm 
  Requisite: Mentem 
   
  Creates a human warrior to perform at the caster's orders, 
  much like the spell Create the Humble Servant (CrCo 45). The 
  warrior will be exactly as the servant, but with one pair of 
  attributes each at the caster's Finesse, and two skills, one at a 
  score equal to the caster's Finesse + 3 and two at scores equal 
  to the caster's Finesse. If the caster uses the appropriate 
  casting requisites, the warrior may come equipped with arms 
  and armor no better than standard quality. 
   
  Echo of the Body 
  (Ian Barkley) 
  Creo Corpus 50 
  R: Per, D: Sun/Moon 
  Requisite: Rego 
   
  Creates a duplicate of the caster, identical in all ways 
  except that it is mindless. The caster can control it, moving it 
  about by concentrating.  While concentrating, she can sense 
  what the duplicate hears, feels, and sees, but only in an 
  abstract way, as if she were remembering it, so she is not 
  affected by the wounds, hunger, or fatigue of the duplicate 
  (though if the duplicate goes unconscious or incapacitated, the 
  caster cannot do more through the duplicate than she could if 
  she were incapacitated or unconscious.) When not 
  concentrating on the duplicate, she will not be aware of what 
  the duplicate senses and the duplicate will fall unconscious 
  until the caster again concentrates. The duplicate can die 
  normally, through wounds or hunger or thirst, but Mentem 
  
  22 
  spells have no effect on it. 
   
  The caster can use the body to perform spells only if this 
  spell is cast with a Vim requisite; this fatigues the caster 
  normally.  Other casting requisites: forms of any items the 
  caster wishes duplicated. The duplicates are, of course, not 
  magical. 
   
  Healing Fire of Wonders 
  (Roland Hesz) 
  Creo Corpus 50 
  R: Touch/Near, D: Sun/Inst, T: Ind 
  Focus: Fire Opal (+2) 
  Requisite: Ignem 
   
  This is a version of the spell Incantation of Body Made 
  Whole (CrCo 40). The injured person is  engulfed in flames 
  and all her injuries disappear and any lost limbs grow back. 
  Heals all damage to a human body at the rate of one Body 
  Level per Round. You must maintain concentration for the 
  Rounds during which the spell is cast.  
   
  Healer's Ring 
  (Ian Barkley) 
  Creo Corpus 70 
  R: Spec, D: Spec, Ritual 
   
  Creates a ring 7 paces across. Every round, every person 
  inside can make a Stm roll of 3+ to regain a body level --- like 
  the spell Chirurgeon's Healing Touch (CrCo 20), but the 
  wounds do not return at Sunrise/Sunset.  Useful for pitched 
  battles and during especially disastrous adventures, but the vis 
  cost makes it pointless in most cases. 
   
  Enchantment of Utter Health 
  (Piers Brown) 
  Creo Corpus 75(?) 
  R: Per, D: Sun/Perm (Year?), Ritual 
   
  An incredibly powerful ritual spell: while under its 
  effects the maga continually heals at the same rate as if under 
  the spell Incantation of the Body Made Whole (CrCo 45). 
  There is no protection from the pain of wounds but unless the 
  weapon is caught in the wound they reseal at the rate of one 
  body level per round. Blood clots, bones reform and the skin 
  regrows. The only way to kill a maga under this spell is to 
  suffer from the loss of more than six body levels at any one 
  time, thus effectively being beyond the Level the spell can 
  heal by the end of the next round. 
   
  Note, because this is a non-instant healing spell, wounds 
  do not heal while it is in effect. Thus, should the spell be 
  dispelled, all the wounds healed during its duration will 
  simultaneously instantly reopen . . . Use it for a while and if it 
  comes down you are very dead indeed. 
   
  [Note: Piers was uncertain of this spell's Level, ranking it 
  between 60th and 100th Level.] 
   
  Rebirth of the Bird of Fire 
  (Báthi Gábor) 
  Creo Corpus 80 
  R: Per/Touch, D: Inst, T: Ind, Ritual 
  Focus: Feather of a Phoenix 
  Requisite: Ignem 
   
  You have to set a bonfire, on which you burn yourself. 
  After the ritual, your ashes start to dance in the wind. After an 
  hour, the ashes form a new body, the presence of whom looks 
  the way you desire. It has the same stats you had, and has the 
  ability to use magic if you had been able before. All your 
  previous wounds disappear and you heal fully (body & fatigue 
  levels restored). You must make a Stamina stress roll of 8+ or 
  become an explosion of fire (making damage of +80).  
   
   
  Wizard's Burning Vigil 
  (Rob Davies) 
  Intellego Corpus 5 
  R: Touch/Reach, D: Spec/Spec 
  Requisite: Ignem 
   
  The castor lights a candle in the presence of the target. 
  Thereafter the candle flame mirrors the target's health: 
   
   
   
  strong, upright flame  - healthy 
   
   
   
  flickering flame - wounded, pained 
   
   
   
  dim flame - fatigued 
   
   
  no flame - dead 
   
   
  The spell lasts as long as the candle's natural life (though 
  the flame may be snuffed by a breeze, etc.) or Sun duration, 
  which ever comes first.  Expending vis allows the caster to 
  transfer the flame from candle to candle. The spell never lasts 
  past moon duration. 
   
  The spell is quite simple and does not distinguish between 
  types of damage, pain or fatigue; nor will it detect that the 
  target has been poisoned or has some ailment until the 
  outward signs begin to show. The spell is useful in monitoring 
  the brave grog who goes for help . . . etc. 
   
  A candle shaped to resemble the target is used as a focus 
  for +1. 
   
  Courting Death's Dark Shadows 
  (Dave Martin) 
  Intellego Corpus 15 
  R: Per, D: Inst 
  Requisite: Mentem, Imaginem 
   
  Caster gets a vision of her own death, giving an indication 
  of the major danger she will be facing in the next few hours or 
  days (the story). Give the caster one whimsy card that can be 
  used only to get herself out of danger, much like the divination 
  exceptional talent.  The storyguide may go through the deck 
  and choose the whimsy card if desired. A botch on this spell 
  gives the caster a vision so real and frightening that the caster 
  will suffer physical effects, similar to those for the spell 
  Hummingbird's Speedy Flight (CrCo 35), and will be 
  incapacitated until a Brave roll of 9+ is made (roll every 
  minute). 
   
  The Juggernaut's Trail 
  (Paul Sherliker) 
  Intellego Corpus 15 
  R: Touch, D: 30 seconds 
  Requisite: Imaginem 
   
   
  Touching a living person, you see a rapid sequence of 
  images showing how they looked in each year of their life.  
  Various other things may be seen, for example you may see 
  wounds that took a long time to heal or, with a Folk Ken roll, 
  Intéllego Corpus 
  
  23 
  gain an impression of how they felt during the various parts of 
  their life.  No condition lasting less than a month will be 
  registered. 
   
  Seeing Through the Eyes of the Living 
  (Piers Brown) 
  Intellego Corpus 15 
  R: Near, D: Conc 
  Requisite: Imaginem 
   
  As like the spell Seeing Through the Eyes of the Dead 
  (InCo 20), the simpler Concentration roll comes with the spell 
  Strings of the Unwilling Marionette (ReCo 30). 
   
  Assassin's Eye 
  (Ian Barkley) 
  Intellego Corpus 20 
  R: Near, D: Sun/Year 
   
   
  You sense the location and general body position of every 
  person in range.  Useful for avoiding ambushes in the wild, 
  though the sense may be too overloaded to do you good in a 
  city. Also good for finding invisible people. 
   
  Seeing Through the Eyes of the Dead 
  (Piers Brown) 
  Intellego Corpus 20 
  R: Near, D: Conc 
  Requisite: Imaginem 
   
   
  Allows the caster to use the senses of a dead body as if 
  they were your own.  While the spell is active, the caster's own 
  senses are dormant.  Designed to be used with the spell 
  Awaken the Slumbering Corpse (ReCo 20), so the 
  Concentration roll required to cast the spell "Seeing" while 
  Awaken is active is only 9+. Only effective if the appropriate 
  organs are still intact. 
   
  The Hunting Foretold 
  (Tore Bak) 
  Intellego Corpus 25 
  4th 
  R: Touch/Eye, D: Year, T: Spec, Ritual 
  Focus: Arcane Connection 
   
  This is an old hunting ritual of the barbaric tribes, now 
  successfully converted within hermetic limitations. It 
  instantly gives the recipient an "unerring" sense of both 
  general direction and distance of the target. An arcane 
  connection to the target is needed if out of sight distance, 
  otherwise it can be cast without such precautions (since it is a 
  ritual, the target will have to remain in sight for some time). 
  The "sense" of distance to the target is measured in 
  spearthrows  (50 paces or so) and hence it is not as useful as 
  might have been wished in a big city. Within the traditional 
  old ritual this "spell" was bestowed upon the champions of the 
  hunt who would then seek out the prey, be it man or beast. The 
  recipients must be hugged and formally delivered the arcane 
  connection (if one exists) if this spell is to work on other than 
  the caster. 
   
  The Running Mannikin 
  (Piers Brown) 
  Intellego Corpus 25 
  R: Touch, D: Sun 
  Requisite: Rego 
   
  Animates a mannikin --- see the spell Creating the 
  Magical Mannikin (CrCo 10) --- but instead when placed 
  upon the ground it will run off towards the person it is linked 
  to by the most direct route unless it was placed upon her tracks 
  in which case it will follow those. The mannikin at full sprint 
  moves at effectively a brisk walk and it can leap gaps up to a 
  pace wide. When it reaches the target it will leap onto her leg 
  and hug the person tightly until pried off. 
   
  Animating the Magical Mannikin 
  (Piers Brown) 
  Intellego Corpus 35 
  R: Touch, D: Sun/Perm 
  Requisite: Rego 
   
   
  A variant of the spell The Inexorable Search (InCo 20), 
  using the above spell either from the person directly or from a 
  previously acquired physical link, it animates the mannikin. 
  When the mannikin --- see the spell Creating the Magical 
  Mannikin (CrCo 10) --- is placed upon a map representing the 
  target's location, it comes to life and walks to the point on the 
  map occupied by person it is lin ked to. For the duration of the 
  spell, it moves around the map, following her movements 
  exactly. Should the target leave the map, it will walk 
  continuously around the edge until it remeets its counterpart's 
  position, when it will once again follow the map.  Should the 
  mannikin be removed from the map, the spell will end and 
  will need to be recast. 
   
  [Note: OK, so I stole this one from Jack Vance] 
   
  Knowledge of the Hidden Attacker 
  (Matthew Hamey) 
  Intellego Corpus 40 
  R: Per, D: Conc 
   
  By looking at the wounds of a corpse or wounded person, 
  you 
  can 
  see 
  the 
  circumstances 
  surrounding 
  the 
  death/wounding as if you had been watching the attack.  
  Unlike the spell Vision of the Marauding Beast (InAn 15), the 
  victim does not have to have seen the attacker, for the vision is 
  not from the victim's point of view. 
   
  If the body is an animal, there is an Animal requisite; If 
  the body is a magical creature or a demon, there is a Vim 
  requisite; If the body is a fairy, there is a requisite of the 
  appropriate type (Herbam, Terram, etc.). 
   
  Some storytellers may wish to add an Intellego requisite 
  for the vision not being from the victim's point of view. 
    
  This spell was created by Quintessa Roma, Quaesitor, 
  Arch-Magus of House Bonisagus, for use in apprehending 
  violators of the Code of the Order of Hermes. 
   
   
  Form of the Wizard's Desire 
  (Ian Barkley) 
  Muto Corpus Gen. 
  R: Per, D: Sun/Perm 
  Requisite: Animal 
   
   
  Allows the maga to assume the form of any beast or bird, 
  of the type willed at the time of casting. The form may be any 
  that the caster could get with a Muto Corpus spell of 5 Levels 
  lower, if the caster has some part of such an animal, or half the 
  Level, if she does not. 
   
  Requisites: Auram for any flying form, forms for any 
  Muto Corpus 
  
  24 
  accoutrements the caster chooses to transform. This spell has 
  the dubious distinction of being one the few non-ritual spells 
  that is never spontaneously cast. 
   
  Restoring the Adamic Form 
  (Paul Sherliker) 
  Muto Corpus Gen. 
  R: Near, D: Inst 
  Requisite: Intellego 
   
  Returns a transformed person to her natural form. You 
  must match the Level of the transformation spell on die + 
  Level; success cancels it.  The Intellego component is to work 
  out what that form is --- hence this  spell will never work on 
  Bjornaer magi, whose true forms cannot be discerned. 
   
  Sif's Blessing 
  (Kraat) 
  Muto Corpus Gen 
  R: Touch/Near, D: Sun/Inst, T: Ind 
  Focus: Three Eucalyptus Leaves (+3) 
   
  Speeds up the target's recovery. For each point of 
  magnitude the accompanied chirurgy roll is shifted one 
  category on the recovery chart.  
   
  Swiftness of Artemis 
  (Simon Foston) 
  Muto Corpus Gen. 
  R: Per, D: Sun, Ritual 
   
  For every point of the spell's Magnitude, the caster may 
  add 1 to her First Strike Total. This spell requires formidable 
  mental discipline to learn, and therefore cannot be learnt or 
  cast without at least a score of 1 in Meditation. Furthermore, 
  an additional five minutes casting time is required for every 
  point of spell Magnitude. 
   
  The Deadly Skill of Achilles 
  (Simon Foston) 
  Muto Corpus Gen. 
  R: Per, D: Sun, Ritual 
   
  The effect of this spell is similar to that of the spell The 
  Swiftness of Artemis (MuCo Gen.), except that it affects the 
  caster's Attack Total, increasing it by 1 for every point of spell 
  Magnitude. The ritual has the same demanding casting 
  requirements. 
   
  The Wrath of Hercules 
  (Simon Foston) 
  Muto Corpus Gen. 
  R: Per, D: Sun, Ritual 
   
  Increases damage inflicted by the caster, adding 1 for 
  every point of spell magnitude. Once again, the spell requires 
  more time to cast than other rituals, and a score in Meditation, 
  just as in the spell Swiftness of Artemis (MuCo Gen.). 
   
  Mouth Full of Razors 
  (???) 
  Muto Corpus 5 
  R: Touch, D: Sun, T: Ind 
   
  Makes your teeth sharp as razor's blade. 
   
  Crafting the Sad Remains 
  (Dave Martin) 
  Muto Corpus 10 
  R: Touch, D: Conc 
   
   
  The caster can shape bone touched as if it were clay. The 
  quality of the work depends entirely on the caster's 
  appropriate craft skills. 
   
  Doppleganger 
  (Jeffrey Berry) 
  Muto Corpus 10 
  R: Per, D: Sun/Year 
   
  Allows the caster to alter her voice into any human 
  sounding voice. 
   
  Magus' Mask of Skin 
  (???) 
  Muto Corpus 15 
  R: Touch, D: Sun, T: Ind 
  Focus: Piece of human skin (+3) 
   
  This horrid spell twists the facial features of any 
  humanoid person the maga touches with her fingers within ten 
  heartbeats of casting the spell. The victim’s face is transmuted 
  into a blank patch of skin, effectively blocking sight, 
  breathing and any attempts to call for help, although a muffled 
  groan may be heard! The victim loses one Fatigue Level per 
  Round and after that Body Levels until they are either freed or 
  suffocated. This spell is devised as a quiet and intimidating 
  way of dealing with sentries and other annoying people!! 
   
  Mold the Living Clay 
  (Dave Martin) 
  Muto Corpus 15 
  R: Touch, D: Sun/Perm 
   
   
  The caster can shape the target's limb like clay so long as 
  the caster concentrates. The limb, including skin, muscle, and 
  bones, can be shaped in any way, and the blood in the limb 
  ceases to flow while the shaping is taking place. This spell 
  will greatly help the caster heal a damaged or wounded limb, 
  giving +4 to the caster's Chirurgy roll.  The target will feel no 
  pain while the shaping occurs, but will feel other sensations, 
  and the sensation of the limb being warped and molded. 
   
  Recover the Faeries Inheritance 
  (Thomas ?) 
  Muto Corpus 15 
  4th 
  R: Per, D: Sun, T: Ind 
  Focus: 3 drops of Blood from the faerie type concerned (+2) 
   
  The targeted person takes the form of its closest faerie 
  ancestor. The person is considered as a representative of the 
  species concerned. Faeries act toward the person as if it was a 
  full member of the species. The spell has no effect on a person 
  with no faerie  blood. The spell has a random effect on people 
  with people with a faerie descendent more than three 
  generations remote. If the person has faerie blood from 
  different faerie  species, it's the strongest that prevails. The 
  spell may have casting requisites depending of the nature of 
  the species concerned, like Animal for Faerie animals.  
   
  The original creator of the spell, Aiffé of House Merinita, 
  had a Faerie Wolf as her father, thus her sigil is marked by her 
  lupine lineage. In her version of the spell, the person always 
  has a spot of silver hairs when transformed, and if the person 
  has wolf blood, it will prevail against any other. 
   
  Damping of the Fiery Wrath 
  (Esther ???) 
  Muto Corpus 20 
  R: Per, D: Sun 
  Requisite: Ignem 
   
  +10 soak vs. fire, flames and heat.  This includes all 
  
  25 
  Ignem spells which look like flames and/or generate heat.  The 
  spell breaks down if you botch your soak roll.  This is a more 
  specific version of the spell Gift of the Bear's Fortitude 
  (MuCo 30).  The spell lowers your sensitivity to heat just as 
  the Gift of the Bear's Fortitude lowers your tactile feeling, so 
  you won't notice something warming up. 
   
  Disguise of the New Body 
  (Jeffrey Berry) 
  Muto Corpus 20 
  R: Per, D: Sun/Year 
   
  Allows the caster to alter her body into any configuration 
  of the same size. Sex may be altered, but the sexual apparatus 
  is non-functional for reproductive purposes. 
   
  Ripening the Young Urchin 
  (Jason C. Buss) 
  Muto Corpus 20 
  R: Touch, D: Sun/Perm, T: Ind 
  Focus: Beard of an Old Man (+3) 
   
  Causes a child's body to grow to the size of an adult 
  (though their skin will retain a youthful appearance, free of 
  wrinkles). Most children seem to find the experience awkward, 
  and the spell will not work on adults. 
   
  Semblance of Life Returned 
  (Piers Brown) 
  Muto Corpus 20 
  R: Touch, D: Sun/Year 
  Requisite: Creo, Rego 
   
  This spell, when cast upon a fresh corpse with only 
  minimal wounds or mutilations, seals the injuries, removes the 
  pallor of the corpse, prevents rigor mortis and causes the 
  corpse to seem to breathe and live. All vital signs return but 
  there is no actual life. The corpse will appear to be in a deep 
  coma from which it cannot be roused unless further spells 
  such as the spell The Walking Corpse (ReCo 25) are used to 
  give it greater semblance of life. 
   
  Suffocation of the Iron Mask 
  (???) 
  Muto Corpus 20 
  R: Touch, D: Diam/Sun, T: Ind 
  Focus: An Iron Mask (+2) 
  Requisite: Terram 
   
  The target's face is transformed into an iron mask. In 
  Calatin's version of this spell the mask resembles the target's 
  features, but leaves no holes for eyes, nostrils or mouth, and so 
  the target is unable to see or breathe, or to make any sound 
  other than a muffled groan. The target loses one Fatigue level 
  per round from suffocation. Once all Fatigue levels are lost, 
  they lose one Body level per round. On average, when the 
  basic duration of Diameter ends, a normal human target will 
  be unconscious and incapacitated, but not dead. Calatin notes 
  that the spell may do extra damage to faeries, although this 
  may be off-set somewhat if they are of a sort that does  not 
  need to breathe. The Storyguide may allow an Intelligence roll 
  to see if the target has the presence of mind to hold their breath, 
  but most people are likely to be too panicked to do so. 
   
   
   
   
  Disguise of the Stolen Form 
  (Piers Brown) 
  Muto Corpus 25 
  R: Per, D: Sun/Perm 
   
   
  Essentially an advanced form of the spell Disguise of the 
  New Visage (MuCo 15), only more limited.  The caster is 
  transformed into an almost exact physical replicate of the 
  target, a piece of whom is used in the spell.  Physical 
  characteristics are replaced by those of the target.  Perception 
  and presence are refigured as the average of the two 
  individuals' characteristics, rounding down. 
   
  Shape of the Angry Bear 
  (???) 
  Muto Corpus 25 
  R: Touch/Near, D: Sun/Perm, Target: Ind 
  Focus: A Bear's Tooth (+3) 
  Requisite: Animal 
   
  This spell is exactly the same as the spell Shape of the 
  Woodland Prowler (MuCo 25), except that the target takes the 
  shape of a bear, rather than that of a wolf. Naturally, a 
  bearskin must be used in the casting of this spell, rather than a 
  wolfskin. Calatin is a magus who joined the Order after 
  learning his own particular brand of non-Hermetic magic. 
  This is the first of his spells which he was able to adapt to 
  Hermetic ways. 
   
  Strength of the Mighty Samson 
  (Jason C. Buss) 
  Muto Corpus 25 
  R: Touch/Near, D: Sun/Year, T: Ind 
  Focus: Centaur Heart (+7) 
   
  Adds +2 to the target's Strength for the duration of the 
  spell. If the target's hair is cut while under the influence of the 
  spell, their strength reverts to normal and the spell expires. 
   
  Wearing the Stranger's Skin 
  (Piers Brown) 
  Muto Corpus 25 
  R: Touch, D: Moon/Perm 
   
   
  Allows the caster to cover a person with the skin of 
  another, causing them to attain an exact likeness of the other. 
  While they are wearing the skin it will not decay. This spell 
  works whether or not the target has a skin.  Should, after one's 
  skin has been removed, it be restored to its owner, it may be 
  returned properly with instant duration instead of permanent 
  so long as : 
  1. The skin was not allowed to decay (it was under this 
  spell or the charm against putrefaction) and also 
  2. The person has not been able to heal at all while the 
  skin was re moved (i.e. was under healing spells or this 
  spell). 
   
  [Note: Any damage done to the skin while removing it or 
  while worn by another will remain.] 
   
  Preservation of the Body's Inside  
  (David Smith) 
  Muto Corpus 30 
  R: Per/Touch, D: Sun/Moon 
   
  This spell toughens the inside of the body (muscles, 
  organs, connective tissue, bone, etc.) but does not toughen the 
  skin, blood vessels directly under the skin, adipose tissue, etc. 
  It adds a +10 to the Soak roll for any injury (with exceptions; 
  see below) that does more than 2 levels of damage with the 
  
  26 
  unmodified Soak roll; it may not, however, reduce the amount 
  of injury below 2 levels. It also effectively speeds up healing 
  because damage that is partially countered by the spell will 
  not be accompanied by hard - to - heal internal injuries such as 
  broken bones and internal bleeding. If no rolls exceeded 2 
  levels of damage after the effects of this spell, then the 
  Healing chart has each wound up 1 level (Incapacitated to 
  Heavy, Heavy to Medium, Medium to Light, Light to Hurt, 
  but does not affect Hurt healing rates). This spell cannot truly 
  counter wounds that are to the outer layers of the body (burns, 
  for instance); it does not act as protection against them 
  (including no effect on healing rolls). However, its protection 
  is increased versus some other forms of injury (such as falling 
  on non-jagged ground); it adds a +20 to the soak roll for any 
  injury of this type that does more than 1 level of damage with 
  the unmodified Soak roll; it may not, however, reduce the 
  amount of injury below 1 level. This spell can also protect 
  against up to 4 levels of Body damage from Strength or 
  applicable Dexterity/Quickness combat botches (i.e., pulling a 
  muscle). It will also reduce fatigue levels from Brawling 
  damage as if they were normal - variety wounds. The Magus 
  who invented this spell got himself into some degree of 
  trouble with the Church from all the corpse dissections he did.
   
  The use of a Jet stone as a focus allows a +1 bonus during 
  casting. 
   
  Spurring the Boychild 
  (Geoffrey Grabowski) 
  Muto Corpus 30 
  R: Touch, D: Moon/Year, Ritual 
  Requisite: Creo 
   
   
  The spell makes the target produce seed only for boy 
  children, as well as increasing the probability that their unions 
  will bear fruit.  Obviously, this spell works only on men. The 
  children produced by this spell are often somewhat ... unusual 
  in nature due to the effect of the powerful magic on their 
  father's seed. It should be possible to rewrite this spell to work 
  on women, making their wombs only accept male seed, but 
  this would not be particularly effective if the male was 
  producing only female seed, and would just seem to produce a 
  sterile woman. 
   
  [Note: Sorry it didn't come out as a formulaic, I guess you 
  just need to spend an hour and a half casting it on him if you 
  choose this one, I just can't see something this powerful being 
  not a ritual. You could also maybe get him some Earthstar if 
  want to cut the chase and are located close to faerie woods, 
  and if he could get his wife to eat it...] 
   
  Taming of the Shrew 
  (???) 
  Muto Corpus 30 
  R: Touch/Near, D: Sun/Perm, Target: Ind 
  Focus: A Rat's Tail (+1) 
  Requisite: Animal 
   
  This spell was created to turn a human into a large rat. 
  They can resist the effects on a stm roll of 9+. Catherine uses 
  this spell to help her in her quest to embarrass the prideful, as 
  well as occasionally feeding the more offending or dangerous 
  ones to her cat familiar. 
   
   
  Catherine's Change of Heart 
  (???) 
  Muto Corpus 35 
  R: Near/Sight, D: Sun/Perm, T: Ind 
  Focus: A lock of hair from the opposite sex (+1) 
   
  This is another of Catherine's spells to embarrass others 
  as well as to protect herself from those who would do her 
  violence. It is a relatively simple spell, changing the subject 
  into a male or female version of themselves. It does not affect 
  clothing and can be resisted on a stm stress roll of 9+. She 
  invented this spell after noticing that women tend to be much 
  more sensible and less violent then men. She also noticed that 
  newly made women in armor built for men were quite 
  uncomfortable and had other things to think about than 
  attacking her. 
   
  Curse of Cleese the Peasant 
  (Erik Tyrrell) 
  Muto Corpus 35 
  R: Touch/Near, D: Sun/Perm, Target: Ind 
  Focus: Pointed Hat (+1) 
  Target is transformed into a newt until spell expires (well... I 
  got better). 
   
  The Curse of Rigid Marble  
  (???) 
  Muto Corpus 35 
  R: Touch/Near, D: Sun/Perm, Target: Ind 
  Focus: Shaving of Black Marble (+2) 
  Requisite: Terram 
   
  This spell simply put turns a person from the waist down 
  to solid, black marble (waist included). Movement is 
  impossible because the feet are firmly implanted into the 
  ground. It doesn't matter how strong the target's legs may be. 
   
  Cloak of Time-bound Mist 
  (???) 
  Muto Corpus 35 
  R: Per/Touch, D: Diam/Moon, T: Ind 
  Focus: Powdered Agate (+1) 
  Requisite: Auram, Aquam 
  This spell works in exactly the same way as the spell Cloak of 
  Mist (MuCo 40), only with the reduced duration listed above.  
   
  Touch of the Flightful Mallardy 
  (???) 
  Muto Corpus 35 
  R: Per/Touch, D: Sun, T: Ind 
  Focus: Duck Feather 
  Requisite: Animal, Aquam, Auram 
   
  Transforms the target into a duck; both capable of flight 
  and a strong swimmer. The side effect of this spell allows the 
  target to float to the ground like a feather if they lose control of 
  their flight. Crafted by Bredaryd of Widmanstatten, as part of 
  the requirements to win his sigil. 
   
  The Gift of Aging with Grace 
  (David Smith) 
  Muto Corpus 40 
  R: Per/Touch, D: Spec/Perm, Ritual 
  Requisite: Creo, Mentem 
   
   
  This spell, in conjunction with a longevity potion (if the 
  recipient does not have a longevity potion working, the spell 
  does not work), alters the course of aging to preserve 
  Intelligence and Stamina at the cost of other characteristics. It 
  
  27 
  was invented when Magi recognized that some aspects of 
  aging (namely, those that are in game terms Intelligence and 
  Stamina) are worse with respect to magic than others. 
   
  If the roll for Stamina or Intelligence loss is failed (a point 
  would normally be lost), reroll the aging die. However, this 
  may not result in no effect; if another characteristic is rolled 
  and the loss roll is successful, or No Effect is gotten, reroll 
  again; also reroll again if Intelligence or Stamina comes up. If 
  Decrepitude or Death comes up and Stamina loss was being 
  averted, then the Stamina loss occurs instead. If the Death 
  result (with the roll failed) comes up and Intelligence loss was 
  being prevented, then the Intelligence loss occurs instead. In 
  the first of the two durations, it lasts until activated by need; 
  the recipient will know when the spell has acted. For the first 
  year and for each 20 years thereafter of being affected by this 
  spell, add 1 Twilight point. Other potential methods exist to 
  guide the course of aging; thes e will generally be ineffective 
  during rerolling except for any vs. Decrepitude or Death, 
  although exceptions may exist. 
   
  Bloodfires 
  (Ian Barkley) 
  Muto Corpus 45 
  R: Near, D: Sun 
  Requisite: Ignem, Terram 
   
   
  Turns the target's marrow into molten lead. They get to 
  soak +40 damage with Size + Stm every round, and is 
  extremely painful.  Useful for those times when you don't just 
  want to kill them; you want to hear them scream first. 
   
  Medusa's Hideous Gaze 
  (Dave Martin) 
  Muto Corpus 45 
  R: Sight, D: Sun/Inst 
  Requisite: Terram 
   
   
  The target of this spell is instantly turned to solid granite. 
  The target gets one chance to resist, with a Stm roll of 12+. 
  The target will look like a very finely crafted statue. Any 
  changes (e.g. carvings, cracks, breaks, etc.) to the statue will 
  be reflected on the target as wounds when the spell ends. Such 
  wounds will begin healing normally as soon as the spell ends. 
   
  Transformation to Acid 
  (???) 
  Muto Corpus 45 
  R: Per/Touch, D: Sun/Perm, T: Ind 
  Focus: Solidified Venom (+2) 
  Requisite: Aquam 
   
  The mechanics are exactly like the spell Transform to 
  Water (MuCo 40). The difference is that you are transformed 
  to a medium strength acid. If you were to walk into someone 
  they would take damage but the protection the armor is 
  affected. Each round after the first subtract one point from the 
  protection permanently. Damage is as follows: No armor=+25,  
  Hauberk=+21 Half=+18, Full=+13.  
   
  Becoming the Legion of the Air 
  (???) 
  Muto Corpus 50 
  R: Per/Touch, D: Sun, T: Ind 
  Focus: A flight feather from each of fifty separate types of 
  birds (+2) 
  Requisite: Animal, Auram 
   
  When this spell is cast the caster is transformed into a 
  flock of about 30 birds (note minimum casting requisites 
  above and additional requisites required to transform 
  clothing/equipment). Provided that all the members of this 
  flock remain within 50 paces of each other the flock as a 
  whole maintains the caster's own intelligence. Should any of 
  the birds be separated from the main flock the caster 
  temporarily loses one point per five missing (until they return). 
  Sentience remains with the main flock. Small groups 
  separated for any reason are merely clever animals (with the 
  caster's personality traits) and the memories of what happens 
  to the smaller group is only gained when those groups rejoin 
  the main flock. Separated birds must attempt to rejoin the 
  main flock as soon as possible. Should any of the birds die (or 
  remain separate that the end of the spell's duration) the caster 
  loses one Body Level for each five birds missing or killed (and 
  may, at the storyguide's discretion, be required to accept one 
  of the Flaws "Missing Eye", "Missing Ear", "Missing Hand" 
  or "Missing Foot"). Birds that did not make it back to the main 
  flock at the end of the spell's duration die and decompose 
  rapidly. Magic resistance is possessed by all birds in the main 
  flock equally but the caster's Parma Magica does nothing to 
  protect any birds separated from the flock. While this spell is 
  in effect the caster can be assumed to be able to see all about 
  him/herself at the same time and the flock can cooperate with 
  each other on any task they are capable of carrying out.  
   
  This spell is actually more impressive than useful though 
  it can be a good defensive spell (while the escaping caster will 
  almost certainly sustain some damage it is unlikely that many 
  opponents will be able to destroy the entire flock) and allows 
  the rapid investigation of an area (thirty pairs of eyes). Quite 
  spectacular to witness. 
   
  Molding the Fluid Form 
  (Dave Martin) 
  Muto Corpus 60 
  R: Per, D: Sun/Inst 
   
  The caster gains the ability to change her shape at will, 
  choosing any form she wishes, either to duplicate another 
  form or to take an entirely new form. The caster only changes 
  form, not material, so the caster is limited to materials carried 
  at the time of transformation, and the caster's own body 
  materials.  The caster must concentrate to change form, and if 
  the form is particularly alien or difficult (storyguide's 
  judgment), the caster must make an additional fatigue roll 
  when the change is made. 
   
  Casting Requis ites: Appropriate form for accoutrements. 
  If the caster lacks requisites for any form, that form may not 
  be transformed with the caster. 
   
  Revealing the Inner Visage 
  (Ian Barkley) 
  Muto Corpus 60 
  R: Touch, D: Sun/Inst 
  Requisite: Intellego, Mentem 
   
   
  Causes the target's soul to become reflected in her 
  appearance. Thus, a warped and perverted person would be 
  given a warped and perverted face, a virtuous man would be 
  given an angelic face, etc. (Be poetically just.) Although this 
  spell sounds nice, I'm not sure I'd want it in a campaign --- it 
  would lead to many of the abuses of "Detect Evil", i.e.  being 
  
  28 
  cast on anyone who comes into the covenant to detect 
  Diabolists, assassins, etc. Might be good for a miracle (and 
  much lower Level), or a curse. 
   
  Shadowform 
  (Ian Barkley) 
  Muto Corpus 60 
  R: Per, D: Sun 
  Requisite: Imaginem 
   
   
  Transforms the caster into a shadowy image of herself. In 
  this form, she is not affected by the real world, nor can she 
  affect it, allowing her to easily pass through walls, floors, etc. 
  The image is easily visible as a dark shadow in daylight, but is 
  harder to notice in dimmer light. The caster cannot cast spells 
  that affect the real world --- most spells other than Imaginem 
  and Mentem spells --- unless the spell is cast with a Vim 
  requisite.  The caster is completely silent while in this form 
  unless she wishes to make a sound. 
   
  Casting requisites: various forms for any accoutrements 
  you choose to transform. 
   
  [Note: People thought this should be higher Level --- Ian] 
   
  Toll of the Hourglass 
  (???) 
  Muto Corpus 70 
  R: Touch/Near, D: Sun, T: Ind 
  Focus: Basilisk's Eye (+4) 
   
  The aging process within the victim is sped such that one 
  day is 20 years. (decrepitude rolls if applicable) If the victim is 
  still growing the pain is immense. Confusion and feebleness 
  overcomes all victims for the duration of the spell. 
   
  Transforming the True Form  
  (???) 
  Muto Corpus 80 
  R: Touch/Near, D: Sun/Perm, T: Ind, Ritual 
  Requisite: Perdo 
   
  This spell transforms the target's body to a different shape. 
  That can be any animal or another human. Or maybe even 
  something resembling an Infernal Creature.  
   
   
  Rusting the Unnatural Armor 
  (Paul Sherliker) 
  Perdo Corpus Gen. 
  R: Near, D: Inst 
   
  Cancels the effects of a body - enhancing Corpus spell of 
  other than Instant duration which has been cast on the target. 
  You must match the Level of the spell to be canceled on die + 
  Level. 
   
  [Note: Inspired by the spell Enchantment of Utter Health 
  (CrCo 75).] 
   
  Finger of Tidiness 
  (David Martin) 
  Perdo Corpus 3 
  R: Touch, D: Conc. 
   
  The caster's finger becomes a magical razor, cutting hair 
  cleanly at a touch.  The finger used is left completely hairless. 
  Twist and Pull of the Wench's Hair  
  (Jason C. Buss) 
  Perdo Corpus 5 
  R: Near/Sight, D: Mom, T: Ind 
  Focus: Wink at Target (+1) 
   
  This causes a painfully sharp tug on the target's hair, 
  though no permanent damage is caused. This is similar to a 
  traditionally 
  non-Hermetic 
  hex, 
  common 
  to 
  witches 
  throughout Burgundy and Germany, and has been imitated by 
  some in the Order. Used to intimidate, the caster normally 
  winks at the victim. Due to its relatively low level, use of 
  voice or gestures is rare, and regarded as bad form (or even a 
  sign of incompetence). Some Hermetic versions of this spell 
  result in a pinching rather than hair-pulling. Although there is 
  no reason this spell could not be invented with a range of 
  Near/Far at the same level, the eye range is traditional, and no 
  known texts of such expanded ranges are known to exist. If 
  you have some of the target's hair, it may serve as a +5 Focus 
  for the spell, as you tug upon it. 
   
  Wizard's Invisible Potty 
  (Sead Dzubur) 
  Perdo Corpus 5 
  R: Per, D: Inst 
  Requisite: Aquam 
   
   
  Instantly removes all the feces from the caster's intestine 
  and urea from her bladder. 
   
  Agony of the Mortal 
  (Ian Barkley) 
  Perdo Corpus 15 
  R: Sight, D: Conc 
   
  Causes intense pain in a human. Each round, the target 
  must make a Stm + Size + Concentration roll of 15+ to do 
  anything but scream in pain---see the spell Agony of the Beast 
  (PeAn 10). 
   
  Cobbler's Curse 
  (Rob Davies) 
  Perdo Corpus 15 
  R: Near/Sight, D: Sun/Moon 
   
   
  The target is made lame by a stabbing pain in the sole of 
  her foot. All movement is halved and an additional long term 
  fatigue roll is made for any long-distance traveling done by 
  the target while suffering the curse.  A cobbler's tack or nail 
  gives a +2 focus bonus. 
   
  Cooking the Cuticles 
  (???) 
  Perdo Corpus 15 
  R: Near, D: Mom, T: Ind 
  Focus: fingernail (+1) 
  Requisite: Ignem 
   
  Burns a person's fingernails out, causing extreme pain 
  and one body level of damage. The fire which burns the nails 
  has a tendency to cauterize the wounds that are caused. 
  Needless to say, most people who are affected by this have 
  trouble using their hands for several days afterwards; the 
  extremely unlucky will drop whatever they are carrying and 
  possibly wound their feet as well. As per Andreas' sigil, the 
  victim's hands seem to shrink a little bit, causing a little pain -- 
  and then grow back to normal when the flames hit. An 
  unusually cruel spell from a magus who seems to be more 
  interested in Muto. 
  Perdo Corpus 
  
  29 
  Curse of the Angry Sun 
  (Dave Martin) 
  Perdo Corpus 15 
  R: Near, D: Inst 
  Requisite: Ignem 
   
   
  Gives the target a very deep, very painful sunburn 
  (equivalent to second degree burns). The target will suffer a -2 
  to all actions while wearing armor or heavy clothes, and will 
  take +3 damage from heat and flames. 
   
  Incantation of Wounding 
  (Chad Hooper) 
  Perdo Corpus 15 
  4th 
  R: Near, D: Mom, T: Ind 
  Focus: A blade (+1) 
   
  This spell causes the victim to lose one Body Level if a 
  Stm stress roll of 9+ is failed. It is possible to multi-cast this 
  spell simultaneously on the same target, with the spells being 
  Resisted separately. The damage of multiple castings is, of 
  course, cumulative.  
   
  In the version of this spell created by Fraterrus Scholae 
  Tytalus, whose sigil is swords and metal, the wound the spell 
  causes looks exactly like a sword cut. 
   
  Smashing the Bones of the Feet 
  (Piers Brown) 
  Perdo Corpus 15 
  R: Near, D: Inst 
   
  As the spell Smashing the Bones of the Hands (PeCo 15) 
  only the foot bones are broken and the target is unable to walk. 
   
  [Note: See also Bonecrusher (PeCo 25).] 
   
  Smashing the Bones of the Hands 
  (Piers Brown) 
  Perdo Corpus 15 
  R: Near, D: Inst 
   
   
  Breaks all the bones in the target's hands rendering all 
  actions using hands virtually impossible. Target is at -3 to all 
  other actions from the pain.  Chirurgy + Int roll of 18+ to heal 
  the hands permanently, otherwise impairment will occur. 
  Time for bones to heal is as medium wounds. 
   
  [Note: See also Bonecrusher (PeCo 25).] 
   
  The Curse of Wearying Illness 
  (Ian Barkley) 
  Perdo Corpus 15 
  R: Near, D: Inst 
   
   
  Gives the target a rather nasty flu. Target may resist with 
  a Stm - Decrepitude roll of 9+. If the roll is failed, the target 
  will start showing symptoms in about 24 hours and lasting for 
  up to 2 weeks. They will be extremely tired all the time (start 
  with a fatigue level of Tired), and generally will not feel like 
  doing much of anything. Since this is something that happens 
  naturally, too; it is often useful for subtle intrigue, for making 
  people delay doing things for a while, without the messiness 
  and complications of killing them. Of limited use on magi, 
  who can generally hold the illness in check with Creo Corpus 
  spells until whatever important things need to be done are 
  done. 
   
  The Freezing Touch 
  (Ian Barkley) 
  Perdo Corpus 15 
  R: Near, D: Sun 
   
   
  Destroys the target's ability to move one of her limbs, 
  determined randomly.  The limb will hang useless and numb 
  until the duration expires or the spell is dispelled. 
   
  Revenge of the Irritated Wizard 
  (???) 
  Perdo Corpus 15 
  R: Near, D: Mom, T: Ind 
  Focus: One of the casters items that has been ruined by the 
  target (+2) 
   
  Cause excruciating pain like in the level 10 guideline but 
  even more pain!!!  
   
  Blood Tears 
  (Alia Bin-Umar) 
  Perdo Corpus 20 
  R: Near/Sight, D: Mom, T: Ind 
  Focus: Drop of blood 
   
  Causes targets eyes to bleed constantly. Target is blinded. 
  Target gets a basic stamina save of 9+ every round to stop the 
  bleeding. To regain sight the target must make the save and 
  wipe away the blood (one round).  
   
  Alia has noted that Blood Tears works well with The 
  Wound That Weeps. 
   
  Curse of the Barren Years 
  (Dave Martin) 
  Perdo Corpus 20 
  R: Near, D: Inst 
   
   
  Makes the target infertile and barren.  
   
  Decay of the Rotting Corpse 
  (Dave Martin) 
  Perdo Corpus 20 
  R: Near, D: Inst 
   
   
  Withers one of the target's limbs, determined randomly, 
  to a feeble, useless husk. 
   
  Frailty of the Gangling Waif 
  (Jason C. Buss) 
  Perdo Corpus 20 
  R: Near, D: Sun, T: Ind 
  Focus: Lock of Hair from a Weakling (+3) 
   
  The target's Strength is lowered by 2 for the duration of 
  the spell unless they can make a Stamina roll of 10+. If the 
  Focus is used, be sure the weakling has not grown stronger 
  since you seized the Focus, or it might prove ineffective. 
   
  Inducing the Lady's Mundane Fainting 
  (Yves Lafrance) 
  Perdo Corpus 20 
  R: Near/Sight, D: Inst 
   
  Make the target faint more or less completely.  The target 
  must make a Stm roll modified by fatigue and body levels 
  penalties of 9+ or lose a fatigue level. Target continues to 
  repeat that roll until he succeeds or falls unconscious. All rolls 
  are done in the same round. 
   
  Mists of Searing Pain 
  (Ben Canning, Ben Cushman) 
  Perdo Corpus 20 
  R: Near/Sight, D: Conc, T: Ind/Group 
   
  A red mist rises from the ground causing all affected to 
  writhe in excruciating agony unless they make a stm + size + 
  concentration of 8+. The mist takes two rounds to reach nose 
  level. All affected can do nothing but scream and fall to the 
  ground in pain. 
  
  30 
  The Serpent's Bite 
  (Ian Barkley) 
  Perdo Corpus 20 
  R: Near, D: Inst 
  Requisite: Animal 
   
   
  Poisons the target as if bitten by a venomous snake. Stm 
  roll of 9+ or drop 2 body levels, otherwise still drop 1, botch is 
  death. Also quite painful. 
   
  Touch of the Gloved Hand 
  (Alia Bin_Umar) 
  Perdo Corpus 20 
  R: Near/Sight, D: Mom, T: Ind 
  Focus: A scrap of leather 
   
  Removes all sensation of touch, temperature and pain 
  from target. This spell is a two edged blade. On the one side it 
  renders the target free of negative modifiers due to wounds, on 
  the down side the target feels no pain and therefore fights to 
  the death. Also the target becomes clumsy and is likely to hurt 
  herself, causing damage to breakables and herself. 
   
  Alia has noted that this spell works well with Blood Tears 
  (PeCo 20), target is blind and cannot feel any damage dealt to 
  them. 
   
  Bonecrusher 
  (Ian Barkley) 
  Perdo Corpus 25 
  R: Near, D: Inst 
   
  Shatters bones in one area of the target's body, as if the 
  target had been hit by a mace, though no damage is done to 
  soft tissue directly. Roll on the chart below; the caster may 
  add or subtract her Finesse.  
   
  Roll 
  Place 
  broken 
  Effects 
  0 
  Nose 
  Painful, and may lead to 
  disfigurement. 
  1 
  Jaw 
  Painful, target has trouble eating or 
  speaking (-4 to spells cast with 
  voice!) 
  2 
  Foot 
  Painful, cannot use/walk on one foot. 
  (treat as "Missing Foot" flaw) 
  3-4 
  Hand 
  Painful, cannot grasp with one hand. 
  (treat as "Missing Hand" flaw) 
  5-9 
  Leg 
  Painful, cannot walk on leg. 
  (treat as "Lame" flaw) 
  10-13 
  Arm 
  Painful, cannot use arm or hand. 
  (treat as "Missing Hand" flaw plus.) 
  14-19 
  Ribs 
  Extremely painful, hard to breathe 
  (Stm + Concentration roll of 9+ to do 
  anything coherent, 12+ to cast spells.  
  Take a -3 to -7 to all actions from 
  pain.) 
  20-21 
  Lower 
  Spine 
  Paralyzed from waist down 
  22-23 
  Middle 
  Spine 
  Paralyzed from neck down 
  24+  Upper 
  Spine/Skull 
  Instant Death 
   
   
  [Note: Thought of during a particularly nasty session of 
  my First Aid class.] 
  Arrow of the Certain Death 
  (Dave Martin) 
  Perdo Corpus 25 
  R: Touch, D: Inst., Ritual 
   
   
  Enchants a normal arrow to slay a specific person, from 
  whom you have a piece of hair, nail, skin, etc. When the arrow 
  is fired, it will hit unless the target has complete cover or is 
  greater than 15 paces away, unless the archer rolls a 0 or the 
  target magically resists this spell. Once hit, the target must 
  make another magic resistance roll against the caster's 
  Penetration total + 20 or die. 
   
  Destroy Motorical Control 
  (???) 
  Perdo Corpus 25 
  R: Near/Sight, D: Mom/Sun, T: Ind 
   
  This spell destroys the motor control of a human (e.g. a 
  knight will fall from his horse and lay down on the ground) 
   
  The Stagnant Flesh 
  (Dave Martin) 
  Perdo Corpus 25 
  R: Spec, D: Inst, Ritual 
   
   
  This spell requires a piece of the target's body (hair, nails, 
  skin, etc.) and an arcane connection to the target, such as that 
  provided by the spell Opening the Intangible Tunnel (ReVi 
  Gen.). This spell destroys the target's ability to heal naturally, 
  without actually doing any damage to the target. Thus, 
  wounds will fail to clot, and the target's body will not fight off 
  illness, infection, or poison. The target may be magically 
  healed as normal, but the effects of this spell will remain even 
  after the individual wounds or illnesses are healed.  The target 
  must still make wound recovery rolls, but suffers a -5 to all 
  such rolls, in addition to the wound penalty, and ignores any 
  results which indicate recovery --- such results indicate that 
  the condition remains the same, rather than healing, and that 
  the target must make another wound recovery roll the next 
  month. The target suffers one extra botch roll on all Soak and 
  aging rolls while under the effects of this spell, and will 
  automatically contract any disease she is exposed to. 
   
  Stealing the Health of the Able 
  (Dave Martin) 
  Perdo Corpus 25 
  R: Touch, D: Inst 
  Requisite: Creo 
   
  Transfers a body level from the target to the caster. 
   
  Stealing the Vigor of the Strong 
  (Dave Martin) 
  Perdo Corpus 25 
  R: Touch, D: Inst 
  Requisite: Creo 
   
  Transfers a fatigue level from the target to the caster.  
   
  Transfer the Ravages of Fate 
  (Dave Martin) 
  Perdo Corpus 25 
  R: Near, D: Inst 
   
   
  The caster transfers some detrimental physical property 
  which she has just received to some other target within range. 
  The effect to be transferred must have just manifested (in the 
  previous round). Thus, a wound just received, poison which 
  has just come to affect the maga, etc. may all be transferred.  
  Note that the determination of when something manifested is 
  
  31 
  up to the storyguide, but usually is considered as when the 
  maga became aware of the manifestation. The target of the 
  spell gets a chance to resist, with Stm + Size versus the maga's 
  Int + Penetration. This spell is very useful in conjunction with 
  a spell like Watching Ward (ReVi Gen.), but due to the nature 
  of the spell, when it takes effect from a Watching Ward, the 
  target of the spell will be purely random (often giving magi 
  with this spell a bad reputation for screwing over their allies). 
   
  Weakening of the Heart 
  (Piers Brown) 
  Perdo Corpus 25 
  R: Near, D: Inst 
   
  Damages the target's heart so it is considerably weakened. 
  The target takes a -2 penalty on fatigue rolls and should a 
  fatigue roll ever be botched, the target's heart fails and unless 
  the target makes a Stm roll of 12+ she will die. In any case the 
  target loses two Stm points every time such a coronary occurs. 
  Should the target ever be attacked by the spell Clenching 
  Grasp of the Crushed Heart (PeCo 40) she will almost 
  certainly die (Stm roll 24+ to survive). 
   
  [Note: I would raise the Level, or set a duration.] 
   
  Weakness of the Aging Warrior 
  (Ian Barkley) 
  Perdo Corpus 25 
  R: Near, D: Sun/Inst 
   
   
  Drops the target's Strength by 3.  
   
  Turning Back the Wheel 
  (Paul Sherliker) 
  Perdo Corpus 25 
  R: Eye, D: Inst 
   
   
  An old wound the target has previously received reopens, 
  doing damage, to be soaked with Stm + Size only, as follows: 
   
   
   
  Never been wounded 
  Spell fails  
   
   
  Young Academic  
  +5 damage 
   
   
  Old Academic/Young Laborer 
  +10 damage 
   
   
  Young Warrior/Old Laborer 
  +15 damage 
   
   
  Old Warrior 
  +20 damage 
   
   
  These categories represent the chances of old wounds 
  being available for these classes of professions: 
   
   
   
   
  Per decrepitude point from old wounds 
  add +5 
   
   
  Per disability from old wounds 
  add +5 
   
   
  At storyguide's option, a specific wound the troupe 
  remembers may be reapplied; in this case, there is no soak roll. 
   
  Pains of Perpetual Agony 
  (Piers Brown) 
  Perdo Corpus 30 
  R: Reach, D: Sun/Perm 
   
   
  This spell causes the target great pain as like the spell 
  Agony of the Mortal (PeCo 15) so long as the caster 
  concentrates. The caster may stop and start concentration --- 
  initiating pain and relaxing it --- so long as the spell lasts, no 
  matter what the distance between the caster and the target. 
   
   
   
  Stealing the Vigor of Years 
  (Dave Martin) 
  Perdo Corpus 30 
  R: Touch, D: Year, Ritual 
  Requisite: Creo 
   
  Ages the victim, transferring a portion of the age to the 
  caster, reducing the caster's age. Age reduction lasts only one 
  year. All other notes from the spell Restore the Bounty of 
  Flesh (CrCo 30) apply. 
   
  Crippling the Healthy Man 
  (Piers Brown) 
  Perdo Corpus 35 
  R: Near, D: Inst 
   
  Damages the target's spinal cord such that the whole body 
  from the neck down is totally paralyzed. The victim is unable 
  to move or feel any part of her body barring the head.  
   
  The Long Arm of the Law 
  (???) 
  Perdo Corpus 35 
  R: Near/Sight, D: Mom, T: Ind 
  Focus: A Cleaver (+1) 
   
  This spell severs all the target's limbs. The target must 
  make a Stamina stress roll of 12+ each round, or die from 
  shock and blood loss.  
   
  George, a Flambeau Quaesitor, regards this spell as a 
  regrettable, but necessary part of his repertoire. 
   
  Maximum Carnage 
  (???) 
  Perdo Corpus 35 
  R: Spec, D: Mom, T: Spec 
  All incapacitated beings within 1/2 mile must save at 
  stm+size+stress of 7 or explode in a shower of blood, guts and 
  bone. --- All within 10 feet are hit by 1d10 damage from bone 
  shrapnel.   
   
  Maximus hated the weak, he never took nor left prisoners 
  on the battle scene. 
   
  The Sword of Damocles 
  (Dave Martin) 
  Perdo Corpus 35 
  R: Near, D: Sun/Year 
  Requisite: Mentem 
   
   
  The target of this spell is cursed to avoid or perform one 
  action, or be inflicted with a horrible wasting disease. If, at 
  any time during the spells duration, the target takes the 
  specified action, or if the target fails to perform the given 
  action by the time the spell expires, the target will be inflicted 
  with a magical disease which cannot be cured by normal 
  means. The target must make a stress Stm roll (3 botch dice, 
  +1 per decrepitude point) of 12+ each week, or roll on the 
  Characteristic Loss Chart for aging, with no modifiers for 
  Longevity potions or frequent use of a characteristic, and 
  ignoring rolls indicating Int loss. A botch means that the 
  infection has strengthened, and will affect the target twice as 
  often. A roll of 20+ will slow the infection to half its normal 
  speed. If the target rolls a 20+ for the first Stm roll or when the 
  infection only manifests once per month (four weeks), the 
  spell ends. Several variants of this spell are known to exist, 
  including one which causes instant death of the target instead 
  of the wasting disease, and one which causes a mental wasting 
  disease. 
  
  32 
   
  Hold the Mortal Form 
  (Ian Barkley) 
  Perdo Corpus 35 
  R: Near, D: Inst 
   
   
  Paralyzes the target, destroying her ability to move and 
  making her limbs loose and unresponsive, as if her entire body 
  had gone to sleep, though she can breathe. Others can move 
  the target's limbs like those of a rag doll. 
   
  Destroy Utter Health 
  (Piers Brown) 
  Perdo Corpus 40 
  R: Near, D: Inst 
   
  Destroys the spell Enchantment of Utter Health (CrCo 75) 
  and other spells which cause continual healing up to Level 80. 
  (Various variants . . .) 
   
  Naldo's Blood Boil 
  (Matthew Feadler) 
  Perdo Corpus 40 
  4th 
  R: Near, D: Mom, T: Ind 
  Focus: Bloodstone (+2), Vial of Blood (+4) 
  Requisite: Creo, Ignem 
   
  Beltran Valence filius Naldo scholae Flambonis Primus 
  ab Insulae Solitae submits this spell as an example of his 
  Pater's skill and subtlety. When cast the target is generally 
  pointed at (though this is not necessary to the functioning of 
  the spell) and immediately begins to boil from within. A 
  Stamina roll of 15+ is required to avoid immediate and lasting 
  death. Depending on the result of the aforementioned roll, the 
  target may simply drop dead, or more unpleasant effects may 
  occur. If the Stamina roll is Botched, the target explodes in a 
  shower of boiling blood. 
   
  Unlink the Reality 
  (???) 
  Perdo Corpus 40 
  R: Near, D: Mom, T: Ind 
   
  The target of this spell has all his senses suddenly 
  destroyed. He can't see, hear, smell, taste or touch, completely 
  isolating him from the outside world. The target must make an 
  Intelligence roll of 10+ per hour or fall totally insane. The ease 
  factor increases 1 per day. This spell was created by Julius of 
  Tremere who was tired of merely murdering his enemies. 
   
  Beheadment of the Vile Man 
  (???) 
  Perdo Corpus 40 
  4th 
  R: Near, D: Mom, T: Ind 
  Focus: A severed head (+3) 
   
  Once cast the target must make a Stm roll of 12 or better 
  or his head falls off. If the target makes the Stm roll the head is 
  still partially attached and will probably bleed to death, if the 
  target botches the head flies in the air making a ghastly 
  popping noise. William Smythe of House Ex Miscellanea 
  created this spell in order to avoid the mundane task of 
  actually cutting off the heads of his enemies. With the proper 
  execution of a finesse roll (GM's discretion) the head may 
  actually fly into the hands of the caster saving him/her the 
  trouble of bending down and picking it up.  
   
   
   
  Kill the Connection 
  (Kenji Ulstein) 
  Perdo Corpus 45 
  R: Spec, D: Mom, T: Spec 
  Focus: A facsimile of the arcane connection used against you 
  (+3) and/or the heart of an Old Man (+2) 
   
  This spell is a combination of Confound the Connection 
  (PeCo 25) (break an arcane connection to yourself or one you 
  touch) and Bane of the Decrepit Body (PeCo 25) (target ages 
  simple die +5 years). Advocates of this spell claim that anyone 
  they age or kill with this spell is either a hedge wizard or a 
  scrying magi who should be put to death anyway. They also 
  argue that Quesitores who are harmed by this spell deserve 
  what they get for scrying in secret. 
   
  The Shout of Sudden Death 
  (Piers Brown) 
  Perdo Corpus 60 
  R: Near, D: Inst 
   
  All living things affected by Corpus spells within range 
  are struck immediately dead, unless they make a Stm roll of 
  12+.  Those that make their Stamina roll are stricken with pain 
  as per the spell Agony of the Mortal (PeCo 15) for a number of 
  rounds equal to 18 - their Stamina roll. 
   
  This spell is in no way selective, and magi are advised to 
  have all allies move from their immediate vicinity before the 
  spell is cast.  Additionally, all living things, including the 
  caster, are affected.  The caster does not get Parma Magica, 
  but she does get one-fifth of her Corpus score as a bonus to the 
  roll (as per the disease bonus.) 
   
  [Note: It was suggested that the pain continue until a 
  Stamina roll of 15+ is made and that the caster be immune to 
  death by this spell (but not the agony).] 
   
   
  Ravenous Appetite of the Glutton 
  (Jason C. Buss) 
  Rego Corpus Gen 
  R: Near, D: Conc/Sun, T: Ind 
  Focus: Spoon (+2) 
   
  The target must continue to eat throughout this spell. If no 
  food is available, they must seek it out, though if no food is 
  available for more than a few moments, marginally edible 
  substances will suffice (i.e. a leaf, uncooked meat, a candle, 
  etc). In the spirit of the Roman vomitoriu ms, if a victim 
  regurgitates, they must continue to eat thereafter. 
   
  Rumble of Discontent 
  (David Martin) 
  Rego Corpus 2 
  R: Near, D: Inst 
   
   
  Causes the target's stomach to growl very loudly. 
   
  Frosty Breath of the Next Sentence 
  (Bruno Faucon) 
  Rego Corpus 5 
  R: Touch/Near, D: Inst 
   
  Next time the target speaks, his breath will be as cold as if 
  he was telling a lie during the spell Frosty Breath of the 
  Rego Corpus 
  
  33 
  Spoken Lie (InMe 20). Good way to mislead a Quaesitor. 
   
  March of the Lead Feet 
  (Dave Martin) 
  Rego Corpus 10 
  R: Near, D: Sun/Year 
   
  Target of the spell is slowed to half normal movement, 
  for all movement involving use of the legs. 
   
  Caress of Infinite Pleasure 
  (Piers Brown) 
  Rego Corpus 15 
  R: Near, D: Sun 
  Requisite: Imaginem 
   
   
  This spell causes the target to feel intensely pleasurable 
  feelings when ever in skin to skin contact with the caster. The 
  strength of these sensations may be varied by the caster by 
  concentrating (Concentration + Int roll of 6+, more if 
  distracted), from mildly pleasurable to near incapacitating 
  (Target must make Int + Concentration rolls of 12+ to take 
  any action at all). 
   
  Coercion of the Unwilling Eye 
  (Yuval Miller) 
  Rego Corpus 15 
  R: Near/Sight, D: Inst 
   
   
  This spell forces the target's eyes to lock with yours. If the 
  target's head is not facing your direction (i.e. you can see more 
  of the back of the head than the face) this spell will not work. 
  If the target is purposefully trying to avoid eye contact, he or 
  she is allowed a quickness roll of 9+ to turn his or her head to 
  face the opposite direction of the caster (this involves turning 
  the entire head, as the target's eyes will obey the spell no 
  matter what). 
   
  Embrace of the Steel Vice 
  (Dave Martin) 
  Rego Corpus 15 
  R: Touch, D: Conc 
   
   
  You embrace someone or something, crushing them with 
  tremendous strength. Damage is +10 per round, and armor 
  only protects against the damage for the first round. The target 
  needs a Str roll to break free from your embrace; the target roll 
  is 8 + your Str on the first round, 11+ your Str after that. Your 
  chest and arms are protected from damage due to the embrace, 
  but not from damage by other means. 
   
  Endurance of the Running Wolf 
  (Frank Crary) 
  Rego Corpus 15 
  R: Per, D: Sun/Moon 
   
   
  The caster's body acts as if it were unfatigued for the 
  duration of the spell.  After the spell ends, the caster will feel 
  the full effects of her fatigue level. If she is below 
  Unconscious, she will remain unconscious for 2 additional 
  hours per point below Unconscious.  The caster must sleep for 
  at least 6 hours between casting of this spell (e.g. It may not be 
  recast when the duration ends.) Similar to the spell Endurance 
  of the Berserkers (ReCo 15). Very effective when used in 
  combination with spontaneous spells. 
   
   
   
   
  Error of the Bumbling Fool 
  (Dave Martin) 
  Rego Corpus 15 
  R: Near, D: Inst 
   
   
  Causes the target to make one clumsy maneuver, be it 
  tripping over her own feet, dropping something, or whatever. 
  The particular action is up to the storyguide and whimsy cards, 
  but will be about the equivalent of a single botch. Ruthless 
  magi enjoy casting this spell on grogs that annoy them.  
   
  Fall of the Lazy Leaf 
  (Dave Martin) 
  Rego Corpus 15 
  R: Per, D: Spec 
   
   
  Makes the caster fall very slowly, preventing damage 
  from falls. Like the spell Rise of the Feathery Body (ReCo 15) 
  but the caster may only go down.  The spell lasts until the 
  caster encounters something to stop her from descending. 
  Good spell for fast-cast (or magic item).  
   
  Gift of the Spider's Legs 
  (???) 
  Rego Corpus 15 
  R: Per/Touch, D: Conc/Sun, T: Ind 
  Focus: A living spider (+3) 
  Requisite: Terram 
   
  The target of this spell can walk or crawl on walls, 
  ceilings and other surfaces of extreme angle as though they 
  where level ground. To change to a surface with another angle 
  takes one round. The spell ends if the target returns to 
  somewhat level ground or is totally separated from the surface 
  (no running). If casting requisites are not used for the targets 
  equipment they still fall towards the ground. For example a 
  sword might slide out of its scabbard. The targets blood falls 
  however towards the surface he is standing on. If the duration 
  is extended with the use of vis the target may resume walking 
  on surfaces at will for the duration of Moon. If the focus is 
  used the spider must be kept alive and on the targets person or 
  the spell will end. 
   
  Itari's Locked Bones 
  (???) 
  Rego Corpus 15 
  R: Near/Sight, D: Conc/Sun, T: Ind 
  Focus: A piece of Granite (+2) 
   
  Causes any two limbs the caster designates to become 
  "locked" in their current position. Two Separate Stm rolls of 
  9+ are allowed to resist the effects. The Storyguide should 
  assign penalties as needed.  
   
  Motion of the Unbroken Stride  
  (???) 
  Rego Corpus 15 
  R: Touch/Near, D: Spec, T: Ind 
  Focus: Horsehide boots (+3) 
   
  The subject of this enchantment is gifted with 
  preternatural running stamina, for as long as she continues to 
  run. Her full running speed can be maintained until the next 
  sunrise or sunset, until she either stops or performs some other 
  taxing exertion such as spell-casting, fighting, etc. When the 
  spell ends, the subject immediately takes a number of 
  long-term fatigue levels equal to the number of hours and 
  portions thereof that she has run. Note that these levels are 
  never converted into body levels -- instead, each level past 
  
  34 
  Unconscious adds one hour to the time the subject must sleep 
  to recover any fatigue. 
   
  The Prodigal Stride  
  (???) 
  Rego Corpus 15 
  R: Per, D: Conc, T: Ind 
  Requisite: Aquam 
   
  The caster is able to walk on water. Choppy lake water, 
  rapids or waves take more difficult concentration rolls.  
   
  Pulling the Rug out from Under 
  (Carl D. Emery) 
  Rego Corpus 15 
  R: Sight, D: Inst 
   
   
  This spell causes the target to trip and fall. The victim 
  must make a Dex roll to avoid this; however, the difficulty of 
  the roll depends upon what she is doing. Thus, someone 
  standing still would only require a roll of 2+ while someone 
  running full speed in heavy armor may require a roll of 16+ 
  (or greater). Only one target may be affected.  
   
  Removing the Clothes of the Body 
  (Piers Brown) 
  Rego Corpus 15 
  R: Touch, D: Conc 
  Requisite: Perdo 
   
   
  Removes the skin from a person's body where the caster 
  touches. It takes approximately a minute to remove the entire 
  skin. The spell works on both the living and the dead. If they 
  are alive and not under a spell such as Endurance of the 
  Berserkers (ReCo 15) then they will very probably scream 
  themselves hoarse and then faint from the pain.  If something 
  isn't done relatively quickly they will also probably die  of 
  blood loss. The skin comes away in one neat continuous piece. 
   
  Robber of the Grave 
  (Dave Martin) 
  Rego Corpus 15 
  R: Near, D: Spec 
   
   
  Animates a corpse to dig its way out of its own grave 
  from the inside out. Of minor use to dig up corpses, but of 
  great use to frighten peasants, keeping them out of the 
  graveyard at night --- the best time for a necromancer's work. 
   
  The Path of Travel 
  (David Martin) 
  Rego Corpus 15 
  R: Reach, D: Spec 
   
  Cast upon a target who is moving along a particular road 
  or trail, the target will not fatigue so long as she continues 
  moving on the path. As soon as the target stops moving or 
  leaves the trail, the spell ends, and the target loses one 
  long-term fatigue level. 
   
  Note that combat in almost any form requires stopping or 
  leaving the trail. 
   
  Treading the Surface of the Waves 
  (Dave Martin) 
  Rego Corpus 15 
  R: Per, D: Conc 
  Requisite: Aquam 
   
   
  Enables the maga to walk o n water as though it were solid 
  (though loose) ground. Treat the surface as loose earth or 
  sand. 
  Wings of Equilibrium 
  (Dave Martin) 
  Rego Corpus 15 
  R: Per, D: Conc 
   
  You hold your arms out fully extended at your sides, and 
  are unable to lose your balance as long as you concentrate.  If 
  the surface you are on moves, you will move with it, but you 
  will not lose your balance unless the surface shifts to an angle 
  steeper than 45 degrees.  You may walk while maintaining 
  this spell, but you may not move faster than a step a second, or 
  you must make concentration rolls to maintain concentration 
  (difficulty is up to the storyguide and also dependent upon 
  your speed) 
   
  Arm of Steel 
  (Dave Martin) 
  Rego Corpus 20 
  R: Per, D: Inst 
   
   
  The caster's arm becomes as tough as steel for a split 
  second, and moves to intercept any one blow with a parry skill 
  of +20 (!). The spell, once cast, may be delayed indefinitely as 
  long as the caster concentrates.  If fast-cast, this spell may be 
  used against any attack which occurs at the same time or 
  following the completion of this spell.  
   
  Curse of Babel 
  (Jason Buss) 
  Rego Corpus 20 
  R: Near/Sight, D: Sun/Perm 
   
   
  The target can only speak in gibberish, much as the divine 
  legend of the tower of Babel. They may think they are 
  speaking the word "battle" when in fact it comes out as "frog", 
  "lampoon", or even "burgazzle"... the speaker is unaware of 
  the communication problem. 
   
  [Note: An interesting side note: my player-magus failed 
  to invent the spell as she intended by experimenting, but did 
  create a variation we called the "Ears of Babel". . . in this spell 
  the victim could speak quite normally, but everything they 
  heard they interpreted as gibberish (that Mentem Requisite 
  coming into play) It still wound up being a useful spell!] 
   
  Curse of the Leper's Rejection 
  (Dave Martin) 
  Rego Corpus 20 
  R: Near, D: Spec 
   
   
  The target of this spell will be physically repulsed from a 
  specific object, person, or location specified by the caster. The 
  target must make a Str roll to come within 5 paces of the 
  object, and must make a new Str roll each pace further, at a -1 
  to the roll per pace, cumulative (thus the roll is at -3 within 3 
  pace). Failing this roll means the target is forced back one 
  pace, must make a Dex roll at the same penalties to avoid 
  falling, if still within 5 paces, must make another Str roll 
  immediately or be forced back another pace, and must make a 
  fatigue roll or lose a fatigue level. Once the target touches the 
  object of the avoidance with a (possibly gloved) hand, or at 
  Sunrise/Sunset, the spell is ended. Application of raw vis can 
  extend the duration of this spell to Year, in which case the 
  spell is renewed every sunrise and sunset. 
   
   
   
   
  
  35 
  Flesh to Flesh 
  (David Martin) 
  Rego Corpus 20 
  R: Near, D: Sun/Inst 
   
   
  All skin in contact with the target's skin is bound to it, 
  including any of the target's own skin which is touching. The 
  skin holds together with enough strength that separating the 
  skin can only be done by damaging one or both of the attached 
  pieces of flesh.  Just ripping the flesh apart requires a Str roll 
  of 6 to 12, and does +0 to +15 damage to both targets, which 
  can only be soaked with Stm + Size.  The Str roll required and 
  the damage done are based upon how much skin is being 
  separated. 
   
  Girth of the Sinking Stone  
  (Jason C. Buss) 
  Rego Corpus 20 
  R: Near/Sight, D: Conc/Sun, T: Ind 
  Focus: A Stone from the Bottom of a Lake (+2) 
   
  The target's weight is increased to that of a rock of similar 
  size. Since they retain the same human strength, they may find 
  it difficult to lift their arms or get up if they fall over. Their 
  tracks will leave deep impressions in the earth. Originally 
  invented to drown anyone menacing the Covenant of 
  Sequanorum, which lies on an island in the middle of a lake. 
   
  Perseverance of the Undaunted Ant 
  (Jason C. Buss) 
  Rego Corpus 20 
  R: Near/Sight, D: Conc/Sun, T: Ind 
  Focus: An Ant (+3) 
   
  The target will repeat the same task, over and over again, 
  for the duration of the spell. This occurs to the exclusion of 
  everything else, including eating or sleeping. Though others 
  may convince them that they should stop, their body is 
  incapable of doing so, and if restrained, the target will squirm 
  uncomfortably and remain agitated, unable to do anything 
  (they may still speak normally however). If the activity is 
  particularly exhausting (i.e. lifting heavy stones) they may 
  suffer detrimental effects (as determined by the storyguide). 
  Even if the task is relatively easy, prolonged exposure to this 
  spell may result in sore arms (for lifting), lost voice (for 
  singing), etc. Invented by Malachai of Tremere. 
   
  Rebellion of the Earth's Pull 
  (Dave Martin) 
  Rego Corpus 20 
  R: Per, D: Conc. 
   
  The maga can move from one wall to another at a 90 
  degree angle with a Dex roll of 6+ with failure meaning that 
  the maga falls, breaking concentration and ending the spell. 
  Sloped walls and lesser angles cause problems less often, but 
  the maga may never walk at an angle greater than 120 degrees 
  from vertical. 
   
  Rooted Feet of the Shackled Felon 
  (Dave Martin) 
  Rego Corpus 20 
  R: Near, D: Sun/Year 
   
   
  Prevents the target from moving her feet from the ground. 
   
   
   
   
  Sleep Walker 
  (Dave Martin) 
  Rego Corpus 20 
  R: Near, D: Spec 
  Requisite: Mentem 
   
  Cast on a sleeping target, allows the caster to control the 
  target's physical motions completely, so long as the target 
  remains asleep.  None of the target's own motions will cause 
  the target to wake, but any other things that would normally 
  wake the target: noise, being shaken, pain, etc., will still wake 
  the target, and thus end the spell.  
   
  The Wizard's Dodge 
  (Ian Barkley) 
  Rego Corpus 20 
  R: Per, D: Inst 
   
  Moves you very quickly about 5 feet, insuring that 
  anyone trying to hit you will miss. You will move in a 
  direction such that you don't hit anything solid and will land 
  with something under your feet. However, in areas with lots of 
  branches, undergrowth, etc., in the way you must soak 
  between +0 and +6 damage, depending on how much is in 
  your way. 
   
  Treading the Paths of the Clouds 
  (Dave Martin) 
  Rego Corpus 20 
  R: Per, D: Conc 
  Requisite: Auram 
   
   
  Enables the maga to "walk" on air. Note that this is not 
  true flight, being much slower, and requiring the maga to walk 
  on "stairs" to ascend and descend.  
   
  Speed of the Startled Hare 
  (Ian Barkley) 
  Rego Corpus 20 
  R: Per, D: Spec 
   
   
  The caster can run as fast as a rabbit for as long as she 
  continues running. Fatigue is the same as for normal running, 
  the spell just allows much greater speed. 
   
  Castle of Flesh 
  (David Martin) 
  Rego Corpus 25 
  R: 7 Paces Ring, D: Spec 
   
  Prevents humans and humans transformed into other 
  forms from entering a ring 7 paces in diameter. Hu mans may 
  force their way into the ring with Str + Size rolls of 12+, but 
  will be completely vulnerable on the round that they are 
  forcing their way in. Once three people have forced their way 
  in, or the caster leaves the ring, the spell ends. 
   
  Exchange of the Two Bodies 
  (Piers Brown) 
  Rego Corpus 25 
  R: Per (Near), D: Inst 
   
   
  Swaps you with some other individual by teleportation. 
   
  [Note: See also The Convenient Position (ReCo35)] 
   
   
   
   
   
   
   
  
  36 
  Fling the Dangling Puppet 
  (Brian Fourdraine) 
  Rego Corpus 25 
  4th 
  R: Near, D: Mom, T: Ind 
  Aimed: -3 
  Focus: Marionette (+2) 
   
  When cast, this spell immediately accelerates the target to 
  about 40 MPH (70 KPH for us metric using people) in the 
  direction specified by the caster. Typically, this spell will be 
  used to punish knights or other foolish people who dare to 
  attack a wizard - they get used as missiles to break the ranks of 
  their footsoldiers. A truly adept magus may seriously use this 
  spell for major effect - up to a limit of about 100 yards range. 
  Think of creative uses for an enemy sally while you're 
  besieging someone. The focus - a marionette - is swung by the 
  strings in the direction the caster wants to throw the target 
  from a straight down resting position. 
   
  Gas of Quiet Slumber 
  (Stephen Delear) 
  Rego Corpus 25 
  R: Touch/Sight, D: Inst 
   
   
  Creates a cloud of smoke capable of putting the breather 
  to sleep.  This cloud can be put in an air-tight bottle and held 
  until the bottle is broken. 
   
  [Note: The magi are currently looking for a way to bottle 
  the spell Ball of Abysmal Flame (which is going to be at least 
  level 40 if not higher).  Also suggested was a variable CrAu 
  Vim spell that lets a spell of level *2 be bottled but it we felt it 
  would change the tone of the game to much.  However we 
  might be allowing a level/2 version of the spell.] 
   
  Harmony of Duplication 
  (Dave Martin) 
  Rego Corpus 25 
  R: Near, D: Conc 
   
   
  A limited version of the spell Strings of the Unwilling 
  Marionette (ReCo 30), the target of this spell is controlled by 
  the caster so that she must exactly mimic the caster's actions. 
   
  [Note: copied straight out of RuneQuest.] 
   
  Jumping Through the Blink of an Eye 
  (Ian Barkley) 
  Rego Corpus 25 
  R: Per, D: Inst 
   
  As soon as this spell is complete, the caster may jump and 
  will then appear at the spot where she would have landed as if 
  there were no barriers in the way.  Thus, she could "jump" 
  through doors, or jump down from the top of a cliff without 
  harm.  May be combined with the spell Gift of the Frog's Legs 
  (ReCo 10). 
   
  Magi's Flight 
  (David Williams) 
  Rego Corpus 25 
  4th 
  R: Per, D: Conc, T: Ind 
  Requisite: Auram 
   
  This spell is the truest form of flight. As long as the 
  Magus keeps her concentration, she may hover, move at up to 
  70 km per hour, or perform aerial maneuvers (which may 
  require a finesse roll).  
   
   
   
  Magus' Endurance 
  (David Smith) 
  Rego Corpus 25 
  R: Per/Touch, D: Sun 
  Requisite: Mentem, Vim 
   
   
  This spell negates the negative effects of pain and fatigue 
  for magical purposes only. This includes spell, Extraordinary 
  Talent, Arcane Talent, Arcane Skill, Concentration on 
  magical tasks (does not eliminate the need for a roll due to 
  pain, just gets rid of pain/fatigue penalties to the roll), and 
  Meditation rolls but not Arcane Knowledge rolls other than 
  Enigmatic Wisdom for Twilight purposes. However, 
  spell-casting rolls are only affected for the purposes of success 
  and penetration, and not for that of Fatigue determination (if 
  the spell would have failed if the minus were not in effect, 
  then add an extra Fatigue level). While under the effects of 
  this spell, no Fatigue or Body levels may be regained unless 
  Vis is spent. Note that one will still go unconscious/dead as 
  fast as normal, one simply doesn't have the minuses until then. 
   
  [It is quite possible that the above suggested level for this 
  spell is either too high or too low; it should also be noted that it 
  is primarily useful for Spontaneous spells.] 
   
  Man Imbued with Storm's Fury 
  (Geoffrey Grabowski) 
  Rego Corpus 25 
  R: Touch/Near, D: Spec 
   
   
  This spell allows the target to move twice as fast as 
  normal.  Unfortunately, the target must also make a Stm + 
  Athletics roll of 6+ each round acting at this speed or pull 
  something while moving too fast for their own body.  A botch 
  indicates the subject suffers the effects of the spell Clenching 
  Grasp of the Crushed Heart (PeCo 40). Extra botch dice 
  should be added as appropriate for the target's age and 
  physical condition. The effect persists for five minutes, and at 
  the end of the spell, the target must make a 9+ Stm check, with 
  each missed point indicating the loss of one long term fatigue 
  level, and one level minimum. A botch indicates the effects of 
  the spell Clenching Grasp of the Crushed Heart, as above. 
   
  Note that not only does the target receive two attacks per 
  round, they are very fast.  The second attack takes effect at 
  double their first.  A person with this spell in effect on them 
  can be automatically assumed to have control of their 
  submelee. A person under this spell can also run twice as fast 
  as normal, and moves with double their normal Qik.    
   
  Sanctity of the Flesh 
  (Dave Martin) 
  Rego Corpus 25 
  R: Touch, D: Inst 
   
   
  The target of this spell, who must be dead, will become 
  sanctified so that it may not be raised as a skeleton, zombie, or 
  other undead. This spell is not perfect --- certain powerful 
  spells may be able to overcome it, but it enchants the body in 
  such a way that the body is as resistant to manipulation as a 
  body which has been buried by church burial. Some magi cast 
  this spell with a Watching Ward (ReVi Gen.) spell, so that 
  when they die, it will automatically be cast on their body. This 
  spell may be cast on an already animated corpse, in which 
  case the corpse will be laid to rest if the caster's Penetration 
  total exceeds the corpse's magic resistance. 
   
  
  37 
  Statue of Flesh 
  (David Martin) 
  Rego Corpus 25 
  R: Near, D: Conc 
   
   
  The target of the spell is held completely rigid, unable to 
  move, speak, or even urinate. The target may move very 
  quickly and jerkily with Str rolls of 12+, one roll each round. 
   
  The Living Arrow 
  (Ian Barkley) 
  Rego Corpus 25 
  R: Near, D: Inst 
   
  Throws the target straight upwards with great speed. The 
  spell only lasts an instant, but during that instant, the target 
  gets propelled upwards 10 paces, and then gets to soak the 
  falling damage.  
   
  The Traitorous Hands 
  (Piers Brown) 
  Rego Corpus 25 
  R: Near, D: Conc 
   
  Causes the target's hands to attempt to kill her: they 
  immediately drop any items they hold and start trying to 
  strangle her.  Str + Stm rolls of 12+ to resist each round. If not, 
  soak Str + 5 brawling damage each round.  Should the target 
  fall unconscious, the hands will continue to strangle her until 
  death. 
   
  The Acupuncturist's Needle 
  (Matthew Feadler) 
  Rego Corpus 30 
  4th 
  R: Touch/Near, D: Conc, T: Ind 
  Focus: Acupuncture Needle (+3) 
  Requisite: Intellego 
   
  This spell is the result of the friendship of a Spanish maga 
  and a traveler from the Far East, and is a blending of Hermetic 
  Arts and Oriental medicine. As per the Level 30 guidelines for 
  ReCo in the 4th ed. sourcebook, once this spell is cast it grants 
  the caster complete control over the flow of energy in the 
  target's body. As long as concentration is maintained the flow 
  may be channeled or altered at the caster's will. The Intellego 
  requisite allows the caster to sense and manipulate bodily 
  energy's nexi and foci. The applications of this spell are many, 
  but a few commo n uses follow: immobilize the target, 
  anesthetize a body part, increase concentration/cogitation, 
  alleviate sensations of hunger/thirst, and stop the functioning 
  of a vital organ or organs. 
   
  Aversion of the Expanding Sphere 
  (Dave Martin) 
  Rego Corpus 30 
  R: Near, D: 5 min/Sun 
   
  The target of this spell will be physically repulsed from 
  some designated object, person, or place, as in the spell Curse 
  of the Leper's Rejection (ReCo 20), but the target will be 
  forced to continue moving away from the given object, at a 
  rate of 1 pace per round, until the spell is complete. The target 
  of this spell must make a Str roll just to remain in place, and 
  all rolls to move towards the object of this  spell are at -3 and 
  require 2 extra botch rolls.  Failure in an attempt to mo ve 
  towards the object of this  spell requires a Dex roll at -3 to 
  avoid falling, another Str roll to avoid being forced another 
  pace away, and a Fatigue roll to avoid losing a fatigue level. 
  As with the spell Curse of the Leper's Rejection, the target 
  touching the object of this  spell will end the spell. 
   
  Blessing of the Generous Fates 
  (Dave Martin) 
  Rego Corpus 30 
  R: Touch, D: Spec. 
   
  The target of this is granted a sort of artificial luck. The 
  target gets +1 to rolls, and must roll one less botch die, for all 
  physical actions.  The spell will end when anything physically, 
  particularly bad happens to the target: the target botches any 
  roll for a physical action, the target takes physical damage, the 
  target takes ill, etc. 
   
  Casting Requisites: Most forms. If the caster lacks the 
  requisite for any form, actions involving that form will not be 
  affected by the "Blessing" spell, though the "Blessing" spell 
  will still end if something particularly bad happens to the 
  target due to the form.  Thus, if the caster lacked the Herbam 
  requisite, the target would not be blessed with respect to 
  wooden weapons, but the blessing would still end if the target 
  took damage from a wooden weapon. 
   
  This spell is so high of a Level because of all the 
  requisites involved.  Higher Level and different form (In, Me) 
  variations of this spell may very well exist. 
   
  Gift of Infinite Pleasure 
  (Piers Brown) 
  Rego Corpus 30 
  R: Reach, D: Sun/Perm 
  Requisite: Imaginem 
   
  As per the spell Pains of Perpetual Agony (PeCo 30), but 
  with the effects of the spell Caress of Infinite Pleasure (ReCo 
  15). 
   
  Slash of the Sword Made Whole 
  (David Bergkvist) 
  Rego Corpus 30 
  R: Touch, D: Conc/Sun, T: Ind 
  Focus: A lump of wet clay, to be molded into the shape of the 
  bodypart to be affected 
   
  This spell lets the Magus control the flesh to "crawl" back 
  in place, and then speed up the natural healing process. The 
  person touched can recover a lost Body level by making a 
  Stamina stress roll of 3+, to which is added the highest 
  Chirurgy skill of anyone who has successfully tended the 
  wounds. Subtract the wound penalty from the spell roll. This 
  spell does heal damage permanently (unlike the Chirurgons 
  Healing Touch), but it is not recommended to use it in case 
  any parts are missing; the spell only uses the flesh available, 
  and so often creates some spectacular scars. It cannot be used 
  to heal crushing damage, as the Magus must be able to see and 
  touch the wound to mold the flesh back in place. Naturally, 
  this spell cannot be used to heal damage from poison or 
  disease. 
   
  Ward Against Ill Intent 
  (M. Northstar) 
  Rego Corpus 30 
  R: Per, D: Conc/Sun, T: Ind 
  Focus: A Clove of Garlic (+1) 
  Requisite: Intellego, Mentem 
   
  Keeps all unarmed attacks from your person. Friendly 
  people can still touch you, and you can touch whomever you 
  want. 
  
  38 
  Calling the Man 
  (Ian Barkley) 
  Rego Corpus 35 
  R: Unlimited, D: Conc 
  Requisite: Mentem 
   
  Like the spell Calling the Creature (ReAn 30), save that 
  it works on humans. The target may resist with an Int roll of 
  14+. The person will be obviously entranced. A target will 
  attempt to use all the modes of transportation that she would 
  consider normal; but she will not be creative. For example, 
  she will book passage on a ship if she had done so before, but 
  not if she was, say, a peasant who had never done so. 
   
  The Convenient Position 
  (David Martin) 
  Rego Corpus 35 
  R: Near, D: Inst 
   
  The caster changes places (physically) with the target, 
  teleporting to the target's spot and teleporting the target to her 
  own spot. The caster and the target inherit each other's facing 
  as well as each other's position. 
   
  [Note: See also the spell Exchange of the Two Bodies 
  (ReCo 25)] 
   
  Suspending the March of Life 
  (Dave Martin) 
  Rego Corpus 40 
  R: Touch, D: Spec, Ritual 
   
  Puts the target into suspended animation, slowing down 
  bodily functions to one-twentieth normal. This spell lasts until 
  the name of the target is spoken three times in succession 
  within hearing range of the target.  Only works on willing 
  targets.  
   
  Chirurgeon's Skillful Hand 
  (Dave Woods) 
  Rego Corpus 45 
  R: Touch/Near, D: Month/Year 
   
  An adaptation of the spell Endurance of the Berserkers 
  (ReCo 15) designed to aid in wound recovery. A wounded 
  target has his bones set, wounds closed, internal organs placed 
  in their proper positions, nerves and blood vessels 
  reconnected. The spell holds the target together for the 
  duration of the spell. 
   
  This will immediately stabilize an incapacitated target 
  and/or give the effect of 18+ on the wounds recovery chart. 
  Rest is not required to rise body levels, and wound penalties 
  are ignored. Further damage causes the spell to fail. The exact 
  effect of the spell failing are left to the SG based on the type of 
  wounds and time previously spent recovering. The spell is 
  least effective with burns and missing flesh and so the SG may 
  rule that wound penalties continue to apply to those injures. 
   
  Option: Caster may reattach severed limbs if the stump 
  has not been cauterized. A finesse roll of 15+ Finesse required 
  to give back a fully usable limb. A roll less than 15 leaves the 
  limb partially paralyzed (penalty equal to [Finesse Roll - 15] 
  with -6 being totally paralyzed). Finesse rolls of less then 5 do 
  not restore proper blood flow leaving the limb to rot. The rules 
  for limb decay described in the spell Severed Limb Made 
  Whole (CrCo 30) applies. 
   
   
   
  Snatching a Stranger from a Strange Land (Piers Brown) 
  Rego Corpus 45 
  R: Reach (150 miles), D: Inst, Ritual 
   
  This spell brings any individual with which the caster has 
  an arcane connection directly in front of the caster. 
   
  [Note: It was suggested that this should be at least Level 
  50.] 
   
  Speeding to the Sibling's Aid 
  (Piers Brown) 
  Rego Corpus 45 
  R: Spec (150 miles), D: Inst, Westros 
   
  As per the spell Leap of Homecoming (ReCo 35), but the 
  destination is next to a blood relative with whom you have a 
  magical connection such as House Westros does. 
   
  Opening Outward Gates 
  (Dave Martin) 
  Rego Corpus 50 
  R: Near, D: Moon/Perm, Ritual 
  Requisite: Vim 
   
  Opens a gate to another plane of existence such as Faerie 
  or Hell, or others if they are part of your world view. A 
  different version of this spell must be learned for each 
  location. 
   
  Casting Requisites: appropriate form for accoutrements. 
   
  Saint Philip and his Sodales 
  (Philip B. Gaines) 
  Rego Corpus 55 
  R: Touch/Near, D: Mom, T: Group 
  Focus: an Opal (+1) 
   
  Teleports the caster and up to 11 of his comp anions as per 
  Seven Leagues Stride (ReCo 35). There are requisites for any 
  clothes or accessories that you want to take. This spell is 
  easier to invent than it is to cast. Henrique plans to use this 
  spell to transport his strike force onto enemy walls and such, 
  but he will have to study Herbam, Animal, and Terram for 
  decades in order not to leave behind armor and weapons.  
   
  "Saint Philip" in the spell's title is a reference to Saint 
  Philip's episode after meeting the eunuch. The bible seems to 
  indicate that he was teleported out of the chariot. 
   
  Enchantment of the Vengeful Return 
  (Dave Martin) 
  Rego Corpus 60 
  R: Per, D: Inst 
   
  The caster enchants her own body to return from the 
  grave and exact vengeance upon her murderer(s). The caster's 
  body will rise on the first full moon after death, empowered 
  with physical and magical resilience --- Magic Might equal to 
  twice the caster's Vim score at the time of death, Soak equal to 
  the caster's Corpus score, and some manifestation of any arts 
  the caster was especially powerful in: poison claws for a 
  Perdo maga, ability to make beasts attack people for an 
  Animal maga, speed or flight for a Rego maga, etc. The body 
  will have normal body levels, but no penalties for wounds, 
  including incapacitation, will not be affected by fatigue, and 
  will need no sleep. The corpse will know which direction its 
  murderers are in at all times, and will have a shadow of its 
  former memories and skills --- half of everything but arts. The 
  corpse will remain animated only until the next full moon, at 
  which time it will crumble into dust. 
  
  39 
   
  [Note: Perhaps the duration of this spell should be Perm., 
  rather than Instant (and thus a Ritual)?] 
   
  Exchange of Two Lives 
  (Piers Brown) 
  Rego Corpus 60 
  R: Near, D: Inst. (Sun/Perm) 
  Requisite: Muto 
   
  Simultaneously 
  exchanges 
  the 
  positions 
  of 
  two 
  individuals (as previous spells) and uses MuCo to transform 
  them into exact likenesses of each other. Thus, visually 
  nothing happens at all, but you become the target and the 
  target becomes you. 
   
  You do not return to your original position when the spell 
  ends, but merely resume your original appearance.  If this 
  can't confuse the enemy, nothing will... 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Raising the Army of the Dead 
  (Piers Brown) 
  Rego Corpus 60 
  R: Spec (1 Mile), D: Sun/Moon, Ritual 
   
  Raises from the ground and animates all the whole 
  skeletons and corpses within one mile to a maximum of the 
  caster's (Rego + Corpus) x 10 corpses. These then will follow 
  her commands so long as she concentrates on controlling them. 
  Lacking such control they will stand idle until so controlled 
  once more. To resume control once it has been dropped, the 
  caster must make a Concentration + Meditation + Int roll of 
  15+. Once in control, she must make similar rolls every time 
  she gives the army new orders ranging from 9+ up depending 
  on the complexity and number of different groups controlled. 
  
  40 
   
  Preserve the Tardy Banquet 
  (Dave Martin) 
  Creo Herbam 5 
  R: Touch, D: Sun/Year 
   
  Preserves food from decay, and with an Ignem 
  prerequisite, will even keep the food warm.  
   
  Blessing of the Fruitful Field 
  (Chantal deNavarre) 
  Creo Herbam 20 
  4th 
  R: Near, D: Season, T: Bound 
  Requisite: Terram, possibly Muto 
   
  This spell is a lower-level variant of The Bountiful Feast 
  (CrHe 35). It can be cast on a single field at a time, and will, 
  for the remainder of the season, protect the field from natural 
  blights or diseases, and encourage the plants to grow quickly 
  and fruitfully. It cannot end droughts, nor can it protect the 
  field from physical damages. For fullest effects, it must be 
  cast 4 times each year, once at each solstice and equinox. 
  Created by Marion de Jerbiton.  
   
  Preserving for Posterity 
  (Ian Barkley) 
  Creo Herbam 20 
  R: Near, D: Perm, Ritual 
   
  Protects books or other paper from the ravages of time. 
  Such books will never decay or grow brittle, though they are 
  not protected from other dangers, such as fire. If the object is 
  destroyed, the spell ends. It also protects objects from Perdo 
  Herbam spells that simulate the effects of aging unless the 
  Perdo spell beats the "Preserving" spell on a die + Level. Even 
  then, the "Preserving" spell will restore the object to its 
  pristine state in 10 days if the object is not completely 
  destroyed. One casting can affect all the books in a library. 
   
  It can also be used to restore ancient, brittle books, though 
  the spell is powerless unless the book is still whole.  
   
  Thicket of Staves 
  (Jeffrey Berry) 
  Creo Herbam 20 
  R: Reach, D: Hour/Inst 
   
  Creates a thicket of 30 or 40 staves, 6 feet high. If the area 
  where they are created is fertile, woody, or soft, they appear 
  and are anchored upright in a maze-like configuration, if not 
  (like in a stone building), they appear upright and then fall 
  over. The maze -like configuration adds +2 to the target 
  number of incoming missiles and incoming creatures must 
  thread the thicket or bowl it over. They may thread it in 2 
  rounds, or 1 if they make an Int roll of 6+, they may bull 
  through in two rounds or 1 if a Str roll of 6+ is made. Slashing 
  weapons used against the mage in the center are at -5 Atk, 
  while thrusting weapons are at -1. The thicket endures for 1 
  hour, and the staves are suitable for use in spells like Piercing 
  Shaft of Wood (MuHe 20). 
   
  Note: Slashing weapons are at -5 the first round, then -4, 
  and so on as the staves are not deeply rooted. 
   
  Anthorne's Tangled Thicket 
  (Jeffrey Berry) 
  Creo Herbam 22 
  R: Near, D: 1 Hour 
   
  Causes strong woody vines to grow out of fertile earth. 
  The vines cover an area 3 paces across and reach 2 paces high. 
  Anything caught in the area is trapped until they make a Str 
  roll of 15+. Someone outside the circle may cut free the 
  trapped people in two rounds.  After an hour, the vines weaken 
  and wither away.  
   
  Spice of Life 
  (Dwayne Collard) 
  Creo Herbam 25 
  R: Reach, D: Moon 
   
  This spell creates a man size amount of any spice with 
  which the caster is familiar. Given the rarity of spices and 
  their high prices the caster can make a fortune if he can find 
  someone capable of buying the spice. The original caster's 
  sigil includes an aroma which whets the appetites of any who 
  smell food flavored with spice from this spell. Grypis suggests 
  to magi who would like to invent this spell that they trade their 
  spices to merchants and buy real spices to insure that they 
  suffer no ill effects from long exposure. Furthermore, those 
  merchants to whom you sell your goods will probably be irate 
  if you do not warn them of the limited lifespan of their goods. 
  The spices begin to mold after a month and slowly turn into 
  dust and disappear. 
   
  Spray of Thorns 
  (Ian Barkley) 
  Creo Herbam 30 
  R: Spec, D: Inst 
  Requisite: Perdo, Rego 
   
  A shower of fast-moving, sharp thorns sprays from the 
  caster's outstretched hand in a 60 degree arc. Though the 
  thorns are not enough to seriously hurt someone, unless they 
  hit her in the eyes, they are each coated with a tiny bit of 
  poison, so that all people in the area must Soak 23 + Size 
  damage, -1 for each pace away the target is from the caster.  
  Size hurts since you get more poison, but armor helps since it 
  stops the thorns and their poison from reaching you). Anyone 
  who sees the thorns coming can make a Qik - Enc roll of 12+, 
  with a +1 bonus for each pace the target is away from the 
  caster, to drop flat and avoid most of the thorns and take half 
  damage. The thorns have a maximum range of about 8 paces, 
  after a while they fall to the ground and vanish inside of a 
  Herbam Spells 
   
  Creo Herbam 
  
  41 
  round. 
   
  [Note: The spell is "Instant", yet the thorns vanish?] 
   
  Planting the Seeds of the Terrible Harvest (Piers Brown) 
  Creo Herbam 30 
  R: Near, D: Moon 
  Requisite: Perdo 
   
  The target of the spell is completely unable to discern any 
  effect of this spell (at least without the help of magic). 
  However the next morning she feels a strange uncomfortable 
  feeling in the pit of the stomach, an ache like a stitch. Each day, 
  for the duration of the spell, the victim must soak, with Size + 
  Stm only, damage equal to the number of days since the spell 
  was cast.  The pain slowly becomes more and more extreme 
  --- violent actions necessitate a similar roll to be able to do 
  anything at all. Should the victim die before the spell expires 
  at dawn on the final day, a rose will grow forth from the 
  corpse within which it has been slowly expanding its roots and 
  bloom a deep blood red.  Otherwise it withers and dies. 
   
  None of the wounds caused by the spell can be healed in 
  any way until the plant within is destroyed. A 5th Level InHe 
  spell will detect it as will a 10th Level InCo/An. It can be 
  destroyed with a 15th Level PeHe. 
   
  Casting Requisites: Appropriate form for target (usually 
  Co or An). 
   
  The Bountiful Feast 
  (Ian Barkley) 
  Creo Herbam 35 
  R: Spec, D: Year, Ritual 
   
  This ritual, which is cast at noon the day after the winter 
  solstice, attempts to insure all crops that are grown within its 
  range will be healthy and fruitful. The spell protects against 
  blight and the like.  It can't control the weather or prevent 
  others from harming the crops, but the crops will still be 
  healthier and larger than they otherwise would be, unless 
  something happens to completely kill the plants --- burning 
  and salting fields will still kill crops. The spell will affect all 
  plants within 1 mile, plus half a mile for each extra point of vis 
  spent in the ritual. Note that the spell affects all plants to some 
  degree, but food plants are affected more than others. 
   
   
  Rediscovering the Lost Knowledge 
  (Ian Barkley) 
  Intellego Herbam 40 
  R: Touch, D: Sun/Year 
  Requisite: Creo 
   
  This spell takes a small piece of a book and temporarily 
  recreates the whole book for a short time. Though the book is 
  only temporary, the maga can copy the knowledge therein into 
  a permanent record. Note that this spell will only recreate 
  knowledge written before the piece being used was lost --- if 
  something was recorded afterwards, it will not appear. 
  Remember, this spell will have to be cast many times to allow 
  the entire book to be transcribed. 
  Silent Watcher of the Wood 
  (???) 
  Intellego Herbam 40 
  R: Per, D: Conc, T: Ind 
  Focus: Twig from the oldest oak (+1) 
  Requisite: Corpus, Animal (Casting req.) 
   
  Allows the caster to scry the location and numbers of 
  people or animals (Size -2 or greater) within a forest. The 
  caster must specify what they are looking for (e.g. wolves, or 
  people, etc) and include an appropriate casting requisite. The 
  spell uses an entire forest as an 'entity' so the spell is not a 
  ritual. To spot entities with magical resistance, the might or 
  parma roll must be exceeded by the caster's penetration total. 
  Local inhabitants to the forest, e.g. local fae, or magical 
  animals, may sense themselves being watched by this spell.  
   
  With Elshender of Ex-Miscellanea's sigil the knots and 
  swirls in tree trunks take on the subtle appearance of eyes 
  watching the target.  
   
  Seeing the Wood for the Trees 
  (???) 
  Intellego Herbam 45 
  R: Sight, D: Conc, T: Ind 
  Focus: An oak tree (+5) 
   
  This is another spell to show Dmitri ex Tytalus some of 
  the limitations of Hermetic magic. "Is this mass of trees I can 
  see a forest?" Unfortunately, it has come to our attention that 
  this could be used to determine if it was a faerie forest. But 
  still, is it a forest? - NINTH magnitude, that is ridiculous. 
   
   
  Staff of Wisdom 
  (Ian Barkley) 
  Muto Herbam Gen. 
  R: Touch, D: Moon/Perm 
  Requisite: Vim 
   
  "Inscribes" a number of spells on a staff. They will be 
  written in a strange rune-like format, incomprehensible to all 
  but magi. A maga who meditates on the runes for 5 minutes 
  may make Int + Meditation rolls. If the roll is greater that 2 x 
  the Rank of the inscribed spell, the maga may cast the spell as 
  if casting from a text, during which time she will be in trance 
  and mainly unaware of the world around her.  If she breaks out 
  of the trance or fails an Int + Meditation to stay in when 
  someone tries to distract her (same ease factors as 
  concentration on a spell) she must re-enter the trance state to 
  understand the runes again. 
   
  The spell will inscribe up to its Level x 2 spell levels on a 
  single staff. A staff may hold up to 200 levels of spells. 
   
  [Note: Forgot to mention in original post that this works 
  only for spells already written out in readable format.] 
   
  Tears of the Dying Vine 
  (???) 
  Muto Herbam 5 
  R: Touch, D: Spec, T: Ind 
  Focus: Rusty Knife (+1) 
   
  Causes a poisonous plant to pour its toxic products into 
  another container. A small slice is made in the plant and the 
  Intéllego Herbam 
  Muto Herbam 
  
  42 
  liquid is drained into a bin, or into the slice in another plant. 
  The receiving plant becomes as toxic as the former plant was, 
  the poisonous plant is now harmless. However, due to the 
  radical change in nature, after two days both plants will 
  rapidly whither and die.  
   
  Assassin's Subtle Touch 
  (Dave Martin) 
  Muto Herbam 10 
  R: Touch, D: Inst 
  Requisite: Perdo 
   
  Poisons food up to the size of a large roast, making it very 
  slightly acidic to the taste, noticeable on a Per roll of 9+, and 
  +10 damage to ingest. 
   
  Saving the Bjornaer's Pride 
  (Heather Hall) 
  Muto Herbam 15 
  R: Per, D: Sun, T: Ind 
  Requisite: Animal 
   
  This spell allows the bjornaer to change back and forth 
  between forms without losing their clothes or simple 
  equipment. 
   
  Anthorne's Shaft of Wood 
  (Jeffrey Berry) 
  Muto Herbam 20 
  R: Touch, D: Inst 
  Requisite: Rego 
  Aimed: +3 
   
  This spell is identical in all respects to the spell Piercing 
  Shaft of Wood (MuHe 20) save that it is Aimed +3 instead of 
  Aimed +2. 
   
  Transformation of a Giant Tree to a  
  Feeble Shrub 
  (Yuval Miller) 
  Muto Herbam 25  
   
  R: Reach/Near, D: Sun/Moon 
   
  Shrinks a tree to the size of a small bush. 
   
  The bush can be dug up and planted elsewhere. If this is 
  done, when the tree grows to its normal size again at sunrise, it 
  may die from the stress on its roots. The Storyguide should 
  determine a target number on a d10 to see if the tree survives 
  based on the flexibility and richness of the soil in which it is 
  replanted. 
   
  The Rye-Jack's Touch 
  (Geoffrey Grabowski) 
  Muto Herbam 30 
  R: 100 Paces/1 Mile, D: Inst, Ritual 
  Requisite: Rego 
   
  This spell causes all grain, growing and bagged as well as 
  flour, in an area to become ridden through-and-through with 
  ergot (see Faeries or a medical textbook for the effects of the 
  ingestion of Ergot). This is not the faerie form of Ergot known 
  as Jack-In-The-Rye, but the natural version, and cannot be 
  refined for vis, though it may grant the ability of the 
  exceptional talent "Visions" if one survives its ingestion. This 
  spell was authored by Amthor of Tytalus, who was angered by 
  an upstart mundane noble who had attacked a Hermetic 
  Covenant. The noble and most of his court went mad after 
  ingesting bread that had been infected with ergot. 
   
  Name the Snakes of Doom 
  (Guillaume Zennion) 
  Muto Herbam 55 
  4th 
  R: Sight, D: Sun, T: Bound 
  Focus: A staff with a snake form (+5) 
  Requisite: Animal 
   
  This spell can be very dangerous if cast on a very 
  populated area. When performing the ritual, the caster must 
  burn the body of twelve poisonous snakes in a firecamp. He 
  then throws the ashes at the wind with the necessary vis. At 
  the end of the ritual all the staff, the broken branches and any 
  other wood piece is turn into a dangerous poisonous snake of 
  the same size. These snakes are very aggressive and will 
  attack anyone (men or animals, even each other). They remain 
  snakes until the sun has gone down or up, they leave the place 
  or are killed. Invented by a vengeful magus who had the 
  patience to wait four years to invent this spell. Zennion of 
  Criamon, fillius of Mikaël, had performed the ritual only once, 
  but the castle of Hemmard Hill didn’t survived it. The 
  insulting pig Richard the Lame, neither. 
   
   
  Robes of the Newborn Child 
  (Dave Martin) 
  Perdo Herbam 15 
  R: Near, D: Inst 
   
  All objects of plant matter on the target disintegrate, 
  including clothes. 
   
  Crop's Yellow Withering 
  (Geoffrey Grabowski) 
  Perdo Herbam 25 
  R: Spec, D: Inst 
   
  This spell causes all the crops in a particular holding (a 
  general area defined by natural or manmade boundaries) to 
  blight and die within a moon's passage. Any grain gleaned will 
  be small and insufficient to pay the costs of sowing. This spell 
  is another of the creations of Hecate.  Devastating if used 
  several times on a village, or several years in succession.  The 
  use of a handful of root-knots as a focus provides +2. 
   
   
  The Loyal Follower 
  (David Martin) 
  Rego Herbam 4 
  R: Near, D: Spec 
   
  Animates a small (Size -4 or smaller) plant to pull up its 
  roots and follow the caster, at about half normal human 
  walking speed. The plant will follow the caster until the caster 
  stops walking, or the caster goes  beyond 15 paces ahead of the 
  plant. The plant will actually follow the caster's path, rather 
  than just moving in the direction of the caster. 
   
   
  Perdo Herbam 
  Rego Herbam 
  
  43 
  Pass Without Trace 
  (???) 
  Rego Herbam 5 
  R: Per/Touch, D: Conc/Sun, T: Ind 
  Focus: Mistle 
  Requisite: Various 
   
  The requisite varies depending on what you are casting it 
  on. E.g. animal for your horse, corpus for yourself, etc. This 
  spell allows the recipient to pass through vegetation without 
  leaving a trail. The vegetation is moved back to the position it 
  had before the recipient passed by. Since Rowan the Bow's 
  sigil is the appearance of light, he leaves a path of glowing 
  plant life. The light only has duration of 30 sec. 
   
  The Branch Undivided 
  (???) 
  Rego Herbam 10 
  R: Touch, D: Sun/Moon, T: Small 
  Focus: Two pieces of wood from the same branch (+3) 
   
  This spell is cast upon two small (no larger than 
  wand-sized) pieces of wood. The pieces of wood then take on 
  a rainbow-like sheen. For the duration of the spell, any change 
  in one piece of wood is reflected in the other piece of wood. 
  E.g., if one is broken, the other breaks; if one is set on fire, the 
  other bursts into flame as well. The amount of effort required 
  to make such changes (such as force needed to break one of 
  the sticks) is the same as if the two sticks were indeed one 
  piece of wood. Once the spell is cast, the two pieces may be 
  separated by a considerable distance (probably at least 100 
  miles) without affecting the spell. The sticks thus created are 
  quite useful if notches with assigned meanings are carved into 
  the wood before the spell is cast. For instance, one notch could 
  mean "send reinforcements," while another could mean 
  "mission accomplished." 
   
  Discomfort of the Faerie Wedgie 
  (???) 
  Rego Herbam 10 
  R: Near, D: Mom, T: Ind, Silly 
  Focus: A Doll's Underwear (+2) 
  Requisite: Animal 
   
  The target's underwear is jerked sharply upwards. The 
  target suffers a -1 penalty to all rolls (except Soak) until they 
  get a chance to re-adjust it. Lissan based this spell on the ReHe 
  spell The Animate Attire, but regarded its more specific effect 
  as being infinitely more amusing. She particularly enjoys 
  casting it at the servants of a Norman lord who troubles her 
  covenant from time to time. The lord himself has recently 
  stopped wearing underwear... 
   
  Arrow's Deadly Speed 
  (Ian Barkley) 
  Rego Herbam 15 
  R: Near, D: Conc 
   
  Each round that the caster concentrates on this spell, she 
  may choose one arrow or other wooden missile and boost its 
  speed enormously. The arrow will have normal chances to hit, 
  but if it does hit, it will do 10 additional points of damage. 
   
  Snake of Sturdy Rope  
  (Dave Martin) 
  Rego Herbam 15 
  R: Near, D: Conc 
   
  (Sovell of Perennis) Animates a rope, leaving it strong 
  enough to hold itself up and be climbed, so long as at least one 
  pace of the rope remains on the ground or secured to a solid 
  base.  Fine manipulation with the rope, such as having it tie 
  itself, requires Finesse rolls. 
   
  Treading the Silent Woods 
  (Piers Brown) 
  Rego Herbam 15 
  R: Reach, D: Sun 
  Requisite: Imaginem 
   
  Eliminates the sound from any plant material within 
  reach of the caster brought about by the caster's actions.  Thus, 
  the caster is effectively silent in natural surroundings. 
   
  Binding the Oaken Portal 
  (Ian Barkley) 
  Rego Herbam 20 
  R: Touch, D: Sun/Perm 
   
  Keeps a wooden door or other wooden, openable object 
  shut fast, unless the caster or up to 5 people that she chooses 
  by sight during the spell attempt to open it, in which case it 
  will open easily. The force keeping to door shut is strong 
  enough to resist anything short of a battering ram.  Of course, 
  the door itself may give way long before that.  Also comes in 
  ReTe. 
   
  Sailor's Blessing 
  (Ian Barkley) 
  Rego Herbam 20 
  R: Touch, D: Conc/Moon 
   
  Keeps a boat upright.  Note that boat implies that it is 
  smaller than a full ship (exact definition is up to the 
  storyguide). 
   
  Trappings of the Traitor 
  (Dave Martin) 
  Rego Herbam 20 
  R: Near, D: Conc 
   
  The target's clothing animates, attempting to strangle, trip, 
  and otherwise harass the target. The target suffers a -4 to any 
  actions other than attempts to get free, and suffers +0 brawling 
  damage each round, soaked only with Stamina + Size, and the 
  target will lose body levels once all fatigue levels are  gone. 
  The target may cut or rip her way free with 1 to 3 body levels 
  worth of damage (depending upon the clothes worn), or a 
  Strength roll against an ease factor or 9 to 15 (depending upon 
  the thickness of the clothes). 
   
  Passage of the Forest Canopy 
  (???) 
  Rego Herbam 25 
  R: Near, D: Conc, T: Ind 
  Focus: A twig from the top of a very tall tree (+1) 
   
  Controls the branches, vines, creepers and other plants in 
  the Near area to reach down, grab and entwine themselves 
  about the caster then lift him/her into the air and transport 
  him/her along at speeds of up to 40 miles per hour (similar to 
  the spell Wings of Soaring Wind (ReAu 20)). The spell 
  requires that the surrounding plant life be sufficient to support 
  the weight of the caster and pass him/her along (such as a 
  forest or at least a field of ripe wheat stalks). This spell can be 
  somewhat dangerous for extended travel because it requires 
  concentration. The spell ends when the caster leaves the grip 
  of the plants (though he/she may stop suspended in place with 
  
  44 
  the spell active) or loses concentration. If concentration is lost 
  the caster is left entangled in the vegetation as in the spell 
  Coils of the Entangling Plants (ReHe 20). Those so entangled 
  must make any spell casting roll with the "no gestures" 
  modifier (no such modifier is imposed while the spell is active 
  provided an Int+Finesse roll of 6+ is made since the plants 
  move with the caster's arms though the usual modifiers for 
  casting a spell while maintaining another apply). 
   
  Ward Wood 
  (Ian Barkley) 
  Rego Herbam 25 
  R: Per, D: Sun/Year 
   
  Like the spell Ward Iron (ReTe 25), save that it works on 
  dead wood.  
   
  Spirit of the Walking Tree 
  (Jeff Barry) 
  Rego Herbam 35 
  R: Touch, D: Inst 
  Requisite: Mentem 
   
  This spell animates a tree with the spirit of a dead person.  
  The body of the spirit must be present for the spell to be 
  successful. When cast, the spirit moves into the tree. It then 
  may do what it wills, that is, it is not under the control of the 
  caster. It moves at half the speed of a walking man and fights 
  with a 1st of +5, Atk of +7 and Dam of +16.  Large trees are 
  fairly immune to normal weapons, but may be damaged by 
  fire, etc. The tree is likely to twist a little bit, and take on the 
  cast of the spirit animating it. For example, the bole may 
  resemble the ghost's human face, etc. As usual, people buried 
  by the Church may not be summoned to animate the tree. 
   
  [Note: the original spell writeup had “Me * 1.5” listed 
  along with range and duration.  Could this be in reference to 
  the might of the spirit that can be summoned, or what the 
  animated tree’s might is after casting?] 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Summoning the Staff 
  (Matthew Feadler) 
  Rego Herbam 55 
  4th 
  R: Arc, D: Mom, T: Small 
  Focus: Opal (+1) 
  Requisite: Appropriate to From 
   
  This spell was invented after a Verditius magus' staff was 
  stolen repeatedly by a meddlesome fairy (Plagued by Fairy 
  Flaw) and its purpose is the retrieval of a staff (or other small* 
  item) no matter the intervening distance. An arcane 
  connection to the object is of course required, but as a magus 
  always retains an arcane connection to his talisman, this spell 
  can be very useful. Requisites are as appropriate to the Form 
  of the object to be retrieved.  
   
  *: small here is defined as in the 4th ed. sourcebook; 
  "something a person of average strength could comfortably 
  hold or carry with both hands"  
   
  
  45 
   
  Roasting the Savory Meat 
  (Dave Martin) 
  Creo Ignem 5 
  R: Touch, D: Inst 
  Requisite: Animal 
   
  Roasts a piece of meat up to the size of a boar.  
   
  Saenik's Room without  
  Darkness (Improved Moonbeam) 
  (???) 
  Creo Ignem 5 
  R: Reach, D: Sun/Perm, T: Room/Str 
  Focus: Quartz (+5) 
   
  Fills a room with a soft, gentle moonlight just bright 
  enough to read by. The object that this spell is cast upon must 
  not move or the spell will fail. If cast outdoors, it illuminates a 
  space about 5 square paces. Quartz acts as a spell focus as per 
  original Moonbeam spell. [Is moonlight really bright enough 
  to allow reading? Using 4th edition rules, each magnitude 
  lower than 5 reduces the spell by one.]  
   
  Options: Increase one magnitude for a portable light or to 
  increase duration to Moon. Another version of this spell keeps 
  the room warm even in the dead of winter so long as the night 
  air does not enter. 
   
  Blinding Cloud of Soot and Smoke 
  (Jason C. Buss) 
  Creo Ignem 10 
  R: Per, D: Mom, T: Spec 
  Aimed: +3 
  Focus: Ashes (+3) 
   
  A thick cloud of soot and smoke forms in the air where 
  you designate, beginning nearest to you and spreading rapidly 
  outward to encompass a 10-pace ring. Anyone within must 
  make a Stamina stress roll of 10+ or lose a short-term Fatigue 
  Level as they inhale the ashes and begin coughing. If you use 
  the Focus, you toss the ashes in the air and the cloud expands 
  from this point. Nash of Cornwall devised this spell and 
  employed it to make dramatic exits, an extension of his Sigil 
  (the smell of burnt flesh). 
   
  Bonfire of Lupi 
  (JF Archambault) 
  Creo Ignem 15 
  R: Near, D: Mom, T: Ind 
  Focus: Oak Branch (+1) 
  Requisite: Herbam 
   
  Creates a bonfire. In fact this spell was created to use as a 
  starting component for the spell Ward against Heat an Flame 
  (ReIg 25). The duration of this spell depend on the quantity of 
  wood available. Without wood, the duration is one round. 
   
  Flames of the Vigilant Ministeriales 
  (Jason C. Buss) 
  Creo Ignem 15 
  R: Near, D: Sun/Moon, T: Ind 
  Focus: Alder (+3) 
  Requisite: Rego 
   
  Keeps a fire up to the size of a campfire burning even 
  after it has consumed its fuel. Having done so, the flames 
  cannot spread outward to other objects, as they are magical, 
  but they can burn anything placed within them. The Alder is 
  placed in the fire and consumed in the process. 
   
  Hellbinding Bolas 
  (???) 
  Creo Ignem 15 
  R: Touch, D: Mom, T: Ind 
  Aimed: +0 
  Focus: Bolas (+1) 
   
  The caster creates a set of magical fire bolas which are  
  hurled towards the target at lightning speed, leaving a trail of 
  grey smoke. The target will be trapped till he rolls STM 9+, 
  and suffers damage each round. It begins+12 and decreases 2 
  points each new round (+8, +6... stopping at +0, from then on, 
  the damage will be +0 each round).This was Vaxatum's (of 
  house Flambeau, of course) first spell. 
   
  Ice of Light 
  (Kyle Giacco) 
  Creo Ignem 15 
  R: Near, D: Inst 
  Requisite: Aquam 
   
  This spell produces a cube of ice which contains the 
  effects of the spell Lamp Without Flame (CrIg 10). The cube, 
  which is about one foot on a side, will glow with diminishing 
  intensity until it melts. The block may be broken into glowing 
  chunks which produce proportionately less light than the 
  whole.  This spell combines well with a spell like Vulcan's 
  Bath (CrAq 15). 
   
  Palm of Neptune's Flame 
  (Kyle Giacco) 
  Creo Ignem 15 
  R: Touch, D: Conc 
  Requisite: Aquam 
   
  This spell is identical in effect to the spell Palm of Flame  
  (CrIg 5), except in the form of the fire produced. This fire is 
  immune to the effects of water.  Even placing it under water 
  does not extinguish it.  Flame with this property consumes 
  wood more quickly, treating wet wood as dry kindling. This 
  form of fire is due to be used in many other Ignem spells, 
  including the spells Pilum of Fire (CrIg 20), Arc of Fiery 
  Ribbons (CrIg 25), etc. 
   
  Ignem Spells 
  Creo Ignem 
  
  46 
   
  [Note: Kyle's group has an ongoing debate as to whether 
  materials lit by this fire continue to burn with the spell 
  Neptune's Flame, or simply burn as normal fire.] 
   
  The Watchman's Fire 
  (Dave Martin) 
  Creo Ignem 15 
  R: Reach, D: Sun/Year 
   
  Keeps a fire up to size of a campfire burning even after it 
  uses up all its fuel. 
   
  Vulcan's Breath 
  (Rob Davies) 
  Creo Ignem 15 
  R: Reach/Near, D: Conc 
  Requisite: Auram 
  Aimed: +3 
   
  Once per round the castor may "blow" a column of 
  searing heat, smoke and fumes 1 yard in diameter at a target. 
  This attack does no damage but can be used to keep the target 
  at bay, for which the caster usually has the longer weapon. If 
  the caster's attack roll: 
   
  Stm + fin +3(aimed) + stress die (+5 longer weapon) 
  overcomes the target's defense (e.g. dodge or shield Parry), 
  the target is driven back 3 yards. 
   
  Fur, hair, eyebrows, etc may be singed, plants may wither, 
  paint may peel, etc but the breath will not ignite anything. 
  However the heat may have an adverse effect on short-term 
  fatigue rolls made during the round in which a target was hit. 
   
  Blast of the Inferno 
  (???) 
  Creo Ignem 20 
  R: Spec, D: Mom, T: Ind 
  Focus: A flame, preferably the size of a medium bonfire 
   
  This spell causes the pressure and heat of a large forest 
  fire to be hurled through the hands of the magus at anything, 
  usually a wall or attacking army. The range is 100 paces, and 
  the damage is +20. -1 point to damage for every pace over 100. 
  If there is a fire neat by it can be used to up the damage to +25, 
  but only if it a fire the size of a medium bonfire. 
   
  Midsummer's Demise of the  
  Sparkling Firefly 
  (Jason C. Buss) 
  Creo Ignem 20 
  R: Near/Sight, D: Mom, T: Group 
  Focus: Firefly (+3) 
  Requisite: Animal 
   
  All fireflies within Range explode into flames when they 
  light their luminescent tails. This may start additional fires, 
  and anyone standing within a pace or so of an exploding 
  firefly suffers +10 Damage.  
   
  Iodos of Tytalus invented this twisted spell, and has 
  observed that perhaps adding a Rego casting requisite might 
  allay the bugs from being destroyed by each other's 
  combustions by causing them to subsequently explode as they 
  are struck by the flames (a sort of cascading effect). The 
  firefly focus must be released with the casting of the spell if it 
  is used. 
   
   
   
  Vortex of Light and Dark 
  (Ian Barkley) 
  Creo Ignem 20 
  R: Spec, D: Conc 
  Requisite: Perdo, Rego 
   
  Creates a swirling vortex of brilliant light and black 
  darkness, covering everything within 10 paces of the caster. 
  The confusing, strobing mixture of bright flashes and 
  blindness confuses and disorients those within its area of 
  effect. Since people's eyes cannot adjust fast enough to the 
  changing light, people will be effectively blind for the 
  duration of the spell and 3 rounds after they leave (1 if a Stm 
  roll of 9+ is made), unless they close their eyes. Every round a 
  person is in the vortex with eyes open, they must make an Int 
  roll of 9+ or become dizzy and disoriented. 
   
  Looks cool, but not really that powerful.  
   
  Blade of the Berserker 
  (Brian F.) 
  Creo Ignem 25 
  R: Touch, D: Sun, T: Small 
  Focus: Ruby Studded Hilt (+4) 
  Requisite: Intellego, Rego 
   
  This spell creates a blade of flame of a type specified 
  when inventing the spell. The blade will have +5 to all 
  initiative, attack and defense scores, and does a base damage 
  of +20. It goes away when the caster wills it to, or when the 
  caster dies or becomes unconscious; whichever comes first. 
  The caster may create more such swords and hand them to 
  other people, but this is a sure way to give your grogs a chance 
  to revolt.  
   
  Blazing Talons 
  (M. Northstar) 
  Creo Ignem 25 
  R: Per, D: Diam, T: Ind 
  Requisite: Corpus 
   
  Creates 2" long, curved "talons" of fire at the end of the 
  target's fingers, giving any unarmed attack with that hand 
  (only one is affected per spell) a damage of 1d10+10. These 
  "talons" can ignite flammable materials, but won't burn the 
  user. The talons can be turned off simply by willing them to, 
  but this ends the spell. A botch means that the talons DO burn 
  the user. P.S. Irreverent rumors claim that this spell was 
  invented by a magus who wanted a curved flame to light his 
  pipe. 
   
  Circle of Inferno 
  (???) 
  Creo Ignem 25 
  R: Near/Sight, D: Mom, T: Spec 
  Focus: Lock of an elven maiden's fire red hair 
   
  Four balls of flames erupt out of the upraised hands of the 
  magus into the four cardinal directions. The balls fall to the 
  ground and immediately explode, spreading out 90 degrees in 
  each direction for 15 paces. The flame does +20 damage, -1 
  point to damage for every pace after 15 until 0, where it 
  disappears, to all who are caught in its way. This is the first 
  spell created by the Creo-Ignem specialist and one of his 
  favorite. 
   
   
   
  
  47 
  Hooded Flame 
  (Ian Barkley) 
  Creo Ignem 25 
  R: Touch, D: Spec 
  Requisite: Intellego, Muto 
   
  Like the spell Lamp without Flame (CrIg 10), this spell 
  causes an object to shed light for as long as you hold it, but the 
  light from this spell, and any objects revealed by it, can be 
  seen only by you. Since the light remains magical, anything 
  with magic resistance will appear as a dark shadow in this 
  light.  A hostile spell like Aegis of the Hearth (ReVi Gen.) 
  would appear as a great cloud of darkness. 
   
  Palm of Abysmal Flame 
  (Brian F.) 
  Creo Ignem 25 
  R: Touch, D: Conc, T: Small 
  Focus: A pinch of sulfur (+2) 
   
  This spell was invented by Benevolus of Flambeau to be a 
  more powerful version of Palm of Flame (CrIg 5); useful 
  against sodden wood. Its other uses include rewarming a 
  sword you're working on, providing a very big fire for people 
  to warm themselves against, and for up close and personal 
  executions. The flame appears in the palm of the hand, which 
  need not necessarily be pointing up in casting this spell - it's 
  just a very good idea! Damage is +30. Possibly useable in 
  brawling combat at SG discretion. 
   
   
  This spell was invented by Dymentus of Tytalus, as a 
  method of making sure he wins the swordfight against the 
  mundanes, and scares the onlookers while doing so. His 
  wizard's sigil is a violence in his spells, and it is evident in the 
  rage-filled faces that appear in the flames of the blade, as well 
  as its tendency to splatter boiling blood when it cuts someone. 
   
  Torrisium’s Wrath 
  (???) 
  Creo Ignem 25 
  R: Per/Near, D: Conc, T: Ind 
  Focus: Smoke Ring 
  Requisite: Auram 
   
  Creates a tornado of fire around the caster. Anything 
  within 1 foot of the caster is subject to +25 dam and could 
  ignite. Vis can extend the whirlwind to near making it an 
  offensive spell. 
   
  Apollo's Sneeze 
  (???) 
  Creo Ignem 30 
  R: Near/Sight, D: Mom, T: Ind 
  Aimed 
  Focus: Golden Goose Down 
  Requisite: Auram 
   
  Creates an explosion of light and sound so that all in a 5 
  paces radius must make separate 12+ stamina rolls for vision 
  and hearing or loose that sense. Recover with a 9+/minute. A 
  botch means permanent effect. 
   
  Bloom of Distant Fire 
  (John Carey) 
  Creo Ignem 30 
  R: Sight, D: Inst 
  Aimed: -2 
   
  Blue fire is created around the target: enough to do 15+ 
  damage. Since the fire is created only around the target, there 
  is no danger of accidentally hitting other things, unless those 
  other things are touching, or nearly touching, the target. For 
  instance, a wizard can stay behind a grog line and cast this 
  spell upon a monster on the other side of the line, without 
  danger of hitting the grogs, as long as the wizard can see the 
  monster. Another effect is that the target can't tell where its 
  attacker is from based on the spell effect, which is symmetric. 
  A smell of ozone lingers in the air around the target (GM: this 
  means a small amount of O3 was created by the intense 
  energies involved). 
   
  Arrow of Flaming Doom 
  (John Banagan) 
  Creo Ignem 35 
  R: Sight, D: Inst 
  Aimed: +2 
   
  This spell creates a flaming arrow in your hand. The 
  caster makes a motion like pulling back a bow string and 
  releases the arrow, which then speeds towards the target. It 
  bursts into flames as soon as it touches some creature or 
  substance doing +30 damage to the target and blinding any 
  within 5 paces who are looking at it. Blindness lasts 1 Round; 
  Stamina stress roll of 12+ to resist (permanent Blindness on a 
  Botched roll). You can hold the arrow in your hand for up to 
  three Rounds before shooting it, but after three rounds it 
  flickers out.  The use of an arrow as a spell focus gives +1 for 
  casting. 
   
  Balefire 
  (Andrew Sturman) 
  Creo Ignem 35 
  R: Near/Sight, D: Inst 
  Aimed 
   
  This spell hurls a three foot ball of flame at the target. On 
  impact the fireball explodes with a dull roar, igniting 
  everything within a 5 yard radius of the point of impact. It 
  does +20 damage on a direct hit, and +15 to the surrounding 5 
  yard area. The fire burns and spreads the same as a house fire. 
   
  This spell was created by Arkos the Red and has reddish 
  flames - his sigil.  Also with a terram requisite, this can be cast 
  on a boulder which can then be launched by a siege engine or 
  dropped from battlements.  
   
  Blaze of the Hellspawn Blast 
  (M. Northstar) 
  Creo Ignem 35 
  R: Near/Sight, D: Mom, T: Ind 
  Focus: A Flint (+1) 
  Requisite: Rego 
   
  A fireball rushes forth from your hand, and follows the 
  target until one of three things happens:  
  1. the ball hits its target for +25 fire damage  
  2. the target leaves the range of the spell  
  3. you will the spell to abort.  
   
  The fireball has a speed of 30 paces per round, and must 
  continue in the same direction two paces while decelerating 
  before it can turn 180 degrees. The ease factor for dodging the 
  ball is 12, increasing with 1 for every dodging attempt. NOTE: 
  the ball cannot dodge obstacles, but takes the most direct route 
  to its target.  
   
  
  48 
  Fire the Mortal Flesh 
  (Roland Hesz) 
  Creo Ignem 35 
  R: Sight, D: Mom, T: Spec 
  Requisite: Herbam, Animal 
   
  Creates a wave of fire within sight, that hurts every 
  creature except animals and plants. The fire does +20 points of 
  fire damage. The spell was invested a mage with strong faerie 
  blood, and a great love for the forest. In his version the fire has 
  a shade of blue.  
   
  Kasex's Brick Oven 
  (???) 
  Creo Ignem 35 
  R: Near, D: Sun, T: Room 
  Focus: Ashes of a cremated corpse (+4) 
   
  This dangerous spell creates a crematorium of any room. 
  The damage starts at +0 and increases every round in 
  increments of +2. The damage stops at +35 and stays there. 
  ALL appropriate articles should begin to catch fire at +10. The 
  storyguide can decide what catches and when. Wooden walls 
  should be included. The spell is an effective means of torture 
  and extraction of information. 
   
  The Spontaneous Conflagration 
  (Dave Martin) 
  Creo Ignem 35 
  R: Near, D: Inst 
   
  Everything flammable within 15 paces of you 
  immediately bursts into flame, after which will continue to 
  burn normally. For things which are not easily flammable, roll 
  a simple die, with the storyguide assigning an ease factor from 
  3 to 10, to see if each thing ignites. 
   
  A Wizard's Fun 
  (Brian F.) 
  Creo Ignem 35  
  R: Near/Sight, D: Mom, T: Ind 
  Aimed: -2 
  Focus: Greek Fire (+3) 
   
  To cast this spell, a wizard stands straight and lifts their 
  right hand up to the sky (with a container of greek fire if using 
  the focus), after choosing his target. Next round, the area 
  targeted by the wizard (if the targeting roll is made) gets hit by 
  a large gout of flame, doing +20 damage. The spell was 
  invented by a demented Flambeau, who enjoyed finding 
  excuses for putting the countryside on fire. Since this spell is 
  so inaccurate, he kept missing and burning various other 
  things (including sometimes his mundane allies...), and 
  having to try again. Excellent for setting a foe's grain fields on 
  fire, a long way away from that foe. (A reason to live on a 
  mountaintop, and invest in telescopic imaginem magic 
  perhaps?) 
   
  Kasex's Fist of Vengeful Flame 
  (???) 
  Creo Ignem 40 
  R: Near/Sight, D: Mom, T: Ind 
  Aimed: +3 
   
  This spell was made to be simple combat spell that would 
  improve upon the damage of a Ball of Abysmal Flame (CrIg 
  35). Out of the caster's fist shoots a stream of flame and lava 
  that has a long range on the battlefield. When the stream 
  reaches the intended target it momentarily wraps itself around 
  the victim or "grabs"" him/her. The damage is +35. 
   
  Light of a Thousand Suns 
  (Ian Barkley) 
  Creo Ignem 40 
  R: Touch, D: Spec 
   
  Creates a brilliant light, brighter than the sun, above the 
  caster's head.  At night, it is bright enough to light up the 
  landscape to day-like brightness for 5 miles around, and can 
  been seen forever.  Even in daytime, it is visible for several 
  miles. Anyone within 30 paces who faces the light will be 
  blinded for 18 - (Qik + Stm + roll) rounds, with permanent 
  blindness resulting from greater than 12 rounds of blindness. 
   
  Protection of the Hungry Flame 
  (Ian Barkley) 
  Creo Ignem 40 
  R: Per, D: Sun 
  Requisite: Rego 
   
  Surrounds the caster for 3 paces with brilliant, raging 
  flames, which do not burn her, but causes anyone else in the 
  range of the flames +30 heat damage per round, including 
  anyone attacking the caster with melee weapons.  Anyone 
  attacking from outside the flames with missile weapons or 
  aimed spells has a -5 to hit from the difficulty of seeing 
  through the flames.  Water-based attacks are, of course, 
  useless. The caster is not made immune to other flame by this 
  spell. 
   
  Star of Fiery Doom 
  (Chad Hooper) 
  Creo Ignem 40 
  4th 
  R: Sight, D: Mom, T: Ind 
  Aimed: +3 
  Focus: Meteoric Iron (+3) 
  Requisite: Rego, Terram 
   
  This spell creates an Individual-sized chunk of 
  near-molten stone and metal at a point designated by the 
  caster within the visible sky (optional Auram Requisite). The 
  'falling star' then streaks to strike the target designated by the 
  caster. Living beings struck by this missile are subject to +45 
  damage, and any flammable materials that come into contact 
  with the missile after impact may ignite. Buildings may well 
  be heavily damaged if hit by this. A version of this spell 
  without the Rego requisite exists, but the missile created falls 
  straight down, and the Aimed penalty is -5. Based on the 4th 
  edition CrIg level 20 guideline, 'heat an object enough to melt  
  steel'. 
   
  Dirge of Hellspawned Flames 
  (Stephen Stalker) 
  Creo Ignem 45 
  4th 
  R: Sight, D: Mom, T: Sight 
  Focus: Miniature of desired Target (+4) 
  Requisite: Form of Target (Corpus for humans, etc.) 
   
  This spell creates a flood of flames that instantly explode 
  upon all desired targets for +15 damage (and remember: the 
  flames are hot enough to melt lead and cause humans to 
  ignite). Since both the range and target is Sight any who 
  survive the initial blast they will most likely find themselves 
  within an inferno to which there is no escape. Targets may 
  make a stamina stress roll of 12+ to avoid initial damage. 
  
  49 
  Wonderful uses for this spell include targeting troops in 
  armies, buildings/houses within a city, etc. 
   
  Neptune's Fire 
  (Andrew Sturman) 
  Creo Ignem 45 
  R: Near/Sight, D: Inst 
  Requisite: Aquam 
  Aimed 
   
  As the spell Balefire (CrIg 35), but creates a virulent 
  white fire that will burn on or even under water.  Deadly 
  against ships.  The use of a vial of Greek Fire as a focus gives 
  a +3 bonus. 
   
  Hammer of the Sun 
  (Andrew Sturman) 
  Creo Ignem 50 
  R: Sight, D: Inst 
  Aimed 
   
  A huge ball of golden fire that does +50 damage at the 
  point of impact, +30 out to 15 paces, +15 out to 30 paces, and 
  +5 out to 50 paces. It will obviously start fires, and at the 
  center is hot enough to melt stone and boil iron. 
   
  This devastating spell was designed for covenant defense 
  by Archmage Belisarius. Belisarius' version roars in flight and 
  bursts with a thunderclap (his sigil is that his spells look 
  impressive). 
   
  The use of a dragon's tooth in the casting gives a +2 bonus 
  as a focus.  
   
  Guiding Light 
  (Ian Barkley) 
  Creo Ignem 55 
  R: Spec, D: Spec 
  Requisite: Intellego 
   
  When this spell is cast, a tiny floating light, bright enough 
  to be seen day or night, appears before a creature the caster has 
  an arcane connection to, such as a body part or a with a spell 
  like Diamond of Intimacy (MuTe15).  The "Light" then will 
  lead the target, if the target is willing to follow, to the caster or 
  to a place the caster can identify spatially (one to which the 
  caster has an arcane connection or one whose location relative 
  to the caster is known to her). 
   
  If cast without any requisites, "Light" will guide the 
  target more or less straight toward the specified location, 
  without much regard for what lies in between; but if cast with 
  requisites, it will guide the target intelligently through those 
  sorts of objects.  For example, casting it with a Terram 
  requisite would allow the "Light" to guide the target out of a 
  cave system, a Herbam requisite would guide the target 
  through a town or forest, Mentem & Corpus requisites would 
  guide the target away from ambushes and bad parts of a city, 
  etc. 
   
  The spell lasts until the place is reached, or the target 
  stops following the "Light".  Stopping for rest, combat, food, 
  etc., does not count as "stops following." 
   
   
   
   
   
   
  Sinar Kan's Breaking of the Creation of God 
  (Jeff ?) 
  Creo Ignem 70 
  R: Spec, D: Mom, T: Ind 
  Focus: a Sapphire (+3) 
   
  A little ball of flame leaves the fingers of the caster to go 
  into the enemies at the minimum of 150m. When the ball 
  meets an obstacle, it vanishes inside the obstacle and few 
  minutes later, the ball explodes like a big thermo-bomb. The 
  fire does 75 damage to the obstacle, and 50 damage to all 
  things in a range of 125m  
   
   
  Sense of the Newborn Flames 
  (Dave Martin) 
  Intellego Ignem 20 
  R: 100 paces, D: Sun/Year 
   
  You can sense when any fire is started within 100 paces 
  of you and how it was started (i.e. lightning, flint & steel, 
  magic, etc.) 
   
  Spying the Fires of the Heart 
  (Dave Martin) 
  Intellego Ignem 25 
  R: Near, D: Sun/Year 
   
  The caster can sense, but not see, heat around her, as 
  emitted from objects, plants, and beings. The caster can tell 
  the difference between living beings (animals and people), 
  plants and inanimate objects, but anything more than that 
  requires a Per roll of 9+ to distinguish. The caster can usually 
  distinguish objects and beings from the surroundings enough 
  to know where they are, but insulation or sources of heat or 
  cold (clothes, fires, fog, cold winds, etc.) may interfere. 
   
   
  Light's Bright Colors 
  (Dave Martin) 
  Muto Ignem 5 
  R: Near, D: Sun 
   
  Changes light from a specific source up to the size of a 
  bonfire to the caster's desired color.  
   
  Demon of the Inferno 
  (???) 
  Muto Ignem 15 
  R: Near/Sight, D: Mom, T: Ind 
   
  The magus creates the image of a hellhound in the flames 
  of a campfire that will require the beholders to make an 
  Intelligence check of 7 or higher -1. If the check is failed than 
  the beholder runs away terrified spreading rumors of a demon 
  in the fire. If the check is made than the beholder does 
  nothing. 
   
   
   
  Intéllego Ignem 
  Muto Ignem 
  
  50 
  Juggler's Orbs 
  (Chantal deNavarre) 
  Muto Ignem 15 
  4th 
  R: Reach, D: Conc, T: Room 
  Focus: A pinch of cobalt powder (+2) 
  Requisite: Rego 
   
  Changes an existing fire into up to 2+(caster Dexterity 
  times 2) apple-sized balls of heatless light in various colors. 
  The orbs will move as the caster wills, so long as they remain 
  within arm's reach of the caster. If they pass out of that range, 
  they fizzle in small puffs of sweet-smelling smoke, which also 
  happens if the caster's concentration is broken. A Finesse roll 
  may be made to let the caster vary the size of the orbs or make 
  them do especially complex tricks. Note: The size of the initial 
  flame does not limit the number of orbs that can be created 
  from it, but this spell will extinguish small fires and 
  momentarily cool/dim large ones to some slight degree. 
  Created by Aithne of Flambeau, Hibernian Tribunal. 
   
  Thirsting Flame 
  (Kyle Giacco) 
  Muto Ignem 20 
  R: Near (Spec.), D: Conc 
  Requisite: Aquam 
   
  This spell changes a flame of up to bonfire size into a 
  more pure form of fire. This fire consumes water as though it 
  were oil or wood. It will then spread and grow as long as there 
  is water or other fuel, and as long as the caster concentrates. 
  The fire would be particularly dangerous in a wet forest, or on 
  a marsh, and could be used to actually burn a river.  
   
  Flame's Dying Breath 
  (Dave Martin) 
  Muto Ignem 25 
  R: Near, D: Inst 
   
  A fire up to the size of a campfire uses up all of its fuel 
  immediately, possibly exploding as the energy of the fuel is 
  released.  After the flare, the flame will be completely burned 
  out. 
   
  The Cleansing Flame 
  (Dave Martin) 
  Muto Ignem 30 
  R: Near, D: Spec 
   
  Makes a fire up to the size of the house hot enough to melt 
  iron and even soft stone. The fire will burn out 5 times faster 
  than normal and will most likely damage the earth it is burning 
  on, or the container in which it burns. 
   
   
  Bleak Shadows of Midnight 
  (Jason C. Buss) 
  Perdo Ignem 15 
  R: Near/Sight, D: Mom, T: Spec 
  Focus: A Candle Snuffer (+3) 
   
  Extinguishes all non-magical light sources smaller than a 
  housefire within range. A small flame at hand is extinguished 
  with the Candle-snuffer if the focus is used, which by the Law 
  of Sympathy accompanies the other fires going out. 
   
  Naldo's Extinguishing Word 
  (Matthew Feadler) 
  Perdo Ignem 25 
  4th 
  R: Sight, D: Mom, T: Ind 
  Focus: Chrysolite (+5) 
   
  Naldo of Flambeau was not only a philosopher of 
  destruction and creation; he was also a practical man. This 
  spell is a result of this side of the magus. Particularly useful 
  for those errant Balls of Abysmal Flame  (CrIg 35), the 
  Extinguishing Word can be used to destroy any discrete fire or 
  area of flame. It is not known, although it is highly doubtful, 
  whether this spell would be capable of extinguishing a forest 
  fire, but it is quite handy for preventing them. 
   
  Touch of Icy Death 
  (Chad Hooper) 
  Perdo Ignem 25 
  R: Touch, D: Inst, T: Ind 
  Focus: Frost Giant's Finger Bone (+3) 
  Requisite: Corpus 
   
  The victim of this spell must make a Stamina Stress roll 
  of 12+ or be frozen completely solid. Even the blood in their 
  veins will be solid ice. If used on a creature larger than a 
  normal man, a man-sized chunk of them is thus frozen, 
  resulting in +30 damage. (Based on the 3rd ed. guideline PeIg 
  25: remove all of the heat from a man-sized creature) 
   
  The Curse of the Spreading Dark 
  (Piers Brown) 
  Perdo Ignem 120 
  R: Near, D: Sun/Perm, Ritual 
  Requisite: Creo 
   
  Creates an area of utter darkness which reduces many 
  times the light shed by all sources, including spells of lower 
  Level. The darkness is hot and stifling and seemingly 
  oppressive. While the darkness at first is confined to the range 
  of the spell, it slowly but steadily grows, increasing at an ever 
  greater rate. After perhaps 5 years, it will cover an area of 
  some 100 miles in radius leaving all within forever dwelling 
  in utter darkness. 
   
  [Note: From The Sorcerer's Lady (and sequels) by Paula 
  Volsky.] 
   
   
  Entrapping the Spirits of Fire 
  (Piers Brown) 
  Rego Ignem Gen. 
  R: Touch, D: Spec 
   
  The maga draws a binding circle of some form around an 
  area, such as a pentagram or magic circle.  Any appropriate 
  entity within the circle when the spell is cast is unable to leave 
  the circle or disturb the circle in any way unless its Magic 
  Might is greater than the spell's Level - 5 + die.  Should the 
  integrity of the circle ever be broken in any way, the entities 
  within are free to leave.  As soon as they leave, the spell ends 
  and must be recast. (Effectively a reversed ward with Ring 
  duration.)  It is possible to summon a creature so that when it 
  appears, it is trapped within the circle. 
   
  Perdo Ignem 
  Rego Ignem 
  
  51 
  Gathering in the Raging Flames 
  (Piers Brown) 
  Rego Ignem Gen. 
  R: Reach, D: Conc 
   
  This allows the caster to gather in any fire or flames 
  which come within range, absorbing them within herself. As 
  this occurs, the caster seems to glow with the suppressed fires, 
  becoming slowly brighter and brighter. In order to gather in 
  the fires, a Concentration roll of 9+ must be made, fire can be 
  held up to damage value equal to the Level of the spell + die. 
  At any time the fire held within can be let forth on any within 
  reach range, and this occurs automatically should anything 
  touch the caster. Again a Concentration roll is necessary --- on 
  a 9+ all the gathered potential is released at once, on a 15+ any 
  amount of it can be released at the caster's choosing. Should, 
  at any time, a Concentration roll for this spell be failed; all the 
  fire held immediately damages the caster with no magic 
  resistance possible. The same occurs should the amount of fire 
  exceed the maximum.  Magi usually vent part of any 
  accumulated fire in order to avoid this possibility. 
   
  Crafting the Raging Flames 
  (Dave Martin) 
  Rego Ignem 15 
  R: Near, D: Conc 
   
  Allows the caster to shape flames from a single source as 
  desired.  Intensity of the flames cannot be changed, so 
  intensity will still diminish at a distance from the source; 
  though direction of flame may be changed (making the fire 
  burn horizontally instead of vertically, for instance). 
   
  Douse the Virulent Flame 
  (???) 
  Rego Ignem 15 
  R: Reach/Near, D: Spec, T: Small 
   
  This spell is designed to quickly neutralize the side 
  effects of the spell Blade of Virulent Flame (CrIg 20). It does 
  not counteract the melting effect that BoVF has, but can 
  quickly cancel the spell in the heat of battle if necessary. This 
  spell was designed by the Magus Gareth de Torquvel of 
  House Tytalus, who has a propensity for entering melee 
  combat with his flaming sword before tossing spells at an 
  enemy. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Molding the Liquid Light 
  (Dave Martin) 
  Rego Ignem 15 
  R: Near, D: Conc 
   
  Shapes light in an area into any shape the caster desires. 
  Does not change the intensity of light (brightness is still 
  relative to the distance from the source) but allows the caster 
  to prevent the light from reaching outside the shaped area. 
  Volume of shaping is 3 paces in radius from the source of the 
  light. 
   
  Shaping the Flickering Shadows 
  (Dave Martin) 
  Rego Ignem 15 
  R: Near, D: Conc 
   
  Shapes shadows and magical darkness up to 5 paces in 
  diameter.  
   
  Walk the Dragon's Breath 
  (???) 
  Rego Ignem 35 
  R: Per/Touch, D: Sun, T: Ind 
  Focus: Scales from a fire drake (+3) 
   
  This spell offers the caster a +30 Soak on all fire based 
  damage, as long as the penetration total of the spell is less than 
  level 35. Any flames which do less than +30 do not affect the 
  caster at all. The spell was invented by Lucas of House 
  Flambeau in preparation of a duel with a great fire drake. With 
  the drake’s main weapon neutralized, Lucas had little trouble 
  killing it. He now casts this spell most days, just to be safe 
  from Flambeau jokes. 
  
  52 
   
  Arturos' Images 
  (???) 
  Creo Imaginem Gen. 
  R: Reach, D: Sun, T: Ind 
   
  The caster creates images in a human or humanlike 
  creature's mind.  
   
  This helped me to get an orc to join me as a bodyguard 
  (most affective) by sending images of me giving him food and 
  money and him protecting me (it took me an hour until he 
  understood me while my 12 grogs and fellow Magi had to 
  hold him down with spells and swords). 
   
  Illusory Magics 
  (Dave Martin) 
  Creo Imaginem Gen. 
  R: Near, D: Spec 
  Requisite: Vim 
   
  Mimics the image created by a formulaic spell the caster 
  knows or a spontaneous spell the caster can come within 5 
  Levels of casting.  The range of the "Illusory Magics" spell is 
  as the spell being mimicked, so long as it is Near or closer. 
  The duration of the "Illusory Magics" spell is as the spell 
  being mimicked. Note that this spell only mimics the visual, 
  auditory, and olfactory images of a spell, so the effects of 
  many spells (especially Mentem spells) cannot be effectively 
  duplicated with this spell. 
   
  The Tender Breeze 
  (David Martin) 
  Creo Imaginem 2 
  R: Near, D: Inst 
   
  The caster "blows" a kiss at the target, who will feel the 
  kiss. The kiss will leave a mark if the caster's lips normally 
  would. 
   
  Clothe the Faithful Faerie 
  (???) 
  Creo Imaginem 5  
  R: Per/Touch, D: Sun, T: Ind 
  Focus: A bit of Cloth 
   
  This spell was created by Pyria of Merinita whose 
  necessary condition forbid clothing. It creates the image of 
  whatever clothing the caster desires, however it does not move 
  on its own. It keeps the same relative position to the body but 
  looks very almost like a three-dimensional painting. Pyria 's 
  Sodales are prevailing upon her to create a more natural 
  looking version of this spell. 
   
   
   
  Imaginem Carpe Vulpis  
  (???) 
  Creo Imaginem 10 
  R: Near/Sight, D: Sun/Perm, T: Spec 
  Focus: A handful of fox hair (+1) 
  Requisite: Perdo 
  Imaginem Carpe Vulpis - (roughly: Illusion of the invisible 
  fox) This spell does literally nothing. Created purely to fox 
  those who are too keen on using Intellego Vim spells to 
  attempt to discover the true image of a situation, this spell 
  allows you to create magical effects, which show up as 
  illusions. Vitenka ex Miscellana tends to think others take 
  their lives too seriously, and created this spell, to watch the 
  reactions on the faces of magi when they first cast it... to see 
  how long it would take them to figure it out. 
   
  Snarl of the Menacing Bear 
  (Jason C. Buss) 
  Creo Imaginem 10 
  R: Per, D: Mom, T: Ind 
  Focus: A Bear's Tongue (+5) 
  Requisite: Animal, Auram 
   
  You bark a very loud growl, which sounds like an angry 
  bear. If the focus is used you must place it in your mouth. 
   
  Wizard's Script 
  (Ian Barkley) 
  Creo Imaginem 10 
  R: Touch, D: Spec 
   
  Writes up to 20 words in a silvery script on any flat 
  surface. They are visible only to the intended recipient(s), and 
  will fade even as they are read. 
   
  [Note: From A Wizard of Earthsea by Ursula K. Le 
  Guin.] 
   
  Chimes of the Hours 
  (Dave Martin) 
  Creo Imaginem 15 
  R: Touch, D: Sun/Year 
  Requisite: Intellego 
   
  The target sets a magic alarm upon a target, causing a 
  chime to ring at a time specified when the spell is cast. The 
  chime will go off whether the caster is nearby at the 
  appropriate time or not. 
   
  Casting requisite: appropriate form for the target. 
   
  Ball of Incandescant Fury 
  (???) 
  Creo Imaginem 20 
  R: Near/Sight, D: Mom, T: Ind 
  Aimed: +1 
  Focus: Piece of cloth that has been burnt by a Flambeau 
  Magus (+3) 
  Requisite: Caster must know Ward against Heat and Flames 
   
  “Me? A Ball of Abysmal Flame? Nah...” 
   
  Imáginem Spells 
  Creo Imáginem 
  
  53 
   
  An illusory ball of flame shoots forward, hitting the target; 
  who feels intense heat coming from it. Pain damage slowly 
  builds; peaking at +10, PER ROUND. Soak fro m armo r etc. 
  does not apply - just natural stamina. This spell is designed to 
  bypass protections commonly used - including wards against 
  flames (as there is no actual source) Once the target is 
  unconscious - no further damage can be done. 
   
  Fiery Cloak of the Phantom Disaster 
  (Paul Sherliker) 
  Creo Imaginem 20 
  R: Per, D: Spec 
  Requisite: Muto, Corpus, Ignem, Vim 
   
  This spell is cast with frantic gestures, and booming voice.  
  The words and gestures are appropriate to a massive Creo 
  Ignem spell.  The spell focus, a lump of rock painted red, will 
  provide a +1, and is destroyed as the spell is cast, as if it were 
  a source of vis.  At the conclusion of the spell, a ball of violet 
  flame forms between the caster's arms and suddenly slips and 
  falls back, engulfing him in flame.  The caster is then 
  supposed to scream and fall to the ground for full effect, 
  possibly staggering up to six paces in apparent agony, 
  whereupon the spell will make him look like a charred corpse, 
  still burning hotter than a bonfire (and the heat can be felt.)  
  The spell will last as long as the caster stays still and makes no 
  major motions. 
   
  If cast with a Perdo requisite, the spell can also apply the 
  necessary sensations to obviate acting on the caster's part for 
  the first few seconds. 
   
  [Note: "If all else fails, play dead.  This cheap trick is 
  terribly unheroic, but can be very effective."  -- RQ III Tactics 
  Suggestion] 
   
  Wail of the Banshee's Cry 
  (???) 
  Creo Imaginem 20 
  R: Per, D: Mom, T: Spec 
  Focus: A Hunting Horn (+1) 
   
  When this spell is cast, the magus casting it opens her 
  mouth and emits a shriek so piercing and loud that it can stun 
  or deafen opponents, and shatter glass (admittedly rare) or 
  other flimsy materials. Everyone within 10 paces to the front 
  of the magus must make a +9 (Stm. + Enc) check. Regardless 
  of the success, failure, or botch of this roll, the target will be 
  deafened for 2 rounds. A success means that no other ill 
  effects are felt, while a failure denotes the loss of a fatigue 
  level as well as being deafened. A botch causes the loss of two 
  fatigue levels. 
   
  Enchantment of the Uncontrollable Bliss 
  (Dave Martin) 
  Creo Imaginem 25 
  R: Near, D: Conc 
  Requisite: Mentem 
   
  The target is completely overcome with pleasure, both 
  emotional and physical.  The target must make a 
  Concentration roll of 15+ to perform any action other than 
  sitting, standing, or writhing in pleasure. Those with 
  personality traits which conflict with such hedonistic feelings 
  may apply the traits to Concentration rolls, and have one 
  chance to make an appropriate personality roll of 10+ to shake 
  off the effects. 
  Multiplexing the Prey 
  (???) 
  Creo Imaginem 25 
  R: Reach/Near, D: Sun, T: Group 
   
  This spell creates a number (up to six) of illusory 
  creatures, which act solely under the casters unspoken 
  command (this requires concentration) However - they all act 
  at once, and perform the same actions. Usually used to create 
  foxes - so that no-one could tell which of them is Vitenka. 
  Useful spells to combine this with are Multiplexing the Prey 
  (CrAn25), Imaginem Carpe Vulpis (CrIm 10) and some spell 
  to get you out of the vicinity quickly. Though the animals can 
  only be created at range near, they can move farther away - as 
  long as they stay in sight. 
   
  Shadow of the Vicious Beast 
  (Dave Martin) 
  Creo Imaginem 25 
  R: Near, D: Conc 
  Requisite: Animal 
   
  Creates an image of an animal up to Size +2, which will 
  act as the given type of animal, under the control of the caster. 
  The animal impacts all senses as if it were a real animal of the 
  given type, but the results of its actions are not "real", and will 
  not impact the real world in any way. Thus, the animal's bite 
  will cause pain exacting wound penalties, but there will be no 
  wound and no blood, and the animal will leave no tracks and 
  will have no weight --- it cannot knock someone over, but 
  neither can it be lifted. The image will respond to real or 
  magical images which impact it, and thus it will take 
  "damage" from normal attacks, and will leave images of blood 
  where it has been wounded and where the image of the blood 
  fell.  No matter what beast the image appears to be, it will at 
  best have all attributes at +1 and combat totals at +4. The beast 
  will have appropriate abilities up to a maximum bonus of the 
  caster's Finesse + 3. 
   
  Cherished Reminiscence 
  (Dave Martin) 
  Creo Imaginem 30 
  R: Near, D: Spec 
  Requisite: Mentem 
   
  The target relives, in complete detail, the most physically 
  painful experience of the target's life. This spell will last as 
  long as the original event, so it may last instants (a memory of 
  a great wound that knocked the target unconscious) or up to 
  days (memory of the pain suffered by a crushed leg while the 
  target was trapped in a cave-in). The target must make an Int + 
  Stm roll of 12+ or suffer actual physical damage from the 
  memory; a roll of 15+ allows the target to throw off the effects 
  completely. 
   
  Displaying the Imagination 
  (Ian Barkley) 
  Creo Imaginem 35 
  R: Near, D: Conc 
   
  The caster creates an illusion of whatever picture she has 
  in her "mind's eye." She can cause the image to change to 
  whatever she thinks of. This spell is interesting in that it has 
  no requisites, so that it is possible to create an image of "fire" 
  without an Ignem requisite. However, unlike the spell 
  Phantasmal Fire (CrIm 15), which insures by its Ignem 
  requisite a believable-looking fire, the image created by this 
  
  54 
  spell is only as good as the caster's internal image of it ---so a 
  person with a low Ignem will probably have too little 
  knowledge of fire to create a good image. Having many 
  objects or a lot of motion, lowers image quality as well. This 
  spell is especially difficult to concentrate on: -3 to all such 
  rolls, -5 to Concentration on any spell being concentrated on 
  at the same time, and, whenever distracted, the caster must 
  make 2 Concentration rolls --- the first to maintain the spell, 
  and the second to keep the image in her mind.  Note that it is 
  possible to cast this spell and "hold" it without projecting any 
  image for a while. 
   
  Warrior of the Shadows 
  (Dave Martin) 
  Creo Imaginem 35 
  R: Near, D: Conc 
  Requisite: Mentem 
   
  Creates an image of a human warrior in arms and armor 
  of your choice, who will act at your command, similar to the 
  spell Shadow of the Vicious Beast (CrIm 25). The warrior 
  impacts and is impacted by the surroundings exactly as in 
  "Shadow of the Vicious Beast", but, no matter what weapons 
  and armor the warrior appears to possess, they will act at best 
  as Full Ring Mail and a Broadsword (Shields act normally), 
  and the warrior will act as a normal human with 0's in all 
  attributes and non-combat skills. The warrior will have 
  combat skills equal to the caster's Finesse + 3. 
   
  Etching the Lunar Script 
  (Chris Earley) 
  Creo Imaginem 40 
  R: Spec, D: Spec, Ritual 
  Requisite: Mentem 
   
  Allows the caster to etch a symbol and have the image of 
  that symbol appear on the face of the moon. This spell may 
  only be cast during a full moon, and only those who have the 
  Gift to work magic may see the symbol.  The blood of a 
  woman may be used as a focus, giving +3.  The ritual affects 
  the moon's image for three nights maximum, but individual 
  viewers may "clear away" the symbol in their own minds with 
  a moment's concentration. This spell may not be cast 
  successfully twice in the same hour period, no matter who 
  does the casting. 
   
   
  Memoria's Past Visions 
  (Ian Barkley) 
  Intellego Imaginem Gen. 
  R: Spec, D: Moon, Ritual 
   
  Allows the caster to see and hear past images and sound. 
  Unlike the spell Eyes of the Past (InIm 25), it can see places 
  far away, but it is harder to focus on particular incidents, 
  especially recent ones; instead, one tends to see a mosaic of 
  images related to the subject the spell was cast about.  The 
  historian Memoria invented this spell to aid her in her research.  
  It can be used as a source for Hermes History, Hermes Lore, 
  Mundane History, Legend Lore, and so on --- the knowledge 
  researched can be as specific or broad as the caster wishes. 
  The Level of the ritual determines how focused, clear, and 
  controllable the images are; since those with a high score in a 
  lore need more precise images to learn anything, they will 
  need a higher Level ritual.  If the magnitude of the ritual is 4 
  higher than the caster's score in that knowledge, she will gain 
  2 experience points; otherwise, if the rank of the ritual is 
  greater than the caster's score, she will gain 1 experience point.  
  (Remember that 3 such spells can be cast in a season.) 
   
  As this ritual is cast, the caster will fall to the ground in a 
  trance, her mind filled by the visions of the past. The next 
  morning, the caster will be "awake" again, but she will 
  continue to see visions of the past which seem as real as the 
  images of the present; she will often have trouble 
  distinguishing --- most rolls will be at a substantial penalty, 
  and studying, experimenting, or other lab work will be 
  impossible. On occasion, the caster may cry out, weep, blush, 
  or laugh as the spell shows her various moments in history.  
  Once the spell is cast, the caster has only limited control over 
  what she sees, and at least one rather soft-hearted magus was 
  said to have been driven insane by being shown the sack of 
  Rome in gory, bloody detail for hours on end. The vision will 
  invade the caster's dreams, ruin her meals, and probably make 
  a mess of her social life until, a month later, the visions fade 
  away and the real world returns. 
   
  Like Echoes from the Lake 
  (Eric Kouris) 
  Intellego Imaginem 5 
  4th 
  R: Per, D: Conc, T: Ind 
   
  Expands your hearing to sight, like a lake is able to carry 
  sounds at some distance. All sounds are heard simultaneously. 
  You will need quite a time to identify different sounds. [To 
  follow a discussion in an otherwise silent area, roll perception 
  + concentration vs. 9+] 
   
  A Moment of Remembrance 
  (???) 
  Intellego Imaginem 5 
  R: Per/Touch, D: Conc, T: Ind 
  Focus: Forget-me-not Flower (+5) 
  Requisite: See Below 
   
  The Hermetic version is used to memorize or perfect your 
  memory about an image you have encountered. The spell is 
  used to gain up to a +3 to mimic or remember details about an 
  image. 
   
  Mercurian Version: Include requisites Creo and cast upon 
  on object, one can store the image inside the object and will it 
  remain stored there, but it must be perceived by another 
  Intellego Imaginem spell. If the object is destroyed, the image 
  inside is destroyed and as the object fades, so will the image 
  slowly fade with time unless boosted by vis to Permanent. 
  Stores roughly two minutes of dialogue and a few images. 
  Secret messages and priceless memories have both been 
  forever saved with this spell. 
   
  Sight of the Blind 
  (Ian Barkley) 
  Intellego Imaginem 10 
  R: Per, D: Conc 
   
  Allows the caster to see the images she would see if she 
  had her eyes open and working. 
  Intéllego Imáginem 
  
  55 
  Sight of the Finger 
  (Ian Barkley) 
  Intellego Imaginem 15 
  R: Per, D: Conc 
   
  A limited form of clairvoyance which allows the caster to 
  shift her point of view to any body part, thus allowing sight 
  while, for instance, blindfolded. Also provides protection 
  against eye spells. 
   
  Sight for the Blind 
  (Ian Barkley) 
  Intellego Imaginem 15 
  R: Touch, D: Sun/Moon 
  Requisite: Mentem 
   
  Gives the target "sight" by projecting the images that her 
  eyes would be seeing into her mind. Works while her eyes are 
  closed, but not while covered. 
   
  [Note: It was suggested that this only work for people 
  who once had sight.] 
   
  Sound of the Red Footstep 
  (Kenji Ulstein) 
  Intellego Imaginem 15 
  R: Per, D: Conc, T: Ind 
  Focus: A large earhorn (+3) 
   
  This spell allows the caster to perceive an image of 
  something she hears. If the spell is active then the magi can 
  see what made the noise. So casting this on the sound of a 
  footstep would show the boot that made the noise. Hassabis 
  invented this spell so that he could enigmatically declare "I 
  hear red boots!" and impress his sodalis. In his version of the 
  spell, there is a wreath of steam that obscures everything but 
  the sound source. 
   
  Sounds for the Deaf 
  (Ian Barkley) 
  Intellego Imaginem 15 
  R: Touch, D: Sun/Moon 
  Requisite: Mentem 
   
  As like the spell Sight for the Blind (InIm 15), but for 
  sounds. 
   
  Seeing the Lost Reflection 
  (Ian Barkley) 
  Intellego Imaginem 15 
  R: Touch, D: Conc 
   
  Makes a mirror reflect any images it reflected up to five 
  years ago. 
   
  [Note: It was suggested that this be Level 20.] 
   
  Eyes of the Fleeing Fox 
  (Dave Martin) 
  Intellego Imaginem 20 
  R: Per, D: Sun/Year 
   
  The caster can see in a 360 degree arc, 180 degrees at a 
  time. The caster may shift the angle of her gaze by 
  concentrating. 
   
  Vision of the Wheel's Passing 
  (Paul Sherliker) 
  Intellego Imaginem 20 
  R: Touch, D: 30 Seconds/Conc 
   
  You touch an object which has been destroyed in some 
  sense and get a vision of the mechanism by which it was 
  destroyed.  The destruction may be partly metaphorical, for 
  example: a broken-hearted girl, a man broken by torture, or 
  the standard of an army broken by mutiny.  The spell may or 
  may not give enough information to trace a murderer; it is 
  more likely to show the murder weapon. 
   
  Sight of the Sound's Flow 
  (Dave Martin) 
  Intellego Imaginem 25 
  R: Per, D: Conc 
   
  The caster can "see" sound as waves in the air, similar to 
  smoke.  The caster can thus trace the origin of sounds by 
  following the motion back to the source. Sounds of different 
  pitches are different colors, mostly shades of yellow and red, 
  and louder sounds are more distinct.  
   
  The Safe Road 
  (David Martin) 
  Intellego Imaginem 25 
  R: Reach, D: Spec 
   
  Cast upon a target who is moving along a particular road 
  or trail, the target will be forewarned of any traps or accidents 
  while moving along the trail, gaining +4 to any rolls to avoid 
  untoward occurrences. The target will get a glimpse of any 
  travelers on the road about 5 minutes before they would 
  normally come into sight, will know when any ambush is 
  within 30 paces and get a glimpse of the assailants, and will 
  get a warning of bad weather about an hour in advance. All 
  warning provided by the spell are in the form of quick 
  glimpses of what is to come, and provide visual clues only. 
  The spell ends when the target stops moving or leaves the 
  path. 
   
  Window to the World 
  (Dave Martin) 
  Intellego Imaginem 25 
  R: 100 paces, D: Conc 
   
  The caster may gaze into a mirror, and see within 
  whatever is reflected from any other mirror within range that 
  the caster knows about or has a piece of.  The caster may 
  change which mirror’s reflection is viewed with a 
  Concentration roll of 12+ (failure in this roll ends the spell). 
  All magi and companions with Mystical Virtues may see what 
  is shown in the mirror. 
   
   
  Wizard's Lens 
  (Dave Martin) 
  Muto Imaginem Gen. 
  R: Near, D: Sun/Year 
   
  Magnifies an image to a multiple of its normal size equal 
  to the rank of the spell. Thus, a rank 4 spell can make the 
  target (a door, picture, book, etc.) appear as 4 times its original 
  size. Images thus magnified must be non-moving, as moving 
  the target breaks the spell, though they may be living. 
   
  Casting Requisites: appropriate form for the target. 
   
  Clothing of the Nobility 
  (Timothy Sallume) 
  Muto Imaginem 5 
  4th 
  R: Touch, D: Sun, T: Spec 
  Focus: A Fairy Wand (+1) 
  Muto Imáginem 
  
  56 
  Requisite: (Same as Target) 
   
  Change the clothing of one person enhancing the 
  apparent value of the clothes. Thus a worn cloak would appear 
  to be fit for a noble. A peasant's dress transforms into one 
  worthy of a princess. A tin or copper crown could appear to be 
  silver or golden, but not gem encrusted like a king's crown.  
   
  The Dark Silhouette 
  (Dave Martin) 
  Muto Imaginem 10 
  R: Near, D: Sun/Year 
   
  The shadow cast by the target is changed, as though the 
  target were any object or being within one size point of the 
  target. The shadow cast will stretch and move as a norma l 
  shadow when the lighting changes. 
   
  Mask of Sincerity 
  (Dave Martin) 
  Muto Imaginem 10 
  R: Per, D: Spec 
  Requisite: Mentem 
   
  The caster may feign any one emotion, specified at the 
  time of casting, for one conversation. The caster's facial 
  expressions and voice are altered to reflect the emotion as the 
  caster normally expresses  it. 
   
  The Possum's Death 
  (Dave Martin) 
  Muto Imaginem 10 
  R: Per, D: Conc 
   
  Your bodily functions all appear to have ceased, making 
  you appear dead to all inspection. Your bodily functions all 
  work normally, but are masked so as to be undetectable by any 
  of the 5 senses. The spell ceases when you move (more than 
  shifting slightly in place), speak, or stop concentrating. 
   
  Vision of Beauty 
  (Ian Barkley) 
  Muto Imaginem 10 
  R: Near, D: Sun/Year 
  Requisite: Corpus, Mentem 
   
  Causes the target to become quite good-looking, in fact 
  appearing to be close to the ideal of beauty for their time 
  (though still recognizable as themselves).  In addition, this 
  spell subtly influences the minds of those around the target, 
  causing them to become more interested in the character.  To 
  those who have no magic resistance, or those whose magic 
  resistance fails them, the target gains the effects of a "Venus's 
  Blessing", as the virtue.  To others, it is only a +1 to Prs. 
   
  Confound the Hermetic Onlooker 
  (???) 
  Muto Imaginem 15 
  R: Per, D: Sun, T: Ind 
  Focus: An oversized glove 
   
  Once cast, this spell prevents anyone watching or 
  listening to the maga from being able to cast further spells to 
  discern the technique or form by watching her gestures or 
  listening to her words. It also gives a +5 bonus to certamen 
  combats. 
   
   
   
   
  The Herald's Voice 
  (Dave Martin) 
  Muto Imaginem 15 
  R: Touch, D: Conc 
   
  The target's voice is amplified to twice its normal volume, 
  and will carry 5 times as far as normal. 
   
  The Politician's Assurance 
  (Dave Martin) 
  Muto Imaginem 15 
  R: Spec, D: Sun 
   
  The volume of your voice is amplified or lowered so that 
  it is always loud enough to be clearly heard, but no louder. 
  Thus, if it is dead silent around you, your voice will come out 
  in a clear whisper, but if it is a great cacophony, your voice 
  will come out in a deafening tumult, no matter how loud you 
  actually speak. This makes your voice easily heard by all 
  those within 15 feet no matter what the surrounding notice, 
  but it overrides your normal control, so you may not choose to 
  speak at a different volume. When casting this spell, you will 
  not suffer penalties for speaking in a soft voice due to this 
  spell, as the spell modifies your voice after the sound comes 
  out of your mouth. 
   
  Shadow of the True Nature 
  (Dave Martin) 
  Muto Imaginem 15 
  R: Near, D: Sun/Year 
  Requisite: Intellego 
   
  The shadow cast by the target is changed to reflect the 
  target's true nature, similar to the spell The Dark Silhouette 
  (MuIm 10). Thus, a werewolf would cast the shadow of a wolf 
  while in human form and the shadow of a man while in wolf 
  form, a maga under the effects of the spell Preternatural 
  Growth and Shrinking (MuCo 20) would cast a smaller or 
  larger shadow than normal, and a diabolist might cast a very 
  twisted shadow indeed.  The exact effects are up to the 
  storyguide, but those beings with magic resistance may resist 
  the effects of this spell. 
   
  Visions through the Mist 
  (Dave Martin) 
  Muto Imaginem 15 
  R: Per, D: Sun 
   
   The caster's image becomes blurred and difficult to make 
  out, especially at a distance. Rolls to attack or perceive the 
  caster are at -1 per 5 paces or fraction thereof from the caster, 
  making missile weapons at any distance virtually useless. 
   
  The Constant Reminder 
  (Dave Martin) 
  Muto Imaginem 20 
  R: Near, D: Sun/Year 
   
  All the pain the target currently feels is maintained at its 
  current intensity for the duration of the spell.  The pain may 
  increase, but will not decrease.  Thus, the target will retain any 
  penalties suffered due to pain for the duration of the spell.  
  This spell only affects pain which is inflicted naturally. (I.e.: 
  pain which is magically inflicted is not maintained). 
   
   
   
   
   
  
  57 
  Aspect of the Divine Agent 
  (???) 
  Muto Imaginem 25 
  T: Touch/Near, D: Sun/Year, T: Ind 
  Focus: White Dove Feather (+1) 
  Requisite: Ignem, Corpus 
   
  Makes the target appear to be an angel. The face becomes 
  symmetrically balanced and beautiful. They appear to be 
  clothed in bright whiter robes with wings, a halo, and are 
  bathed in a beam of moonlight. This spell was invented by 
  Richard of Merinita to specifically annoy Sister Gwendoline, 
  a militant nun currently staying at their covenant. 
   
  Cloak of the Chameleon 
  (Dave Martin) 
  Muto Imaginem 25 
  R: Touch, D: Sun/Year 
   
  The target will take on the color of its surroundings for 
  the duration of the spell. Unlike a natural chameleon, this 
  color change is immediate, making the target very difficult to 
  spot even when the target is moving. All perception rolls to 
  see the target are at -7, modified normally for cover, motion, 
  etc. 
   
  Reflection of the Inner Soul 
  (Dave Martin) 
  Muto Imaginem 25 
  R: Near, D: Sun/Year 
  Requisite: Intellego 
   
  The reflection the target casts is altered to show the 
  target's true nature, similar to the spell Shadow of the True 
  Nature (MuIm 15). Magical targets which are in their true 
  shape may still cast a reflection which indicates something of 
  their personality or powers, such as a druid being shown with 
  skin of wood and hair of leaves or moss; for this reason, the 
  results of this spell may be a little vague. 
   
  Knowledge of the Juggernaut's Path 
  (Paul Sherliker) 
  Muto Imaginem 30 
  R: Eye, D: Spec 
  Requisite: Mentem 
   
  The target perceives a vast, indestructible, unstoppable 
  stone wheel bearing down on her.  The target gets an Int roll of 
  15+ to resist each round.  As long as she fails, she will do 
  everything in her power to escape the illusion.  Once the 
  victim attempts to escape, the wheel will follow her wherever 
  she goes, despite all barriers and movement.  Only when the 
  victim is caught, possibly after running to exhaustion, will the 
  spell end.  The natural resistance roll may be made each round; 
  if the victim makes that roll, they have faced up to the 
  certainty of their own death and allow the wheel to catch them.  
  Once someone has made the roll, they can never again be 
  affected by this spell. 
   
  Note that the spell has a Mentem requisite; magic 
  resistance is possible, but knowing the wheel to be illusionary 
  has no effect on the compulsion to escape.  A character who 
  has had a brush with death gets a +3 or more to resist, at the 
  storyguide's option. 
   
   
   
   
  Apparent Healing of Wounds 
  (Ian Barkley) 
  Muto Imaginem 45 
  R: Touch, D: Sun/Year 
  Requisite: Corpus 
   
  Causes the target to believe that she has been restored to 
  full health.  All the wounds disappear (an Imaginem effect, 
  they're still there in reality), and she feels no pain. The target 
  has no wound penalties for wounds received before this spell 
  is cast, but may have a hard time judging when she is close to 
  death. She will not notice the wounds, even when 
  incapacitated, but when the character takes enough total 
  wounds to kill her, she is dead. This spell has several uses, 
  since it allows for natural healing while still allowing the 
  target to function in the here-and-now (something of a 
  temporary healing without the prevention of natural healing). 
   
  But sadly, its most common use is to fool those a maga 
  does not like into over-extending themselves into death. 
   
   
  The Imperceptible Magiks 
  (Dave Martin) 
  Perdo Imaginem Gen. 
  R: Spec, D: Spec 
  Requisite: Vim 
   
  The effects of the next spell you cast will be invisible and 
  inaudible, though the effects other than visual or audio ones 
  will remain the same.  This spell lasts as long as the spell it 
  affects, so the affected spell will remain invisible and 
  inaudible for its entire duration.  Only works on spells of half 
  the level of this spell or lower. 
   
  Binding the Sight 
  (Ian Barkley) 
  Perdo Imaginem 15 
  R: Near, D: Conc 
   
  Creates a magical patch of darkness in the shape of a 
  blindfold over someone's eyes, blinding them. The darkness is 
  immaterial, so the blindfold cannot be "taken off" or touched 
  in any way. 
   
  Masking the Lingering Odors 
  (Dave Martin) 
  Perdo Imaginem 15 
  R: Touch, D: Sun/Year 
   
  The target of the spell and anything carried do not give 
  off odors of any kind for the duration of the spell. 
   
  Barrier of Direct Vision 
  (Dave Martin) 
  Perdo Imaginem 20 
  R: Near, D: Sun/Year 
   
  Creates a 7 pace long by 3 pace high wall which cannot be 
  seen through, but which blocks no other senses. The wall may 
  be passed through without obstruction. 
   
   
   
   
  Perdo Imáginem 
  
  58 
  Hiding the Flame 
  (Dave Martin) 
  Perdo Imaginem 20 
  R: Near, D: Sun/Year 
  Requisite: Ignem 
   
  Makes a flame and its burning source, such as coals, 
  invisible, giving off no light. Flames up to the size of a 
  campfire can be affected. The flame still gives off heat, 
  however, and can still spread. Fires started by the flame are 
  visible as normal flame. 
   
  Mendel's Missing Mage 
  (Andrew Sturman) 
  Perdo Imaginem 20 
  R: Per/Touch, D: Conc/Sun 
   
  This spell is similar to the spell Veil of Invisibility (PeIm 
  15), except the mage can move at a walk and even sleep while 
  the spell remains in effect.  The mage gets +3 on his 
  concentration rolls to maintain the spell, but -3 on 
  concentration in combat. 
    
  This spell was designed specifically so Hymie could 
  sleep in peace.  
   
  The Path of Darkness 
  (Dave Martin) 
  Perdo Imaginem 20 
  R: Per, D: Spec 
  Requisite: Ignem 
   
  The caster is completely invisible so long as she stays in 
  shadow or darkness. Caster will not cast a reflection in a 
  mirror, but the spell is canceled as soon as the caster is 
  touched by direct sunlight, or exits shadows and darkness. 
   
  Reflections of the Empty Soul 
  (Dave Martin) 
  Perdo Imaginem 20 
  R: Per, D: Sun/Year 
   
  The target does not cast a reflection for the duration of the 
  spell.  This spell is incompatible with the spell Veil of 
  Invisibility (PeIm 30), which always takes precedence.
   
  Casting requisites: Forms of all accoutrements. 
   
  Ward against Sound 
  (Ian Barkley) 
  Perdo Imaginem 20 
  R: Ring, D: Ring 
   
  Creates a magical ring, 1 to 7 paces across, which no 
  sound can get in or out of. Does not affect spells except those 
  that require communication between the target and the caster. 
  Useful for private conferences or shutting out distraction in 
  the lab. (Also would nice to have in the present day, to silence 
  those \%\$\#@ people who live next door! ☺) 
   
  Numbing the Fingers 
  (Dave Martin) 
  Perdo Imaginem 25 
  R: Near, D: Sun/Year 
   
  The target can feel nothing she touches for the duration of 
  the spell.  Most actions involving the use of the hands will be 
  difficult, and the target will feel no pain and suffer no wound 
  penalties. 
   
   
   
   
  Silence of the Speaking Wizard 
  (Mark Booth) 
  Rego Imaginem 10 
  R: Per, D: Conc, T: Ind 
  Requisite: Corpus 
   
  The spell masks up to normal speech and makes the lips 
  of the maga not appear to move, while the maga maintains 
  concentration.  Thus a maga may cast spells silently, without 
  the -10 silence penalty, but will not totally mask a maga 
  shouting out spells to gain extra effect. 
   
  Gestures of a Still Wizard 
  (Mark Booth) 
  Rego Imaginem 10 
  R: Per, D: Conc, T: Ind 
  Requisite: Corpus 
   
  The spell masks bodily movements, the maga appearing 
  to be seen as she wishes, e.g. standing still while gesticulating 
  a spell.  Thus a maga may cast spells without the -5 penalty for 
  casting without gestures. 
   
  Pains of the Heart 
  (Dave Martin) 
  Rego Imaginem 15 
  R: Spec, D: Sun/Year 
  Requisite: Corpus 
   
  This spell requires two willing targets. By means of this 
  spell, one target, called the primary target, gives her pains to 
  another (secondary) target.  The primary target will still feel a 
  shadow of the normal pain (enough to know what hurts), but 
  not enough to cause any wound penalties. The secondary 
  target feels all of the primary target's pain, as well as her own, 
  incurring all the wound penalties, with penalties for the 
  primary and secondary targets added together.  Often, the 
  primary target is a pregnant woman, and the secondary target 
  is her husband. 
   
  Tearing the Shadow 
  (Rob Davies) 
  Rego Imaginem 15 
  R: Near/Sight, D: Sun/Inst 
   
  The caster causes part of the target's shadow to become 
  snagged on a suitable object, and torn from the whole. The 
  fragment of shadow is much like a piece of grey silk, which 
  must be retrieved from where it was caught. The target's 
  shadow will be incomplete until the spell expires, thus the 
  fragment forms an arcane connection to the shadow's owner.  
  A sprig from a thorned bush allows a +1 for focus. 
   
  The Frozen Image 
  (David Martin) 
  Rego Imaginem 15 
  R: Near, D: Sun/Year 
   
  The target's image will be frozen in its current state. The 
  image will move with the target, but the image itself will not 
  move (looking something like a cardboard cut-out). 
   
   
   
  Rego Imáginem 
  
  59 
  Voice of the Traveling Breeze 
  (David Martin) 
  Rego Imaginem 15 
  R: 1 mile, D: Conc 
  Requisite: Auram 
   
  The caster's voice is carried by the wind, up to 1 mile 
  away. Anyone downwind of the caster will hear her voice. 
  The caster may speak as long as she concentrates, and the 
  voice will be carried as long as the wind continues away from, 
  and remains within 1 mile of, the casting point. Concentration 
  rolls of 6+ are required to maintain the spell while speaking, 
  modified for any other distractions. 
   
  Voice from the Well 
  (Kenji Ulstein) 
  Rego Imaginem 20 
  R: Spec, D: Conc, T: Ind 
  Focus: Big Seashell (+3) 
  Requisite: Aquam 
   
  This spell lets you shout into one well and out of another. 
  According to the law of sympathy, you use a well as an arcane 
  connection to other wells. All nearby wells (~50 miles) will 
  resonate with your voice although wells that are extremely 
  similar can resonate even three hundred miles away. You must 
  SHOUT into the well or no one will hear you. If you use a 
  spell focus, put the Seashell to your mouth and shout through 
  it with all your might. (Note to SG: It is very difficult to 
  understand the speech from a well so play it up. To simulate 
  the distortion you could make the speaker talk into a tin can 
  and have about five people "echo" the speaker word for word.)  
   
  Sight of the Distant Point 
  (Dave Martin) 
  Rego Imaginem 25 
  R: Sight, D: Conc 
   
  While the caster concentrates, she sees as though she 
  were standing at a given point within the caster's sight. The 
  caster may see in any direction from that point. This spell can 
  be used to look around corners, look at things from above 
  (though the targeting of the point will be difficult), or double 
  the caster's effective range of sight. 
   
  The Convenient Disguise 
  (David Martin) 
  Rego Imaginem 25 
  R: Spec, D: Sun 
   
  The caster switches images with any target within 15 
  paces, taking on the target's appearance, and placing the 
  caster's own appearance on the target.  Both images will move 
  as the person on whom the image rests, but changes to the 
  source of the image (wounds, removing clothing, etc.) will be 
  reflected on the image, not on the person actually 
  experiencing the changes. 
   
   
   
   
   
   
   
   
   
   
  Sight of the Altered Perspective 
  (Yuval Miller) 
  Rego Imaginem 30 
  R: Eye/Sight, D: Sun/Moon 
  Requisite: Mentem 
   
  Everything the caster is seeing replaces everything in the 
  field of vision of the target. The target gets an intelligence roll 
  of 12+ to resist. The spell lasts over a range of 5 miles once 
  cast.  For instance, Esteban the Magus is being yelled at by a 
  haughty baron and decides to cast this spell because he is 
  getting rather annoyed.  If the spell works, the baron, instead 
  of seeing Esteban and what is behind Esteban, will now be 
  yelling at himself (everything Esteban sees will b e in his field 
  of vision). Then, if Esteban whirls around to face away from 
  the baron, the baron's world will whirl and he will no longer 
  see Esteban (he will see what is on the other side of Esteban, 
  as that's where Esteban is looking). Then, if Esteban closes his 
  eyes, the baron will suddenly see darkness. 
   
  [Note: This spell is Imaginem and not Mentem because it 
  directly affects the target's senses, not his mind. The target 
  does not simply *think* he is seeing what the caster sees, he 
  actually *does* see these things. Without a Mentem requisite, 
  this spell would be Concentration duration, but the Mentem 
  requisite allows the Sun duration.] 
   
  Lost in the Inky Depths 
  (???) 
  Rego Imaginem 45 
  R: Near/Sight, D: Sun, T: Ind 
  Focus: Black Silk (+3) 
  Requisite: Corpus 
   
  Under the influence of this spell, the nearest area of deep 
  shadow sweeps out and engulfs one target (the requisite 
  assumes a human target; an Animal requisite would be 
  required for an animal and so forth). Once engulfed, the 
  shadow retreats, leaving nothing. The target is imprisoned 
  between thicknesses of shadow; he is unharmed but lost in a 
  sensory void. He will only be released from within the trap at 
  the end of the spell duration or if the caster says his name three 
  times. A dodge roll of 12+ can avoid the lunging shadow. This 
  spell is part of a suite of spells devised by Mar Oscura of 
  Criamon based around the principles of shadow magic and 
  imaginem; whilst originally devised as an offensive spell, this 
  formula has seen a number of other applications, including an 
  excellent (if somewhat overpowered) means of hiding people. 
  Given Mar Oscura's somewhat sinister worldview, this was 
  not the primary focus of the spell's intent.  
   
  
  60 
   
  3 Words of the Unbroken Silence 
  (Bruno Faucon) 
  Creo Mentem 5 
  R: Near/Sight, D: Inst 
   
  As a result of successful experimentation, Anaxius of 
  House Bonisagus invented a formulaic version of the spell 
  Words of the Unbroken Silence (CrMe 5) that allows you to 
  mentally tell three (not two) words. Anaxius was very proud 
  of it, and gave a copy of this spell. He even wanted to become 
  famous with it. 
   
  Daefregn's Euphoric "Trip" 
  (???) 
  Creo Mentem 15 
  R: Near/Sight, D: Sun, T: Spec 
  Focus: Bunch of Poppies (+2) 
  Requisite: Auram 
   
  This spell causes a smoke to rise (about enough to fill a 
  medium sized room) and cause euphoria to all who breath it. 
  The smoke travels as would any normal smoke would and also 
  disperses as such. The duration only applies to the effects. To 
  resist you must make an appropriate personality trait roll of 9+ 
  or gain the trait Euphoric +6. After the duration has ended the 
  trait wears off at the rate of +1 per half minute. The foci is 
  crumbled and thrown to the wind in the casting. 
   
  Lust of the Dog in Heat 
  (Ian Barkley) 
  Creo Mentem 15 
  R: Eye, D: Spec 
   
  Causes the target to feel an overwhelming desire for the 
  caster. The target's actions will depend on circumstances, but 
  will definitely be aimed towards bedding the caster. When 
  first cast, the target get one chance to resist the spell by 
  making an Int roll of 12 + caster's Per, with appropriate 
  personality rolls modifying. If the caster is a person the target 
  would not ordinarily consider sexually compatible (if the 
  caster was male and the target lesbian) the ease factor is 
  halved. The spell will last until Sunrise (not Sunset) or until 
  satisfied. If cast with vis, the spell lasts for a full year without 
  ever abating, though it may be temporarily sated.  It is said 
  that this spell has no power against "True Love" (+2 Virtue), 
  though this has never been proven. Furthermore, it has been 
  said that several love-struck magi have attempted to create a 
  love spell, to win the target of their affections, but such 
  attempts have been universal failures. A few trace the problem 
  to 1-Corinthians 13:13 "In the end, there are three things that 
  endure: faith, hope, and love, and the greatest of these is love."  
  The possible philosophical implications regarding the 
  essential nature of man are quite interesting, to say the least. 
   
  Story: Perhaps as a "reward" for some service, a demon 
  teaches a maga this spell. The maga was too virtuous to 
  research this spell, but can she now resist the temptation to use 
  it on the beautiful companion? 
   
  [Note: Later made into the Faerie  spell Cupid's Bow 
  (CrMe(Fa) 15), which I like better.] 
   
  Obedience of the Loyal Hound 
  (Dave Martin) 
  Creo Mentem 15 
  R: Near, D: Sun/Year 
   
  The target of the spell gains +4 Loyalty towards a specific 
  goal or person for the duration of the spell. The target gets a 
  natural resistance roll of Int - Loyal, with appropriate 
  personality rolls adding or subtracting. 
   
  Picture of the Mind's Eye 
  (David Martin) 
  Creo Mentem 15 
  R: Per, D: Inst 
  Requisite: Imaginem 
   
  The caster imprints a scene into her mind, complete with 
  all senses, which can be recalled with exquisite detail with a 
  memory roll of 3+, or spontaneous ReMe of Level 5 if 
  memory fails. Only one such scene may be kept at any time, 
  and subsequent castings of this spell will erase previously held 
  images. 
   
  Snap of the Rude Awakening 
  (Dave Martin) 
  Creo Mentem 15 
  R: Near, D: Inst 
   
  Convinces the target of the validity of one thing which the 
  caster believes to be true. If the target has a vested interest in 
  believing otherwise or a strong belief to the contrary she may 
  resist the spell with an Int roll of 9+, with appropriate 
  personality traits thrown in.  If the caster does not believe that 
  the thing to be validated is true, even if she does not know 
  whether it is true or false, the spell will fail. 
   
  Spirit of the Family 
  (Piers Brown) 
  Creo Mentem 15 
  R: Near, D: Sun, Westros 
   
  Imbues all members of Family Westros within range with 
  a sense of cooperation, dedication, courage and unity. All 
  those affected will gain +3 on appropriate personality rolls. 
   
  [Note: I expect someone has already done something like 
  this but it is appropriate.] 
   
   
   
   
   
  Mentem Spells 
  Creo Mentem 
  
  61 
  Talia's Gift 
  (???) 
  Creo Mentem 15 
  R: Eye, D: Sun, T: Ind 
  Focus: A Comedy Mask 
   
  The target of the spell burst out laughing loudly, rolling 
  on the ground. The target must make an Intelligence roll in 
  each round after the first. A roll of 9+ stops the spell. The 
  player may add to this roll any appropriate personality trait, at 
  Storyguide's discretion. The target also suffers one short-term 
  fatigue level for each 15 rounds laughing. The caster must 
  wear the focus when casting the spell. Talia is the greek muse 
  of comedy. 
   
  Thicker then Water 
  (Dave Martin) 
  Creo Mentem 15 
  R: Near, D: Sun/Perm 
   
  The target believes that the caster is a distant but 
  legitimate relative, and will treat the caster appropriately. The 
  target gets one roll to resist: an Int roll of 9+ canceling the 
  spell.  Most effective with nobles, but is usually useful for 
  requesting aid from most anyone. 
   
  Words of the Waking Dream 
  (Dave Martin) 
  Creo Mentem 15 
  R: Reach, D: Moon/Year 
   
  Caster speaks softly into the target's ear while the target is 
  asleep, implanting a suggestion of a particular behavior or 
  action. The target may resist with an Int roll of 12+, including 
  modifiers for personality traits.  Upon waking, the target will 
  perform the specified behavior or action without thinking 
  about it, almost as if asleep. If the target's actions are brought 
  to the target's attention, the target gets another chance to resist, 
  with an Int roll of 6+. 
   
  Avarice of the Cutpurse 
  (Jason C. Buss) 
  Creo Mentem 20 
  R: Eye/Sight, D: Sun/Moon, T: Ind 
  Focus: Gold (+3) 
   
  The target desires to possess any object that you designate 
  (though they must either already know of this object, or be 
  able to see it at the time of casting). This spell seems to be 
  much more effective when specifying physical objects within 
  the target's view at the time of casting. Choosing more surreal 
  or symbolic objects (i.e. love, happiness) has a more limited 
  effectiveness. 
   
  Confidence of the Undaunted Child 
  (Dave Martin) 
  Creo Mentem 20 
  R: Near, D: Spec 
   
  The target of this spell will gain extreme confidence with 
  regards to one action or task, giving +4 to all rolls applicable 
  to the task at hand, but making the target rash and 
  overconfident (-3 Reliable).  The target gains no extra 
  inclination to perform the task, so those that balk for nearly 
  any reason but fear or uncertainty will still not desire to 
  perform the action. The spell will end when the task is no 
  longer imminent (a battle ends) or when the target fails in any 
  action related to the given task. The target suffers from 4 extra 
  botch rolls in any action related to the task at hand. 
  Curse of Narcissus 
  (Jason Buss) 
  Creo Mentem 20 
  R: Eye/Near, D: Sun/Moon 
   
  The victim sees his or her own face in everyone they meet, 
  which may lead to interesting roleplaying and mayhem. 
   
  Guilt of the Hidden Secret 
  (Tom Ault) 
  Creo Mentem 20 
  R: Eye/Near, D: Spec 
   
  This spell causes the target to feel an all-pervading, 
  ever-present, will-crushing guilt about something.  The 
  weight of the subject's crime hangs heavily upon her until 
  either the next moon passes, or the subject does something 
  that would expunge her of the guilt (confess, make restitution, 
  etc.).  Vis can be used to make the spell permanent until 
  atonement.  The magus has the option of specifying a specific 
  deed, or leave the object of the guilt unspecified, causing the 
  target to feel a less-intense, more generalized guilt about her 
  actions.  Deeds which would be inappropriate for feelings of 
  guilt (things the subject didn't do, for example) result in a 
  lessening of the intensity and duration of the guilty feeling.
   
  This spell was invented by Simon, filius Erasthones, 
  follower of Bonisagus, to aid in the extraction of confessions 
  from mundanes.  Simon warns that unless you have a good 
  idea of what the target has done, it is better to leave the object 
  of guilt unspecified, or one is like ly to get grogs confessing to 
  things they did not do.  Simon also notes that this spell goes a 
  long way towards promoting honesty in mundanes. 
   
  Humility of the Vanquished Knight 
  (Jason C. Buss) 
  Creo Mentem 20 
  R: Eye/Sight, D: Sun/Moon, T: Ind 
  Focus: Broken Lance from a defeated knight (+4) 
   
  The target believes that he has failed miserably at a 
  specific task that you designate at some time in their past. 
  They will be daunted at the prospect of repeating the task 
  (though this varies according to the personality of the target), 
  and cannot invest Confidence Points in such an effort. 
  Particularly strong-willed, self-confident, or carefree persons 
  may resist the effects of this spell on an appropriate 
  personality roll of 9+ (though they will still believe that they 
  have failed at the task designated by the spell). 
   
  Memory of Morning's Past 
  (Dave Martin) 
  Creo Mentem 20 
  R: Touch, D: Inst 
   
  The target will remember any single day chosen by the 
  caster, back to the last new moon, in vivid detail. No particular 
  part of the day will be remembered better than any other, and 
  the memories will immediately begin to fade as normal. 
   
  Rewards of Good Faith 
  (Dave Martin) 
  Creo Mentem 20 
  R: Near, D: Sun/Year 
  Requisite: Imaginem 
   
  The target is rewarded by feelings of satisfaction and 
  pleasure when performing a specific type of action or 
  exhibiting a certain behavior, as chosen by the caster. This 
  spell has a subtle effect, usually causing a gradual preference 
  
  62 
  by the target for the specified action or behavior. The target 
  gets no initial resistance roll, but any time the spell encourages 
  an action that the target is averse to, the target may attempt an 
  Int roll of 13+, plus modifiers, for personality traits to throw 
  off the spell.  A botch in such a roll means the target 
  whole-heartedly 
  embraces 
  the 
  behavior, 
  which 
  may 
  permanently affect personality traits. 
   
  [Note: The roll is high because the effect is subtle.] 
   
  Speaking Through the Unbroken  
  Silence 
  (Robbie Westmoreland) 
  Creo Mentem 20 
  R: Near, D: Conc 
   
  Where the spell Words of the Unbroken Silence (CrMe 5) 
  speaks two words into the mind of the target, this spell allows 
  the maga to speak for as long as the range and concentration 
  are maintained. 
   
  The Wizard's Haunting Presence 
  (Rob Davies) 
  Creo Mentem 20 
  R: Eye/Near, D: Sun/Moon 
  Requisite: Imaginem 
   
  The victim sees the caster's face in every face they see. 
   
  Calling for the Family's Help 
  (Piers Brown) 
  Creo Mentem 25 
  R: Spec (10 miles), D: Inst, Westros 
   
  Shouts a cry for help much like a scream into the minds of 
  all members of the family within range, making them 
  immediately aware of the fact of your distress and your 
  general direction. No other coherent information is sent. 
   
  Consumption of the Sage's Bread 
  (Dave Martin) 
  Creo Mentem 25 
  R: Touch, D: Inst, Ritual 
  Requisite: Perdo 
   
  The caster " consumes" the information contained in a text 
  or other record, gaining all the information contained therein. 
  The record is completely destroyed, leaving no trace of 
  material. The information gained in this fashion may not be 
  more than 2 Levels of increase in any knowledge or 1 Level of 
  increase in any skill or magical art.  Regardless of how much 
  information is retained, the entire record is destroyed. 
   
  Casting Requisites: appropriate form for the target, 
  usually Animal for parchment. 
   
  Painting the Picture of the Dream 
  (Dave Martin) 
  Creo Mentem 25 
  R: Near, D: Conc 
  Requisite: Intellego, Imaginem 
   
  The caster can control the target's dream world 
  completely, but not how the target will react to the dream. The 
  caster will become embroiled in the dream as well, perceiving 
  the dream as it occurs.  The target of the spell must be sleeping 
  when the spell is cast, and if the target wakes up for any reason 
  during the course of the spell, the spell will end. Death in 
  dreams should be traumatic, but not fatal. In extreme  
  circumstances, especially with injured or otherwise weak 
  individuals, the storyguide may require the dreamer to make a 
  Stm roll of 3+ to avoid a heart attack. 
   
  Usury of the Mind 
  (Dave Martin) 
  Creo Mentem 25 
  R: Touch, D: Sun/Inst 
  Requisite: Perdo 
   
  The caster "borrows" any one talent, knowledge, or skill 
  from a willing target. The target loses the borrowed ability for 
  the duration of the spell, and the caster performs as though she 
  had the ability at the target's original Level. The caster 
  chooses which ability is taken, but the target must be willing 
  to lend that ability, or the spell will fail. 
   
  The Headsman's Mask 
  (Dave Martin) 
  Creo Mentem 25 
  R: Near, D: Sun/Inst 
   
  The target of the spell is made to believe that if she takes 
  or fails to take any one action, something very bad will happen. 
  Exactly what will happen is up to the caster to specify, and it 
  will affect the target's natural resistance roll.  An Int roll of 
  12+, modified by the believability and fear of the supposed 
  danger, will end the spell.  The maga may choose not to 
  specify anything, in which case the target gets a +3 to resist, 
  and will only feel a vague sense of foreboding and doom about 
  the action. The target may still act in any way desired, but will 
  usually require a Brave roll of some kind, also modified by the 
  reality and fear of the supposed danger, to act in the face of the 
  supposed danger. 
   
  Aura of Awesome Terror 
  (Piers Brown) 
  Creo Mentem 30 
  R: Per, D: Sun/Year 
   
  This causes all who view you to become terrified of your 
  presence until you go out of sight. Bravery rolls 12+ to melee, 
  9+ to use attacks from a distance.  
   
  Elephant's Memory 
  (Ian Barkley) 
  Creo Mentem 30 
  R: Eye, D: Sun/Moon 
   
  Gives the target perfect recall.  She will not recall 
  anything that she had forgotten before the spell started, but 
  during the duration, the target will forget nothing. While 
  under the influence of this spell, the target need not make 
  memory rolls at all for things learned while under this spell, 
  and +5 for other things. Furthermore, if studying knowledges 
  while under this spell, every month that the spell is active, the 
  target gains 1 additional experience point.  However, this has 
  a tendency to be quite dangerous, for if overused, this  spell 
  can erode the target's natural memory. 
   
  The Well Placed Word 
  (Dave Martin) 
  Creo Mentem 30 
  R: Near, D: Inst 
   
  The caster places one thought of up to one full sentence 
  into the target's mind.  The target will consider the thought to 
  be a conclusion if the target was considering something 
  pertaining to the thought at the time, otherwise she will take it 
  as a flash of inspiration. 
   
  
  63 
  Lost in the Depths 
  (Dave Martin) 
  Creo Mentem 35 
  R: Spec, D: Spec 
   
  Puts the target within a specific dream-world state in 
  which the target perceives only the dream-world, which is 
  created by the caster.  The caster must be able to touch the 
  target, unless something intimate to the target (hair, clothing, 
  etc.) is possessed, in which case the caster need only see the 
  target to cast the spell. There must always be some "out" to the 
  dream world, which the target will be able to find with an Int + 
  Per roll of 15+, rolled each time she wakes up within the 
  dream-world (once per day). The target will suffer no physical 
  effects from any actions she believes to be taking place, unless 
  she is killed [see the spell Painting the Picture of the Dream 
  (CrMe 25)], but will take long-term fatigue instead. Once the 
  target is free of the trap, she will remember the actions in the 
  dream-world as if they really happened, and experience 
  gained to all but knowledges while within the dream-world 
  remains. 
   
  Story: Someone at the covenant gets trapped by this spell 
  (perhaps the spell was set off while a maga was investigating a 
  magic item). Play out the activities in the dream world, giving 
  everyone else parts appropriate to the world, or bit parts as 
  they come up. 
   
  Perius' Mind 
  (Ian Barkley) 
  Creo Mentem 50 
  R: Eye, D: Conc/Moon 
  Requisite: Muto 
   
  This spell increases the target Int by 2 points. The target 
  gains all applicable bonuses, being able to reason more clearly 
  and make intuitive leaps more readily. Only one such spell can 
  be cast on a target at a time. For a target to gain the applicable 
  bonuses, the spell must be in effect for the duration of the 
  action; thus, using this spell to increase lab totals takes 3 
  castings and 30 pawns of vis. Some, especially magi, find this 
  spell rather addictive. The name refers to the inventor of the 
  spell, Perius, a less than modest magus. 
   
   
  Detection of Other Minds  
  (Ian Barkley) 
  Intellego Mentem Gen. 
  R: Near, D: Conc 
   
  This spell detects the presence of other minds in the 
  vicinity. The caster gets an accurate feeling for the number 
  and location of all other minds in the area of effect, but no 
  insight into what they are or what they are thinking. This spell 
  is mostly used to detect hidden or invisible people. Since it 
  relies on the mind instead of sight, it will go right through 
  most Imaginem spells. However, a wizard can defend herself 
  by casting her Imaginem spell with a Mentem requisite at 5 
  Levels higher than normal. Thus, Veil of Invisibility (PeIm 30), 
  cast at Level 35 with a Mentem requisite, would cause this 
  spell to not detect any presence, and an Image from the Wizard 
  Torn (PeIm 15), cast at Level 20 with a Mentem requisite 
  would make the image seem to have a mind. A "Detection" 
  cast at a higher Level than the Imaginem spell will still see 
  through it, so the above Image must cast at least at Level 26 to 
  stand a chance of fooling this spell.  This spell works only on 
  humans, Faeries, intelligent undead and corporeal demons. 
   
  Acquire the Author's Insight 
  (Glenn Stowe) 
  Intellego Mentem 15 
  R: Near, D: Sun 
   
  The spell allows the caster to read a text in any language, 
  provided the text has been prepared with the spell Bind the 
  Unwilling Author (ReMe Gen).  There is no risk (beyond the 
  possibility of a botch) that the ghost will escape, since it has 
  been bound with the above ritual, nor does the ghost's spirit 
  might have any affect, since the ritual has already overcome it. 
   
  Perceiving the Eyes of Knives 
  (Dave Martin) 
  Intellego Mentem 15 
  R: Per, D: Sun/Year 
   
  The caster can sense hostile thoughts directed at the caster 
  or the caster's group. The caster does not glean the contents of 
  the thoughts, but will know from which direction the thoughts 
  are coming, and on a Per roll of 9+, will be able to determine 
  from whom the thoughts originate if the originator is within 
  the caster's vision.  This spell only detects hostile thoughts 
  from those who are Near the caster (15 paces), or from those 
  farther away who can see the caster. 
   
  [Note: See also Sense the Hostile Thoughts (InMe 15)] 
   
  Sense of the Unbridled Emotion 
  (Dave Martin) 
  Intellego Mentem 15 
  R: Near, D: Conc 
   
  The caster can sense any one emotion, specified at the 
  time of casting, in all beings within 15 paces. The caster can 
  sense who or what is having the emotion and about how strong 
  the emotion is being felt. 
   
  Sense the Hostile Thoughts 
  (Dave Martin) 
  Intellego Mentem 15 
  R: Near, D: Conc 
   
  The caster can sense when anything nearby has thought to 
  harm or actively interfere with her personally or the group she 
  is in. She cannot sense the source of the thoughts, though she 
  may be able to sense the general direction with a good 
  Perception roll. 
   
  [Note: See also Perceiving the Eyes of Knives (InMe 15)] 
   
  The Sleeper's Unfolding Tale 
  (David Martin) 
  Intellego Mentem 15 
  R: Reach, D: Conc 
  Requisite: Imaginem 
   
  Allows the caster to sense what the target is dreaming. 
  Most dreams consist only of sight and sounds, but some 
  individuals (notably unintelligent people) will dream more 
  vividly, and in more  senses. 
   
   
   
   
  Intéllego Mentem 
  
  64 
  Incantation of the Heart Felt Truth 
  (Shannon Appel) 
  Intellego Mentem 20 
  R: Eye, D: Conc 
  Requisite: Rego, Terram 
   
  This spell was developed by a particularly nasty 
  Quaesitor as an alternative to the spell Frosty Breath of the 
  Spoken Lie (InMe 20).  It has since been outlawed as a means 
  to determine the truth of a maga's statement, but many wizards 
  still enjoy using it when dealing with mundanes. 
   
  The magi must have a dagger, knife or other sharp 
  pointed implement for use with this spell. When the spell is 
  cast, the dagger will move itself so that it is positioned directly 
  over the victim's heart.  Whenever the victim lies, the dagger 
  will bury itself deeper into the victim's body, doing +6 
  damage which may be soaked normally, although the victim 
  will assumedly be wearing no armor. If a victim takes damage, 
  than it is quite easy to see that she lied. If she managed to soak 
  the whole damage roll, this is not obvious. 
   
  Motives of the Near Minds 
  (Esther ???) 
  Intellego Mentem 20 
  R: Near, D: Conc 
   
  Detects the surface thoughts and emotions of all minds 
  within 15 paces. 
   
  The caster can try to pick out one mind from the rest, to 
  study it specifically, but the target then gets a resistance roll, 
  as normally resisting a Mentem spell. Also, the caster must 
  make a Perception roll d ependent on the situation to see if they 
  can target the correct mind. 
   
  E.g. With six vaguely known people in range and no 
  extreme emotions present the Per roll would be about 12+. 
  Very intense emotions "overload" the atmosphere making it 
  difficult to get anything else and someone thinking of nothing 
  much is very hard to pick out of a crowd. 
   
  This spell is very dependent on the storyguide in this case 
  to decide how hard it is to target one mind. Group emotions 
  are, of course, easy. 
   
  Sense the Spirits of the Night 
  (Dave Martin) 
  Intellego Mentem 20 
  R: Per, D: Sun/Year 
   
  The caster can see spirits and ghosts for the duration of 
  the spell. 
   
  Riding the Eyes of Man 
  (Dave Martin) 
  Intellego Mentem 20 
  R: Spec, D: Conc 
  Requisite: Imaginem 
   
  Basically the spell Eyes of the Lowly Beast (InAn 15) 
  with a human target. Could be used on a spirit of some kind if 
  the spirit could sense with normal human senses. 
   
  The Tolling Bell of Truth 
  (Jim Tran) 
  Intellego Mentem 20 
  R: Near/Sight, D: Conc 
   
  This spell does to spirits what the spell Frosty Breath of 
  the Spoken Lie (InMe 20) does to people: it detects falsehoods. 
  The spirit resists the spell with its Spirit Might, and if it fails, 
  the spell takes effect (thus, this spell is not always reliable 
  against particularly powerful spirits). If the spirit fails its 
  magic resistance roll, any false statement made by the spirit 
  will cause the air to reverberate with the tolling of a bell, such 
  as might be found in a church steeple. The more severe the lie, 
  the louder the sound of the bell becomes. This spell will not 
  detect a lie if the spirit believes that the statement is true (for 
  example, the spirit of a dead peasant might say that demons 
  from Hell killed them, and believe it implicitly - even if that is 
  not the case in reality, the spell will not cause the bells to toll).   
   
  [Note: As an added note, while this spell was not created 
  with a spell focus, I suggest that perhaps a glass bell might be 
  used as a +1 or +2 focus with this spell.]  
   
  Voices of the Damned 
  (Dave Martin) 
  Intellego Mentem 20 
  R: Near, D: Sun/Year 
   
  The subject of this spell can suddenly hear the voices of 
  the dead, as they cry, scream, and mumble in the afterworld. 
  This power is not selective --- the subject will hear the voices 
  of all dead souls within 5 paces, and may not block out the 
  voices except by an act of extreme concentration. The subject 
  of the spell may act differently depending upon her 
  personality, but in any case she suffers a distraction of -1 per 
  two dead souls within the area, to a maximum penalty of -5, at 
  which point the target can hear almost nothing else. The target 
  will usually exhibit noticeable discomfort around dead bodies 
  and places of burial, and will be extremely distracted every 
  time someone dies in the presence of the target --- to the tune 
  of -5 for one round, not cumulative with the aforementioned 
  penalties. 
   
  Particularly nasty souls that can somehow sense the 
  target's discomfort may purposefully berate and harass the 
  target, providing additional penalties, at the storyguide's 
  option. 
   
  Warning of the Imminent Attack 
  (Dave Martin) 
  Intellego Mentem 20 
  R: Per, D: Sun/Year 
   
  The caster will be able to sense imminent danger to 
  herself or her group, getting a sense of foreboding, starting 
  very weak (Per roll of 9+ to notice) up to 5 rounds before the 
  danger strikes, and getting suddenly strong the round 
  immediately before the danger manifests. The caster will 
  always be under stress once the sense of foreboding begins, 
  even if the caster has not yet noticed it. 
   
  Journey of the Silver Road 
  (Paul Sherliker) 
  Intellego Mentem 20 
  R: 300 miles, D: Spec 
  Requisite: Creo 
   
  Allows the caster to share the dreams of the target, 
  provided she is within range.  The caster must have an object 
  intimate to the target, and the target must expect the use of this 
  magic.  This does not imply that the target must be willing!  
  The spell is cast before going to sleep.  If, at any point before 
  you wake up, the target goes to sleep, or if they are asleep 
  when you go to sleep, you will share a dream. 
   
  Each of you may pass one idea through the dream for 
  each point by which an Int + Meditation + Strong Willed roll 
  
  65 
  of 6+ succeeds, or two points of success may be used to allow 
  the partner to send an idea. If the caster has no score in 
  Enigmatic Wisdom, then the roll is 9+. 
   
  In addition, the storyguide may allow one idea of her 
  choice to pass in each direction, whether the participants wish 
  it or not.  In general, this should be the dominant concern of 
  the involuntary sender.  Dreams are hard for anyone to 
  control. 
   
  Perception of the Nasty Surprise 
  (Dave Martin) 
  Intellego Mentem 25 
  R: Near, D: Conc 
   
  The caster can see traps of any nature hidden within her 
  field of sight.  Only things intended as traps and intentionally 
  hidden will be seen, traps left in plain view or hidden 
  unintentionally will not stand out. This spell will determine 
  that there is a trap and where it is, but not what it does.  With a 
  Vim requisite, this spell will detect magical traps as well. 
   
  Opening the Crystal Gates 
  (Paul Sherliker) 
  Intellego Mentem 25 
  R: Reach, D: Conc 
  Requisite: Creo, Imaginem 
   
  The caster touches a target, who must be in a meditative 
  frame of mind, and holds out her left hand, palm upwards.  
  The target then attempts to recall some fragment of her past, 
  and an image of the memory, perfect in every detail, appears 
  above the caster's hand and sound accompanies the image.  
  Every part of the memory, even those which have been 
  forgotten, is apparent.  Even a period of time the target cannot 
  remember at all, for example, by means of a Loss of but a 
  Moment's Memory (PeMe 20) spell, can be seen through the 
  use of this spell.  However, although details the subject did not 
  notice the first time may be seen, things she did not perceive  
  may not. 
   
  Enigmatic Understanding of  
  Hopes & Fears 
  (James Thomas) 
  Intellego Mentem 30 
  R: Per/Touch, D: Sun/Moon 
   
  This spell gives the caster an instinctive understanding of 
  the hopes, wishes and fears of all those he talks to. Such 
  knowledge can aid greatly social skills such as "intimidation", 
  "bargain", and "charm".  However, the understanding must be 
  interpreted with "enigmatic wisdom"; the target rolls E.W. + 
  Per, and for every point the caster exceeds a target set by the 
  storyguide (usually 9+, although it can vary from 6 to 12), he 
  gets a point of bonus to the social skills in question. This roll 
  has 3 extra botch dice; botches provoke behavior in the target 
  from bizarrely incomprehensible to stupidly dangerous. 
   
  The Living Colors 
  (Dave Martin) 
  Intellego Mentem 30 
  R: Per, D: Sun/Year 
  Requisite: Imaginem 
   
  The caster of this spell will see "auras" around every 
  person, indicating their emotions and state of mind. These 
  auras are simply colors that are superimposed over the caster's 
  normal vision, so the caster may be fooled by Imaginem spells 
  which mimic the aura effect.  Since the colors are changing, 
  and colors may each indicate several different emotions, the 
  information gained from this spell is very general. 
   
  Knowledge of the Unknown Tongue 
  (Matthey Hamey) 
  Intellego Mentem 35 
  R: Per/Touch, D: Conc/Sun 
   
  Allows the subject to speak, understand, read and write 
  any language with the subject's best score in said activity (i.e. 
  the spell won't give an illiterate person the ability to read or 
  write, or give a mute person the ability of speech).  Unlike the 
  spell Thoughts Within Babble (InMe 25), this spell allows 
  understanding of coded speech and writing and no Com or Pre 
  rolls are needed unless they would be needed in the subject's 
  native tongue.  Either parchment (+1), or a quill (+1) may be 
  used as a focus, with the usage of both giving a +3 rather than 
  a +2. 
   
  This spell only works on intelligent languages.  It would 
  allow the subject the ability to understand an ancient dragon 
  language but not regular animal communications (e.g. a wolf's 
  howl). 
    
  This spell was created by Quintessa Roma, Quaesitor, 
  Arch-Magus of House Bonisagus, in order to facilitate the 
  exchange and gathering of knowledge for the greater good of 
  the Order of Hermes. 
   
  Peering Into the Decaying Mind 
  (Ian Barkley) 
  Intellego Mentem 35 
  R: Eye, D: Conc 
   
  Like the spell Peering Into the Mortal Mind (InMe 30), 
  save that it works on a corpse or someone with the spell Night 
  of the Mind (PeMe 40) cast on them. It reveals the same thing 
  that Peering into the Mortal Mind would have if cast just 
  before the target died. The corpse must be in a state that eye 
  contact is possible. 
   
  Perception of the Secret Places 
  (Dave Martin) 
  Intellego Mentem 35 
  R: Near, D: Conc 
   
  The caster can see hidden things within her range of 
  vision. Only things which were intentionally hidden can be 
  sensed, as it is the hider's intent that this spell finds. This spell 
  only finds hidden physical things, it does not deal with 
  anyone's mind directly. 
   
  Voicing the Babbles 
  (???) 
  Intellego Mentem 40 
  R: Per/Touch, D: Conc, T: Ind 
   
  Using this spell enables the maga to speak whatever 
  languages are spoken around her.  
   
  Gift of the Stranger's Thoughts 
  (Piers Brown) 
  Intellego Mentem 50 
  R: Touch(Per), D: Sun/Year 
  Requisite: Creo 
   
  Takes the memories and habits of the person touched and 
  implants them within the maga's own mind. For the duration, 
  the caster will have a fair scope of the person's memories (All 
  non-magic skills at half Level), but, apart from the maga's 
  
  66 
  strongest motivations, will act as if she is truly the other 
  person. The spell is dangerous to maintain for a long period, as 
  the other personality will slowly become dominant --- change 
  personality traits at the rate of one point per month towards the 
  new personality. These changes are permanent, although they 
  may change normally.  While under this spell, the caster's 
  mind will seem to be that of the other person to all but the 
  deepest magical investigation. 
   
  Mind's Bridge 
  (Ian Barkley) 
  Intellego Mentem 55 
  R: Per, D: Year/Perm 
   
  Allows the caster to communicate over long distances 
  with others. Once this spell is cast, anyone who knows the 
  caster may contact her by concentrating on her face and name 
  for one round and making an Int + Concentration roll of 4+.  
  The maga will then feel that someone is trying to make contact 
  with her, and gain some idea of who it is and where they are. 
  The feeling is strong enough to wake a person out of sleep.  If 
  the maga chooses to accept the communication, she can hold a 
  conversation with the person, but at the beginning of the 
  conversation, and for every 10 words spoken thereafter, both 
  people must make Stm rolls of 6+ or lose a fatigue level. Also, 
  attacks may be made over this link. 
   
  The mechanics work like Certamen, save that the roll 
  bonus is Int + Concentration + (Mentem / 5) + "Strong Will" 
  (+1 Virtue), the roll to fatigue is Int + Concentration vs. Stm + 
  Concentration, and no final spells can be cast. 
   
  The link ends when either person chooses to end it, either 
  person falls unconscious, or either person is distracted and 
  fails a Concentration roll, so a person can pull out of a combat 
  between rounds. 
   
  [Note: Idea from "Tigana", where a wizard/king used 
  something similar to communicate with his governors.] 
   
   
  The Gentle Falling into Sleep 
  (Carl D. Emery) 
  Muto Mentem 15 
  R: Near, D: Spec 
   
  The caster causes a willing recipient to fall asleep by 
  speaking calmly and soothingly into her ears. Unwilling 
  recipients are allowed a Stm roll of 6+ to resist; however, they 
  must roll every round that the maga speaks.  This spell will not 
  work on over-excited targets, such as opposing warriors in 
  combat, although it will work perfectly well to put captured 
  warriors out for several hours afterwards.  Likewise, this spell 
  will not work in places that are too noisy for normal sleep, 
  such as at the base of a great waterfall.  Anyone affected will 
  sleep her normal 6 to 10 hours, or until awakened by normal 
  means. 
   
  [Note: This spell will not work upon the caster.] 
   
   
   
   
  The Voice of Reason 
  (Dave Martin) 
  Muto Mentem 15 
  R: Near, D: Sun/Inst 
   
  You speak to the target, elaborating upon the negative 
  consequences of some action, and convince the target not to 
  perform the action.  The target must be able to hear and 
  understand you, and you must have the time to complete your 
  argument (which typically takes from 2 to 10 rounds).  The 
  target may resist the spell with a personality trait (stubborn, or 
  anything else appropriate) of 9+.  This roll may be modified 
  by the storyguide based upon how reasonable your argument 
  is. 
   
  The Curse of Babel 
  (Dave Martin) 
  Muto Mentem 20 
  R: Near, D: Sun/Perm 
   
  The target's mind is warped so that when she tries to 
  speak or make any other meaningful noise, it comes out as 
  gibberish.  The target will not be aware that she is speaking 
  gibberish, even if it is pointed out to her - she believes she is 
  speaking normally.  The target can hear and understand the 
  speech of other people normally.  Two people under the 
  effects of this spell will speak entirely different gibberish, 
  being incomprehensible to each other, as well as everyone 
  else. 
   
  [Note: Any storyguide worth her salt will make you 
  roleplay out the effects of this spell.] 
   
  Ears of Babel 
  (Jason C. Buss) 
  Muto Mentem 20 
  R: Eye/Sight, D: Conc/Perm, T: Ind 
  Focus: Vine (+3) 
   
  The target hears all conversations as gibberish, but may 
  speak normally. Someone permanently afflicted with this 
  condition may gradually lose their ability to speak normally as 
  the years pass. Invented by Percival of House Tytalus during 
  his stay in London. A similar spell Curse of Babel (MuMe 20) 
  causes the target to hear conversations normally, but speak 
  gibberish. 
   
  Seed of Betrayal 
  (David Martin) 
  Muto Mentem 20 
  R: Near, D: Sun/Perm 
   
  Gives the target a sense of distrust for another person 
  designated by the caster. The target does not suddenly lose all 
  trust in the other person, but will interpret all actions of the 
  designated person, past, present, and future, in the worst 
  possible light. The target may resist the spell with a Trusting + 
  Int roll of 12+ when the spell is initially cast, possibly 
  modified by the designated person's reputation. This spell 
  does not require normal words or gestures to cast, but the 
  caster must speak a short sentence to the target, which subtly 
  questions the designated person's loyalty and trustworthiness. 
   
  The Overwhelming Emotion 
  (Dave Martin) 
  Muto Mentem 20 
  R: Near, D: Sun/Moon 
  Requisite: Perdo 
   
  Increases one emotion the target is feeling, to the 
  Muto Mentem 
  
  67 
  exclusion of all other emotions.  The target gains a +6 
  Personality Trait for the emotion or adds 6 to the current trait, 
  if she has one, and all other emotions and drives are dampened 
  --- halve all other personality traits, rounding toward zero.  
  Only works on an emotion the target was already feeling, and 
  since the target was already feeling the emotion, there is no 
  natural resistance roll. 
   
  Fervor of the Fanatic 
  (Dave Martin) 
  Muto Mentem 25 
  R: Near, D: Sun/Year 
   
  One belief of the target is greatly strengthened, to the 
  point of fanaticism (treat it as a passion). The target will 
  evangelistically try to persuade others to share her belief, by 
  whatever means are most appropriate to the character 
  (violence is not uncommon), and will react negatively to those 
  who disagree with her belief. If the target does not actually 
  believe what you attempt to magnify, the spell has no effect. 
   
  Idolatry of the Worthless Mortal 
  (Mica Goldstone) 
  Muto Mentem 25 
  4th 
  R: Near, Sun/Year, T: Ind 
   
  The target perceives themselves to be worthless in 
  comparison to the caster, groveling and attempting to please 
  him at all times he is in range. There is little the target will not 
  try to do to the point of near death. At any time there is a 
  conflict of personalities, the target can make a concentration 
  9+ (Intelligence + Personality Trait 9+) to perceive that they 
  are not acting normally although should it be pointed out by 
  others, they will be seen as interfering ne’er-do-wells. Like 
  most if not all fairy spells, when it wears off, memory of the 
  events are hazy as though dreamt, or the target was drunk.  
   
  Perception of Extreme Intoxication 
  (Dave Martin) 
  Muto Mentem 25 
  R: Near, D: Sun/Year 
   
  The target suffers from extreme hallucinations which 
  make the real world a very distant concern. Who knows what 
  the target perceives, but if possible, they should play it out. 
  The target may resist with an Int roll of 12+, made when the 
  spell is first cast and whenever the target is having a 
  particularly bad trip. 
   
  See the Reality behind the World 
  (David Smith) 
  Muto Mentem 30 
  R: Per, D: Spec, Ritual 
  Requisite: Vim, Intellego 
   
  This spell induces Twilight, including the gain of 
  Twilight points.  This twilight state, being self-induced, is 
  more under control, and has the advantages of:  
   
  1. Do not add Magic Aura to the Bad Effects roll. 
  2. Add Magic Theory to the Good Effects roll. 
  3. Add Magic Aura to the strength of the Good Effects 
  (before division, after multiplication) for which this is 
  applicable. 
   
   
  As one might guess, this spell was invented by a Criamon 
  magus. The Vis usage of this spell is quite flexible; by adding 
  a Casting Requisite, one may use that variety of Vis for the 
  spell. It is, however, limited by that any Good Effect gotten 
  will be limited in what can result by what the Magic Theory 
  used for the casting of the spell is possible. In other words, if 
  the Magic Theory used for the spell says a particular Good 
  Result (such as the ability to heal without Vis for Hermetic or 
  Rational Magic Theory) isn't possible, then choose another 
  Good Result.  
   
  [Note: There is some disagreement over how well this 
  spell fits into the Paradigm, etc. I limit its usage to Rational 
  Magi (see the REASON subdirectory).] 
   
  Mages Slaves 
  (Hager Erich) 
  Muto Mentem 50 
  R: Near/Sight, D: Sun/Year, T: Ind 
  Focus: Whip (+4) 
  Requisite: Perdo 
   
  This spell makes the target totally nonresistant to all 
  commands from the maga. This spell was made by Erich 
  Hager a diabolist spy in Tremere . 
   
   
  Banish the Possessing Spirit 
  (Dave Martin) 
  Perdo Mentem Gen. 
  R: Near, D: Sun/Perm 
   
  Forces a spirit possessing any body other than its own to 
  end its possession, and prevents the being from possessing the 
  same body for the duration of the spell. The possessing spirit 
  may resist this spell if its magic resistance roll exc eeds a roll 
  of Level + die + possessed body's Int, if any. 
   
  Hidden Mind 
  (Ian Barkley) 
  Perdo Mentem Gen. 
  R: Touch, D: Sun 
   
  This spell cloaks the mind of the target. The target has no 
  ill effects, but spells such as Peering into the Mortal Mind 
  (InMe 30) or Detection of Other Minds (InMe Gen.) will not 
  work on the subject if "Hidden Mind" was cast at higher Level. 
  Spells that affect the target's mind, like Passion's Lost Feeling 
  (PeMe 20), still work, but any natural resistance roll is made at 
  +2 if the spell is of lower Level than the level of Hidden Mind. 
   
  Aversion of the Mind's Subtle Poison 
  (Dave Martin) 
  Perdo Mentem 15 
  R: Near, D: Sun/Year 
   
  Breaks the target's concentration completely, requiring 
  that the target think through the interrupted thought from the 
  beginning again.  The target may resist with a Concentration 
  or Meditation roll, as appropriate, of 15+. 
   
  Gentle Bash of Utter Confusion 
  (Carl D. Emery) 
  Perdo Mentem 15 
  R: Near, D: Variable 
   
  This spell is your basic confusion spell. By means of a 
  large mind-jarring shock, the intended victim's mind ceases to 
  Perdo Mentem 
  
  68 
  function normally, and in extreme circumstances, like a 
  double botch, may cause death.  The usual effect is that the 
  world makes no sense whatsoever to the victim. Any actions 
  are taken at -5 or worse, depending on what is going on. 
  Someone in combat may, for instance, wonder what she is 
  doing here, holding a sword in her hand, attacking this elderly 
  gentleman. A Stm roll of 13+ means that the spell has no 
  effect, while those affected remain so for 10 minutes or until 
  they make the same 13+ roll, one roll being approximately 
  every minute. 
   
  Light Tap into Unconsciousness 
  (Carl D. Emery) 
  Perdo Mentem 15 
  R: Touch, D: Inst 
   
  Upon touching the victim, a Stm roll of 12+ is needed to 
  prevent falling unconscious.  She will then re-awaken after the 
  number of minutes that she missed the roll by. The main 
  shortfalling of this spell is the range --- touch. Fatigue levels 
  are not lost; however, they may be regained by the target 
  while unconscious. 
   
  Obscurari 
  (Johannes Oppermann) 
  Perdo Mentem 15 
  4th 
  R: Per, D: Sun, T: Ind 
  Focus: a small sandstone 
   
  This spell makes the caster inconspicuous and very hard 
  to remember, anyone who encounters the caster during the 
  spell's duration and later wants to recall the encounter needs to 
  roll 10+ on an intelligence stress roll. In Jorlan of Merinita’s 
  version of the spell (Imaginem Requisite) the caster also 
  becomes slightly transparent and hard to notice (-3 on relevant 
  rolls) 
   
  Stealing the Threads of Thought 
  (Dave Martin) 
  Perdo Mentem 20 
  R: Touch, D: Inst 
  Requisite: Creo 
   
  The caster steals thoughts from the target, which are 
  permanently removed from the target's mind, and learned by 
  the caster. The thoughts taken will be random, but recent 
  thoughts are more likely to be stolen than old ones, and 
  important thoughts are more likely to be taken than less 
  important ones. The target will know she has lost the train of 
  thought, but without magical restoration, will never actually 
  remember the original thoughts, although the same thoughts 
  and conclusions can be arrived at again normally. 
   
  Aura of Total Insignificance 
  (Piers Brown) 
  Perdo Mentem 25 
  R: Per, D: Sun/Year 
   
  While under the effects of this spell, the caster is viewed 
  by everyone met as unimportant, indeed scarcely there.  Apart 
  from going to the trouble of not walking into your path, they 
  will continue with their own affairs as if the caster was not 
  there at all.  Effectively, the caster is invisible but can go about 
  her business much more easily, although it needs to penetrate 
  magic resistance.  Should the caster act in such a way as to 
  directly affect the people surrounding her, they get an Int + 
  Per roll vs. an appropriate target number to realize the caster's 
  presence --- Hitting them: 3+, Stealing an important item in 
  full view: 6+, Opening a door: 15+. 
   
  [Note: See also Watchman's Wandering Eyes (PeMe 35).]  
   
  Curse of the Dottering Fool 
  (Ian Barkley) 
  Perdo Mentem 25 
  R: Eye, D: Sun/Inst 
   
  Lowers the target's Intelligence by 3 points. 
   
  Incantation of the Wearisome Mind 
  (Esther ???) 
  Perdo Mentem 30 
  R: Sight, D: Sun 
   
  Destroys target's ability to resist Mentem spells gives -5 
  on all Mentem resistance rolls. 
   
  Insane Chaos of Flashing Fire  
  (Hans Georg Schaathun) 
  Perdo Mentem 30 
  R: Sight, D: Conc 
  Spell focus: burning candle from a late lunatic's funeral (+5) 
  Aimed 
  Requisite: Creo, Imaginem, Ignem 
   
  The caster creates illusions of flames, light and 
  smoke moving chaotically in the air within some designed 
  area within sight. Targeting roll is necessary to direct the spell 
  to a very limited area, for instance to enclose a single person in 
  a crowd). The illusions are a traumatic experience for 
  everybody enclosed, and each round they must make a 
  stamina roll against the Resistance Difficulty (RD) or roll on 
  the effect table. RD is 4 in the first round, but the caster may 
  increase it by rolling 2xRD-4 on concentration+intelligence 
  stress. Botch drops RD to 4, Double botch drops the spell.  
   
  Effects table: 
  (roll intelligence+enigmatic wisdom (or 0) stress)  
  12+  
  no effect  
  9-11  
  lose one long-term fatigue level  
  4-8  
  catatonia or other insanity, disabling the victim for 
   
  combat. Duration of 'sun'.  
  -3  
  Berserk until unconscious. (The victim attacks 
   
  inanimate objects when all friends and enemies are 
   
  dead, so sure he will get unconscious...)  
  Botch:  Permanent insanity. Once insane, the spell has no 
   
  further effect.  
   
   
  [Compared to Black Whisper (PeMe 30). This spell 
  is easier to resist, takes longer time to cast properly, cannot be 
  cast quietly (somebody must notice these flames...) and has no 
  permanent effect. On the other hand it affects a crowd. I think 
  the level may be the same.]  
   
  Stealing the Pages of Memory 
  (Dave Martin) 
  Perdo Mentem 30 
  R: Touch, D: Inst 
  Requisite: Creo 
   
  The caster steals memories from the target, which are 
  permanently removed fro m the target's mind. The memories 
  taken will be random, but recent memories are more likely to 
  be stolen than old ones, and strong memories, like important 
  events, are more likely to be taken than less important ones. 
  
  69 
  The target will know she has a gap in memory, but without 
  magical restoration, will never actually remember the 
  original memories, although new ideas of what took place 
  might replace the old ones if the target is informed of what 
  happened. The caster gains these memories as current 
  information, not as memories, though a botch might cause the 
  memories stolen to "overwrite" the caster's memory, causing 
  some personality shock. Note that this is different from the 
  spell Stealing the Threads of Thoughts (PeMe 20) in that this 
  spell takes memories (past thoughts) and Stealing the Threads 
  of Thoughts takes current thoughts. 
   
  March of the Inevitable Wheel 
  (Paul Sherliker) 
  Perdo Mentem 30 
  R: Eye, D: Inst 
   
  Breaks the target's will to continue.  It will only work on 
  someone who would eventually give up what they are 
  attempting.  Examples are: an unrequited lover, a victim of 
  torture, a diseased person carrying on by force of will, a 
  warrior struggling in battle, or a mage concentrating on a spell.
   
  Natural resistance is a Persevering or similar roll of 9+; 
  targets with flaws such as "Lost Love" (-1 Flaw) or "Sense of 
  Doom" (-3 Flaw) resist at -3.  The broken target will recover 
  just as if she had been "broken" naturally --- the warrior will 
  surrender, the mage stop concentrating, the diseased person 
  will die and so on.  They may lose confidence, alter 
  personality traits, gain appropriate mental flaws, or even 
  commit suicide, but most often will react as a character with 
  the "Sense of Doom" flaw who has been defeated. 
   
  Watchman's Wandering Eyes 
  (Dave Martin) 
  Perdo Mentem 35 
  R: Per, D: Sun/Year 
   
  The caster will be very difficult to notice, able to simply 
  walk by even those actively searching for her. Those not 
  searching for the caster will not notice the caster unless they 
  physically run into the caster.  Those actively searching for the 
  caster, or who contact the caster physically, must still make 
  Int + Per rolls of 15+ to notice the caster, at which point the 
  spell will no longer effect them until it is cast again. 
   
  [Note: See also Aura of Total Insignificance (PeMe 25).] 
   
  Night of the Mind 
  (Ian Barkley) 
  Perdo Mentem 40 
  R: Near, D: Inst 
   
  Destroys a person's mind. The target can make an Int roll 
  of 15+ to resist.  If the target does not, her mind is gone; her 
  body is still alive, but inert --- it will still breathe, but nothing 
  else. If the person is ever brought back, she will remember 
  nothing of what happened after this spell was cast.  Mentem 
  spells cast upon such a person will fail as if they had been cast 
  on a corpse. 
   
  This spell might be undone by a Creo Mentem spell of 
  about 60th Level, with vis to make it permanent and an 
  Intellego requisite, to actually recreate the person's mind. 
   
   
   
   
  Poisoning the Will 
  (Ian Barkley) 
  Perdo Mentem 50 
  R: Sight, D: Year/Perm, Ritual 
   
  With this spell, the caster curses a place, be it a valley, a 
  town, a city, or another covenant. There are no obvious effects, 
  but the curse will gradually sap the will and vitality of people 
  there. People will be less energetic. They will slowly stop to 
  care about the place, about the things and happenings around 
  them, about other people, and finally about themselves. 
  Colors will seem drabber, the days longer, emotions lower 
  under an all-pervading sense of boredom and lassitude.  
  Strong-willed individuals and those with strong passions will 
  be less affected. 
   
  This spell only affects someone while they are within the 
  area cursed, and people who have been under this curse for a 
  long time and who then leave the area may be nearly 
  overwhelmed by the return of their sense of purpose and 
  energy. Few will show any desire to return to the cursed area. 
   
   
  Bind the Unwilling Author 
  (Glenn Stowe) 
  Rego Mentem Gen. 
  R: Arcane, D: Perm, Ritual 
   
  The caster, by using a tome or scroll as an arcane 
  connection to its author, (who must be dead for the spell to 
  work) summons the author's ghost and binds it into the book.  
  The spell penetration must be greater than the ghost's spirit 
  current might.  The binding is accomplished in such a way that 
  the following spell will allow the text to be translated. 
   
  Effect of Concentration 
  (Ian Barkley) 
  Rego Mentem Gen. 
  R: Effect Only, D: Perm, Ritual 
   
  This is not a spell one casts, it is an effect one installs in a 
  magic item.  It must be used as a continuous effect. Its purpose 
  is to boost the maga's concentration --- it adds +1 to all 
  Concentration rolls for each 2 ranks of the effect. The maga 
  must be touching the item to gain the bonus, and only one such 
  effect can affect a given maga at a time.  The effect still needs 
  a triggering ritual of some sort --- the person performing the 
  ritual is the one to gain the bonus, although if many magi are 
  performing the ritual only one may have it. 
   
  Mystical Vortex of Spirit Entrapping 
  (Marten ???) 
  Rego Mentem Gen. 
  R: Near, D: Conc/Inst 
  Aimed 
   
  Creates a blue swirling "Vortex" (a bit like in 
  Ghostbusters, but not that fancy), into which the unhappy 
  incorporeal spirit is sucked. The caster decides where the "end 
  point" of the "Vortex" is --- where the ghost is to be sucked --- 
  but it must be within 15 paces of the caster. The mouth of the 
  "Vortex" is  a maximum of 1 pace diameter. The mouth may be 
  up to 15 paces distance from the end point. The end point of 
  the "Vortex" is immovable once set, but if its location is a 
  Rego Mentem 
  
  70 
  movable object, like a staff, the "Vortex's" end can be moved 
  by moving the object.  The mouth of the "Vortex" is not 
  movable by any means, however. The "Vortex" appears only 
  for several seconds and its success depends on the targeting 
  roll. If the caster uses vis, the "Vortex" may be held up as long 
  as caster concentrates. 
   
  The mouth of the "Vortex" must always be within line of 
  sight.  The end point of the "Vortex" must always be within 15 
  paces of the caster. If either of these require ments is not met, 
  the "Vortex" disappears. The mouth of the "Vortex" must be 
  targeted.  Only incorporeal spirits who have Mystic Might less 
  than or equal to die roll + spell level are affected. If the object 
  into which the spirit is sucked is not ready to trap and hold the 
  spirit, the spirit can exit the object at will.  Dylan has yet not 
  tested whether the spell has any effect to incorporeal 
  elemental beings, such as air elementals. 
   
  Weariness of the Mind 
  (Akura) 
  Rego Mentem Gen. 
  R: Eye/Sight, D: Mom, T: Ind 
  Focus: Sand (+1) 
   
  When the caster casts this spell the target must make a 
  Stamina stress roll of +9 or lose a fatigue level, a botch causes 
  the loss of two fatigue levels. These fatigue levels are short 
  term and regained normally. 
   
  Answering the Silent Question 
  (Bruno Faucon) 
  Rego Mentem 10 
  R: Per/Touch, D: Conc/Sun 
   
  Next time your spirit is asked a mental question, it will 
  answer a programmed sentence of your choice. "I'm not 
  guilty!" or "I don't know anything" are good possibilities. 
   
  Dream of the Beautiful Princess 
  (Bruno Faucon) 
  Rego Mentem 10 
  R: Per/Touch, D: Sun/Moon 
  Requisite: Imaginem 
   
  The image you are looking at while casting this spell will 
  probably be included in your dreams during the duration of 
  the spell. You have no control over the dream, it could be a 
  nightmare, even if the image is beautiful. 
   
  Enchantment of the Rapt Attention 
  (Dave Martin) 
  Rego Mentem 15 
  R: Near, D: Conc 
   
  The target of this spell must make an Int roll of 9+ or 
  continue to look into the caster's eyes so long as the caster 
  concentrates. Even if the target resists, she will feel compelled, 
  and must make an additional resistance roll each time she 
  changes actions, and whenever the caster addresses her by 
  name.  The spell will be broken when the caster breaks 
  concentration or when the target successfully resists three 
  times, not necessarily in a row. The target is not completely  
  spellbound --- she may perform other actions while enchanted, 
  but will take appropriate penalties for not looking at the 
  subject of the actions. Neither the target nor the caster will 
  blink while this spell is in effect. 
   
   
  Meal of the Tasty Foot 
  (Dave Martin) 
  Rego Mentem 15 
  R: Near, D: Inst 
   
  Places up to three words in the target's mouth, so to speak. 
  The victim may resist with a Qik + Int roll of 15+. There is 
  known to be an Imaginem version of this spell, but it is more 
  limited, as the words come out in the caster's voice. 
   
  The Mirror of the Truth 
  (Marzio il Rosso) 
  Rego Mentem 15 
  R: Near, D: Sun, T: Ind 
  Focus: a rope with a knot (+2) 
  Requisite: Corpus 
   
  You must keep the liar in front of a mirror (or just a 
  reflecting surface) and then ask him what you want to know; if 
  he is lying the image in the mirror will tell you the truth. For 
  helping the spell's effect you can untie a knot: it remembers 
  sympathetically the untying of the tongue.  
   
  The Open Vessel 
  (Dave Martin) 
  Rego Mentem 15 
  R: Per, D: Spec 
  Requisite: Corpus 
   
  The caster enables a willing spirit to possess the caster's 
  body. If the possessing spirit had any magical powers in life, it 
  may use them while it is in control of the caster's body, but the 
  caster has no control over how her or her body is used. Usually, 
  the caster enters some agreement with the spirit beforehand, 
  determining when the spirit will leave, but if the spirit is not 
  willing to leave at the appointed time, the caster will have to 
  fight for control of her body. Treat this struggle as a Certamen, 
  with the caster's Rego and Mentem scores vs. the spirit's Spirit 
  Might. Victory for the caster means that the spirit is thrown 
  out. Victory for the spirit means the caster's spirit is 
  suppressed for a number of days equal to the hours the caster 
  would have spent unconscious --- one day per fatigue level 
  beyond incapacitated the caster goes. 
   
  Aura of Insincerity 
  (Dave Martin) 
  Rego Mentem 20 
  R: Near, D: Sun/Year 
   
  The target is shrouded by an aura that makes her seem 
  insincere about everything the target says for the duration of 
  the spell. No matter what the target says or what proof is 
  provided, others will remain suspicious of the target and what 
  she says, even if what is said is a lie. 
   
  Hold on the Slumbering Mind 
  (Ian Barkley) 
  Rego Mentem 20 
  R: Arcane, D: Spec, Ritual 
  Requisite: Imaginem 
   
  This spell allows dream control. This caster must have an 
  arcane connection to the target. When cast, the target must be 
  sleeping, not unconscious or incapacitated.  The target may 
  resist by making an Int roll of 12+. If failed, the caster slips 
  into a trance and the target starts to dream, a dream controlled 
  by the caster. In this dream, anything can happen, though 
  strong fear, anger, pain, etc. will wake the target.  The target 
  does not necessarily realize that she is in a dream, either then 
  
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  or when she wakes, but the caster must be extra-careful to 
  have any chance of having the dream believed on awakening. 
  The dream can have time -leaps, missing details, etc., without 
  the target necessarily noticing. (The exact chances of the 
  target knowing what's going on should be determined by the 
  GM.) The caster can control everything in the dream, 
  including the target's sleep-self, but to access knowledge of 
  the dreamer's mind, the caster must relinquish control of that 
  part of the dream. 
   
  Example: Grimgroth casts this spell to find a secret 
  password that Alba the Master Thief knows. He can have 
  Alba's dream-self go to the place where Grimgroth knows he 
  should give the password, if he knows where that is, and be 
  given the counter-sign, which Grimgroth also knows, or give 
  Alba control of that part of the dream, risking his 
  subconscious mind changing the dream sequence, and then 
  give Alba control of his dream-self. Grimgroth could not say 
  "I make Alba's dream-self say the password." 
   
  The spell lasts for an hour, or until the target wakes, 
  whichever comes first. The spell cannot hold a person in sleep 
  longer than she otherwise would be, but the caster can make 
  dream events happen at up to ten times the rate of normal life 
  without the target noticing.  
   
  The Many Legged Beast 
  (Dave Martin) 
  Rego Mentem 20 
  R: Spec, D: Spec 
   
  You may influence the actions of a mob of people, 
  encouraging and discouraging certain actions and types of 
  actions, but by no means being in control.  You state how you 
  wish to influence the mob, and the storyguide will modify any 
  die rolls relating to the influence by 3 to 5 points in your favor.  
  The mob must have already formed when you cast this spell, 
  and though you must not be in the mob when you cast this 
  spell, you must join the mob, and participate in mob actions 
  for the spell to remain in effect.  This spell lasts as long as you 
  remain in the mob - it ends when you leave the mob, or the 
  mob begins to disperse.  You may only influence one action or 
  type of action at a time. 
   
  Pressing the Weight of Sleep 
  (Robbie Westmoreland) 
  Rego Mentem 20 
  R: Near, D: Inst 
  Requisite: Corpus 
   
  The target of this spell will become sleepy and fall asleep 
  immediately if they fail a Stamina roll of 12+. 
   
  Roundabout 
  (Dave Martin) 
  Rego Mentem 20 
  R: Near, D: Sun/Year 
   
  The target's direction sense and perceptions become 
  warped, so that unless the target uses some infallible means of 
  trail marking, the target will continue traveling in circles, and 
  even if the target does have some infallible way of marking 
  the trail, the target will feel as though she were going in circles 
  instead of following the trail. 
   
   
   
  Speaking to the Spirits of the Ancestors 
  (Piers Brown) 
  Rego Mentem 20 
  R: Reach, D: Sun, Westros, Ritual 
   
  Temporarily summons the ghost of an ancestor of House 
  Westros in much the same way as the spell Incantation of 
  Summoning the Dead (ReMe 25).  However, the ghost is 
  automatically laid to rest once again when the spell finishes. 
  This spell is often used to gain advice from the ancestors. 
   
  Mesmeric Wisdom 
  (Paul Sherliker) 
  Rego Mentem 20 
  R: Near, D: Spec 
  Requisite: Imaginem 
   
  This spell will only work for magi who have Criamon 
  signs of unfolding wisdom on their faces.  It causes the 
  patterns to move, change color and glow, fascinating everyone 
  who can see them. 
   
  The spell lasts until the caster moves rapidly or wills it 
  away.  Its effects on a target are dispelled if the target can no 
  longer see the caster's face or is directly threatened.  The 
  caster must also maintain concentration, but may talk, sing or 
  play instruments freely. 
   
  People who are fascinated will listen intently to what the 
  caster has to say, allowing her to add her Enigmatic Wisdom 
  score to rolls for such abilities as storytelling, charisma, 
  diplomacy, and intimidation.  If she wishes, she may pose a 
  riddle to them so powerfully that they will be unable to act 
  until they make an Int roll of 8+, rolled once per round, by 
  making an Com + Enigmatic Wisdom roll of 12+. 
   
  A drawback of this spell is that while it could fascinate 
  and persuade a large number of mundanes, it is a very showy 
  use of magic and one which could cause problems if applied to 
  large numbers of people within the Dominion. 
   
  The Hub of the Wheel 
  (Paul Sherliker) 
  Rego Mentem 20 
  R: Per, D: Inst 
  Requisite: Intellego 
   
  Casting this spell, you momentarily put yourself at the 
  Hub of the Wheel, the still point about which all else turns.  In 
  a moment of icy calm, you perceive everything that is going 
  on around you to the best of your ability, irrespective of 
  distractions.  While this spell does not enhance your 
  perceptions, it does allow you to see out of the corners of your 
  eyes as if they were the centers of your field of view, and so 
  on. 
   
  This spell is useful in the heat of battle, when many things 
  might be missed --- but only a few magi are willing to take the 
  time to cast such magic in a battle!  It would also be useful in a 
  tribunal though, allowing you to register the expressions on 
  every face you can see. 
   
  Aura of Seductiveness 
  (Piers Brown) 
  Rego Mentem 25 
  R: Per, D: Sun/Year 
   
  This causes all those who are sexually orientated towards 
  your sex to immediately fall headlong into love or lust with 
  you. So long as you do not make any overtly hostile or 
  dangerous actions and their lives are not in danger from 
  
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  another source, they will stop what they are doing and move, 
  by the most direct route towards you ignoring all other events 
  and fling themselves into your embrace. Appropriate 
  personality + Int or Per to resist.  Wonderful for use with the 
  spell Kiss of Death (PeCo 35). 
   
  Gaze of the Piercing Eye 
  (Dave Martin) 
  Rego Mentem 25 
  R: Near, D: Conc 
  Requisite: Creo 
   
  The target of this spell must make an Int roll of 10+ or 
  continue to look into the caster's eyes, as per the spell 
  Enchantment of Rapt Attention (ReMe 15), and will feel 
  uncomfortable under the caster's gaze, especially when 
  attempting to hide something from the caster (physically or 
  mentally). The target will have a -1 penalty to all rolls due to 
  distraction, and will suffer an additional penalty of -4 to any 
  attempts to hide something from the caster (additional 
  penalties may be levied due to lack of eye contact with the 
  target of the action).  Like the spell Enchantment of the Rapt 
  Attention, this spell will end when the caster breaks 
  concentration or when the target resists the spell for the third 
  time. 
   
  Hellish Pains of the Sinner 
  (Eric Mehlaff) 
  Rego Mentem 25 
  R: Near, D: Moon 
   
  Works just like the Agony of the Mortal (PeCo 15) spell 
  mentioned earlier, but only when triggered by the subject 
  doing something that was s pecified in the spell.  The subject is 
  told what this thing is, as the spell is cast, and if they don't ear 
  or understand it, the spell fails.  ReMe because it's basically a 
  really powerful "guilty conscience".  I.e.: You could cast it on 
  your grogs to keep them from using "foul language", or use it 
  to keep those kids out of your backyard. 
   
  Mists of Morpheus 
  (Oskari Koskimies) 
  Rego Mentem 25 
  R: Spec, D: Spec, Ritual 
  Requisite: Auram 
   
  A thick white mist starts to slowly rise from the ground 
  around the caster, and then spreads at 10 paces/round 
  outwards until it covers the area within a one mile radius. 
  Anyone caught within the mist (except the caster, who is not 
  affected) who fails his magic resistance roll falls into a deep 
  sleep unless he makes a Stamina ro ll of 8+. This roll must be 
  made once per minute (10 rounds) in order to stay awake. 
  Visibility in the mist is restricted to 20 paces (nothing can be 
  seen beyond that range). 
   
  The mist lasts for one hour, after which it slowly 
  dissipates.  The victims rema in asleep until awoken or until 
  they wake up naturally - this would normally take several 
  hours, but someone who had just rested before he was caught 
  in the mist might wake up sooner. 
   
  The Impenetrable Skull 
  (Dave Martin) 
  Rego Mentem 25 
  R: Near, D: Sun/Inst 
   
  The target becomes absolutely convinced of any one 
  thing she already thought or believed in.  No amount of 
  reasoning, torture, or badgering will make the target change 
  her mind (though torture may prompt her to lie and say she 
  believes otherwise.)  With regard to this thought or belief only, 
  no personality rolls are ever necessary for the target - the 
  target automatically succeeds all appropriate personality rolls. 
   
  Compulsion of the Single Task 
  (Dave Martin) 
  Rego Mentem 30 
  R: Near, D: Moon 
   
  Compels the target to perform a single task for the caster. 
  The target must make an Int + Stm roll of 12+ to resist. Even if 
  the target fails the resistance, she will still act in her own best 
  interests so long as they do not conflict directly with the 
  caster's. Actions which conflict with the target's motives and 
  best interests are more easily resisted.  If the task is not 
  completed as the end of the month approaches, the target will 
  get more intense, driven, and violent in pursuit of the goal. If 
  the action is not completed by the end of the month, the spell 
  ends with no penalties to the target. 
   
  Rebel Tongue 
  (Dave Martin) 
  Rego Mentem 30 
  R: Touch, D: Conc 
   
  The target will be forced to speak only the truth so long as 
  the caster concentrates, but the target is not forced to speak. 
  The target may attempt to lie about something, but what the 
  target actually says is the truth about the situation. Once the 
  target realizes she is under the influence of this spell --- after 
  the first lie is unsuccessfully attempted --- she may choose 
  either to say nothing at all, or may attempt to twist the 
  meaning of the questions asked so as to answer truthfully to a 
  twisted version of the question, which has a different meaning 
  than the one intended by the asker. This "twisting" requires an 
  Int + Guile roll of 12+ by the would-be liar for each lie 
  attempted, modified by the directness of the question, at the 
  storyguide's judgment. A roll of 20+ for any lie will break the 
  spell, and a botch on any lie will prevent the target from lying 
  for the rest of the spell. 
   
  Show of Proper Respect 
  (Ian Barkley) 
  Rego Mentem 30 
  R: Eye, D: Conc/Sun 
   
  The target becomes ridiculously fawning and subservient 
  to the caster, filled with an overwhelming desire to abase 
  herself for the caster.  The target will litera lly crawl on her 
  hands and knees to the caster, and lick her boots. If kicked 
  away, she will return, though actual damage will break the 
  spell. Useful for humiliating opponents. 
   
  The Lure of Cleodice 
  (Treena Genest) 
  Rego Mentem 30 
  R: Touch/Near, D: Spec 
  Requisite: Muto 
   
  The story is told how Himerus offended Aphrodite, who 
  caused him to get very drunk and take his sister, Cleodice, to 
  bed with him. When Himerus awoke the next day, he lept into 
  the Erotas river to his death.  The target of this spell is 
  overcome with an overwhelming passion appropriate to her 
  
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  nature. They must make a stamina stress roll of 12+, with 
  appropriate passions and personality traits applying. The 
  passion is one that accords with your weaknesses but causes 
  great pain and shame upon fulfillment. This usually means 
  that passions and personality traits act to the negative.  Once 
  the target has fulfilled this passion they are overcome with the 
  deepest feelings of self-loathing and despair and attempts 
  suicide in a dramatic way.  The use of a myrtle bough as a 
  focus provides a +1. 
   
  The Collected Beast 
  (Dave Martin) 
  Rego Mentem 35 
  R: Earshot, D: Spec 
   
  You draw a group of 30 or more emotionally charged 
  (angry, afraid, ecstatic, etc.) people together into a mob, which 
  will direct its emotions however the storyguide sees fit 
  (though violence is the most common outlet for emotions).  
  You must rile up the crowd by speaking to them, rallying them 
  around their common emotions.  The spell takes from 5 to 20 
  minutes to work, depending upon the size and mood of the 
  crowd, and affects all those who can hear and understand you.  
  You are automatically drawn into the mob, and once the mob 
  is started, you have no control over it or over what outlet it 
  finds for its emotions. Individuals  others than yourself may 
  resist joining the mob with a personality trait + Int roll of 6+, 
  modified by the strength of the individual's emotions. 
   
  Control of the Unwilling Mind 
  (Esther ???) 
  Rego Mentem 40 
  R: Near, D: Conc 
   
  A Mentem variant of the spell Strings of the Unwilling 
  Marionette (ReCo 30). 
   
  The target gets a Stm + Int roll of 15+ each round.  If they 
  fail, they lose control of their movements. The caster can then 
  control them similar to the above spell.  The target gets an 
  easier resistance roll if they are made to do something against 
  their nature or harmful to themselves. 
   
  Moment of Privacy 
  (Ian Barkley) 
  Rego Mentem 40 
  R: Spec, D: Spec 
  Requisite: Muto, Vim 
   
  This spell subtly affects the minds of those in the general 
  vicinity, so that they don't bother the caster. People who wish 
  to speak to her will remember something else they wanted to, 
  decide it’s not important, get distracted, etc. This allows the 
  maga to, for instance, hold a private and secret conference 
  with an ally without being obvious about it --- she and her ally 
  meet, she casts the spell, and people just "happen" not to 
  bother her. 
   
  This spell is Sun. duration, but the longer the spell is held, 
  the harder it becomes to maintain, for there is only so long 
  people can be distracted or will find other things to do. In 
  general, a person who has a urgent reason to see the maga 
  must make a Int roll of 13+, modified by storyguide's whim 
  and at +1 for each five minutes person has had an urgent 
  reason to see the caster. People who think about it can make an  
  Int + Per roll of 15+, with +1 to the roll for each five minutes 
  the spell was up, to realize what was going on. A person aware 
  of the spell, or passionately bent on seeing the caster, is 
  immune to the direct effects of the spell. 
   
  One interesting innovation made by this spell's inventor 
  was its way of handling Parma Magicas. He realized that the 
  spell would be useless if other magi noticed it bouncing off 
  their Parmas; instead, the spell will not attempt to direct affect 
  any magi in the immediate vicinity unless their resistance roll 
  to the spell is at most 30. (Hence the Vim requisite.)  However, 
  magi and others who are not directly affected are still slowed 
  by the spell, as those affected by the spell will (indirectly) 
  attempt to slow them down. For instance, a maga might be 
  approached by the autocrat with important business, or be 
  distracted by a grog fight. 
   
  Trapping the Soul 
  (Dave Martin) 
  Rego Mentem 40 
  R: Spec, D: Spec, Ritual 
   
  Traps the target's soul in a previously prepared container, 
  see the spell Crafting the Prison of the Soul (MuVi 30), 
  leaving the body alive, but empty.  The caster must have a 
  piece of the target's hair or other bodily part: blood, sweat, 
  flesh, etc., must know the location of the target at the time of 
  casting, and must cast the spell on the night of the full moon. 
  The spell will last until the seal on the prison object is broken, 
  at which time the soul of the victim is freed to try to possess 
  any one body within 5 paces, or the nearest body if none are 
  within 5 paces. This spell is often associated with demons and 
  diabolists. 
   
  Traversing the Mind's Eye 
  (Dave Martin) 
  Rego Mentem 40 
  R: Per, D: Spec, Ritual 
  Requisite: Imaginem, Intellego 
   
  The caster's mind leaves her body, to travel in the realm 
  of the spirits and the dead, commonly known as the Astral 
  plane. The spell lasts as long as the caster can sustain 
  concentration, or until Sunrise/Sunset, whichever is shorter. 
  Due to the nature of the spell (leaving worldly ties behind), 
  you gain +3 to all Concentration rolls while traveling the 
  Astral plane. Leaving your body behind strips you of all 
  worldly senses, but enables you to perceive the world as 
  spirits do, sensing minds, spirits and magic that affects minds 
  and spirits rather than bodies. You may speak with spirits 
  while out of your body, and you may travel away from your 
  body, similar to the spell Image from the Wizard Torn (ReIm 
  15). Also similar to Image from the Wizard Torn, you must 
  make a Concentration roll of 9+ for each league your spirit 
  travels, or your concentration will be broken, and the spell 
  will end. You do not need to make a Concentration roll when 
  you pass through walls or other obstacles, since they are 
  physical, not mental, barriers. The complications of this spell 
  are numerous: your astral "body", the silver cord, combat with 
  spirits, etc., which will not be discussed here, but remember 
  that this spell is very dangerous both in the actual casting and 
  in the course of the spell, and if you ever roll a double or triple 
  botch on the casting, your spirit will be forever cut off from 
  your body, leaving your body a soulless, mindless husk, 
  effectively killing you. 
   
  
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  Call of the Siren 
  (Dave Martin) 
  Rego Mentem 45 
  R: 1 mile diameter, D: Conc 
   
  The caster sings a magical song which summons all 
  humans of the opposite sex within a 1 mile diameter to the 
  caster, in a daze. They will come until they get to within 5 
  paces of the caster, at which point they will stop and stare at 
  the caster until they are broken out of the stupor by an 
  appropriate action or until the caster stops singing. This spell 
  may be resisted if the target's Int + Stm roll exceeds the 
  caster's  Sing + Prs roll, but the target must make this roll 
  every minute she remains in the area, or the target will 
  succumb.  The song extends for several miles outside of the 
  radius, but those outside the radius will not feel obliged to 
  appear (though they may investigate on their own). It is 
  rumored that this spell was taught to an apprentice by a siren 
  who fell in love with her, in exchange for a single night of her 
  love. 
   
  Cleanse the Mortal Infestation 
  (Ian Barkley) 
  Rego Mentem 50 
  R: Near, D: Conc/Sun 
   
  Causes all humans in the area to start mindlessly 
  attacking each other. They will use melee weapons if close at 
  hand and they know how to use them, but will not use ranged 
  weapons or magic. Int + Personality rolls of 10+ will cause 
  them to avoid certain targets, such as loved ones, Int + 
  Personality rolls of 16+ to break the spell entirely. Roll when 
  the spell begins and every time the person switches targets.  
  People with the virtue "Berserk" (+1 Virtue) don't get to roll. 
   
  Note that this spell does not cause extreme rage or other 
  emotions; it is just an overwhelming command to kill. Affects 
  one building. 
   
  [Note: see Cleanse the Verminous Infestation (PeAn 25)] 
   
  Lucifer's Advisor 
  (Dave Martin) 
  Rego Mentem 50 
  R: Touch, D: Inst, Ritual 
  Requisite: Corpus 
   
  Turns the person's head separated from its body into a 
  magical reservoir, allowing the caster to draw knowledge 
  from it. The caster, when touching the head, may use the 
  memories and knowledge of the head as though they were the 
  caster's own, and if the head is that of a maga, the caster will 
  be able to cast the head's formulaic spells!  In addition, the 
  head retains some magic power, so the caster may draw a 
  fatigue level from the head for casting spells, but the head will 
  then be incapacitated for 1 hour. The caster may use the head's 
  knowledges directly, and may use half the scores the head has 
  in skills, magic arts, and appropriate Virtues and Flaws, like 
  magical affinities. The head will be completely incapacitated 
  in even the weakest Dominion, and when in the Dominion, 
  will be permanently disenchanted if a die roll + Dominion is a 
  10+, roll each hour. Finally, whenever a spell is cast at the 
  head or the owner of the head, the spell must overcome the 
  resistance of both to succeed, and it will then affect both the 
  head and its owner. This spell will work on any corpse, but the 
  mind of a corpse deteriorates rapidly, losing half its 
  knowledge each Sunrise/Sunset and lapsing towards insanity, 
  which may very well infect the caster. The caster will begin to 
  take on the personality traits of any being whose head she is in 
  contact with for any length of time.  A given maga may have 
  any number of heads enchanted in this way, but may only use 
  one at a time. As you may have guessed, neither the Church 
  nor the Order of Hermes has any particular fondness for this 
  spell. 
   
  [Note: Taken directly from the Chaos cults of 
  RuneQuest.] 
   
  Walk the Paths of the Dead 
  (Dave Martin) 
  Rego Mentem 50 
  R: Per, D: Sun/Month 
   
  Allows the caster to project her mind onto the "road" that 
  the dead travel to get to the next "world". Souls encountered 
  can be questioned, and can interact with the caster's mind as 
  though it were the caster's physical body as per the spell 
  Traversing the Mind's Eye (ReMe 40). The likelihood of 
  finding a particular person depends on how long ago they died. 
  Generally, it will take about an hour of travel per day the 
  person has been dead, and people dead more than two years 
  will have reached the resting place of their soul, unless they 
  are tied to the mundane world for some purpose as ghosts. 
   
  [Note: Taken directly from GURPS.] 
   
  Brief, Shining Resurrection of a  
  Mage's Form 
  (Geoffrey Grabowski) 
  Rego Mentem 60 
  R: Per, D: Spec 
  Requisite: Creo, Corpus, Vim 
   
  This is an extremely complex ritual of indeterminate 
  origin. It is believed to have been in very limited circulation 
  among necromancers and magical theorists focusing on death 
  for several centuries, but its original author has been lost. 
  Whatever its origins, they are certainly Hermetic. 
   
  In short, this spell allows a magus to cheat death ... briefly.  
  The magus casting it must have a Talisman, or the ritual will 
  fail, and he may not have a familiar, nor may he have the flaw 
  commonly known as "Life -Linked Magic" (-1 Flaw). 
   
  In casting this ritual, the magus must have his talisman 
  with him, and he must also have an implement which may be 
  used to cause death, such as a knife, axe, strangling cord, or 
  the like. The magus then performs the ritual holding both the 
  Talisman and the weapon. When the ritual is completed, 
  assuming there is no botch (and this ritual may not be 
  mastered) a certain set of circumstances will cause the magus 
  to be able to cheat death ... briefly. 
    
  First, within one moon of the end of the ritual, the magus 
  must be killed, either by his own hand or the hand of another, 
  with the weapon, and no other, that the ritual was performed 
  with. The magus must then roll for twilight. If the magus does 
  not pass into Final Twilight, the magus's spirit will always 
  become a ghost (assuming there are no prior pledges on it) and 
  be forced into the Talisman and bound there. 
   
  While in the talisman, the magus is a ghost, and not a 
  particularly active one at that.  However, it may still cast spells 
  and perceive the world around it to a limited extent, just like 
  the ghost of any magus. 
   
  Secondly, the magus' body must, in almost its entirety, be 
  
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  preserved. Whether it be ashes or a corpse means nothing, so 
  long as there stuff which once formed the magus' body is 
  mostly there. 
   
  The ritual takes effect when the body/remains thereof, are 
  placed in contact with no less than 20 pawns of Vis (all of 
  which must be of the same type) and the Talisman is within 
  Near range. At this time, the ritual finishes, and the Vis is used 
  to form a semi magical shell for the magus' ghost to inhabit, 
  either reviving the dead body or creating anew, one based on 
  the ashes and magic. This shell will be exactly the same as that 
  of the magus at the moment of his death, except that the 
  wounds that were inflicted upon him with the weapon 
  consecrated by the ritual (and only that weapon) will not be 
  there. 
    
  Assuming no incredible outside interference occurs, the 
  magus' spirit passes into the body/shell. This shell will last for 
  only one sun duration, but functions exactly like the magus' 
  normal body, allowing his ghost to experience and react 
  exactly like it did when it inhabited the magus' first body. For 
  all intents and purposes, until the passing of the sun, the 
  magus is once again alive. 
    
  Once the sun duration ends, the magus' body dies and 
  crumbles into dust (though it may be killed beforehand), as 
  does the Talisman. The one drawback to this ritual, if 
  drawback it is, is that if the magus' talisman is broken before 
  the magus's new body dies, the magus' link with the world is 
  ruptured and the body becomes unstable and without guidance 
  or coherence, effectively erupting in a spontaneous spell of 
  (5*pawns of Vis in body) level. The exact effects of this spell 
  are up to the Storyguide, and often bent by the magus' 
  personality, but they are generally . . . cataclysmic.  When the 
  body dies, be it from wounds, the expiring of its brief 
  existence, or the breaking of the talisman, the magus passes 
  into Final Twilight, no rolls, no ifs, ands, or buts, and is 
  forever beyond the reach of mortal man and magus alike. 
   
  This spell, when used, is usually used for one of two 
  reasons.  Either the magus must go somewhere he positively 
  cannot go, or they will soon die and be unable to perform 
  some act they feel they must perform.  
  
  76 
   
  Key to Nowhere 
  (Bruno Faucon) 
  Creo Terram 5 
  R: Touch, D: Sun/Inst, Silly 
   
  Creates a key ... that won't open any door. Just a way to 
  impress your friends by creating a magical key that could 
  open a magical door (not locked!) 
   
  Joining the Severed Shaft 
  (Dave Martin) 
  Creo Terram 10 
  R: Touch, D: Inst 
   
  Repairs an object broken into three or fewer pieces.  
   
  The New-born Blade 
  (Benoit Jauvin-Girard) 
  Creo Terram 15 
  R: Touch, D: Moon 
   
  Creates a plain but sturdy sword, of average quality iron.  
  Nothing tricky to it, except for the following: instead of 
  vanishing into thin air at the end of the duration, the blade 
  gradually deteriorates over the course of a few days, becoming 
  nothing but a rusted, broken heap, which then finally rusts 
  away into nothingness in just a few hours; also, if the spell is 
  cast on a Blood-Stone (see below), the stone will insert itself 
  in the hilt. 
   
  The bloodstone is an enchanted, small bony ball carved 
  into the shape of a skull, which when "charged", are dark red. 
   
  The effect is similar to the spell Gathering the Essence of 
  the Beast (MuVi 15), but constant and can work through a 
  blade. The specific effect is designed to gather some slivers of 
  life fluid as it escapes a wound and accumulate it in the form 
  of Vis.  This vis can be later extracted from the stone with a 
  simple lab procedure, leaving the stone undamaged. 
    
  The above item, as is, would cost a flat 5 pawns of vis - 
  which does not sound that cost-effective (of course, always 
  depends on how much each stone can accumulate in the way 
  of vis - maybe a pawn for half a dozen kills, but may be only 
  extracted if the owner dies also in battle, feeding the stone?)  
   
  Sheath of Amber 
  (Thierry Charrot) 
  Creo Terram 15 
  R: Touch, D: Moon/Perm, T: Small 
  Aimed: +1 
  Requisite: Variable 
   
  This spell creates a stone of amber around a little item the 
  caster places into her hand, this material being known to 
  preserve the living forms. The targeted item cannot be larger 
  than the caster's palm, otherwise the sheath doesn't totally 
  cover the item and so is ineffective. This spell is effectively 
  useful in keeping the said item from rotting; note the requisite 
  must be chosen according to the nature of the intended item. 
  The item stays visible through its crystalline coating, so this 
  spell turns out to be very useful in order to preserve the 
  perishable foci and arcane links because it's still possible to 
  concentrate onto them. Note too that a botch result on an 
  aiming roll means generally that the caster's hand is in part 
  caught in the amber too (think to apply penalties!). 
   
  Avalanche from the Clear Sky 
  (Ian Barkley) 
  Creo Terram 20 
  R: Near, D: Sun/Inst 
  Aimed: Special 
   
  Creates a number of large, jagged stones. There are 
  enough to cover a circle one pace across, centered on 
  whatever point the caster designates. They cannot be created 
  inside of a solid object, but can be created in mid-air. 
    
  This spell can be used for filling in caves, making fords, 
  etc.; but the most common usage is to create the stones over 
  someone. When used in this way, they must be aimed. The 
  aiming is a +3 if the stones are created immediately above the 
  target, but for every 4 feet above the target, the aiming is at -1. 
  Damage is +1 for every foot above the target. Furthermore, 
  since cuirass armor does not include a helm, it does not protect 
  the wearer from this damage; hauberk armor protects with half 
  its normal value. The target can parry with a shield, giving 
  them a +10 on the Soak roll, or dodge; either on a defense roll 
  of 14+.  Reduce the ease factor by 1 for every 4 feet above the 
  target the stones are created. 
   
  In addition, the target is trapped. To get free requires 20 
  accumulated points (see Ars Magica rules, p. 38) from Str x 3 
  rolls against a 4 ease factor.  Other people may help, and they 
  have a 0 ease factor, but each attempt requires a Fatigue roll of 
  6+ for the helpers or 8+ for the target. 
   
  Distant Shadow of Manipulation 
  (Dave Martin) 
  Creo Terram 20 
  R: Sight, D: Conc 
  Requisite: Rego 
   
  Creates a duplicate of some item anywhere within the 
  caster's line of sight, which moves as the original item does. 
  Thus, a copy of a sword can be created to attack an enemy at 
  range, a page can be written from across a room, etc. Penalties 
  for range will apply to all actions, making fine work difficult.  
  The duplicate is an exact, mundane duplicate of the original, 
  so it will not possess any enchantments the original may have. 
  The spell ends when the caster stops concentrating, or when 
  the item is prevented from mimicking the original by 
  destruction, restraint, etc. 
   
  Terram Spells 
  Creo Terram 
  
  77 
  Gleam of the Recent Polishing 
  (Ian Barkley) 
  Creo Terram 20 
  R: Touch, D: Perm, Ritual 
   
  Causes any one metal object to be unaffected by the 
  passage of years.  It will, in fact, continue to gleam as if 
  polished. Any Perdo Terram spell aimed at affecting the metal 
  as if it had aged must win a die + Level. Even if the Perdo 
  Terram spell wins, the "Gleam" spell will remain, and will 
  return the object to its undecayed, polished state in 10 days if 
  the object is not destroyed in the meantime. It does not 
  increase the object's strength, except insofar as it was 
  weakened by decay. It can be cast on one object of up to 
  man-size.  If the object is broken, the spell vanishes. 
   
  This spell can also be used to restore rusted items, but it 
  will not regenerate the item.  
   
  Sharding Stone 
  (???) 
  Creo Terram 20 
  R: Touch/Near, D: Sun, T: Ind 
  Aimed 
  Focus: Rock with several fractures (+1) 
  Requisite: Rego 
   
  This is an improved version of Stone of the Hundred 
  Shards (CrTe 15) for those of us magi with no talent for 
  ballgames. This spell propels the created stone thru the air 
  without the need of physical throwing. The damage differs in 
  no way from Stone of the Hundred Shards. The range is 
  maximized to 40 paces. This spell requires a clear line of sight 
  to the target, but it can hit targets in 3/4 cover. When the 
  magus casts this spell he/she points a finger at the target and 
  the stone flies of in that direction. 
   
  Sorcerer's Bulwark of Excellent  
  Protection 
  (Geoffrey Grabowski) 
  Creo Terram 20 
  R: Per, D: Sun/Moon 
   
  This spell clothes the magus in a knee-length skirt of 
  incredibly fine silver mail, a pair of silver greaves, and a silver, 
  close fitting plumed helmet on the Roman pattern (with 
  hinged cheek guards and a neck guard).  This armor provides a 
  Soak bonus of +12 at a load of only 2, so fine is the mail.  This 
  spell is unique in that the casting, not the inventing, wizard's 
  sigil is evidenced in the pattern and coloration of the plume, 
  allowing differentiation of identically armored magi on a 
  crowded battlefield.  The mail is obviously of unearthly origin, 
  and is closely fitted to the magus, and may not be donned by 
  another who is not, for instance, the magus' close duplicate or 
  identical twin.  The magus may not be clothed about their 
  upper body nor may they be wearing a hat when this spell 
  takes effect.  At the expiring of the spell, the armor crumbles 
  into fine white ash, and begins to lose protective value for 
  several minutes after that. 
   
  The Workman's Bench 
  (Dave Martin) 
  Creo Terram 20 
  R: Touch, D: Inst 
   
  Repairs an object broken into any number of pieces.  
   
   
  Barrier of Faerie Stone 
  (Mike Minnotte) 
  Creo Terram 25 
  R: Near, D: Sun/Perm 
   
  As per the spell Circle of Faerie Stone (CrTe 30), but 
  forms a wall one pace thick, which can be at most five paces 
  by five paces and which must be anchored by rock on at least 
  three sides. 
   
  This spell would make an effective doorway to a sanctum 
  if it were cast (with vis) over the doorway. Then, casting the 
  spell Suppressing the Wizard's Handiwork (ReVi Gen.) could 
  be used to open it.  
   
  Gaea 's Embrace 
  (???) 
  Creo Terram 25 
  R: Near/Sight, D: Mom, T: Spec 
   
  Creates dirt 6 paces in diameter and 3 paces high. This is 
  the same amount that Pit of Gaping Earth (PeTe 15) removes. 
   
  Umbrella of the Piercing Rain 
  (Dave Martin) 
  Creo Terram 25 
  R: Touch, D: Spec, T: One missile  
   
  The target of this spell is a missile which, once fired, will 
  split into several copies of itself (simple die + 1 copies), which 
  will each attack the target separately. Make a separate roll for 
  each missile, and apply the damage of all that hit to the target. 
  Duplicates of the original will be mundane versions of the 
  original, so any magical properties the original may have will 
  only apply to the first missile which attacks. A botch with the 
  targeting roll for the original missile indicates a botch for all 
  missiles. 
   
  [Note: Taken from Runequest.] 
   
  Healing the Earth 
  (Yuval Miller) 
  Creo Terram 35 
  R: Sight/5 Miles, D: Year/Inst, Ritual 
   
  Heals the land, turning non-arable, unyielding earth into 
  soft, rich soil. 
   
  If this ritual is cast for the Year Duration, and things are 
  subsequently planted in the soil, the areas of earth that were 
  not "healed" will be in contact with those that were. This 
  means that there may be a chance the soil stays fresh and rich 
  past the Year Duration.  Deciding this is left up to Storyguide 
  discretion and troupe approval. 
   
  Incantation of Earthy Passages 
  (Matt Mansell) 
  Creo Terram 35 
  4th 
  R: Spec, D: Perm/Inst, T: Spec, Ritual 
  Focus: A map planning the corridors 
  Requisite: Muto, Intellego 
   
  This ritual allows the caster to plan a sequence of 
  underground passages. The passages can range a mile in 
  radius from the position the caster is in when they cast the 
  spell. The caster plans the passage network prior to the casting 
  of the spell (usually using many InTe spells to determine the 
  nature of the ground to be tunneled). The ritual is cast and the 
  tunnels created. The muto requisite ensures that the tunnels 
  formed will be stable and not prone to collapse. The tunnel is 
  usually about big enough for one person to walk along 
  comfortably. Note, if the mage does not properly explore the 
  
  78 
  ground to be tunneled the storyguide is perfectly justified in 
  having them tap into underground streams an flood their 
  tunnel network and the like. 
   
  Protection of the Immovable Rock 
  (Ian Barkley) 
  Creo Terram 35 
  R: Per, D: Sun 
   
  Creates a spherical rock around the caster with a 5 pace 
  diameter.  The caster is left in a small hollow about 2 paces 
  across. The rock is rough enough not to roll down gentle 
  hillsides; casting this spell on steep slopes is not 
  recommended. The air in the hollow lasts only a short time, 
  but a CrAu spell of about 10th Level would refresh the air for 
  the duration. 
   
  Casting requisites: Intellego to see out. 
   
  Bands of Burning Iron 
  (Ian Barkley) 
  Creo Terram 35 
  R: Near, D: Conc 
  Requisite: Ignem 
  Aimed: +2 
   
  Creates 3 "Bands of Burning Iron" around a person, 
  which then contract rapidly to entrap the target. One surrounds 
  the person just below the shoulders, one around the waist, and 
  one on the lower legs. If the target is expecting the "Bands", 
  she can make a Qik roll of 7+ to avoid having her arms bound 
  to her body; if she is not, she must first make a Per + Alertness 
  roll, and add 1 to the ease factor of the Qik for every point 
  under 15 of her Per + Alertness roll. 
   
  The "Bands" are nearly unbreakable, being half an inch of 
  high quality iron --- the target will only be able to break if 
  them if she is giant or magically strong. Other people might be 
  able to pull the top and bottom "Bands" off with a Str x 3 roll 
  of 20+; each attempt will cause the other person +10 fire 
  damage. The actual target gets +15 fire damage each round 
  that all three "Bands" are on her (+8 for 2 and +2 for 1 "Band".) 
  The flames go out when the caster loses concentration, and the 
  "Bands" crumble to dust a round later. 
   
  Chaos of Fire  
  (Hans Georg Schaathun) 
  Creo Terram 40 
  R: Sight, D: Conc 
  Spell focus: A statuette of the God of Chaos (with ruby eyes 
  +5, otherwise +3) 
  Aimed 
  Requisite: Ignem  
   
  The caster directs the spell to a specific sub area 
  within sight. Targeting rolls is necessary for very limited areas 
  only. Within this area the caster creates a number of volcanoes 
  erupting once and then leaving a tiny crater behind. The caster 
  cannot control exactly where the volcanoes appear nor where 
  the erupted lava clods go.  
   
  The ejected clods of burning lava can ignite woods 
  and other inflammable material, and when hitting people or 
  animals, do +12 in damage. People may be hit by combined 
  clods doing combined damage.  
   
  The lava clods may move out of the area wherein the 
  volcanoes  are, and they may threat the caster. He has of course 
  his magic resistance (with Ignem) and he can cast spontaneous 
  ReIg spells. ReIg spells may also take control over clods to hit 
  particular people. Remember to make concentration rolls to 
  maintain the original spell.  
   
  The first round five volcanoes appear, then the 
  number is doubled each round.  
   
  I recommend the spell for fireworks for the next 
  Flambeau council...  
   
  [Compare it to Opening the Earth's Pore (CrTe 40). 
  My spell is non- ritual, but also non-controllable. Quite the 
  same effect can hardly be achieved, but by concentrating long 
  enough, one can get close - but one can also kill oneself as one 
  have no real control. A lucky man may also run between all 
  the flying lava clods, as they hit only randomly. I think the 
  advantages and disadvantages cancel out with respect to the 
  level.]  
   
  As Once Was, So Shall Be Again 
  (Ian Barkley) 
  Creo Terram 70 
  R: Touch, D: None/Inst, Ritual 
  Requisite: Muto, Vim 
   
  Makes an object for which the caster has all the pieces 
  whole and complete as if it had never been broken --- it does 
  not repair the object; it actually undoes the breakage. The 
  object regains its magical powers and other special properties. 
  Useful for mending artifacts and other such things where 
  lesser spells are not appropriate. The effectiveness of this spell 
  is always up to the storyguide, especially for artifacts. The 
  ritual might also take special components or other hard-to-find 
  stuff related to the artifact. 
   
  Casting Requisites: Form of the target, and maybe arts 
  appropriate to any major powers of the artifact. Note the none 
  in the duration --- the ritual must be cast with a vis boost to 
  have an effect. 
   
  [Note: I got the idea for this spell and Spell of Wholeness 
  (MuTe 30) from LeGuin's "Earthsea".] 
   
  Builder of Mountains 
  (Dave Martin) 
  Creo Terram 70 
  R: Touch, D: Moon/Inst, Ritual 
   
  The caster causes a steep mountain to grow from the spot 
  on which he stands. The caster must maintain concentration, 
  and for each round he concentrates, the mountain grows 3 
  paces high, starting at about 5 paces in diameter the first round, 
  increasing by 5 paces in diameter each round. Any structures 
  caught in the path of the growing mountain will be destroyed 
  or severely damaged, and anyone attempting to climb the 
  growing peak will be at -4 to all movement rolls due to the 
  instability and steepness of the grade. Most plants will survive 
  unharmed, or will be damaged only slightly (roll of 3+ for 
  undamaged, a roll of 0 means the plant was killed). The caster 
  need not make any rolls to remain atop the mountain, but 
  needs to make a Concentration roll of 9+ every minute to 
  continue the spell. If the caster is distracted by anything, a 
  normal spell Concentration roll is required. The spell will stop 
  if the edge of the mountain ever reaches consecrated ground, 
  or if the mountain ever reaches 300 paces high (roughly 500 
  paces in diameter). 
   
   
  
  79 
  Conjuring the Splendid Home 
  (Ian Barkley) 
  Creo Terram 70 
  R: Near, D: Moon/Inst, Ritual 
   
  A more advanced version of the spell Conjuring the 
  Mystic Tower (CrTe 50), this spell will create a tower exactly 
  to the caster's specifications. It can be up to 120 feet tall, and 
  50 feet around. The appearance of the stone can be whatever 
  the caster specifies, for example black marble, gold, or pure 
  gemstones. Whatever the appearance, it will be super-hard, in 
  effect the very essence of stone.  Virtually no earthly power 
  will affect it.  In particular, any spell that wishes to destroy or 
  harm the tower must match its Level on a die + Level! Any 
  spell or power that could, even possibly, be blocked by stone, 
  will be blocked by the walls of this tower, thus a spell like 
  Pilum of Flame (CrIg 20) will flame uselessly against the 
  tower, the caster of an Image from the Wizard Torn (ReIm 15) 
  spell will always fail her Concentration roll when attempting 
  to pass through (or, at least, it's increased by +70), but a spell 
  like Summoning the Distant Images (InIm 35) will be 
  unaffected, since it cares not about the intervening medium, 
  thus it is good to still have a Parma Magica around a covenant 
  in this tower. 
   
  The caster may also specify any entryways, and the 
  command words or actions required to open them.  Note that 
  the defensive powers of the tower are much reduced when a 
  gate is open, though when they are closed, the tower can be 
  considered one solid block of stone. The caster also specifies 
  the number of levels, the size and outlay of the room, and even 
  furnishings! Thus, she could design a grand council chamber, 
  with seats of rare wood, covered with silk, and silver chairs 
  around a diamond table for the magi --- useful for impressing 
  the locals. Such furnishings are as permanent as the tower, so 
  that the "silk" coverings would not rot after hundreds of years 
  and could be burned or ripped or whatever, but they cannot be 
  removed from the tower. 
   
  The requisites depend on the effects wanted. Herbam and 
  Animal are frequently used to provide the furnishings. Auram 
  allows a Chamber of Spring Breezes (CrAu 15) effect on any 
  or all rooms. Ignem will allow any room to remain lit at all 
  times, with any intensity from dim to sunlight, or even to vary 
  periodically. Imaginem will allow the walls of the tower to 
  become one-way or two-way windows, though still remaining 
  as hard as the rest of the tower; in addition, any simple 
  Imaginem effects can be included --- if the covenant's sigil 
  included a flame, an Imaginem plus Ignem requisite would 
  allow the covenant to have the sigil inscribed over the 
  doorway in glowing lines, but with a "real" flame in place of 
  the drawn flame.  Finally, a Muto requisite will allow any or 
  all of these to be changed later by a prescribed set of actions 
  --- so that after a new maga moves onto a laboratory floor, she 
  can change the outlay of the walls, the furnishings, and the 
  windows to whatever she desires. The items that can be 
  changed, and how they can be changed, are specified at the 
  time of casting. 
   
  This spell is rarely used for buildings other than covenant 
  buildings, for the primary reason that probably no maga in 
  history could cast this spell with all of its requisites alone! 
   
   
   
  See the Cavities 
  (???) 
  Intellego Terram 10 
  R: Near, D: Conc, T: Spec 
  Focus: Volcanic stone (+2) 
  Requisite: Auram 
   
  The caster is able to see through 9 feet of stone, metal or 
  earth into any cavity. 
   
  Touch of the Magesmith's Forge 
  (???) 
  Intellego Terram 15 
  R: Touch, D: Spec, T: Small 
   
  A spell designed for a Verditius mage, it's construed to 
  help with smithwork. It is cast at the beginning of the forging 
  of a new metal item, and it lasts until the work is over. The 
  effect provided happens when the caster uses vis in while 
  working on his creation. By enchanting his metal item with a 
  pawn of vis, the metal "tells" the mage when the temperature 
  is just right for hammering and being worked on. In 
  Archibalds version, his sigil, the color green plays an 
  important role as the hot metal gives off a hue of green when 
  the temperature is right. In game terms, the spell adds a +3 
  bonus to the metalworking craft score, provided the smith has 
  the virtue of magesmith. If the mage is a magesmith without 
  metal craft it adds +0. If the mage has a metal craft score, but 
  is not a magesmith the bonus is +1. Since this spell tries to 
  gauge a scientific problem, i.e. the correct temperature for 
  tempering metal, the use of vis is required. 1 pawn of terram 
  for 15 pounds of base metal (iron, lead, copper, etc.) 1 pawn 
  for 5 pounds of silver and 1 pawn for 1 pound of gold. The vis 
  is "used up" in the process and does not count toward "filling 
  up" an item.  
   
  History's Strong Duties 
  (Dave Martin) 
  Intellego Terram 20 
  R: Per, D: Conc 
   
  Gives the caster a vision of the environment an object was 
  in, up to 10 years before. 
   
  The Miner's Keen Eye 
  (Dave Martin) 
  Intellego Terram 20 
  R: Near, D: Conc 
   
  The caster can see any one type of mineral (gold, 
  diamonds, sand, etc.)  specified at the time of casting, through 
  up to 3 paces of intervening material, not including 
  intervening open space.  The caster will have a good idea of 
  how much is there and how pure it is, if appropriate. 
   
  Vision of the Fatal Flaw 
  (Dave Martin) 
  Intellego Terram 20 
  R: Sight, D: Inst 
   
  The caster perceives the weakest spot in an object, 
  allowing the caster to target the spot and direct others to it. 
  Most items, unless magically crafted or enchanted, will have 
  some flaw, which can be exploited so as to make the object 
  Intéllego Terram 
  
  80 
  more vulnerable to attack. The weak spot of an item must still 
  be aimed for and hit, but if it is hit, the object should take more 
  damage from the blow, or at least have its Soak reduced, 
  perhaps with a simple roll for Soak rather than a stress roll. 
   
  Enchantment of the Crystal Images 
  (Dave Martin) 
  Intellego Terram 30 
  R: Spec, D: Conc 
  Requisite: Imaginem 
   
  The caster can see things at a distance using a globe of 
  unflawed crystal. The range of the crystal's vision is only 100 
  paces unless the caster has an arcane link (piece of clothing 
  from a person, piece of soil from a place, etc.) with another 
  place up to 10 miles away.  The caster may only see one place 
  or person per viewing, as the crystal focuses on one thing and 
  may not shift focus once the vision is started (though the focus 
  may be more detailed or less at another casting).  The people 
  and things viewed by this spell often (Per roll of 6+) feel 
  uneasy, and some (rolls of 9+) even realize (at least feel like) 
  they are being watched.  
   
  Eye of the Monolith 
  (David Robinson) 
  Intellego Terram 30 
  R: Arc, D: Conc, T: Ind 
  Focus: Face Mask (+2) 
   
  The caster may view events as they would be seen by a 
  stone carving or statue which they have an Arcane Connection 
  to. Obviously the carving or statue must have eyes of some 
  sort. 
   
  Greeting the Maker 
  (Dave Martin) 
  Intellego Terram 30 
  R: Touch, D: Inst, Ritual 
   
  Gives the caster a vision of the maker of an item and the 
  process (up to 15 minutes worth) used to create the object. 
  When used in conjunction with magical investigation in the 
  laboratory, provides a +5 to the investigation roll, and in any 
  case gives a hint as to the nature of the item being 
  investigated.  
   
  Detect Mountain Range 
  (???) 
  Intellego Terram 35 
  R: Sight, D: Conc, T: Ind 
  Focus: A Mountain (+5) 
   
  Would you believe the effort it takes to identify that 
  something you can see is, in fact, a mountain range? This spell 
  was invented to teach Dmitri (who uses magic for every 
  mundane task) that hermetic theory has limits. Oh - and for a 
  more useful version - try combining with a spell similar to The 
  Inexorable Search (InCo 20), allowing you to trace mountain 
  ranges that you have an arcane connection to, on a map. 
   
  Rite of the Burnished Blade 
  (Paul Sherliker) 
  Intellego Terram 35 
  R: Touch (500 Miles), D: Perm, Ritual 
  Requisite: Perdo, Terram 
   
  When casting this spell, the magus cuts the target with the 
  knife (arcane connection) and polishes the blade.  If the blade 
  is well-kept, it will rust to show the state of the person's health, 
  becoming completely useless if they die (but it is in no way 
  preserved from normal rusting.)  
   
  [Note: Level 5 to detect health at near range for conc. 
  duration; two range boosts to level 25 and two duration boosts 
  to level 35 with the ritual.  Since it's very specialized and gives 
  only limited information, it could reasonably be made a level 
  25 spell.] 
   
  Sight of the Earthen Mist 
  (Ian Barkley) 
  Intellego Terram 45 
  R: Per, D: Conc/Sun 
   
  While this spell is in effect, the caster can see through all 
  rock, earth, metal, etc. as if it was only a light mist. The caster 
  can see about 200 paces into stone before it's too hazy to see 
  further, so one can't look down and see Hell...  It is difficult to 
  make out details of the "mist" through other parts of the mist, 
  so trying to find a vein of gold in a mountain, which looks like 
  a puff of yellow smoke amid brown smoke, or trying to see a 
  metallic object on a table in a room or trying to make out the 
  existence of a room with no non-Terram objects in it requires 
  a Per roll of at least 16+. This spell also makes certain actions 
  very difficult --- all actions taken on unsmooth ground get at 
  least 1 extra botch die --- 3 or 4 if the ground is broken up, etc., 
  though a covering of leaves or grass will mostly negate this. 
  Parrying or dodging metal weapons is at -5; anyone parrying 
  against your attack with a metal weapon or shield is at +3. 
   
   
  Forging the Legendary Blade 
  (Lauri Salo) 
  Muto Terram Gen. 
  R: Touch, D: Sun/Perm, T: Small 
  Ritual 
   
  This spell is similar to Edge of the Razor (MuTe 5), but 
  allows players to enchant even stronger magical blades. For 
  each 5 levels of the spell, the blade gains a damage bonus of 
  +1, although the spell must be cast cumulatively - first at level 
  5. Thus, enchanting a blade to have a +3 bonus, one would 
  have to cast the spell at levels 5, 10 and 15 (And spend vis for 
  each casting).  
   
  The Scathing Blade 
  (Dave Martin) 
  Muto Terram Gen. 
  R: Touch, D: Inst, Ritual 
   
  (David of Mirrormere) Enchants a blade to be stronger 
  than natural, resisting breakage. Doesn't make much sense 
  without resilience rules, but normally it adds resilience equal 
  to the Level of the spell.  
   
  Sorcerer's Winning Dice 
  (Sead Dzubur) 
  Muto Terram 5 
  R: Touch, D: Sun 
   
  Changes the physical properties of one die that the magus 
  holds in his hand, so that there is a 90% chance that it will give 
  a number specified on each throwing that day. Playing dice 
  with grogs using this spell is an excellent background for 
  Muto Terram 
  
  81 
  superior armaments virtue (and some bad reputations too.) 
   
  Clouds from the Stone  
  (???) 
  Muto Terram 15 
  R: Reach, D: Mom, T: Ind 
  Focus: Cloudy Crystal 
  Requisite: Aquam, Auram 
   
  Transforms stone or earth into a thick mist. The volume 
  of stone is approximately six feet, by two feet, by two feet. 
  The shape transformed resembles that of the shadow of the 
  caster.  (Anyone remember those Warner Bros. cartoons?) 
   
  Diamond of Intimacy 
  (Ian Barkley) 
  Muto Terram 15 
  R: Sight, D: Inst 
  Requisite: Intellego 
   
  This spell takes a diamond and gives it a special link to 
  any person, place, beast, or thing in range. From then on, the 
  diamond can be used in place of an "intimate" object for spells  
  such as The Inexorable Search (InCo 20), Image of the Beast 
  (InAn 5), The Ear for Distance Voices (InIm 20), etc. 
   
  A casting requisite is required appropriate to the form of 
  the being that is being linked to. 
   
  Doom of the Deadly Pebble 
  (Keven Morrell) 
  Muto Terram 15 
  4th 
  R: Near, D: Sun, T: Ind 
  Aimed: -1 
  Focus: Pebble from a Rock Quarry (+2) 
   
  The caster of this spell hurls a pebble which grows and 
  increases in speed, becoming a deadly boulder about a pace in 
  diameter that inflicts +20 damage if it strikes the target. If a 
  pebble from a rock quarry is used, it also grants a bonus of +2 
  to the aiming roll in addition to its spellcasting bonus as a spell 
  focus. The pebble will remain a boulder for the duration of the 
  spell. There is a reversed version of this s pell called Shrink the 
  Boulder (MuTe 10).  
   
  Pool of Mud 
  (Carl D. Emery) 
  Muto Terram 15 
  R: Sight, D: Inst 
   
  This spell creates a pool of mud 2 paces in radius varying 
  in depth from 6 inches at the edge to 1 foot in the center. A 
  targeting roll is required to do fancy things with it, such as put 
  it under someone's feet.  
   
  The Faithful Ring 
  (Ian Barkley) 
  Muto Terram 15 
  R: Touch, D: Sun/Year 
   
  Enchants a ring so that it will stay on a person's finger. It 
  will fit snugly and comfortably, but cannot be removed unless 
  a command word is spoken. Useful in magic items.  
   
   
   
   
   
   
   
  Secret Entrance of Avoram 
  (Johannes Oppermann) 
  Muto Terram 15 
  4th 
  R: Touch, D: Spec, T: Ind 
  Focus: A curtain or cloth (+2) 
  Requisite: Rego 
   
  This spell creates an opening in any wall under three feet 
  thick by transforming part of the wall into a "curtain" of stone 
  dimensioned large enough for one big person to pass through, 
  which the caster can open and hold open as long as he likes to 
  remain in that position. The opening lasts as long as the caster 
  holds it open with his hands or his staff and slips closed and 
  disappears tracelessly afterwards. The focus, if used, melts 
  into the wall as the curtain forms.  
   
  Silken Suppleness of Stone 
  (M. Northstar) 
  Muto Terram 15 
  R: Touch/Near, D: Sun/Perm, T: Ind 
  Focus: A Piece of Velvet Cloth (+3) 
   
  Makes any man sized amount of material that falls under 
  the dominion of Terram (stone, metal, etc.) as soft as cloth. A 
  stone statue would fall down in folds, and a steel breast plate 
  would become like a tunic (except it  wouldn't stretch). Cast on 
  any metal armor, this spell will reduce the encumbrance of 
  partial armor to 0.5, and full armor to 1, while also decreasing 
  the protection with 2 points (no protection against crushing 
  weapons). This remaining encumbrance is due to the weight 
  of the armor, which does not change. With this spell you could 
  also create a strong rope of metal, like a cable, by casting the 
  spell on a long metal rod. The encumbrance of the rope is up 
  to the storyteller, who should take into consideration the 
  length and thickness of the rope, as well as the material. The 
  affected material is not any easier to work (cut, tear, etc.) than 
  before. 
   
  Written in Stone 
  (Ian Barkley) 
  Muto Terram 15 
  R: Touch, D: Inst 
   
  Writes up to 5 words in any stone surface.  
   
  Potter's Earthy Clay 
  (Dave Martin) 
  Muto Terram 20 
  R: Near, D: Conc 
   
  Allows the caster to shape even hard-packed earth as 
  though it were soft clay. The caster has better control than her 
  hands would normally give her, so all crafting rolls get a 
  bonus equal to Finesse, but people other than the caster may 
  also shape the earth while the caster is concentrating. The 
  volume that can be shaped is roughly twice the amount one 
  could normally shape with one's tools. 
   
  Sculpting the Hands of Stone 
  (Dave Martin) 
  Muto Terram 20 
  R: Touch, D: Conc 
   
  As per the spell Potter's Earthy Clay (MuTe 20), but 
  shapes stone, and only the caster may do the shaping. Stone is 
  more difficult to shape, so Finesse does not help with crafting 
  rolls. The volume that can be shaped is only what the caster 
  can shape with her own hands.  
   
  
  82 
  Stone As Clay in the Potter's Hands  
  (Eric Mehlhaff) 
  Muto Terram 20 
  R: Touch, D: Conc 
   
  While the maga concentrates, stone she touches becomes 
  as soft and pliable as potter's clay. For very large stones, the 
  softening effect only extends about a palm's width away from 
  the surface of the hands, and it gradually reduces away from 
  the hands. 
   
  Stone of the Ages 
  (Carl D. Emery) 
  Muto Terram 20 
  R: Sight, D: Year/Perm 
   
  You can change any mud or soft clay into something 
  slightly harder than quartz. The original substance must be 
  soft and formable, thus metal and most stone will not work. 
  This spell was originally used to "freeze" people in 
  combination with the spell Pool of Mud (MuTe 15). 
   
  Gaea's Needle 
  (David Robinson) 
  Muto Terram 25 
  R: Near/Sight, D: Sun/Year, T: Spec 
  Aimed: -1 
  Focus: Stone Knife (+2) 
  Requisite: Rego 
   
  This is a variant upon Teeth of the Earth Mother (MuTe 
  35). A single spike of stone grows beneath the target, impaling 
  them for +25 damage. Survivors may suffer further damage 
  from remaining "attached" to the needle. 
   
  Melting the Barriers 
  (Dave Martin) 
  Muto Terram 25 
  R: Touch, D: Sun/Year 
  Requisite: Aquam 
   
  Turns solid mass up to 10 cubic paces and 500 pounds 
  into a very viscous liquid.  The melted substance will solidify 
  when the spell ends, taking its previous shape, as well, 
  although a substance which has been separated from the 
  original substance will remain separated. 
   
  The Virgin Form 
  (David Martin) 
  Muto Terram 25 
  R: Touch, D: Inst 
  Requisite: Perdo 
   
  Separates a touched substance into all the component 
  substances that make up the target. Thus, dyed cloth would 
  separate into the dye (which might itself be composed of 
  several substances, which would all separate) and the cloth, 
  steel would separate into lesser metals, potions would separate 
  into many varied substances, etc... 
   
  Casting Requisites: appropriate form for target, which 
  may be a liquid as well if an Aquam requisite is used. 
   
  Blazing the Trail 
  (David Martin) 
  Muto Terram 30 
  R: Spec, D: Spec 
  Requisite: Herbam 
   
  A trail is created wherever the caster walks, allowing easy 
  movement through most terrain, leaving a path for the caster's 
  companions to travel with ease as well. The ground is leveled 
  and packed, plants moved out of the way, and minor obstacles 
  removed. This spell must be cast while the caster is standing 
  still, and will begin as soon as the caster begins to move. The 
  spell ends when the caster stops moving, or doubles back on 
  her trail. Large and particularly tough obstacles will not be 
  affected by this spell, and will cause the caster to stop moving, 
  and the spell to end. The trail created by this spell is a normal 
  trail, subject to normal damage and reclamation by the 
  wilderness.  
   
  Kiss of the Viper Blade 
  (Chad Hooper) 
  Muto Terram 30 
  R: Touch, D: Sun/Year, T: Small 
  Focus: Fang of an Asp (+3) 
  Requisite: Perdo, Animal 
   
  This spell is cast on a weapon. While in effect, this spell 
  causes wounds of a highly poisonous nature. Anyone hit by a 
  blade under the influence of this spell must make a Stamina 
  Stress roll of 15+ or die. The victim will live a maximum of 10 
  minutes after they are hit, minus one minute per point by 
  which the Stamina roll failed. Animal requisite due to the 
  animal nature of the venom, Perdo due to the effect of said 
  venom. Vis-boosted duration is Year. 
   
  Object of Irresistible Growth 
  (Mike Minnotte) 
  Muto Terra, 30 
  R: Near, D: Sun/Perm 
   
  As per the spell Object of Increased Size (MuTe 15), but 
  cannot be resisted. If resistance is attempted, either the object 
  or the resister will bend or break.  
   
  Spell of Wholeness 
  (Ian Barkley) 
  Muto Terram 30 
  R: Touch, D: Conc/Sun 
  Requisite: Creo, Rego 
   
  Makes a broken, holed, or otherwise damaged object act 
  as if it is whole and undamaged for the duration of the spell. A 
  boat with many holes and rotting planks will still float; a 
  ruined tower will still hold. Any attempt to break the object 
  forces the caster to maintain the wholeness of the target with 
  sheer strength of will --- she must make an Int + Concentration 
  roll based of the severity of the attack. A catapult hitting a 
  stone tower would be 10+, a wave crashing across a large ship 
  would be 5+.  If cast with a vis duration boost, the caster does 
  not need to make rolls. Note that, in many ways, the 
  wholeness exists only in the caster's mind, so that only an 
  object that the caster thinks of as whole can be bound by this 
  spell, and only for tasks the caster thinks of the whole doing.
   
  Casting Requisites: Form of the target. 
   
  The Plutonic Form 
  (David Martin) 
  Muto Terram 30 
  R: Touch, D: Sun/Inst 
   
  Turns any object into a perfect specimen of its type. The 
  object will be perfect in geometry, materials, and 
  workmanship, generally increasing a weapon's combat 
  bonuses by +1 each, and multiplying Resilience, Soak or Soak 
  bonus, and Body Levels by 150% each. The object so affected 
  will be very aesthetically pleasing. Note that the spell does not 
  
  83 
  change the object's dimensions or basic properties --- what 
  substance it is made of, for example; it just refines the object 
  to be the best possible object with those basic properties. The 
  Level of this spell is high because of the difficulty of the spell, 
  not because of the power of its effects. 
   
  Enchant the Shadow Stone  
  (David Martin) 
  Muto Terram 40 
  R: Reach, D: Perm, Ritual 
  Requisite: Rego, Vim 
   
  This spell, which must be cast on the night of the full 
  moon, creates a Shadow Cairn from a supply of prepared 
  stones. The Cairn must be placed exactly one league from 
  another active stone for a road between the two to be created 
  (though it may be the first in a series of Cairns which w ill form 
  a road), and if so, it will allow travel along a Shadow Road 
  through the use of the spell Travel the Paths of Shadow (ReVi 
  25).  The Cairn, once created, is resistant to damage and 
  magical manipulations (at least +40 Soak and Magic 
  Resistance), but can be destroyed by significant force. If the 
  Cairn ever comes under the influence of the Dominion, it will 
  lose all of its magical properties, and become nothing more 
  than a pile of stones. 
   
  Pass the Unyielding Earth 
  (Dave Martin) 
  Muto Terram 40 
  R: Per, D: Conc 
   
  The caster may pass through earth with solidity up to 
  hard-packed earth as though it were thick mud, though the 
  caster does not gain the ability to breathe in the earth. Softer 
  earth will be easier to pass through, with sand or mud the 
  resistance of water. Earth passed through will stick to the 
  caster as mud or water would. 
   
   
  Return to the Purest Forms 
  (David Martin) 
  Perdo Terram 15 
  R: Near, D: Inst 
   
  Separates an object into its component parts, different 
  pieces becoming detached from each other. Thus, an arrow 
  would separate into the wooden shaft, feather fletchings, and 
  metal tip, and a shield might separate into 6 wooden boards, 
  20 iron rivets, an iron rim, and two leather straps. None of the 
  individual pieces suffer any damage or changes.  
   
  Shriek of Shattering Metal 
  (Piers Brown) 
  Perdo Terram 25 
  R: Near, D: Inst 
   
  Causes all metal items within range to immediately break 
  with a terrible high-pitched shriek. 
    
  In actual fact it would probably be good to tie it to the 
  weapon damage rules, but I don't have my book with me, and 
  it will be a long time before my Corpus magus is good enough 
  to research it, so I have yet to give it serious thought. Anyway, 
  dress your grogs in leather armor, give them clubs, 
  quarterstaffs and stone tipped arrows and go out into the 
  world...  ☺ 
   
  And to the Earth Return 
  (Dave Martin) 
  Perdo Terram 30 
  R: Near, D: Inst, Ritual 
   
  (Enkil Namor of Perennis) Causes the Earth to open up 
  and swallow a medium-sized building, along with all its 
  contents. A more powerful version of this spell (to swallow a 
  building up to the size of a castle) is in the works. 
   
   
  The Army of Unseen Porters 
  (Timothy Sallume) 
  Rego Terram Gen. 
  4th 
  R: Near/Sight, D: Conc, T: Ind 
   
  This spell in the general version of The Unseen Porter 
  (ReTe 10). Roughly speaking, at Level 10 it is identical to that 
  spell and can carry 220 pounds (100 kilograms). Each 
  additional 5 Levels summons another porter. Option: Wizards 
  who want raw strength can have a version with one porter that 
  has double the lift per 5 levels.  
   
  Entrapping the Spirits of the Earth 
  (Piers Brown) 
  Rego Terram Gen. 
  R: Touch, D: Spec 
   
  The maga draws a binding circle of some form around an 
  area, such as a pentagram or magic circle.  Any appropriate 
  entity within the circle when the spell is cast is unable to leave 
  the circle or disturb the circle in any way unless its Magic 
  Might is greater than the spell's Level - 5 + die.  Should the 
  integrity of the circle ever be broken in any way, the entities 
  within are free to leave.  As soon as they leave, the spell ends 
  and must be recast. (Effectively a reversed ward with Ring 
  duration.)  It is possible to summon a creature so that when it 
  appears, it is trapped within the circle. 
   
  Invisible Shield 
  (Philip B. Gaines) 
  Rego Terram Gen. 
  R: Near, D: Conc, T: Ind 
  Focus: A shield's rivet (+?) 
   
  Produces a magical shield around an individual which 
  provides a soak bonus equal to the spell's level -10. This spell 
  is mimicking Ward Against Heat and Flames (ReIg 25), and 
  this method of magical self defense is much more 
  understandable than the vague "deflect several metal attacks".  
   
  Path of the Burro 
  (Jason C. Buss) 
  Rego Terram 10 
  R: Per/Touch, D: Spec, T: Ind 
  Focus: Hoof from a Donkey (+2) 
  Requisite: Animal 
   
  The target of this spell leaves tracks in the earth of a 
  donkey wherever they trod. This persists until the target stops 
  walking for more than a brief moment. Since humans walk on 
  two legs and donkeys on four, an astute tracker might notice 
  Perdo Terram 
  Rego Terram 
  
  84 
  the unusual spacing. Some versions of this spell leave the 
  tracks of cows, sheep, or similar indigenous animals. 
   
  Prepare ye the Way 
  (Ian Barkley) 
  Rego Terram 10 
  R: Touch, D: Inst 
  Requisite: Intellego 
   
  Locks or unlocks any mundane, metallic lock. 
   
  Trackless Step 
  (Stuart Wilson) 
  Rego Terram 10 
  R: Per/Touch, D: Spec, T: Ind 
  Focus: Hoof Shaving from a Deer (+3) 
   
  You leave no tracks in the earth until you come to a stop, 
  such as to rest or fight. 
   
  Avoidance of the Leper's Touch 
  (Dave Martin) 
  Rego Terram 15 
  R: Near, D: Sun/Year 
   
  The target of this spell is an object, which will be repulsed 
  from anything coming near it except the surface upon which it 
  rests.  Whenever anything comes within 3 paces, the object 
  will move in a random direction away from whatever is 
  approaching. The object will stop when forced against an 
  obstruction. 
   
  Casting Requisites: appropriate form for the target.  
   
  Lifting the Weighty Burden 
  (Dave Martin) 
  Rego Terram 15 
  R: Touch, D: Sun/Year 
   
  (Sovell of Perennis) Makes an inanimate object up to 10 
  pounds in weight only half as burdensome as normal. Divide 
  Enc for the object by 2. 
   
  Blessing of the Lightened Load 
  (Dave Martin) 
  Rego Terram 15 
  R: Touch, D: Inst, Ritual 
   
  As per the spell Lifting the Weighty Burden (ReTe 15), 
  but a permanent enchantment on an item. 
   
  Might of Stone 
  (Andrew Sturman) 
  Rego Terram 15 
  R: Touch, D: Sun/Year 
   
  Cast on a striking weapon, this spell causes +3 damage on 
  the next blow that connects. The wielder will also win the 
  initiative and forces the opponent back a pace. If a pawn of vis 
  is used, this power can be used once a day (on the 1st blow of 
  the day).  This spell can be cast multiple times on a weapon.  
   
  Removal of Things 
  (???) 
  Rego Terram 15 
  R: Touch, D: Mom, T: Ind 
  Focus: Cloth 
   
  Fizz the Wizz created this strange spell. Fizz was a very 
  egotistical man. He hated how stains could ruin his clothes. So 
  he created this spell to get rid of any stain, magical or regular. 
  Many mages have used it on their favorite clothes. Thank ye! 
   
   
  Terror of the Stones 
  (Mike Minnotte) 
  Rego Terram 15 
  R: Per, D: Sun/Year 
   
  Protects the caster from stone and metal missiles. Adds 6 
  to the ease factor of an archer trying to hit the caster with fully 
  stone or metal missiles: sling pellets, rocks, etc., and 3 to the 
  ease factor of an archer attacking the caster with a missile 
  partly made of metal or stone: wooden arrows with stone or 
  metal arrowheads, etc. Also provides a +2 bonus on rolls to 
  avoid damage from falling rocks, avalanches, etc. If Stone Tell 
  of the Mind that Sits (InTe 30) or a similar spell is cast while 
  this spell is in effect, all rocks will be fearful and hostile. 
   
  The Unseen Spirit of the Wind 
  (David Williams) 
  Rego Terram 15 
  4th 
  R: Near/Sight, D: Conc, T: Ind 
  Requisite: Auram 
   
  Works much the same as The Unseen Porter (ReTe 10) 
  spell, but without the constraints of gravity. Using the wind as 
  a tool, this spell allows you to lift and carry objects at any 
  elevation as long as it remains within sight. Very useful for 
  those Magi who prefer to travel through means of flight, or for 
  those shapechanging Magi who travel through the air. 
   
  Wizard's Cleave 
  (???) 
  Rego Terram 15 
  R: Reach, D: Sun, T: Spec 
  Requisite: Appropriate to Target 
   
  This spell locks shut any inanimate thing that can 
  naturally be fastened, making it impossible to open by 
  mundane means. This includes doors, gates, buckles, knots, 
  books, shutters, swords in scabbards, pouches, potion stoppers, 
  chests, etc. This spell does not confer any magical resistance 
  or supernatural strength to the target as a whole. A door can 
  still be chopped through with axes; but the edges of the door 
  will remain glued to the frame. The key definition lies in the 
  target's natural state encompassing this 'shutable' position. For 
  instance, a wagon brake could arguably be a target to be 
  'fastened'; but it could only be 'closed' or made to lock into an 
  applied position. Nothing can be 'fastened' open.  
   
  Chaotic Dance of Dead Stones  
  (Hans Georg Schaathun) 
  Rego Terram 20 
  R: Sight, D: Conc 
   
  This spell animates rock within a sub area of the field 
  of sight (as for Chaos of Flame). The caster cannot control 
  which stones are animated and how and where they move. 
  Small stones move very quickly through the air, and may be 
  deadly projectiles, larger stones moves more slowly, but may 
  kill a man by dropping from some height. The stones may 
  move out of the area where they were animated, and thus 
  threaten the caster (who has his magical resistance though). 
  The amount of stone animated is 10 lbs. the first round, but 
  doubles each subsequent round. Spontaneous ReTe may be 
  used to control particular stones (as for Chaos of Flame).  
   
  [Compared to The Unseen Porter (ReTe 15). This 
  spell moves more stone at longer range, but without control. 
  Consider level 25]  
   
  
  85 
  Homecoming of the Obedient Tool 
  (M. Northstar) 
  Rego Terram 20 
  R: Arc, D: Mom, T: Small 
   
  Teleports any object with a load of up to 2, and to which 
  you possess an Arcane Connection, to your hand. 
   
  Magic's Capable Hands 
  (David Martin) 
  Rego Terram 20 
  R: Touch, D: Conc 
  Requisite: Mentem 
   
  Controls an object, making it respond to your mental 
  manipulations rather than physical ones. The object is 
  manipulated using the caster's Finesse score rather than the 
  normal skills required to effectively use the item, and the 
  caster's mental attributes are used in place of physical ones: 
  Int instead of Dex, Per instead of Qik, and Stm instead of Str 
  (Stm representing your magical strength rather than your 
  physical strength).  
   
  For example, if used to wield a sword, your combat totals 
  would be:  
  • 1st = Per + Finesse + Weapon Speed 
  • Atk = Int + Finesse + Attack Bonus 
  • Dam = Stm + Finesse + Damage Bonus 
  • Parry = Finesse + Parry Bonus 
   
  Painter’s Tools 
  (???) 
  Rego Terram 20 
  R: Near/Sight, D: Conc, T: Small 
  Focus: Paintbrush (+1) 
  Requisite: Herbam 
   
  Similar to The Invisible Porter (ReTe 10), this spell is of 
  much greater practical use. It allows a much greater 
  manipulation of small items - meaning that you can paint 
  without using your hands. Very useful for its inventor - who is 
  a fox. 
   
  The Fixed Position 
  (David Martin) 
  Rego Terram 20 
  R: Near, D: Sun/Year 
   
  Holds an item motionless relative to the earth, no matter 
  what position the item is in, or whether the item has any 
  support or not (the item may be suspended in the air, for 
  instance). The item resists motion with a Str equivalent of +3 
  (which is strong enough for you to climb on top of it, if you 
  wish). 
   
  The Traitorous Blade 
  (Mike Minnotte) 
  Rego Terram 20 
  R: Near, D: Spec 
   
  As per the spell The Traitorous Spear (ReHe 20) but 
  works only on weapons at least 90% stone or metal. 
   
  Requires a casting requisite if the remainder is not Terram 
  related (usually Herbam, Corpus, or Animal). 
   
  Shield of Faith 
  (Ian Barkley) 
  Rego Terram 20 
  R: Touch, D: Conc/Sun 
   
  (Richard de Burrus, Earl of Salvotate) This spell is meant 
  to be cast either on a weapon or a shield. The item will then 
  move to intercept blows, giving a +4 parry bonus. However, if 
  the target of this spell is a weapon, the weapon gets a -3 first, 
  attack, and damage penalty, as the wielder will have to fight 
  the weapon's defensive motions to get a blow in. Also, all 
  parry rolls get an extra botch die, as the shield may 
  occasionally fight the will of the wielder.  Note that, since the 
  spell was designed for use in melee, the Int + Concentration 
  roll needed to maintain the spell while in melee is only 6, 
  though if the caster takes damage, the normal 12 + amount by 
  which soak roll was missed roll must be made. There is also a 
  Herbam version of this spell. 
   
  Sword of Wrath 
  (Ian Barkley) 
  Rego Terram 20 
  R: Touch, D: Conc/Sun 
   
  Causes a sword or other weapon to attack faster, surer, 
  and stronger, giving a +3 first, attack, and damage bonus. If 
  the weapon is used for parrying, it will have a -3 to parry. Also, 
  all 1st and attack rolls get an extra botch die, as the weapon 
  may occasionally fight the will of the wielder. Note that, since 
  this spell was designed for use in melee, the Int + 
  Concentration roll needed to maintain the spell while in melee 
  is only 6, though if the caster takes damage, the normal 12 + 
  amount by which soak roll was missed roll must be made. 
  There is also a Herbam version of this spell. 
   
  The Two-Edged Armor 
  (Ian Barkley) 
  Rego Terram 20 
  R: Near, D: Conc 
   
  Causes the target's metal armor to start crushing her. The 
  target must Soak +8 damage with Stm + Size each round the 
  spell is in effect.  Liked by many magi for the irony as much as 
  anything else.  
   
  Trap of the Closing Fists 
  (Dave Martin) 
  Rego Terram 20 
  R: Near, D: Conc 
   
  The target's metal armor contracts slowly inward, 
  becoming uncomfortable the first round, and crushing the 
  target in the second and subsequent rounds, doing +0 brawling 
  damage, plus one per round, soaked only with Stamina + Size, 
  and the target will lose body levels once all fatigue levels are 
  gone. The target may rip her way free with a Strength roll of 3 
  plus 1 for each point of protection the armor offers. 
   
  Wizard's Ward Against the  
  Bite of Steel 
  (Geoffrey Grabowski) 
  Rego Terram 20 
  R: Spec, D: 1 Hour 
   
  By means of this spell, the magus may, by gesture, deflect 
  attacks from weapons made of Terram.  These are minor 
  gestures and do not require a Qik roll, but the magus must 
  have his left hand free to make them, making it impossible to 
  use a shield or other weapon in the left hand, and making it 
  hard for left-handed magi to wield weapons.  Arrows move 
  too quickly, and have too little Terram for this spell to affect 
  them, but the magus may deflect slingstones or bullets on a 
  roll of Qik + Finesse of 9+ per attack.  Up to 3 attacks per 
  round may be deflected, but the magus must be able to 
  
  86 
  perceive them to deflect them. 
   
  Overuse of this spell will cause difficulties manipulating 
  objects composed in whole or in part with Terram, so most 
  magi use this spell only when it will obviously be needed.  
  Bad effects include unsure footing on stone and earth and 
  objects skittering from the magus' grasp, and can evidence 
  themselves for up to moon duration after the expiring of the 
  last casting.  What exa ctly constitutes overuse is a 
  much-debated topic, but the Flambeau and Tytalus among 
  whom this spell is popular, contend that one or two uses per 
  Sun. duration is safe, and that uses after that start to cause a 
  greater and greater risk of negative effects. 
   
  Exchange of Stone 
  (Marcus Thomasson) 
  Rego Terram 25 
  Focus: A mortar spade (+1) 
  Requisite: Muto 
   
  Exchanges places of two stones, that the caster is 
  touching simultaneously, even if one is built into a wall. The 
  Muto requisite insures a perfect fit. In the version invented by 
  Cephalicus of Bonisagus other material such as logs in a 
  wooden house can be exchanged with the appropriate 
  requisite. Cephalicus invented this spell to retrieve some 
  magical stones built into a church wall.  
   
  Halt the Missile Perilous  
  (Andrew Sturman) 
  Rego Terram 25 
  R: Sight, D: Conc 
  Requisite: Aquam 
   
  With this potent battle spell, the mage can halt the path of 
  any missile he can see. With 1 round's concentration, a missile 
  will be stopped in its tracks, and hang in the air motionless 
  until released by the caster moving his attention elsewhere. 
  The missile will then drop to the ground. A different missile 
  can be halted each round of concentration, and the caster can 
  attempt to block more than 1 missile a round. Missiles from 
  siege engines (catapults, ballista etc.) can only be affected by 
  the 40th level version of this spell Halt the Siege Missile 
  (ReTe 40). 
   
  To stop a missile, roll a Stress + Qik + Finesse 
   
   
   
   Difficulty 
  Type of Item 
   
   
  4  
  Small thrown (dagger, stone, axe) 
   
   
  5  
  Large thrown (boulder, spear, javelin) 
   
   
  6  
  Slingstone, short/composite arrow 
   
   
  8  
  Longbow arrow, Light crossbow bolt 
   
   
  10  
  Heavy crossbow bolt 
   
   
  In addition, the stress die should be modified by +5 if the 
  target missile is within Reach a +5 and by +2 if in Near.  
  Furthermore, depending upon the composition of the missile 
  the die should be modified for all stone +5, all metal +3, and 
  half metal +1.  Finally, for every missile attempted after the 
  first in a round by a single spell, an additional -3 penalty.  Note, 
  this assumes an unmastered spell not being multicast. 
   
  If the roll botches, the spell finishes and the missile is not 
  stopped. The mage can only affect missiles he is aware of, and 
  of course an all wood (herbam) missile is unaffected by this 
  spell, as are magical missiles. If the roll is less than the 
  difficulty, add the (roll - 3) to the target's defense total (dodge 
  or parry). 
    
  The creator of this spell, Jacob Stonemaster, used it to 
  great effect in the 2nd Crusade. He would stop a missile and 
  then reverse it with a spontaneous rego auram or destroy it 
  with a perdo terram or creo ignem. It had a noticeable effect 
  on the enemy morale when they shot arrows at the mage and 
  they burnt away before they got to him. The crossbow bolt 
  that killed him, he never saw.  
   
  Stone Cleaver 
  (Andrew Sturman) 
  Rego Terram 25 
  R: Touch, D: Sun/Year 
   
  Cast on an edged weapon, this spell renders the blade so 
  sharp it is able to cut through stone on the next blow that 
  connects (it treats stone as clay). If used against a foe, it will 
  do +5 damage, or if parried will cleave the weapon or shield 
  struck in two. If vis is used, this power can be used once per 
  day (on the 1st blow of the day) for a year. This spell can be 
  cast multiple times on a weapon.  
   
  Travel of the Earthworm 
  (John Boozer) 
  Rego Terram 25 
  R: Per/Touch, D: Sun/Moon, T: Ind 
  Focus: Dirt from a landslide (+3) 
   
  Allows caster to "swim" through dirt. The caster can 
  move through the earth at up to 50 paces per round. The caster 
  cannot pass through stone. This spell does not allow caster to 
  breathe underground. Dirt and mud will stick to the caster as 
  per normal. If only half of the caster's body is underground, 
  then caster moves at half speed. This spell can be used to sink 
  into the ground quickly. Can also be used to soften(X1/2) falls 
  on a finesse roll of 6 + height/10. 
   
  The Willfull Armor 
  (???) 
  Rego Terram 25 
  R: Per, D: Conc/Sun, T: Ind 
  Focus: A Piece of Clamshell (+3) 
   
  Deflects all known and unknown attacks from metal and 
  stone weapons, if the damage of the attack cannot overcome 
  your finesse + spell roll at the time of casting. The spell only 
  hinders weapons approaching at a harmful speed, and so does 
  not inconvenience the target in everyday life. 
   
  The Workman's Loyal Tool 
  (Dave Martin) 
  Rego Terram 25 
  R: Touch, D: Inst, Ritual 
   
  Enchants any object (weapon, tool, bag, etc.) to make its 
  way into the hands of its wielder when released, unless a 
  command word is spoken. Whenever the tool changes hands, 
  the new wielder must connect some arcane link: hair, nail 
  clipping, etc. to the tool and remove the previous wielder's 
  arcane link, or the tool will seek to return to the previous 
  wielder when released. If the tool has two arcane links 
  connected, it will not return to anyone.  In any case, the tool 
  will not travel more than 100 paces. The tool travels by 
  "flying" through the air in as straight a line as it can, so major 
  obstructions may prevent its return. 
   
  
  87 
  Ward Iron 
  (Dave Martin) 
  Rego Terram 25 
  R: Per, D: Sun/Year 
   
  Makes all iron (and steel) shy away from the caster, 
  increasing defense rolls vs. iron or iron tipped weapons by 
  +10. However, the caster will have a very hard time ( -4 to rolls) 
  when attempting to hold items with iron attached, and may not 
  pick up anything made of iron. 
   
  Call of the Possessor 
  (Dave Martin) 
  Rego Terram 30 
  R: Spec, D: Inst 
   
  Summons a previously prepared item to the caster. The 
  item can weigh no more than the caster's own weight, can be 
  no larger than the caster's own body, and the caster must know 
  where the object is (i.e. if it has been moved, the spell will fa il). 
  The object must have been prepared by the caster, requiring 
  the caster to put a mark on the item (if you use the spell 
  Wizard's Mark (ReVi 10), then that is what is meant, else a 
  mundane mark will do). The item appears touching the 
  caster's hand (in the hand, if the caster desires and the object is 
  small enough). 
   
  Casting Requisites: appropriate form for the item. 
   
  Stone Hammer 
  (Andrew Sturman) 
  Rego Terram 30 
  R: Touch, D: Sun/Year 
   
  Cast on a crushing weapon (mace, war maul, etc.) this 
  spell allows the weapon to shatter stone on the next blow (treat 
  stone as glass). If used against a foe, it does +6 damage on 
  impact, or if parried will shatter the weapon or shield parried 
  and break the foe's arm (+1 body level damage). If vis is used, 
  this power can be used once per day (on the 1st blow of the 
  day) for a year. This spell can be cast multiple times on a 
  weapon.  
   
  Recall the Thieves' Bounty 
  (Dave Martin) 
  Rego Terram 40 
  R: Spec, D: Inst 
   
  Transports anything you own and know well back to you, 
  if it has not been away from you for more than one month. 
  This spell will work within 10 miles unless you have an arcane 
  connection with the item in question, in which case it will 
  work at any distance. 
   
  Enchantment of the Rightful Return 
  (Dave Martin) 
  Rego Terram 40 
  R: Ring, D: Inst, Ritual 
   
  Sends all objects within a 5 pace ring around the caster to 
  their rightful owners, no matter how far away the owners are, 
  or whether they are dead or alive. Even the items worn by the 
  caster are affected, though they will not actually go anywhere 
  so long as the caster owns them. The caster will have no idea 
  where the items go unless she makes other arrangements.
   
  Casting Requisites: appropriate form for the target. 
   
  Molten Maiden 
  (???) 
  Rego Terram 40 
  R: Near/Sight, D: Mom, T: Ind, Ritual 
  Aimed: +3 
  Focus: Freshly cooled magma (+4) 
  Requisite: Muto, Aquam 
   
  This spell requires 2 turns to complete. The rock around 
  the target is turned into magma and is then scooped up by the 
  surrounding earth. It then slams together on the target 
  encasing him in molten lava, in the second turn it seals itself. 
  Needless to say this spell must be performed on a rock surface 
  but works quite well when trying to make a point. Damage is 
  at the discretion of the storyguide. 
   
  Unrest of the Inanimate Object  
  (Hans Georg Schaathun) 
  Rego Terram 40 
  R: Near/Sight, D: Inst 
  Requisite: Perdo  
   
  The caster starts an inanimate object, up to the size of 
  a tower, to start shivering until it breaks to pieces. Small 
  objects of weak material break within a single round, while 
  larger and more solid objects may last for up to five minutes.  
   
  Bringing Forth the Treasures of the Earth 
  (Piers Brown) 
  Rego Terram 50 
  R: Spec, D: Inst, Ritual 
   
  Casting this spell on an appropriate piece of land causes 
  the earth to open up and disgorge its treasures in the form of 
  metals, gems and other minerals specified by the caster and 
  lying within 100 paces of the site of casting. The earth then 
  seals itself once more leaving the treasures which it has given 
  up.  
   
  While this is a very effective means of acquiring large 
  amounts of wealth and vis (if you are lucky), it is not the type 
  of activity that is prone to endear one to Earth spirits of any 
  nature. Many Magi Terrae who have used this to garner vast 
  amounts of wealth have been destroyed later by elementals  
  and faeries whose treasures  they were.   
   
  There is also an Aquam equivalent of this spell. 
   
  Calling up the Wrath of the Earth 
  (Ian Barkley) 
  Rego Terram 50 
  R: Touch, D: Inst, Ritual 
   
  Causes an earthquake, about 8.0 on The Richter Scale. 
  Standard effects include widespread destruction of buildings 
  and considerable loss of life.  Death of PC's in the area will 
  have to be decided on a case-by-case basis, with those in the 
  open countryside unlikely to be hurt, and those in a ruined 
  tower almost certainly dead. If the area is normally prone to 
  earthquakes, the shock may cause aftershocks of high 
  magnitude. Using or transcribing this spell is generally 
  frowned upon, particularly as there are few areas far enough 
  away from all covenants to avoid causing damage to some of 
  them. Also, it will probably destroy some churches, angering 
  the divine powers, and knock down some Faerie woods, 
  angering the Faeries. It is also quite dangerous, since the 
  caster is as affected by the spell as any other in the area, and is 
  unlikely to survive without protection. There are also rumors 
  that repeated use of this spell may anger some elemental 
  forces. In short, don't use this spell unless you are prepared to 
  take on the whole universe. 
  
  88 
   
  Buffer the Tides of Magic 
  (Christopher Carter) 
  Creo Vim Gen. 
  R: Per/Sight, D: Sun/Moon 
   
  When this spell is cast with another spell of equal or 
  lower level cast by the caster or another in sight range, this 
  spell creates a magical "buffer" of Vim which wraps itself 
  around the spell being cast with it. When the original spell's 
  duration expires, instead of failing at the appropriate time, this 
  spell fails instead by weathering for the original spell the tidal 
  fluxes that would cause the original spell to fail. The net result 
  is that the original spell is  allowed to last for double its normal 
  duration. 
   
  Note that this spell must be cast when the spell to be 
  buffered is cast or it will have no effect, and that it can only 
  buffer spells of Sun or Moon duration. Spells with durations 
  of Spec. or Inst. are not affected by this magic.  
   
  Burning the Power of Body's Youth 
  (Marc Messner) 
  Creo Vim Gen. 
  R: Per, D: Inst 
  Requisite: Perdo, Corpus 
   
  This spell allows you to draw vis directly from your body. 
  You gain one pawn per magnitude of the spell, of whatever 
  Form you desire. However, for every pawn drained, you age 
  one year and have to make an aging roll, even if you're 
  younger than 35. Remember that any longevity potion wears 
  off after the first effect of aging, so that following rolls are 
  made without its protection. If you die from this, only the 
  pawns "paid for" come into effect.  This spell can be cast 
  simultaneous with another one on a concentration roll of 6+. 
   
  Casting requisites: Appropriate Form for the vis. 
   
  [Note: However, in my troupe, we play it that a magus 
  can draw any amount of body-vis without needing a spell. It's 
  a kind of an innate ability.] 
   
  Creation of Fictitious Forces 
  (Brian F.) 
  Creo Vim Gen. 
  R: Near, D: Sun/Perm, T: Ind 
  Aimed: +3 
  Focus: Artist's Paintbrush (+2) 
  Requisite: Spec 
   
  This spell is used to create false energies to draw off 
  someone's magical searches. It creates energies of up to twice 
  the level of the spell, and of form and technique of any 
  requisites you cast the spell with. Very good for incriminating 
  wizards at Tribunal gatherings.... This spell was created by a 
  Diedne pretending to be a Tytalus (and doing a good job of it, 
  I might add!), who was having fun trying to make the wizards 
  of a covenant he was visiting paranoid of internal dissention. 
  Adding an imaginem requisite to make the magic appear like 
  the spell you're trying to cast (i.e. a "Ball of Abysmal Fire" 
  streaks from the Flambeau hothead towards the Bonisagus 
  stick in the mud) would be a great idea. Finesse rolls are 6 plus 
  the magnitude of the spell being faked (BoAF would take 13+) 
  to do a credible job, unless you make a specific version for 
  each spell to be faked, in which case no finesse roll is 
  necessary. A player may specify whatever penetration total 
  they want on this spell, up to double their actual penetration 
  total, or even say, "I want this spell to go bounce off their 
  parma pathetically." NB: For those sagas that use degrading 
  parmas, this spell can't wear down a parma, although it can be 
  used to scare an archmage by penetrating his parma (if you're 
  good enough, which isn't hard). 
   
  Endowment of the Changing Nature 
  (Dave Martin) 
  Creo Vim Gen. 
  R: Touch, D: Inst 
  Requisite: Muto 
   
  The caster enchants a living subject with the capabilities 
  of a single spell which the caster knows or can cast 
  spontaneously at the time this spell is cast. The subject's 
  magical nature is changed to incorporate the bestowed ability, 
  so that neither this spell nor the powers it endows may be 
  removed by any means other than destroying the target's 
  magical abilities in their entirety. Any effect or combination 
  of effects up to one-fifth Level may be Endowed, and will 
  function exactly as would the same effects in a magic artifact.  
  Thus, the punch, duration, usage per day, etc. may all be 
  changed by modifying the Level of spell as per magic artifact 
  creation rules. 
   
  Shell of False Determinations 
  (Dave Martin) 
  Creo Vim Gen. 
  R: Touch, D: Month/Inst 
   
  Similar to the spell Shell of Opaque Mysteries (CrVi 
  Gen.), but this "Shell" provides false information about the 
  powers of the item as well as preventing the true powers from 
  being determined. The Shell of False Determinations will be 
  discovered if the investigating maga's roll exceeds half the 
  Level of the “Shell”. 
   
  Shell of Opaque Mysteries 
  (Dave Martin) 
  Creo Vim Gen. 
  R: Touch, D: Month/Inst 
   
  Creates a "shell" of magic on an item, shielding the item 
  from investigations by other magi. In effect, all attempts to 
   
  Vim Spells 
  Creo Vim 
  
  89 
  investigate the item will fail until the investigator equals or 
  exceeds the Level of the Shell of Opaque Mysteries, 
  preventing enchanted items from being easily investigated. 
  Once a particular maga has determined the presence of the 
  "Shell", that maga may ignore that particular "Shell" in all 
  future investigations of the item. 
   
  Pose 
  (Ian Barkley) 
  Creo Vim 0 
  R: None, D: None, Silly 
   
  Causes nothing to happen, but sounds powerful and 
  deadly when cast.  Useful for impressing credulous underlings. 
  Also useful for NPC's when the storyguide wants the PC's to 
  figure things out on their own. 
   
  Create the Arcane Bond 
  (???) 
  Creo Vim 10 
  R: Touch, D: Sun/Perm, T: Small 
  Requisite: Terram 
   
  This spell is cast on two small stones of a like kind 
  (granite, limestone etc.) which thereafter and for the duration 
  form an Arcane connection to each other. You can send away 
  one of the stones with a grog or even someone unaware, thus 
  enabling yourself to magically perceive that person, or the 
  locale where he is. You cannot channel magic through the 
  bond, even at the wearer of the stone, without possessing a 
  normal Connection to the target, but there is a higher 
  magnitude spell Forge the Bond of Magical Oneness (CrVi 50) 
  that overcomes this limitation. 
   
  The Phantom Gift 
  (Dave Martin) 
  Creo Vim 15 
  R: Near, D: Sun 
   
  (Enkil Namor of Perennis) The target of the spell 
  becomes tainted with magic as most magi are. Beasts and 
  people will react to the target as though they were magi. 
  Multiple castings of this spell on a given individual in a single 
  day do not increase the effect, and this spell does not work at 
  all on those who already have the gift, even if they have the 
  "Gentle Gift" (+1 He rmetic Virtue), since there is something 
  about their gift that suppresses this taint.  Animals and people 
  who normally associate with the target will not react with 
  hostility to the target --- they will merely give the target a wide 
  berth, much as you would treat someone who smelled bad. 
   
  Casting Requisites: Appropriate form for target. 
   
  Forge the Bond of Magical Oneness 
  (???) 
  Creo Vim 50 
  R: Touch, D: Sun/Perm, T: Small, Ritual 
  Requisite: Terram, Imaginem, Rego 
   
  In this ritual you forge a magical bond between two 
  sapphires of exactly the same size and cut. The sapphires will 
  thereafter constitute as Arcane Connections to each other, just 
  like the spell Create the Arcane Bond. However, by 
  performing some trigger action specified at the time of casting, 
  you can tap into the higher powers of the ritual: an image from 
  the locale of the target stone is imposed on your surroundings, 
  so that you will seem to be standing in the location of that 
  stone (while in fact remaining where you where, i.e. if you 
  where in your laboratory, you must take care not to upturn any 
  of your equipment as you move about.), at the same time your 
  image will also be projected on the location of the target s tone 
  (replacing the image of anyone wearing the stone). In this 
  condition you can cast spells normally at anything you see at 
  the target location, but any magician at that end can also cast 
  spells at you (only spells directed at your person can pass the 
  connection, physical and environmental effects affect the 
  target location normally, possibly harming the wearer of the 
  stone. Note: spells targeting the wearer of the stone directly 
  will instead cross the bond and attack you). One drawback is 
  that you cannot cast touch-range spells at anyone but yourself. 
  The range of the connection and the level of spells going 
  through is unlimited. The triggering action to open or close the 
  Bond takes one turn to perform, and can be used three times a 
  day (three openings and three closings). 
   
  Dark Art 
  (???) 
  Creo Vim 60 
  R: Per, D: Season/Year, T: Ind 
   
  The caster uses the power of his twilight, so he can add 
  for the duration his points of twilight to one magic art. But this 
  power has a cost: add one point of twilight, two if you use vim 
  art. 
   
  The Ritual of Endowment 
  (Dave Martin) 
  Creo Vim 60 
  R: Touch, D: Inst, Ritual 
  Requisite: Corpus 
   
  The target of the spell is endowed with full magical 
  abilities, and, with training, may become a maga. It is 
  somewhat akin to creating a familiar, but involves the soul of 
  the target as well, making it a different process. The target's 
  magical abilities will be balanced except for Vim (for which 
  the target will have an affinity) unless the caster's magical arts 
  are particularly unbalanced or the spell is cast with an 
  appropriate requisite, in which case the target will be 
  appropriately influenced.  
   
   
  Seer's Discerning Eye  
  (Dave Martin) 
  Intellego Vim Gen. 
  R: Per, D: Conc 
   
  Caster can identify active magic (spells in effect) up to 
  the Level of the Seer's Discerning Eye spell by the technique 
  and form. On a good Per roll (6+), rank of the spell and 
  general purpose will be hinted at as well. 
   
  Scarlet Flash of the Demon 
  (Jeff Berry) 
  Intellego Vim Gen. 
  R: Near, D: Inst 
   
  Cause one Near target to flash with a red light for an 
  instant if it is a demon and the caster exceeds the target's 
  Demon Points with the Level of the spell + 5 + a simple die. If 
  the roll does not exceed the target's Demon Points or the target 
  Intéllego Vim 
  
  90 
  is not a demon, there is no result. 
   
  Sight of the Spirit World 
  (Dwayne Collard) 
  Intellego Vim Gen. 
  R: Per/Touch, D: Sun/Moon 
  Requisite:  Mentem 
   
  Every five levels of this spell is equivalent to +1 "Second 
  Sight" talent. Thus a 20th level spell gives the caster an ability 
  of "Second Sight 4". Limitation does not allow sensing 
  demons. 
   
  Tracing the Sigil 
  (Dave Martin) 
  Intellego Vim Gen. 
  R: Per, D: Inst 
   
  Caster can identify the caster of a spell, sensing a 
  signature much like the wizard's sigil. This is useless unless 
  the caster has seen the signature before, as the spell does not 
  link the signature to a particular maga. This spell works only 
  on spells up to Level. 
   
  Turning the Cruel Eye 
  (Dave Martin) 
  Intellego Vim Gen. 
  R: Spec, D: Inst 
   
  The caster draws the attention of a demon whose name 
  she knows if she can match its Demonic Might on a roll of die 
  + Level.  The only effect this spell has is to notify the demon 
  of your location and the attempt to draw its attention.  The 
  demon will only travel to the caster if it wishes to (and is able 
  to) do so by its own means.  This spell may only be cast at 
  night, and the distance to the demon is not important. 
   
  [Note: This spell will not work when cast in Dominion.] 
   
  Sensing the Mystic Place 
  (Carl Schnurr) 
  Intellego Vim 5 
  R: Spec., D: Inst 
   
  Allows the caster to determine if they are currently within 
  an area with a magical or faerie aura. At the storyguide's 
  option this will also detect divine and diabolic auras. 
   
  Feeling the Font of Power 
  (Carl Schnurr) 
  Intellego Vim 10 
  R: Spec, D: Inst 
   
  Allows the caster to determine the nature of an area of 
  power or regio (diabolic, divine, faerie, or magical) if the 
  caster is currently within its bounds. 
   
  Scales of Power 
  (Carl Schnurr) 
  Intellego Vim 15 
  R: Spec, D: Inst 
   
  If the caster is within an area of power or regio, it gives 
  them a feel for its strength. (E.g. weak, powerful, stronger 
  than the last level entered) 
   
  Seeing the Elusive Boundary 
  (Carl Schnurr) 
  Intellego Vim 15 
  R: 30 paces, D: Conc 
   
  Allows the caster to see the boundaries of a regio as 
  faintly glowing lines. The spell detects boundaries to the next 
  higher or lower level within the mage's normal line of sight. 
  The mage must specify when casting whether they are looking 
  for the higher or lower boundary. If a boundary is observed 
  using this spell, the caster may add +3 to future attempts at 
  crossing it. 
   
  Glimpse through the Mystic Veil 
  (Carl Schnurr) 
  Intellego Vim 20 
  R: Sight, D: Conc 
   
  Allows the caster to see into levels of regio other than the 
  one currently occupied. In order for the spell to take effect, the 
  magus' penetration roll must equal or beat the number 
  normally needed to enter that regio. All normal modifiers for 
  entering regio apply to the penetration roll, including bonuses 
  or penalties from magical creatures aware of the intrusion. If a 
  magus desires to look up or down several layers, each must be 
  entered in sequence, just as though the magus was traveling 
  physically through them.  Changing levels requires a 
  Concentration roll, as does any movement other than rotating 
  in place. Walking while casting this spell is extremely 
  difficult as the caster is moving over one physical reality 
  while seeing another. Trying to see into a level higher than 
  that in existence above the caster results in the spell's abrupt 
  failure. 
   
  Siren Call of the Magus' Home 
  (Ian Barkley) 
  Intellego Vim 20 
  R: 10 miles, D: Conc 
  Requisite: Imaginem 
   
  The caster of this spell can "hear" any place within 10 
  miles that has a magical aura as strange, alluring melody. 
  Since magical auras are so rare, this is of considerable help 
  when magi are trying to find a place for a new covenant. The 
  stronger the aura, the more beautiful the music, the nearer the 
  aura, the louder the music. 
   
  [Note: Lots of people thought this should be higher 
  Level.] 
   
  Study of the Enchanted Item 
  (Ian Barkley) 
  Intellego Vim 20 
  R: Touch, D: Inst 
   
  Reveals if an item is enchanted with powers (as opposed 
  to having raw vis  or having spells cast upon it.) Also finds any 
  Verditius Runes which are linked to powers, and thus shows 
  any false Runes as such. It does not, however, reveal anything 
  about the powers themselves. 
   
  The Manifestations of Evil 
  (Dave Martin) 
  Intellego Vim 20 
  R: Near, D: Inst 
   
  Causes the caster to discover one of a demon's powers or 
  shapes, if it can take multiple shapes. 
   
  [Note: There is no guarantee that multiple castings of this 
  spell will not info rm you about the same power or shape, and 
  you only gain a broad description of the power or shape --- the 
  details and strength remain unknown.] 
   
   
   
   
  
  91 
  Peals of Magic's Work 
  (Dave Martin) 
  Intellego Vim 25 
  R: Per, D: Sun/Year 
   
  The caster can hear magic as notes of music. This "sound" 
  travels as normal sound, and stronger spells will produce 
  louder "songs". Most spells will be fairly simple, repetitive 
  melodies, but complicated spells  (especially ritual spells) can 
  be as complicated as whole symphonies. Faerie magic is 
  sometimes heard as random chimes, and demonic magic as a 
  low buzz, but these things are much less noticeable --- treat as 
  1/5 power for the volume they produce. 
   
  Locating the Apprentice 
  (David Smith) 
  Intellego Vim 30 
  R: Sight/Map, D: Conc/Moon 
  Requisite: Mentem 
   
  This spell enables the magus to locate an apprentice. If a 
  current or near-current map of a location is available, it may 
  be used as a form of arcane connection to the area to be 
  searched. The map will give no more information than its 
  scale allows. The Sight application allows seeing a glow 
  around any potential Magus in sight. The spell only considers 
  potential Magi as people with the full Gift and Intelligence of 
  at least +2. [If the campaign uses Rational Magi (see the 
  REASON subdirectory), then it will indicate persons with the 
  potential to be a Rational as opposed to a non-Rational magus 
  differently.]  This spell is somewhat unreliable, and has been 
  known to not indicate someone as Magically Gifted someone 
  who is in fact so gifted (i.e., "Hidden Gift" virtue). However, 
  anyone without the Gift will never be indicated as having it.  It 
  cannot overcome any degree of magic resistance, and thus 
  those who have Parma Magica or other shielding will not be 
  detected.  
   
  A focus of Hazel during spell-casting will give a +1 
  bonus. 
   
  [Note: How well this spell fits within the Paradigm, etc., 
  has been disputed. For my campaign, I only allow it for 
  Rational Magi.] 
   
  See the Fight Between Cosmos and Chaos 
  (Biel Suau) 
  Intellego Vim 30 
  R: Near, D: Conc, T: Ind 
  Requisite: Mentem 
   
  This spell permits you to see how the magic is fighting 
  with the mind of a mage when it is under crepuscule and 
  which is the winner. (Very interesting for a Ciamon magus) 
  The caster of the spell may rolls an Enigmatic Wisdom stress 
  dice of 6+ or enter into crepuscule  
   
  Tale of the Magical Blow 
  (Ian Barkley) 
  Intellego Vim 30 
  R: Per, D: Sun/Year 
   
  The caster knows the technique, form, general Level, and 
  general source of any spells she resists or detects through 
  normal magic resistance. 
   
   
   
   
  Seer of Black Souls 
  (Dave Martin) 
  Intellego Vim 35 
  R: Spec, D: Spec 
   
  This is not really a spell, but a process learned as though it 
  were a spell, and through which the caster can determine the 
  true name of a demon from whom she has a body part (hair, 
  skin, nails, etc.)  The process takes a full season, and at the end 
  of that time the caster must make an Int + Occult Lore roll of  
  11 + the demon's rank (Demonic Might / 10) to be successful.  
  Having a demon's true name gives you greater power over it, 
  including a +10 Penetration bonus versus that demon.  This 
  spell/process cannot determine the true names of The Prince 
  of Darkness or his direct lieutenants. 
   
  Sight of the Active Magics 
  (Dave Martin) 
  Intellego Vim 35 
  R: Per, D: Conc 
   
  Caster can see magic as "auras" around things and people. 
  Color of the aura depends on the form of the magic, and shape 
  of the aura depends on the technique and/or the specific 
  effects of the magic, so some basic information about the 
  magic can be determined. The stronger the magic, the more 
  bright the aura. Traditional colors are:  
   
   
   
  Animal:  brown  
   
   
  Aquam:  blue 
   
   
  Auram:  white or purple 
   
   
  Corpus:  red 
   
   
  Herbam:  green or brown 
   
   
  Ignem:  red 
   
   
  Imaginem:  purple 
   
   
  Mentem:  orange or violet 
   
   
  Terram:  black or brown 
   
   
  Vim:  silver or white 
   
   
  Note that some colors overlap and that these colors 
  cannot be distinguished readily from normal light, so 
  Imaginem spells could be used to fool you. 
   
  Following the Magical Trail 
  (Piers Brown) 
  Intellego Vim 40 
  R: Touch, D: Inst 
   
  Determines the destination of any person who teleported 
  from the point touched.  
   
  [Note: This is one of the type of spells which Destruction 
  of the Lingering Traces of Magic (PeVi Gen.) was designed to 
  counter.] 
   
  The Great Quest 
  (Paul Sherliker) 
  Intellego Vim 40 
  R: Per, D: Spec, Ritual 
  Requisite: Creo 
   
  This spell claims to send the caster on a great quest for 
  knowledge, in which she must encounter arcane forces of 
  great power, risking all to gain mystical knowledge of 
  something concerning her.  The spell does not state that it 
  sends the caster into temporary twilight.  If she manages to 
  control the twilight, then, in addition to the normal 
  consequences, she will gain much knowledge (usually, but not 
  
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  always, relevant to the reason for her quest).  The struggle for 
  control takes the form of a quest, which is best role-played out.
   
  This spell often fails for unknowable reasons; in this case 
  the caster does not enter twilight, but is incapacitated for a 
  number of days equal to simple die - Enigmatic Wisdom.  A 
  small amount of knowledge may nevertheless be gained. 
   
   
  Boost the Lofty Spell 
  (Dave Martin) 
  Muto Vim Gen. 
  R: Spec, D: Spec 
   
  Increases the range of a spell, making Personal spells 
  Touch, and Touch spells Near, etc. Near spells are boosted to 
  work on anything within the caster's line of sight, or at any 
  distance so long as you have an arcane link. Spells which 
  already work at any distance with an arcane link are not 
  affected. Targeting for the spell being boosted is normal 
  within Near range, but targeting for line of sight spells will be 
  at a penalty of -1 past 15 paces, increasing with greater range, 
  penalty to be determined by the story guide. Duration of the 
  spell boost is that of the spell being cast or Sunrise/Sunset --- 
  whichever is shorter.  
   
  Crafting the Reservoir of Magic 
  (Dave Martin) 
  Muto Vim Gen. 
  R: Touch, D: Inst, Ritual 
  Requisite: Creo 
   
  Enchant an object to store fatigue levels for spell casting. 
  Such an object will be able to store one level of fatigue per 3 
  ranks in the spell. Levels may only be drawn one at a time 
  (taking one round per level), and are only short-term fatigue 
  (drawing long-term fatigue drains the item permanently).  
  Fatigue levels must be put into the item before they can be 
  taken out again.  
   
  Dirnano's Potion Doubling 
  (Ian Barkley) 
  Muto Vim Gen. 
  R: Touch, D: Inst., Ritual 
   
  This ritual takes a potion and an equal amount of water. 
  During the course of the ritual, the water is imbued with the 
  same magical properties as the potion. The ritual must be 
  equal to the Level of the potion's effect times the number of 
  doses; and any vis used to boost the duration of the potions 
  must be added to the water as well. 
   
  Extending the Ever Fleeting Spell 
  (Timothy Sallume) 
  Muto Vim Gen. 
  4th 
  R: Reach, D: Spec, T: Ind 
  Requisite: Intellego 
   
  This spell is cast on a spell that has already been cast and 
  is not Momentary in duration. That spell's duration increases 
  by one magnitude and must be at least 5 levels less than this 
  one. A spell's duration can not be increased beyond 
  Ring/Moon without spending raw vis and cannot be boosted 
  more than once by this method.  
  Help with the Difficult Art 
  (Ian Barkley) 
  Muto Vim Gen. 
  R: Reach, D: Inst 
   
  This spell allows magi to pool their knowledge to cast a 
  spell with requisites. The spell can be at most twice the Level 
  of the Help with the Difficult Art spell. When used, the 
  effective score in all arts used as requisites to the spell is the 
  higher of the two maga's scores. Note that the caster must still 
  provide the base Technique and Form arts on her own, without 
  help from this spell, and that another maga must cast this spell 
  on the caster --- it does no good from the caster to cast this 
  spell herself. Only the primary caster takes fatigue from the 
  primary spell. This spell may be cast by more than one maga 
  for the same spell. 
   
  Linked Vis 
  (Ian Barkley) 
  Muto Vim Gen. 
  R: Spec, D: Perm, Ritual 
   
  When cast, the caster enchants a crystal vial to hold stores 
  of vis.  She can put as much vis as she wishes into the vial, and 
  then hide the vial in a safe place. 
   
  Even though the vis is hidden, the caster can still use it as 
  if she had it with her. She can boost spells with it, add to her 
  rolls in Certamen with it, or cast ritual spells with it. She can 
  use exactly as much as she wishes at any time, subject to the 
  normal restrictions of her Vim score. Note that this is 
  generally superior to carrying the vis with her, because it 
  cannot get lost or stolen, and because one can fast-cast 
  spontaneous spells with it without having to fumble in a pouch 
  for it. The maximum number of vis points usable at any one 
  time it equal to the rank of the spell. The caster cannot use 
  such vis for lab work without retrieving it from its hiding 
  place, and she may add vis at any time after the vial is 
  enchanted. 
   
  Mirror of Opposition 
  (Dave Martin) 
  Muto Vim Gen. 
  R: Spec, D: Spec 
   
  Cast on another spell while the other spell is being cast, 
  causes the targeted spell to have the exact opposite of its 
  normal effect.  Works on spells up to half the Level of the 
  Mirror of Opposition spell. May be cast on another maga's 
  spell, but must overcome the Penetration total of the other 
  spell to take effect. 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. This 
  spell was accidentally created by a magus attempting to invent 
  Wizard's Boost (MuVi Gen.), who met his demise upon his 
  testing of the spell.  It is very dangerous, giving double the 
  normal number of botch dice, and cannot be mastered. 
   
  Muris Magica (Magic Wall) 
  (David Martin) 
  Muto Vim Gen. 
  R: Ring (7 paces), D: Sun 
   
  Extends the caster's Parma Magica to affect everyone 
  within the ring (at the usual -3 penalty to skill). Affects all 
  spells which would affect anyone in the protected area, not 
  just spells which cross the boundary. 
   
  Muto Vim 
  
  93 
  Prolonging the Inevitable 
  (Dave Martin) 
  Muto Vim Gen. 
  R: Spec, D: Conc 
   
  You extend the duration of a spell currently in effect, 
  maintaining the spell past its normal duration.  The affected 
  spell will continue for as long as you maintain concentration.  
  Works only on spells of equal or lower level.  Non-Hermetic 
  magic may not work, at the storyguide's discretion. 
   
  Sharpen the Wizard's Blade  
  (Dave Woods) 
  Muto Vim Gen. 
  R: Spec, D: Inst 
   
  A variation of the spell Wizard's Boost (MuVi Gen.). This 
  spell, when cast simultaneously with another (concentration 
  roll of 9+), may enhance the penetration of the first. The new 
  penetration will equal the Level of this spell + die roll. 
   
  A chisel used as a focus lends a +1 bonus. 
   
  Sheath of Deadly Fire 
  (Ian Barkley) 
  Muto Vim Gen. 
  R: Spec, D: Spec 
   
  From a piece on ways to destroy the Order/Saga: 
   
  Cast upon another spell of equal or lower Level, allows 
  that spell to "burn" through any Hermetic Parma Magica 
  without resistance. Obviously not something you want your 
  players to have, but it would make an interesting opponent… 
   
  Sodalis' Stolen Sorceries 
  (Mark Neale) 
  Muto Vim Gen. 
  R: Touch/Near, D: Inst 
   
  You magically "grab" a spell that was placed on an object, 
  person or whatever and move it to another.  You can only 
  move it to a legal target of the spell that you are moving.  
  Consider the spell have just been cast again with the original 
  rolls, penetration and such, but on the new target.  If the spell 
  can be resisted and is by the new target then the spell is gone.  
  Spells with Instant durations can not be affected by this spell.  
  You can move any active spell. With this spell, you can do the 
  following: 
   
  1) Spells cast by Magi - you must double the original 
  caster's Technique + Form score (at the time he cast 
  the spell) on a die + the level of your spell. 
  2) Spells not cast by magus - you must double the 
  caster's might score. 
  3) Spells from magic items - the value to beat is double 
  the level of the spell. 
   
  Speeding the Great Spell 
  (Ian Barkley) 
  Muto Vim Gen. 
  R: Per, D: Spec 
   
  Allows for faster casting of a ritual spell. The ritual spell 
  is cast in the process of casting this one, thus allowing the 
  ritual to be cast in one round (This spell cannot be fast-cast). 
  It still requires the normal amounts of vis, and the double 
  casting requires an Int + Concentration roll of 9+.  
  Furthermore, all fatigue from casting this spell and the ritual 
  are long-term; and the caster loses one more long-term fatigue 
  level in addition. 
   
  This spell is also dangerous, 3 extra botch dice, plus the 
  botch dice for the vis used in the ritual. 
   
  Casting Requisites: Form and Technique of the ritual. 
   
  Strength of Tremere's Warrior 
  (Ian Barkley) 
  Muto Vim Gen. 
  R: Per, D: 1 Certamen 
   
  Cast during the open ritual of a Certamen, this spell adds 
  +1 to the effective Certamen score of the caster for each rank 
  of the spell.  Some magi consider this cheating, or at least 
  unworthy, but if cast without hands or voice, the magical 
  energy of the Certamen covers up the magic of this spell, 
  making detection by InVi spells quite difficult. (A 30th Level 
  spell would be able to detect it with a Per + Magic Theory + 
  Certamen roll of 15+; a 45th Level spell would have no 
  problems.) 
   
  The Sorcerer's Fork 
  (Dave Martin) 
  Muto Vim Gen. 
  R: Spec, D: Spec 
   
  This spell splits another spell into two or more identical 
  spells of reduced power, which may be cast against two or 
  more separate targets.  Each of the resulting spells will be a 
  fraction of power of the original spell, so if two "Forks" are 
  created, each will be at 
  1/2 power, if three "Forks" are created, 
  each will be at 
  1/3 power, etc. The Level of the "Forks" may 
  not exceed half the Level of the "Fork" spell. The caster 
  suffers targeting penalty as per multicasting, and suffers a 
  penalty to the spell casting roll for the "Fork" equal to the 
  number of "Forks" made (not the number of targets).  The 
  Penetration total of each of the spells is a fraction of the spell 
  casting roll for the original spell, not to exceed the Level of the 
  "Fork". 
   
  The Varicolored Magiks 
  (Dave Martin) 
  Muto Vim Gen. 
  R: Spec, D: Spec 
  Requisite: Imaginem 
   
  The next spell you cast may appear however you wish it 
  to, though the effects of the spell remain unchanged.  Thus, for 
  example, you could make the spell Hands of Grasping Earth 
  (MuTe 15) appear as shining crimson shackles around the 
  target's feet rather than as hands of earth.  This spell lasts as 
  long as the spell it affects, so the affected spell will maintain 
  its altered appearance for its entire duration.  Note the affected 
  spell must be visible in some way --- you cannot make its 
  effects invisible with this spell.  Only works on spells of equal 
  or lower level. 
   
  Transformation of Energy 
  (Ian Barkley) 
  Muto Vim Gen. 
  R: Touch, D: Inst 
  Requisite: Corpus 
   
  This spell changes the form of energy, changing it from 
  energy stored in vis to energy in the form of fatigue levels. 
  One vis point can be transformed into one fatigue level for 
  every 5 Levels of the spell.  The vis can be of any type, and the 
  caster need not use all that is touching her body. The fatigue 
  
  94 
  level gained from casting the spell, if any, can be erased by the 
  spell. Note that this spell cannot be reversed, to turn fatigue 
  levels into vis, because vis actually represents a lot more 
  energy than a fatigue level, most of which is going to waste. A 
  prerequisite is needed for the type of vis used, if it is not Vim 
  or Corpus. 
   
  [Note: This is a bit powerful, when compared with the 
  Merinita spell which does the same. You may want to 
  consider it very carefully.] 
   
  Wizard's Immortality 
  (Ian Barkley) 
  Muto Vim Gen. 
  R: Spec, D: Perm, Ritual 
   
  Makes a spell immortal (Permanent). The spell to be 
  affected can be at most half the Level of the ritual, and cannot 
  have a duration of instant. Does not affect Faerie spells. Note 
  that the spells are made Permanent, not Instant, so making a 
  healing spell immortal is not the same as casting the healing 
  spell with vis. Wounds healed by such a spell would not come 
  back at sunset, but since the person would always be under the 
  effects of a healing spell, she would never heal naturally. 
   
  Splitting the Inestimable Gem 
  (Yves Lafrance) 
  Muto Vim 10 
  R: Touch, D: Inst, Ritual 
   
  The target of that spell must be a "chunk" of raw vis of at 
  least two pawns. It will break the chunk into two parts.  The 
  caster may choose the number and type of vis (by availability) 
  in each part but must make a (Finesse + Per) stress roll of 3+, 
  modified by the number of pawns in the chunk. If the roll fails, 
  one part is smaller by one pawn for each point the roll missed 
  but at least one pawn, and the other one is proportionally 
  bigger. If the roll is a botch, one pawn is destroyed and the 
  caster must roll botch dice equal to the remaining pawns. If a 
  botch occurs, the pawns detonate. Exact effect is left to the 
  storyguide. 
   
  The Addition of the Names 
  (Paul Sherliker) 
  Muto Vim 15 
  R: Touch, D: Inst, Ritual 
  Requisite: Intellego, Mentem 
   
  This spell is cast on a magic item which was prepared 
  with the appropriate limitation "only for use by [list of names] 
  and any future additions through the ritual, less any removed 
  through use of the spell The Striking of the Name (MuVi 20)."  
  It adds someone to the list.  There are many versions of this 
  spell, limiting who can cast it --- typically it takes three people 
  already on the list, but it may only take one. 
   
  The Damned Clay 
  (Dave Martin) 
  Muto Vim 20 
  R: Near, D: Conc 
   
  Forces a demon to use its own powers to change into one 
  other shape specified by the caster, and it must remain in that 
  shape so long as the caster concentrates. 
   
   
   
   
  Parting Blow 
  (Ian Barkley) 
  Muto Vim 20 
  R: Per, D: 1 Certamen 
  Requisite: Corpus 
   
  This spell is designed to be worked into the opening ritual 
  of a Certamen, and closely resembles it, so that casual 
  observers need to make a Per + Magic Theory + Certamen roll 
  of 13+ to note its casting (or the caster can take a -15 penalty 
  and make it completely unnoticed).  It controls the magic of 
  the Certamen so that, if the opponent loses, she does not 
  collapse unconscious, but stays at dazed for a small time. This 
  allows for the casting of very humiliating spells (Show of 
  Proper Respect (ReMe 30), for instance) which require the 
  target to be awake. 5 minutes after the Certamen is over, or 
  whenever the caster wishes it, the opponent finally falls 
  unconscious from the Certamen. 
   
  Casting requisites: Form and Technique of the Certamen. 
   
  The Striking of the Name 
  (Paul Sherliker) 
  Muto Vim 20 
  R: Touch, D: Inst, Ritual 
  Requisite: Intellego, Mentem 
   
  Similar to the spell Addition of the Names (MuVi 15), this 
  spell is cast under the same restrictions, except that the person 
  in question, who need not be present, has her name struck 
  from the list. 
   
  These spells might be used on a covenant magic item, 
  allowing for use by all the members of the covenant, provided 
  enough users remain to perform the ritual.  Note that the spell 
  cannot be altered to take account of the intentions or state of 
  members not present at the ritual, though intent in some basic 
  forms can be discerned for those present.  Typically, the 
  person joining or leaving the covenant would be asked to 
  provide the vis, but those leaving would often have reasons to 
  refuse.  The item must be tailored to specific alteration 
  formulae to which the creator had access.  Other formulae are 
  no use, even if they do exactly the same thing. 
   
  This set-up provides some interesting story ideas --- what 
  if someone were to steal the formulae?  What if a small group 
  uses them to take over control of the item?  The fact that these 
  spells are rituals also makes the limiting of an item in this way 
  a more serious situation. 
   
  Warping the Magical Veil 
  (Carl Schnurr) 
  Muto Vim 20 
  R: 5 Paces, D: Conc 
   
  This spell, when cast within range of a regio boundary, 
  allows the caster to momentarily warp the contour of the 
  boundary a few paces in either direction.  If the caster causes 
  the boundary to cross over someone, they must roll to enter (or 
  leave) the level with a bonus equal to the penetration total of 
  the spell minus the level of the regio.  After concentration 
  ceases, the boundary slowly flows back to its original 
  position. 
   
  Magnification of the Impotent Corruption 
  (Dave Martin) 
  Muto Vim 25 
  R: Near, D: Spec 
   
  The caster augments a single power which a demon 
  
  95 
  possesses, adding +5 Levels of effect to the power and +5 
  Penetration.  This strengthening lasts for a single use of the 
  power (if appropriate), or until Sunrise (for powers which 
  have continuous use). 
   
  [Note: This spell may only be cast at night, and will 
  expire at Sunrise, no matter how long the power lasts.] 
   
  Crafting the Prison of the Soul 
  (Dave Martin) 
  Muto Vim 30 
  R: Touch, D: Inst, Ritual 
  Requisite: Mentem 
   
  Enchants a special magic item into which a soul can be 
  placed.  Souls put into the item will remain trapped there until 
  the seal on the prison is broken (usually by purely mundane 
  means). The object must be a container with an airtight seal or 
  a gem of some sort. Containers are easier to use since they are 
  easier to engrave with the proper incantations and runes. With 
  a gem prison, however, the face of the trapped victim can be 
  seen when staring intently into the gem.  See the spell 
  Trapping the Soul (ReMe 40). 
   
   
  Assailing the Magical Barrier  
  (???) 
  Perdo Vim Gen. 
  R: Near, D: Mom, T: Ind 
  Focus: Rust from a Shield (+2) 
   
  Weakens or possibly destroys the target's Parma Magica. 
  Roll a stress die + spell Level, and for every point by which 
  the roll exceeds the target's Parma x 5, subtract one point from 
  the resistance of the Parma to future attack. Damaged Parmae 
  must be recast to repair the damage. Note that the target 
  receives no resistance bonus from his Forms, as this spell 
  attacks the Parma directly, not the magus protected by it. 
  Parmae are the only forms of magic resistance that can be 
  affected with this spell. If cast from hiding, the target knows 
  immediately that he is under magical attack. This was the first 
  spell created by Michaelis Montefeltro of House Flambeau, 
  and may be have played a part in his success in fulfilling the 
  Wizard's March on his former parens, the magister Prodessus 
  degli Umberti of Jerbiton. Currently the only copy of this spell 
  resides in Magvillus, Domus Magnus of House Quaesitor. 
   
  Banish the Mobile Forms 
  (Dave Martin) 
  Perdo Vim Gen. 
  R: Near, D: Sun/Year 
   
  This spell will banish a single elemental, sending it back 
  to whatever place it calls home, where it must remain until the 
  spell expires.  Banished elementals rarely hold ill will towards 
  the caster unless the banishing interferes with something the 
  elemental was doing of its own accord (possibly including 
  services that are the result of bargaining). An elemental can be 
  banished if a stress roll plus the Level exceeds the elemental's 
  resistance. Elementals bound by another maga resist this spell 
  with the binder's binding roll (see above) minus the 
  elemental's might (the elemental assists in banishing itself). 
  Elementals voluntarily in service to another maga (through 
  bargaining) or acting entirely on their own will resist this spell 
  with their full magic resistance. 
   
  Casting Requisite: Form of the elemental. 
   
  Burning Vis 
  (Ian Barkley) 
  Perdo Vim Gen. 
  R: Near, D: Inst 
   
  Destroys vis, one pawn per rank of spell. Does not work 
  on living creatures; must overcome magic resistance if the vis 
  is being carried. 
   
  Cutting the Cords 
  (Ian Barkley) 
  Perdo Vim Gen. 
  R: Near, D: Inst 
  Requisite: Animal 
   
  Destroys the three cords that bind a familiar to its master 
  if you can penetrate the combined magic resistance of the 
  maga and the familiar (i.e.  Parma Magica x 5 + maga's Vim 
  score + familiar's Magic Might), and beat the total cost of the 
  cords on a die + Level. If successful, the familiar retains its 
  powers and intelligence, but the binding is no longer true. If 
  the ex-familiar is willing to be re-bound, it will only take 2 
  seasons and 12 + Size pawns of vis. The ex-familiar is rarely 
  willing to be bound to the person who cut the cords, but it has 
  been known to happen, especially for snake or toad familiars. 
  Some magi also do this to themselves, in order to re-forge the 
  cords with greater power, but it is rare, for it is painful to the 
  soul to lose one's familiar in this way, and the ex-familiar is 
  rarely willing to be re-bound. 
   
  Destroy the Offending Spell 
  (Dave Martin) 
  Perdo Vim Gen. 
  R: Per, D: Spec 
   
  Defensive spell that will reduce the Level of the spell it is 
  cast against by the Level of this spell. This spell may only be 
  cast against formulaic spells the caster knows, or knows a 
  variant of.  Multiple castings of this spell (by the same maga 
  or different magi) do not add --- the target spell is  reduced by 
  the Level of the greatest Destroy the Offending Spell cast on it.  
  Destroy the Offending Spell is an art of countering magic 
  more than a spell, so it is considered always working against 
  spells that directly affect the caster, so long as the caster is 
  aware of the attack. When cast deliberately against another 
  spell, its duration is instant. 
   
  Destroy the Lingering Traces of Magic 
  (Piers Brown) 
  Perdo Vim Gen. 
  R: Near, D: Inst 
   
  This spell removes all the remnants of magic which has 
  expired within the area defined. Must match the Level of the 
  effect on Level + die.  Does not effect magics which are still in 
  operation. (Made to counter the spell Sense of the Lingering 
  Magic (InVi 30) and other similar spells) 
   
   
   
   
  Perdo Vim 
  
  96 
  Erasing the Wizard's Handiwork 
  (Mike Minnotte) 
  Perdo Vim Gen. 
  R: Near, D: Inst 
   
  Cancels any of the caster's own spells if the Level of the 
  spell is matched on twice Level + die. Spell must still be 
  active (i.e. not instant). 
   
  [Note: Mike and his group latter changed this to Level + 
  10 + die.] 
   
  End the Permanent Curse 
  (Javier Fernandez Sanguino) 
  Perdo Vim Gen. 
  R: Touch, D: Perm, Ritual 
   
  Destroys any one curse upon the receiver, the level of the 
  spell has to be higher than the spell that bestowed the curse (or 
  the Magic Might of the being that brought the curse upon the 
  receiver). 
   
  Masking the Odor of Magic 
  (Dave Martin) 
  Perdo Vim Gen. 
  R: Touch, D: Sun/Year 
   
  Prevents a magic spell or power on an item or being from 
  being detected by InVi spells if Level + stress die exceeds the 
  punch roll of the " attacking" maga. Must be cast separately for 
  each spell or power on an item or being. 
   
  Oathbreak 
  (Dave Martin) 
  Perdo Vim Gen. 
  R: Spec, D: Inst 
   
  Specifically designed to thwart the spell Enchantment of 
  the Heartfelt Oath (ReVi Gen.), this spell will disperse such 
  an enchantment if a roll of Level + die exceeds the Level of 
  the enchantment. In addition, this spell prevents the other 
  participants from learning about the enchantment being 
  broken (including who broke the enchantment). 
   
  Shatter the Arcane Shield 
  (Dave Martin) 
  Perdo Vim Gen. 
  R: Near, D: 1 round 
   
  Designed specifically to bring down magic protection, it 
  negates the target's magic resistance for the next round only if 
  a roll of Level + 10 + die exceeds the target's magic resistance. 
   
  Suppress the Arcane Shield 
  (Dave Martin) 
  Perdo Vim Gen. 
  R: Touch, D: Sun/Year 
   
  The target's magic resistance, if overcome by this spell, 
  becomes hampered, providing less protection while this spell 
  is in effect. The target's magic resistance is reduced by half the 
  Level of this spell against all magical attacks. 
   
  Suspend Enchantment 
  (Dave Martin) 
  Perdo Vim Gen. 
  R: Touch, D: Sun/Year 
   
  Suspends a single known enchantment (via ritual spell or 
  laboratory work) on an item for the duration if a roll of Level 
  + die exceeds the Level of the enchantment. 
   
   
   
  Purge the Works of Caine  
  (Dave Martin) 
  Perdo Vim Gen. 
  R: Spec, D: Inst 
   
  This spell dispels the effects of any demonic magic 
  affecting the object or person touched, if you can match the 
  Level of effect of the magic on die + (Level x 2).  This spell 
  will not dispel demonic magic which is affecting the caster, 
  and if the roll to dispel the magic fails, it will affect the caster 
  as well as the target. 
   
  [Note 1: This spell does not work in an Infernal aura. - 
  Dave] 
   
  [Note 2: Perhaps this spell simply always fails in an 
  Infernal aura. - Surge] 
   
  Lash of the Black Sorcerer 
  (Dave Martin) 
  Perdo Vim 20 
  R: Near, D: Conc 
   
  The caster pulls back her arm and makes a whip-like 
  motion, creating a loud cracking sound, like a whip, causing a 
  single demon great pain.  The demon suffers, due to pain, a -2 
  penalty to all rolls so long as the caster concentrates, 
  continuing to "whip" the demon and make the cracking sound, 
  and a -5 penalty to actions and powers intended to harm you, 
  as the pain intensifies when the demon performs such actions. 
   
  [Note: Perhaps the caster can choose which actions by the 
  demon cause the -5 penalty? - Surge] 
   
  Sundering the Puerile Flesh 
  (Dave Martin) 
  Perdo Vim 20 
  R: Near, D: Inst 
   
  This spell creates a large wound in the "flesh" o f a demon, 
  which will spill blood or ichor as appropriate.  The demon 
  takes +25 damage, losing a minimum of one body level.  This 
  spell may only be used on any one demon once each day; 
  castings after the first will have no effect. 
   
  Spear of the Holy 
  (Dave Martin) 
  Perdo Vim 30 
  R: Near, D: Inst 
   
  This spell completely destroys a demon's form, banishing 
  it from the earth for seven times seven years, if the caster can 
  match the demon's Might on a roll of stress die + (Faith Points 
  x 10).  This spell requires the use of a holy relic, the Faith 
  Points of the relic being used to determine the strength of the 
  spell. 
   
  [Note: If you use a holy relic with this spell, the holy relic 
  is consumed in the casting.  If you have Faith Points (and I 
  sure as hell hope there aren't too many magi that do), you may 
  add your Faith Points to those used in the spell.] 
   
  Demon Lance 
  (???) 
  Perdo Vim 45 
  R: Near/Sight, D: Mom, T: Ind 
  Aimed: +5 
   
  Causes a brilliant silver lance to fly directly towards the 
  nearest identified demon, and if it successfully penetrates a 
  demon's magic resistance, deals 1D10+45 damage, and 
  reduces the Infernal might of the demon by 1D10+10 points. 
  This spell was designed to facilitate multiple-casting 
  
  97 
  Verditius magi, and as such does not require any material 
  focus of any sort, and gives a +2 bonus to concentration rolls 
  and casting (but only when multiple -cast). 
   
  The Essence of the Nothing 
  (The Great No-Named) 
  Perdo Vim 45 
  R: Far/Sight, D: Spec, T: Ind 
  Aimed 
  Focus: Black Amethyst +3 (Very Rare) 
  Requisite: Aquam, Terram, Ignem, Auram 
   
  Creates a small spherical vortex that exerts forces on 
  everything nearby, pulling them into the vortex where they are 
  devoured.  Lighter or smaller objects are sent flying into the 
  vortex and larger objects are dragged towards it.  The first 
  larger thing, person or animal that is hit by the vortex, if it fails 
  a magic resistance roll, disappears along with the vortex 
  (Dead? Or then where are they...). The vortex can be 
  controlled to move at a speed of up to 77 mph (125 kph). 
  People can attempt to dodge the vortex with 15+ roll. If the 
  vortex hits the ground it implodes creating a hole 20 paces in 
  diameter and 10 paces deep. 
   
  Needless to say this spells effect is very dramatic and 
  scary. Even if others aren’t injured by the debris flying around 
  this spell would leave them shaken. 
   
  Stealing the Gift 
  (Ian Barkley) 
  Perdo Vim 60 
  R: Touch, D: Inst., Ritual 
  Requisite: Corpus 
   
  This ritual destroys a maga's gift. She retains all magical 
  knowledge, but cannot cast spells, engage in Certamen, use 
  Parma Magica, get bonuses to resistances from Forms, or do 
  any lab work. She gets one chance to resist, on a roll of Creo + 
  Vim + Int of 18+. Note that the ritual requires the maga to be 
  affected to stand inside of a circle of power, drawn as part of 
  casting the spell, about one pace across for the entire spell, so 
  an unwilling target (and how many willing targets have there 
  been of this spell?) can simply jump away and ruin the spell. 
  Furthermore, as this spell starts to take effect, the target can 
  feel her Gift being ripped out of the innermost core of her 
  being. This is very painful, starting at 5 minutes after the spell 
  is started and building to the spell's end. It will wake the maga 
  out of any natural sleep and most spell-induced sleep.  [I 
  would probably even allow them to be half-awaken out of 
  unconsciousness, if I was the storyteller.]  The maga would 
  probably have to be bound or incapacitated for this to work. 
  At the storyguide's discretion, it will also affect people with 
  mystic virtues, but it does not have any effect on dragons, 
  Faeries, undead, and the like. 
   
  Under the Code of Hermes, use of this spell is legally the 
  equivalent of killing the other maga. 
   
  Obliterate the Gate to Hell 
  (???) 
  Perdo Vim 80 
  R: Near, D: Inst, T: Ind 
  Requisite: a lot of faith 
   
  The Gate to Hell opened and the dark masses...  
   
  Destroys a gateway leading to Hell that are sometimes 
  found in areas of high Internal Auras.  This spell is only 
  known to have been successfully cast once by a Pious magus 
  named Mac Arian who was presumed destroyed in the process.  
  It was tried again at a later date by another magus, but the spell 
  failed for unknown reasons, the gate was eventually closed by 
  a cabal of Quaesitoris through other means, and the casting 
  magus was presumed destroyed in the process. 
   
  Good old Mac Arian had wowed not to use magic again 
  (to salvage his ill fated soul). Then God spoke to him, and he 
  did what was acquired, Arian flew down into the gate, and 
  when he was deep enough, he used all his reserves and by the 
  help of God he closed the gate to hell, thus preventing 
  Armageddon...  
   
  Technical: PeVi level 80(+ an unknown powerboost by 
  God), instant (with a little help of some 8 vim vis ) and a nice 
  Diedne trick worked into the spell (which consumed Arian's 
  body in the process) RIP Mac Arian.  
   
   
  Aegis of the Self 
  (David Chart) 
  Rego Vim Gen. 
  R: Per/Touch, D: Sun 
   
  This spell grants magic resistance equal to the level. It is 
  cumulative with resistance from forms, but NOT with Parma. 
  I.e. it substitutes for Parma Magica. 
   
  [Note: The Saga has been running for fifty years of game 
  time, so Menacra has this spell at a ridiculous level. She is 
  now as much a plot device as a character (she was mine, and 
  I'm Alpha SG), so I've bent the rules a bit recently. Thus I have 
  no intention of defending the fact that she currently has it at 
  90.] 
   
  Bane 
  (Dave Martin) 
  Rego Vim Gen. 
  R: Touch, D: Inst, Ritual 
   
  Enchants an item to work especially well vs. a particular 
  opponent or class of opponent, making enchanting the item 
  easier (+10 to laboratory work and +5 Level effect to ritual 
  spells) to enchant after this spell is cast, but preventing the 
  effects to work on anything but the enemy specified in the 
  bane. The bane must be a fairly specific class of things, such 
  as dragons, nobles, or diabolists --- more general classes than 
  this will not work. The bane only affects spells of a Level 
  equal to or lower than the Level of the bane + 10 put into it.  
   
  [Note: Stolen directly from GURPS.] 
   
  Binding the Infernal Menace 
  (Tristan Barback) 
  Rego Vim Gen. 
  R: Near/Sight, D: Sun/Year, T: Ind 
  Focus: Diamond tipped red coral wand (+5) 
   
  Prevents a demon from moving or affecting non-infernal 
  realms. Roll a quality die+this spells level-10. If the total 
  exceeds the demon's infernal might the demon cannot move 
  and cannot affect the mundane world with any powers it may 
  have. If you know the demon's true name, you may, by 
  application of the law of names, double or (GM's discretion) 
  Rego Vim 
  
  98 
  triple your roll (just the roll - not the total). The effects of this 
  spell are unpredictable (to say the least) in an infernal aura. In 
  the version of this spell invented by Gwyntar Ex Bonisagus a 
  ghostly guttering candle flame can be seen from certain angles 
  on the demon's forehead (or equivalent.) Notes/Observed side 
  effects:  
  1. When used against a creature connected to both the 
  infernal and another realm/power source, this spell 
  appears to cut the demon off from its other power 
  source. It has only been used to date against "elemental 
  demons", and allows the vis to be collected from them 
  after their death, as opposed to it returning to their 
  element.  
  2. It is still quite possible for the demon to return to hell if 
  it has that capability normally, potentially allowing it to 
  return unaffected by the spell.  
  3. The spell is based on an inverted circle, and therefore it 
  is possible that certain actions (possibly attacking the 
  demon.) will cause it to end, or cancel some of its 
  effects before its duration expires.  
   
  Warning: a magus publicly using this spell would 
  certainly be considered a possible diabolist by the Quaesitores: 
  they tend to be wary of Rego Vim magic affecting demons.  
   
  Binding the Mobile Forms 
  (Dave Martin) 
  Rego Vim Gen. 
  R: Near, D: Spec 
   
  With this spell, the caster can bind an elemental to 
  perform one or more specific services. For each multiple by 
  which the Level of this spell exceeds the elemental's Might, 
  truncating all fractions, the elemental must perform one 
  service for the caster. The services that a bound elemental 
  performs for the caster must either all be specified at once, in 
  which case the tasks are performed in order by the elemental 
  until all are completed, or may be specified one at a time, in 
  which case each will be performed as given, and the elemental 
  will return to be given the next service, until all are completed.
   
  If the latter method is used, the maga must give the 
  elemental the new service to be performed immediately upon 
  its return, each time it returns. This spell ends when the caster 
  fails to provide the elemental with a service to perform, all 
  bound services are completed by the elemental, or at the new 
  or full moon, whichever comes first. Casting Requisite: Form 
  of the elemental. 
   
  Calling the Mobile Forms 
  (Dave Martin) 
  Rego Vim Gen. 
  R: Spec, D: Spec 
   
  This spell summons an elemental to the caster and gives 
  the caster the power to communicate with the elemental 
  summoned until the next full or new moon or until the 
  elemental finishes all services owed to the caster, whichever 
  comes first. This spell must be cast where a large amount of 
  the appropriate element exists in pure form --- the more 
  powerful the elemental summoned, the larger and more pure 
  the source must be. This spell is cast normally, but since the 
  elemental summoned moves under its own power, it will take 
  time to appear. In general, the elemental will take 15 minutes 
  per 5 points of its Might to respond to the summons, modified 
  by circumstances and location. The elemental summoned will 
  be of Might equal to the spell level unless the location is not 
  appropriate (not enough of the pure element for the summons) 
  or other factors interfere, in which case the elemental 
  summoned will be less powerful than desired. This spell will 
  never summon a more powerful elemental unless a botch, the 
  storyguide, or a whimsy card interferes, or the caster knows 
  the name of the elemental to be summoned (see below). This 
  spell can be used to summon a specific elemental whose name 
  is known to the caster, provided the elemental's might is less 
  than or equal to twice the Level of this spell (having an 
  elemental's name gives you more power over them). 
    
  Casting Requisite: Form of elemental being summoned. 
   
  Catching the Fleeing Spell 
  (Ian Barkley) 
  Rego Vim Gen. 
  R: Per, D: Spec 
   
  Helps the caster control her magic. If the next spell she 
  casts is of lower or equal Level to the "Catch" spell, she gets 2 
  less botch dice on it. (1 die if she would get 2, 0 if she would 
  get 1.) The spell must be cast before the next Sunrise/Sunset. 
  If the next spell cast is of higher Level than the "Catch" spell, 
  or the caster doesn't zero her roll, the spell fades with no effect.
   
  This spell can also be fast-cast if the caster starts to lose 
  control of a spell she is casting. If this is attempted, she must 
  make an Int + Magic Theory + Qik roll of 15+ to catch the 
  spell before it goes off.  If successful, the caster gets 1 less 
  botch die than normal --- no effect if she would have only 1.
   
  This spell is often put in a "continuously on" magic item. 
  However, if used this way, it can become a crutch, leaving the 
  caster unable to control her magic at all without the item... 
   
  Delay of Mighty Magics 
  (Piers Brown) 
  Rego Vim Gen. 
  R: Near, D: Spec 
   
  Delays the effects of a spell for a few moments (one 
  round per 5 Levels over the Level of the spell). As it is 
  designed to be cast with another spell it only requires a 
  Concentration roll of 9+. 
   
  Very useful when you want an effective ambush, and 
  there are all kinds of other uses, even delaying opponents 
  spells.  
   
  Druid's Communion 
  (Brian F.) 
  Rego Vim Gen. 
  R: Near, D: Spec, T: Group 
  Requisite: Spec 
   
  An adaptation of an old Diedne spell which allows 
  wizards to cooperate in casting any magic. This spell is cast 
  shortly before another wizard whom you are cooperating in 
  casting a spell with, and has the requisites (all) of the 
  techniques and forms of the spell that the other wizard is about 
  to cast. When cast, it gives the wizard a bonus of the 
  magnitude of the Druid's Communion to cast his next spell, at 
  the cost of you losing a fatigue level. (EG: You manage a 3rd 
  magnitude version of Druid's Communion, and he gets a +3 to 
  his spellcasting total.) If you need to expend a fatigue level 
  just to reach the level of the Druid's Communion you are 
  trying to cast, then you lose two fatigue levels total. Obviously 
  
  99 
  this spell needs limitation, but SG discretion as to which 
  limitations to impose (a good one is a maximum of doubling 
  the original spellcasting total). 
   
  Enchantment of the Heartfelt Oath 
  (Dave Martin) 
  Rego Vim Gen. 
  R: Touch, D: Spec, Ritual 
   
  A special form of the spell Watching Ward (ReVi Gen.), 
  this spell places another spell in waiting on at least two targets, 
  who must all be willing. All the targets make an oath during 
  the casting, and all are bound so that the oath will be fulfilled. 
  If one of the targets ever breaks the oath she will be subject to 
  the spell placed in waiting, which cannot be stopped by any 
  form of magical protection.  Unlike the normal Watching 
  Ward, this spell relies upon the belief of the participants 
  (hence the Mentem requisite) --- if any of them believes they 
  have broken their oath, they will be affected by the spell in 
  waiting. Once one of the targets is affected by the spell in 
  waiting, the Enchantment of the Heartfelt Oath is broken, 
  releasing all participants from their oaths, and giving all 
  participants an impression of the oath breaker and knowledge 
  of their release. All participants must be present when this 
  spell is cast, but once the oaths are made, there is no limit to 
  the range at which this spell works. The spell placed in 
  waiting may be of any Level up to the Level of the 
  Enchantment of the Heartfelt Oath spell, minus 5 Levels per 
  participant in the spell.  Because of the nature of this spell 
  (involving willingness and oaths by the part of the participants, 
  and distance between the targets), this spell acts as double its 
  normal Level to resist dispelling unless all participants are 
  present, and if it is dispelled with only one participant present, 
  the other participants will still gain knowledge of the 
  participant who broke the spell.  If at any time all participants 
  agree to the abolition of this spell, it will dissolve, and the 
  spell placed in waiting will disperse. 
   
  [Note: This spell is powerful, but relies on willingness by 
  all participants, and oaths, which can be strong magic all by 
  themselves.  This spell would probably be a classic in the 
  Order of Hermes, although its counterpart (Oathbreak  (PeVi 
  Gen.)) would be very rare, and possibly outlawed.] 
   
  Extension of the Mind 
  (David Smith) 
  Rego Vim Gen. 
  R: Sight, D: 1 round/spell 
  Requisite: Mentem 
   
  This spell extends the range of any Mentem spell with a 
  range of Eye to a range of Sight, so long as the level of this 
  spell is at least half as high as the level of the Mentem spell. It 
  has a casting requisite of the Technique of the Mentem Spell. 
  It may be cast in the round before the Mentem spell, or in the 
  same round if one makes an Intelligence + Concentration roll 
  vs. a 6. 
   
  Guiding the Spell 
  (Ian Barkley) 
  Rego Vim Gen. 
  R: Spec, D: Spec 
  Requisite: Intellego 
   
  This spell helps aim other spells. It is cast, and then, while 
  concentration is maintained on the "Guide" spell, another 
  spell of not more than the "Guide" spell's Level is cast. The 
  second spell then gets a +5 to its aiming roll. If the second 
  spell is not more that half the "Guide" spell's Level, the bonus 
  is +10, if quarter, then +15, etc., because lower Level spells, 
  having less power and thus less "inertia", are easier to turn 
  towards their target. 
   
  Note that this spell actually perceives the target the other 
  spell is aiming towards, and actively changes the spell's 
  direction, thus there is a casting requisites of the form of the 
  target (normally Animal or Corpus). 
   
  Immunity of the Familiar Spell 
  (Dave Martin) 
  Rego Vim Gen. 
  R: Per, D: Sun/Year 
   
  The caster becomes completely immune to the effects of 
  one spell the caster knows, and all lower Level versions of the 
  same spell (storyguide's discretion for borderline cases). Only 
  spells of Level equal to or lower than the Level of the 
  "Immunity" spell can be protected against. 
   
  The Mirror of Treachery 
  (???) 
  Rego Vim Gen. 
  R: Spec, D: Mom, T: Ind 
  Focus: A Silver Mirror (+3) 
   
  This spell is cast simultaneously to an offensive spell 
  being cast against the caster of this one. If the Level + stress 
  die is superior to the aggressor’s penetration, her spell has its 
  normal effects turned on herself. 
   
  Mirror of Warding 
  (Dave Martin) 
  Rego Vim Gen. 
  R: Near, D: Spec 
   
  Cast on another spell when that spell is cast, this spell 
  causes the target spell to be cast on its caster, rather than the 
  intended target. The Penetration roll of the caster of this spell 
  must exceed the Penetration roll of the caster of the target 
  spell, and in any case, only spells up to the Level of this spell 
  can be "Mirrored".  This spell will not work on a spell which 
  has already taken effect on a target. 
   
  Ornament the Armor of Magic 
  (Yuval Miller) 
  Rego Vim Gen. 
  R: Per/Touch, D: Sun/Moon 
   
  The rank of this spell is added to the target's Parma for the 
  duration of the spell. 
   
  Penetrate the Regio 
  (J. R. Donovan) 
  Rego Vim Gen. 
  R: Per/Touch, D: Sun, T: Ind 
  Focus: A door (+3) 
   
  When cast on a person, this spell grants a bonus equal to 
  half its level to penetrate the Regio of an area. If another spell 
  is used to allow the maga to perceive into a separate Regio or 
  with an appropriate Arcane Connection, the spell may be cast 
  on someone in the vicinity but not on the same Regio as the 
  magus. 
   
   
   
  
  100 
  Pentagram 
  (Dave Martin) 
  Rego Vim Gen. 
  R: 5 paces, D: Sun/Year 
   
  General supernatural being warding spell, preventing 
  beings with might scores up to Level / 2 + die from crossing 
  the circle. This spell will last any length of time if it is used to 
  contain a supernatural being, but will have a duration of only 
  Sun/Year if it is used to keep supernatural beings from 
  entering the ring. In either case, the spell depends upon the 
  containing force of the "Pentagram", and if the markings of 
  the "Pentagram" are broken, the spell will cease. 
   
  Prolong Power's Presence 
  (M. Northstar) 
  Rego Vim Gen. 
  R: Spec, D: Spec, T: Spec 
   
  With this spell you can apply the vis to extend a spell's 
  duration after you have already cast the spell. The spell to be 
  prolonged must still be in effect, it must have been cast with 
  the shorter duration, and it must be of equal or lesser level than 
  the “Prolong” spell. If all the conditions are met, you cast the 
  Prolong... on the first spell and use the same amount and kind 
  of vis you would have used, if you had cast the target spell 
  with the longer duration. E.g. if you cast a healing spell but 
  didn't want to spend the vis to make it permanent, then later 
  you had no choice (i.e. the target received more wounds, that 
  would kill him when the healing spell wore off), you could use 
  this spell to make the healing permanent. 
   
  Purging Hell's Infection 
  (James Thomas) 
  Rego Vim Gen. 
  R: Touch, D: Inst, Ritual 
  Requisite: Corpus 
   
  This spell forces an evil disease spirit that is infecting a 
  body out if the caster can roll Spell level + die greater than the 
  infecting spirit's might + 10. This spell is risky to its recipient, 
  as such a means of exorcising spirits is not natural; they must 
  make a stm roll of 6+ or else lose a body level as the spirit is 
  ripped out of their bodies. This spell, in order to remove the 
  spirit, alters it such that it can survive temporarily outside the 
  body; it is free to attack or try to infect the caster and must be 
  dealt with by itself. 
   
  Restraining the Eager Magics 
  (David Martin) 
  Rego Vim Gen. 
  R: Spec, D: Conc 
   
  Delays the effects of the next spell(s) you cast for as long 
  as you concentrate. Since this spell was designed to be cast 
  with another spell, the Concentration roll required to maintain 
  this spell while casting another is only a 9+. Multiple spells 
  may be delayed with this spell, provided the total Level of the 
  spells does not exceed the Level of this spell. 
    
  You might want to increase the Concentration roll by +3 
  per spell being restrained, but I don't think it's really necessary. 
  With this spell, you can hold several small spells, and release 
  them all at once. Targeting is a tricky matter to deal with in 
  any delays.  
   
  [Note: Anyone have any good ideas on targeting and 
  picking targets in general with these spells? The two real 
  choices are that the targets are chosen when the spell is cast or 
  when the spell is released. I would opt for the former, as it 
  provides more limits to this spell, which I think it needs. 
  Spells which do not require targeting rolls, though, would still 
  affect the target selected at casting time, so long as the target 
  was still in range.] 
   
  Safe Waiting Spell 
  (David Martin) 
  Rego Vim Gen. 
  R: Spec, D: Spec 
  Requisite: Perdo 
   
  This spell is the same as the Waiting Spell (ReVi Gen.), 
  except that it may only hold spells of total Levels up to Level / 
  2, and an additional condition can be specified, and if that 
  condition is met, the spell held in waiting is dispelled without 
  being cast. As with the normal Waiting Spell condition, the 
  dispelling condition must be easily identifiable, but a spell 
  may be placed in the Safe Waiting Spell to detect the proper 
  condition. 
   
  Safe Watching Ward 
  (David Martin) 
  Rego Vim Gen. 
  R: Spec, D: Spec 
  Requisite: Perdo 
   
  This spell is the same as the Watching Ward (ReVi Gen.), 
  except that it may only hold spells of total Levels up to 
  Level/2, and an additional condition can be specified, and if 
  that condition is met, the spell held in the Ward is dispelled 
  without being cast. As with the normal Watching Ward 
  condition, the dispelling condition must be easily identifiable, 
  but a spell may be placed in the Safe Watching Ward to detect 
  the proper condition. 
   
  [Note: Note that if you use my suggested changes to 
  Waiting Spell (ReVi Gen.) and Watching Ward (ReVi Gen.) 
  (which makes them permanent --- see the archives or mail me 
  if you don't remember), this still works, and the Safe Waiting 
  Spell (ReVi Gen.) remains, just discharging harmlessly.  
  However, with the rules as stated, the Safe Waiting Spell 
  (ReVi Gen.) will be dispelled with all the spells it holds.] 
   
  Shielding the Prying Eyes 
  (Dave Martin) 
  Rego Vim Gen. 
  R: 5 paces, D: Sun/Year 
  Requisite: Intellego 
   
  Protects against Intellego spells, acting as magic 
  resistance against Intellego spells. Level of resistance is equal 
  to Level + 10 + die. 
   
  Spell's Faithful Guardian 
  (Dave Martin) 
  Rego Vim Gen. 
  R: Spec, D: Spec 
  Requisite: Mentem 
   
  Makes a spell independent of the caster's control, giving 
  the spell freedom within certain guidelines outlined by the 
  caster. Botches on this spell usually make the guidelines 
  wrong (not necessarily disastrous), and even on successes the 
  spell may end up taking liberties with the guidelines, 
  especially if the spell runs for a long time. Spells up to the 
  Level of the Spell's Faithful Guardian spell may be made 
  independent, but once this spell has been cast, the spell it was 
  
  101 
  cast on may no longer be controlled by the caster. May only be 
  cast on spells the caster has control of --- see the spell Stealing 
  the Wizard's Art (ReVi Gen.). This spell ends when the target 
  spell ends, and extends the duration of spells normally  
  requiring concentration to Sun/Year. Hermetic scholars 
  continue to argue whether this spell creates a pattern for the 
  spell or calls up a minor elemental (Vim elemental?) to run the 
  spell. 
   
  Stealing the Wizard's Art 
  (Dave Martin) 
  Rego Vim Gen. 
  R: Spec, D: Spec 
   
  The caster of this spell may wrest control of a spell 
  already cast or being cast by another maga, allowing the caster 
  of this spell to determine the course (target, motion, etc.) of 
  the original spell.  An already cast spell resists with Level + 
  die vs. 
  1/2 Level of this spell + die. A spell being cast is 
  resisted by the casting maga with a roll of Re + Vi + Int + die, 
  where form is the form of the spell being cast.  Once the spell 
  has been taken over, it acts exactly as if the new controller had 
  cast it except where the power of the spell is concerned. 
   
  Casting Requisites:  Technique and form for the spell 
  being usurped. 
   
  Suppressing the Wizard's Handiwork 
  (Mike Minnotte) 
  Rego Vim Gen. 
  R: Near, D: Conc 
   
  Cancels caster's spell --- as per the spell Erasing the 
  Wizard's Handiwork (PeVi Gen.) --- but only for duration of 
  concentration, after which the effects return. Must match 
  Level with Level + die. Effects take about 1 round to fade out, 
  then another round to fade back in after concentration is 
  broken.  Again, spell must be active to suppress.  This spell is 
  designed to be held while doing something else, so 
  Concentration rolls are easier than normal: 3+ walking, 6+ 
  simple conversation, 9+ spell casting, etc. 
   
  Suspension of the Powers 
  (Dave Martin) 
  Rego Vim Gen. 
  R: Spec, D: Spec 
   
  Suspends a single spell, to be resumed when the caster 
  wills it. The suspended spell will completely cease to function 
  until either the caster resumes it or Sunrise/Sunset, whichever 
  comes first. The suspended spell is considered as though it 
  were not on, so that when it is resumed, it will resume on the 
  same target, with the same duration it had remaining when it 
  was suspended, though spells which end at a given time (like 
  Sunrise/Sunset) will still end at that time. Spells up to the 
  Level of the "Suspension" spell may be suspended, and the 
  caster may suspend the spells of other magi if the caster's 
  Penetration total can exceed the Penetration total of the spell 
  to be suspended. 
   
  Casting Requisites: Technique and form of the spell to be 
  suspended. 
   
  Thaumaturgic Triangle 
  (Dave Martin) 
  Rego Vim Gen. 
  R: Spec, D: Ring 
   
  This spell amplifies and focuses magical energies causing 
  them to affect a larger area than normal. The caster draws a 
  circle on a surface, inscribed with a triangle, that defines the 
  area of the spell.  Cast on another spell, the Thaumaturgic 
  Triangle spell creates a ring which will affect everything that 
  comes into contact with the perimeter which extends in a 
  dome above the circle as though it had been effected by the 
  contained spell. The circle is 2 paces in diameter, but may be 
  expanded (see below).  Any spell up to the Level of the 
  Thaumaturgic Triangle spell may be affected, minus five 
  Levels per pace beyond 2 the circle diameter is extended. If 
  the circle is too large for the spell it contains, the contained 
  spell will be weakened by 5 Level equivalents per extra pace 
  diameter or fraction thereof of the Thaumaturgic Triangle 
  spell. 
   
  Casting Requisites: Technique and form of the contained 
  spell. 
   
  [Note: This spell is fairly powerful, but requires 
  preparation on the part of the caster, making it useful only for 
  premeditated defense.] 
   
  The Lure of Mercury 
  (Christopher Carter) 
  Rego Vim Gen. 
  R: Spec, D: Spec, Ritual 
   
  The ancient priests of Mercury had found long ago that 
  they could link their magic to the sphere of Mercury with the 
  use of this ritual.  When cast with a spell of equal or lower 
  level than The Lure of Mercury, it allows the spell to last until 
  the next comp lete rising and setting of Mercury. Because of 
  the strict Mercurian nature of this spell, it requires that three or 
  more magi take part in it's casting who all know the spell of a 
  level equal or greater than the level of the spell to be linked.  
   
  [Note: I'm not really sure just how long it takes Mercury 
  to complete a cycle, so this spell may or may not actually be 
  useful to anyone other than a Bonisagus (see The Lure of the 
  Spheres ( ReVi Gen.) below.]  
   
  The Lure of the Spheres 
  (Christopher Carter) 
  Rego Vim Gen. 
  R: Spec, D: Spec, Ritual 
   
  Cosmolicus of Bonisagus, upon discovery of the spell 
  The Lure of Mercury (ReVi Gen.) noted the reliance upon a 
  sphere other than the solar or lunar with great interest and 
  despite the lack of support of his colleagues, set about 
  researching this phenomenon and formulated this somewhat 
  controversial spell. 
   
  Use of this spell allows a magus to extend the duration of 
  a spell to the complete cycle of one of the heavenly spheres 
  other than solar or lunar. The spell to be extended must be 
  equal to or less than half the level of The Lure of the Spheres, 
  with a sun or moon duration, and the spell to be extended must 
  be cast upon the completion of this ritual. In addition to the vis 
  spent for the ritual, a pawn of vis must be spent per magnitude 
  of the original spell being linked just as if the original spell 
  were to be boosted in duration normally. 
   
  The sphere the spell is to be linked to is determined by the 
  sign the magus casting the spell was born under. Thus, a 
  magus ruled by Saturn casting this spell would be able to link 
  his spell to the cycle of Saturn.  Magi born under planets not 
  yet discovered are out of luck, along with those born on cusps. 
  
  102 
  Furthermore, due to the highly personal nature of this magic, a 
  magus may not simply learn this spell and cast it successfully.  
  Instead, it must be invented individually by each magus 
  seeking to cast this ritual. 
   
  Not for just that reason this spell has not gained much 
  popularity in the order. Casting this ritual is very dangerous, 
  as this  spell is highly experimental in nature. Regardless of the 
  spell casting roll, a botch die must be rolled for each sphere 
  beyond the Lunar sphere which this spell is affecting. Thus, if 
  Achillies of Flambeau seeks to link the spell "Rain of Fire" to 
  the cycle of Mars, which he was born under, he must roll 
  2botch dice, since Mars is 2 spheres beyond the lunar. Botches 
  from this roll tend to be of the extravagant nature, often 
  carrying the magus casting the spell to the sphere being linked 
  to, hence the title. Furthermore, the general aspect of the 
  planet being linked comes out in the spell as if it were a 
  powerful wizards sigil. Thus, the spell "Rain of Fire" cast by 
  one linked to Venus may cause those in the area to fall in love.
   
  Cosmolicus takes credit for this discovery, but it was 
  actually his Pater, Avantgardius who invented this spell, and 
  mysteriously 
  disappeared 
  while 
  testing 
  it's 
  effects. 
  Avantgardius was known to be a Picies.  
   
   
  Ptolemaic Geocentric Universe 
   
   
  [Note #1: Again, I'm really not sure just how long a cycle 
  of any of the outer spheres is, but I'm sure with use of this spell 
  spells could possibly be extended for years.  Furthermore, an 
  addition or even multiplication of the amount of vis needed, 
  by the number of spheres beyond the Lunar may be 
  appropriate.] 
   
  [Note #2: In the timeframe of Ars Magica the Ptolemaic 
  Geocentric model (of which Ars Magica is based) would be 
  popular.  I’m not sure what those periods would be, but below 
  is the Heliocentric models planetary revolutions around the 
  Sun (in Earth years) for the planets that would be known for 
  Ars Magica’s setting: 
   
   
  Heliocentric  
  Recommended 
   
  Planet: 
  period: 
  game period: 
   
  Mercury 
  0.24 years 
  1 season 
   
  Venus 
  0.62 years 
  2 seasons 
   
  Mars 
  1.88 years 
  2 years 
   
  Jupiter 
  11.86 years 
  12 years 
   
  Saturn 
  29.46 years 
  30 years 
  The recommended periods give you lengths in between those 
  that already exist but still use the games timelengths. Level 
  and Vis requirements would obviously go up with length - 
  Seahawk.] 
   
  The Might of the Dread Warrior 
  (Simon Foston) 
  Rego Vim Gen. 
  R: Per, D: Sun, Ritual 
   
  If the caster knows more than one of these spells: The 
  Swiftness of Artemis (MuCo Gen.), The Deadly Skill of 
  Achilles (MuCo Gen.), or The Wrath of Hercules (MuCo 
  Gen.), then knowledge of this spell will allow them to be cast 
  at the same time, and the caster will benefit from all of the 
  effects. Naturally, this spell must be known at a higher level 
  than the others combined, but it does take only the normal 
  amount of time to cast. However, a Meditation score of 4 or 
  better is required to cast the ritual.   
   
  The Trickster's Indirection 
  (Dave Martin) 
  Rego Vim Gen. 
  R: Spec, D: Spec 
   
  This spell shifts the originating point of another spell 
  involving a target, shifting it to another person or thing. The 
  original caster of this spell determines the target normally, and 
  then determines the effective caster with this spell.  In essence, 
  the caster acts only as a catalyst for the spell, designating 
  where both "ends" of the spell will be. Any spell up to the 
  Level of The Trickster's Indirection spell may be effected. 
   
  Throw of the Distant Arm 
  (Dave Martin) 
  Rego Vim Gen. 
  R: Near, D: Inst 
   
  Causes another spell cast to originate from a point at a 
  distance. The spell may be cast in any direction from the 
  origination point, allowing the maga to cast spells around 
  corners, at great distance, etc. However, normal targeting 
  modifiers apply, based on the location of the caster of the spell, 
  not on the origination point. Any spell up to half the Level of 
  this spell may be affected. 
   
  Wizard's Riposte 
  (David Martin) 
  Rego Vim Gen. 
  R: Spec, D: Spec 
   
  A specialized Watching Ward (ReVi Gen.), the spell 
  placed in the "Riposte" is automatically cast at the source of 
  any attack made against the target of the "Riposte", whether 
  the attack succeeds or not.  The type of attack to respond to 
  (magical, mundane, or either) is specified when the "Riposte" 
  is cast, and when the "Riposte" is activated, the spell in the 
  "Riposte" is cast without any intervention by the target of the 
  "Riposte", allowing the target of the "Riposte" to perform 
  other actions as well. 
  
  103 
  Traversing the Magical Path 
  (Carl Schnurr) 
  Rego Vim 10 
  R: Per, D: Spec 
   
  This spell gives the caster a +5 bonus for crossing the first 
  regio boundary encountered.  If not used by sunrise or sunset, 
  the spell d issipates.  Previous knowledge of a boundary is not 
  necessary for the spell to work. 
   
  Wizard's Mark 
  (Dave Martin) 
  Rego Vim 10 
  R: Touch, D: Inst, Ritual 
   
  Creates a magic "Mark" on a surface or object which 
  makes that surface or object more easily affected b y the caster. 
  The mark made is physical as well, but the full signature is 
  only detectable magically.  Note that the signature here can be 
  correlated with that determined by the spell Tracing the Sigil 
  (InVi Gen.), and that the maga's name and the covenant where 
  they were apprenticed are almost always included in the 
  Wizard's Mark.  Wizard's Mark’s are assumed to be used in all 
  laboratory work and already included in all lab totals, and is 
  included in the ease --- lower Level of spell --- with which a 
  maga can affect herself, but on anything else with a Wizard's 
  Mark, the maga gets a +5 to affect the target, and +1 to Parma 
  Magica for purposes of granting Parma Magica.  This spell 
  can be cast on living beings, with appropriate casting 
  prerequisites, only if they are willing. Nothing may have more 
  than one Wizard's Mark on it at any time. To erase a Wizard's 
  Mark, one need only cast the spell again with her own mark; 
  however, if the item is resistant to magic, due to another 
  Wizard's Mark (see below) and/or an enchantment, it will 
  resist your Wizard's Mark. In addition, anything with a 
  Wizard's Mark gets a bonus of +5 to resist any other maga's 
  magic. This provides some minor protection for a maga's lab 
  work. It is impossible to duplicate another maga's "Mark". 
   
  Firing the Cursed Clay 
  (Dave Martin) 
  Rego Vim 15 
  R: Near, D: Sun 
   
  Binds a demon into its current form, preventing it from 
  changing shape for the duration of the spell. 
   
  Seer's Guarding Ring 
  (Dave Martin) 
  Rego Vim 20 
  R: 12 Paces, D: Sun/Year 
   
  Caster will sense when anything physical enters the ring, 
  and where it has entered the ring. A Per roll of 6+ will wake 
  the caster if this happens while the caster is asleep. 
   
  The Contest of Wills 
  (Dave Martin) 
  Rego Vim 20 
  R: Eye, D: Spec 
   
  This spell enables the caster and a demon to undergo a 
  test of wills.  The victor of the contest gains a great deal: if the 
  caster wins, she gains complete control over the demon for a 
  full year; if the demon wins, she gains the caster's soul.  The 
  demon must be willing to enter into the contest. 
   
  Note - This spell is really just a trap, enticing magi into a 
  contest which they can almost never win.  This is not really a 
  contest of wills, but a contest of morals, and a demon's (lack of) 
  morals are always stronger than those of a mortal.  The only 
  exception to this is mortals with True Faith, who can win the 
  contest if they roll less than or equal to their Faith Points on a 
  simple die. 
   
  Yes, this is difficult, but the simple act of casting this 
  spell is a sin of pride and conceit grave enough to make 
  survival a real miracle.  As the storyguide, you may wish to 
  play this out similar to Certamen, to make it seem like a real 
  contest, but the end is a foregone conclusion. 
   
  The Deceiver's Oath 
  (Dave Martin) 
  Rego Vim 20 
  R: Near, D: Perm 
   
  Binds a demon to its word, forcing it to fulfill the letter of 
  the statement it makes.  The demon must be willing to 
  succumb to this spell, but once the demon has said it will 
  succumb, it cannot change its mind.  The letter of a demon's 
  word is what is adhered to, not the intent, so this spell is 
  obviously very limited, since the demon will not intentionally 
  say anything which will bind it in any meaningful way.  Even 
  demons make mistakes, though. 
   
  [Note: If cast while the demon is in Dominion, you may 
  cast it without the demon's consent, binding the demon to 
  something it has just said it will do.  However, the demon will 
  only be bound in this case as long as it remains within the 
  Dominion.] 
   
  The Futile Limit 
  (Dave Martin) 
  Rego Vim 20 
  R: Near, D: Sun 
   
  Places a limit on a demon, preventing it from performing 
  any one action for the duration of the spell.  The action 
  specified must be specific, for example "biting anything", 
  "using your power of flight", "attacking innocent people", etc., 
  and it may name a specific person or thing: "harming me", 
  "using magic on the mayor", "interfering with mass", etc.  
  Actions more broad than these will have little or no effect. 
   
  [Note: This one should be obvious --- the wording of the 
  limit is taken literally --- the demon may circumvent the limit 
  if you leave any openings in the wording (the letter of the law, 
  not its intent.)] 
   
  Reigning in the Forked Tongue 
  (Dave Martin) 
  Rego Vim 20 
  R: Near, D: Sun 
   
  Forces a demon to remain silent for the duration of the 
  spell, uttering no sounds but making noise for other actions 
  such as movement. 
   
  Transfer the Essence of Magic 
  (Jim Tran) 
  Rego Vim 20 
  R: Reach/Near, D: Spec 
   
  This spell "moves" raw vis from one medium into another, 
  at the rate of one vis point (pawn) per minute, during which 
  concentration must be held.  The "container" to which the vis 
  is moved must be appropriate for the Art.  (This is up to 
  interpretation of the Troupe, my own Troupe has declared that 
  silver may be used to contain vis of any Art, as an exception to 
  the above rule). Without an appropriate container, the spell 
  
  104 
  fails, leaving the vis in its original form. Botch ideas include 
  release of the power contained in the vis, or simply having the 
  vis be destroyed, in addition to any normal botch effects.  The 
  spell ends when all vis points have been transferred, or the 
  Magus stops concentrating. Only vis of a type attuned to one 
  Art may me transferred with each casting of this spell; if there 
  is both Muto and Animal vis in a corpse, you have to cast the 
  spell twice to move both.  This spell requires a Casting 
  Requisite in the Art of the vis being transferred, and also 
  requires an extra botch die for every point of vis in the source 
  attuned with this spell. For example, if the players somehow 
  manage to kill a werewolf, and the body contains 4 pawns of 
  Muto and 2 pawns of Animal vis, using this spell to transfer 
  the Muto vis would require a Muto casting requisite and 4 
  extra botch dice. 
   
  Dampen Magic 
  (Stephan Siano) 
  Rego Vim 25 
  R: Near, D: Sun/Moon 
  Requisite: Perdo 
   
  The caster creates a region of magic chaos (about 15m 
  diameter) where spellcasting becomes more difficult and 
  more dangerous. All further spellcasting rolls in this area are 
  modified at -10 and the caster gets two extra botch dice. 
   
  Tearing the Mystical Veil 
  (Carl Schnurr) 
  Rego Vim 25 
  R: Touch, D: Spec 
  Requisite: Perdo 
   
  This spell creates a temporary magical opening into a 
  regio one level higher or lower than the one currently 
  occupied by the caster.  When casting, the mage actually 
  reaches out and tears a hole in the fabric of the regio with her 
  bare hands, so the width of the tear is limited by the mage's 
  arm-span and the height of the tear is roughly twice the width.  
  The opening must be physically held open by the caster and 
  will snap close one round after released.  Each round that the 
  tear is held open, the caster must make a fatigue roll of 6+.  A 
  failed roll simply indicates a lost fatigue level, and does not 
  affect the spell, unless the mage falls unconscious.  For the 
  spell to have any effect, the penetration roll of the spell must 
  equal or exceed the roll needed to enter regio under normal 
  circumstances.  Beings passing through the opening cross into 
  the next level of the regio automatically. 
   
  Travel the Paths of Shadow  
  (Dave Martin) 
  Rego Vim 25 
  R: Spec, D: Spec 
   
  This spell must be cast within 3 paces of a Shadow Cairn. 
  It allows the caster to enter the Shadow Roads and travel along 
  them. The caster may take one other person she is linked with 
  --- someone she is touching directly, or who is linked via a line 
  of people touching --- along for every 5 points by which her 
  roll exceeded the spell Level. If the caster does not roll high 
  enough to take everyone with whom she is linked, the spell 
  will fail, and the caster will lose a fatigue level.  The spell lasts 
  as long as the group travels along the Shadow Roads, or until 
  the dawn comes and the moon is no longer visible in the sky, 
  at which point the travelers will be abruptly returned to 
  regular modes of travel. The caster may end the spell at any 
  point she passes a Shadow Cairn, but may not end the spell 
  while between two stones. 
   
  Servant of Singular Value 
  (Dave Martin) 
  Rego Vim 25 
  R: Near, D: Sun 
   
  This spell limits a demon to using only one of its powers, 
  which the caster must specify --- if she doesn't know what any 
  of its powers are, this spell won't work.  The demon may not 
  use any magical powers other than the power specified for the 
  duration of the spell, though it may perform any non-magical 
  actions it wishes, and it cannot be prevented from using 
  powers which work automatically or which have constant 
  effect. 
   
  [Note: This spell ends as soon as the demon enters an area 
  with an Infernal aura.] 
   
  Gift of Magical Fortitude 
  (Yuval Miller) 
  Rego Vim 30 
  R: Per/Touch, D: Conc 
   
  The caster's Parma Magica skill is effectively doubled for 
  the duration of the spell. This spell must be cast during the 
  ritual of raising the Parma Magica. 
   
  In other words, if you want to cast the spell, you have to 
  lower your parma and spend the minute-long ritual to raise it 
  again -- incorporating this spell in the process. Even after 
  doing this, you must retain concentration for the spell to stay 
  in effect. 
   
  This spell's effect can not be instilled in an item because 
  there is no way hermetic magic can make an item take a full 
  minute to perform a spell while the magus using the spell 
  performs a Parma Magica Ritual. 
   
  The Unholy Puppet 
  (Dave Martin) 
  Rego Vim 35 
  R: Near, D: Conc 
   
  The caster speaks the name of a demon and gains 
  complete control over it, controlling its movements, the use of 
  its powers if its powers are known, its speech, etc. so long as 
  concentration is maintained.  Control over the demon's 
  motions are complete, and Finesse rolls need not be made, 
  since it is actually the demon performing the actions --- the 
  demon is simply following mental commands. 
   
  [Note: The spell simply says the demon's name must be 
  spoken, but it means the demon's true name. Without the 
  demon's true name, the demon will not be affected, though it 
  might play along so long as it found it useful.] 
   
  The Sorcerer's Revenge 
  (Dave Martin) 
  Rego Vim 40 
  R: Per, D: Year/Perm, Ritual 
  Requisite: Corpus 
   
  This spell enchants the caster's own body and mind so 
  that when the caster is killed, she will be preserved long 
  enough to utter one last spell --- a dying curse on the caster's 
  murderer. In addition, this spell will channel the caster's 
  magical energies upon its release, effectively doubling the 
  Level of the curse, making the Level of the spell equal to the 
  
  105 
  total of the caster's Int + arts + affinities, and adding +20 
  Penetration, but draining the caster's body of all magical and 
  mental energies --- meaning the body will have no vis and the 
  caster's soul will be destroyed, leaving no ghost. Note that the 
  caster is who determines at the time of her death who exactly 
  her murderer was, which can lead to some incorrect blame 
  being placed. Legends in the Order of Hermes tell of the mad 
  magus Telyanos, who, upon her death by a rock slide, cursed 
  the mountain itself, making the mountain a dangerous place 
  for many years, and eventually reducing the mountain to a 
  huge pile of rubble. It is the preservation of life long enough 
  for selection of the target and the use of the vis in a maga's 
  body that makes this spell different than a "Watching Ward" 
  (ReVi Gen.) carrying a given spell. 
   
  The Ties that Bind 
  (Dave Martin) 
  Rego Vim 40 
  R: Touch, D: Moon/Perm, Ritual 
  Requisite: Corpus 
   
  Binds the caster and a willing consors together magically, 
  so that they may share magic and strength. They will know the 
  direction and approximate distance, the wounds and state of 
  fatigue, and the general emotions of each other at all times. 
  They are considered under the spell Wizard's Communion 
  (MuVi Gen.), and each may choose to take body and fatigue 
  levels from the other instead of themselves when they are 
  wounded or fatigued. Spells cast on either must overcome the 
  magic resistance of both, and if successful, will affect both 
  equally. In addition, each may add their Confidence to the 
  others' rolls, whether they know what the other is rolling for or 
  not. 
   
  Anchoring the Mystic Veil 
  (Carl Schnurr) 
  Rego Vim 50 
  R: Reach, D: Perm, Ritual 
   
  Creates a permanent point of entry from the mundane 
  world to a particular place and level with a specific regio.  The 
  spell must be cast twice, first from within the regio, then on 
  the corresponding point in the mundane world.  The castings 
  must both succeed and be performed within the space of a 
  sunrise to sunset (or vice-versa) for the gateway to form.  The 
  actual spell must be anchored to two objects which have some 
  semblance, however remote, to a door or gateway --- and 
  which exist on both levels of existence (e.g. two stately trees, 
  a pair of rock columns, or a set of ever-burning, magical 
  braziers.)  If any of the anchors for the spell are destroyed, the 
  gateway is dispelled.  Warning: Often the inhabitants of regio 
  do not like their peace disturbed, and may take an active role 
  in destroying the gate or tormenting its creators. 
   
  Casting requisite: appropriate for the form of the 
  gate-anchors. 
   
   
   
   
   
   
   
   
  Word of Betrayal 
  (Dave Martin) 
  Rego Vim 50 
  R: Near, D: Inst 
   
  This spell forces a demon to speak its true name, loud 
  enough so that it can be clearly heard. 
   
  Word of Betrayal - BF's Correction 
  (Brian F.) 
  Rego Vim 50 
  R: Near, D: Mom, T: Ind 
  Focus: Tongue of a Traitor (+3) 
  Requisite: Mentem 
  This spell (which is a Hermetic version of Dave Martin's spell 
  of the same name) attempts to force a demon to say its true 
  name. The caster and demon face off in initiative rolls; the 
  caster's Intelligence + Finesse, versus the demon's Quickness 
  + Intelligence + it's personality trait for lying (usually in 
  excess of 6, with a few exceptions). If the caster is successful, 
  the demon actually says its true name. If the demon is 
  successful, it may say any lie it wants to. If the caster botches, 
  the demon learns his/her true name, and it may ignore the 
  effects of any spells cast by the caster forever after (including 
  the effects of items and potions enchanted by the caster). This 
  revision is because Dave Martin apparently forgot the 
  limitation that Hermetic Magic can't pierce the deceptions of 
  demons, so they should have supernatural powers of lying to 
  resist this spell, even if their Infernal Might is insufficient to 
  the task. 
   
  
  106 
   Appendix A: Faerie Spells 
   
   
   
  Creo Animal 
   
  Invocation of the Shameless Pigs 
  (???) 
  Creo Animal 20 
  R: Near, D: Spec, T: Spec, Faerie 
  Focus: A Pig's Tail (+4) 
  Requisite: Mentem 
   
  This spell conjures two adult pigs, one of each gender, 
  who immediately begins to mate under much calamity. As 
  they finish their business, they disappear back to where they 
  came from and leave the spectators bemused, or shocked, as it 
  might be! The author of this spell is renowned for her frequent 
  fraternization with the Seelie Court and can surely be 
  expected to invent some other spells like this one in the future. 
   
  Muto Animal 
   
  The Proper Beast 
  (David Martin) 
  Muto Animal 15 
  R: Near, D: Sun, Faerie 
   
  Shifts an animal's center of balance and motions, causing 
  the animal to walk upright and posture like a human, rather 
  than an animal. The beast will use human body language to 
  express its state of mind (per se), and its natural sounds: 
  growling, whining, roaring, etc. will sound very much like 
  human speech, though the animal does not really speak, and 
  the sounds don't really mean anything. Each caster causes a 
  slightly different effect, some making the animal posture like 
  arrogant nobles, others making the animal posture like 
  downtrodden peasants or beggars, and still others making the 
  animal posture almost exactly like the caster. 
   
  Rego Animal 
   
  Master of the Hunt 
  (Dave Martin) 
  Rego Animal 30 
  R: Spec, D: Spec, Ritual, Faerie 
   
  This spell may only be cast under a full moon. The target 
  of the hunt must be visible to the caster at the time of casting 
  or the caster must have an arcane connection (hair, nails, etc.) 
  to the target. The caster blows a hunting horn three times, and 
  calls all combat worthy beasts including magical and Faerie 
  ones which fail to resist within one hour travel of the caster. 
  Bjornaer magi nearby with combat-worthy heart-beasts must 
  resist or they will transform to their heart-beast and respond to 
  the summons. In one hour, when all the beasts have arrived, a 
  great black stallion appears, the caster mounts it, and the hunt 
  begins. The caster leads the hunt, perusing the target, the 
  direction to which the caster always knows. Animals 
  encountered along the path of the hunt will either join the hunt 
  (combat worthy beasts) or be killed by the beasts in the hunt. 
  The hunt ends when the object of the hunt is killed and its 
  corpse eaten by the beasts of the hunt, or when dawn breaks, 
  whichever comes first. At the end of the hunt, all beasts 
  disperse without interference from each other.  Once the hunt 
  has started, none of the participants will feel fatigue or pain, 
  similar to Endurance of the Berserkers. Also, once the hunt 
  has started, the caster may not cancel the spell. 
   
  This spell mimics a Sidhe ritual known as The Wild Hunt, 
  which was led in ancient days to hunt down and kill the 
  Firvulag, a particular kind of Faerie. The Firvulag are all but 
  gone nowadays, but the Sidhe, especially the UnSeelie court, 
  still love to occasionally experience the thrill of the hunt. 
   
   
  Muto Aquam 
   
  Intoxicate the Drinking Grog 
  (Shannon Appel) 
  Muto Aquam 10 
  R: Near, D: Sun, Faerie 
   
  This spell makes alcohol three times as potent as it would 
  usually be, which makes drunkenness occur much more 
  rapidly. For this reason, grogs are often cautioned not to drink 
  while in Faerie forests. 
   
   
  Muto Corpus 
   
  Mask of Whimsy 
  (David Martin) 
  Muto Corpus 10 
  R: Near, D: Sun, Faerie 
   
  The target's facial expressions will change at random 
  every few minutes, always displaying extreme emotions 
  complete with tears, if crying is appropriate.  The facial 
  expressions rarely reflect the target's true emotional state, and 
  the target's mind is in no way affected. 
   
  Beauty of the Smiling Nymph 
  (Shannon Appel) 
  Muto Corpus 15 
  R: Per, D: Sun, Faerie 
   
  This makes the caster become very beautiful and/or 
  handsome. Whenever interacting with members of the 
  opposite sex, the caster will gain a +3 on all reaction rolls. 
  This may apply, for examp le, if the caster were trying to get 
  the person to do something, or if someone of the opposite sex 
  were making some kind of assessment of the caster. 
  Faerie Animal Spells 
  Faerie Aquam Spells 
  Faerie Corpus Spells 
  
  107 
  Chaos of the Changing Skills 
  (Shannon Appel) 
  Muto Corpus 25 
  R: Near, D: Sun, Faerie 
   
  When this spell is cast upon a target, every one of her 
  abilities changes in a random manner. When cast upon a magi, 
  these changes extend to her abilities at the magical arts. To 
  determine what effect the change has, 2 dice should be rolled. 
  The first roll determines if the skill increases or decreases 
  (50% chance of each) and the second roll determines how 
  much it changes by. On a 1-5, the Level changes by one, on a 
  6-8, it changes by two, and on a 9-10, it changes by three. A 
  Vim prerequisite is required if scores in Magical Arts are to be 
  changed. 
   
  Dismemberment of the Innocent Mage 
  (Shannon Appel) 
  Muto Corpus 25 
  R: Per, D: Sun, Faerie 
   
  When the magi casts this spell, she is able to remove any 
  limb or organ without damage or pain. She may then move 
  this limb about, even if it is beyond her view, and receive 
  regular sensory input from it, as if it were still connected. Any 
  damage done to the organ or limb is transferred the mage 
  herself, which could include nastiness like poison or disease. 
  The limb remains separated from the mage until she returns it 
  to its correct spot. If the spell ends before the magi returns the 
  limb, the mage will automatically lose 1 body level, and must 
  make a 6+ Stamina roll to avoid losing a second one. A botch 
  on this roll could have dire consequences. At this point, the 
  limb may be reattached if the spell is cast again. 
   
  Reversal of Persuasion 
  (Ian Barkley) 
  Muto Corpus 25 
  R: Near, D: Sun, Faerie 
   
  Changes the target's sex and sexual orientation.  
   
  Form of the Fay 
  (Ian Barkley) 
  Muto Corpus 25 
  R: Per, D: Sun/Perm, Faerie 
  Requisite: Animal, Auram 
   
  Transforms the caster into the form of a tiny pixie, Size -5, 
  with tiny butterfly wings, with which she can fly about as fast 
  as a man walks. Unlike other Muto Corpus spells, the caster 
  cannot transform accoutrements. 
   
  [Note: It was suggested that this be Level 30 or 35.] 
   
  Rego Corpus 
   
  Undying Manhood 
  (David Martin) 
  Rego Corpus 5 
  R: Near, D: Sun, Faerie 
   
  Makes a man erect and keeps it that way until the spell 
  ends. The man will not have his sexual desires increased, but 
  will be physically capable of sexual activity. 
   
  Endurance of the Reveler 
  (David Martin) 
  Rego Corpus 10 
  R: Near, D: Spec, Faerie 
   
  Can only be cast upon someone who is drunk. The target 
  will remain awake, unfatigued, and mobile so long as she 
  remains drunk. The spell ends as soon as the target begins to 
  sober up. 
   
  Contagious Laughter of the  
  Faerie Festival 
  (Shannon Appel) 
  Rego Corpus 20 
  R: Near, D: Sun, Faerie 
   
  This spell makes the target become overcome by 
  uncontrollable laughter.  Every round that she attempts to do 
  something else, she must make a Concentration roll of 9+ to 
  avoid convulsing into laughter. The spell lasts 'til 
  Sunset/Sunrise, or until such a time that the target is able to 
  exert extreme self-control, and keep from laughing for three 
  contiguous rounds. 
   
  The Reveler's Jig 
  (David Martin) 
  Rego Corpus 20 
  R: Near, D: Sun, Faerie 
   
  The target is compelled to dance to whatever music is 
  within earshot, even if the target is deaf or incapacitated due to 
  fatigue, wounds, or even death.  This prevents the target from 
  any normal movement such as walking or running, and gives a 
  -2 to -5 penalty to all other physical actions, usually with extra 
  botch rolls as well, though the target will never fall down. The 
  dance will be appropriate to the music, and Stm rolls will be 
  required to avoid fatigue if the pace is fast or the dance long. 
  Once the music is out of earshot, the target may continue 
  normal movement, but she will begin to dance again as soon 
  as music is again within earshot. 
   
  Catching Laughter of the Fay 
  (Shannon Appel) 
  Rego Corpus 30 
  R: Eye, D: Spec, Faerie 
   
  This spell acts like the spell Contagious Laughter of the 
  Faerie Forest (ReCo(Fa) 20), except for the fact that other 
  people who hear the laughter must also make a Concentration 
  roll of 6+ every round that they hear the laughter.  If they fail, 
  they "catch" the spell, and act as if they are under its influence. 
  The laughter may be caught multiple times, even if the victim 
  managed to resist in the past. The best way to avoid it is to 
  either deafen yourself or get far away from those infected. At 
  Sunset or Sunrise, the laughter will go away from all infected. 
   
   
  Creo Herbam 
   
  Robe of Leaves 
  (Ian Barkley) 
  Creo Herbam 5 
  R: Per, D: Moon, Faerie 
   
  Caster becomes clothed in a robe of living flowers and 
  plants. Soak 1, Enc 0.  Does not work with other 
  clothes/armor.  
   
   
  Faerie Herbam Spells 
  
  108 
  Armor of the Living Tree 
  (Ian Barkley) 
  Creo Herbam 35 
  R: Per, D: Sun, Faerie 
   
  As the words to this spell are pronounced, living bark will 
  grow around the caster, encasing her in an armor of living 
  bark. The "armor" has Protection 12 and a Load of but 2. 
   
  Intellego Herbam 
   
  The Calling of the Seelie Court 
  (Shannon Appel) 
  Intellego Herbam 35 
  R: 20 miles, D: Moon, Ritual, Faerie 
   
  When this spell is cast, all of the Seelie Court in the area 
  will feel a summons to the spot where the ritual was 
  performed. They may or may not decided to attend, depending 
  upon their feelings, and what they know of the spell caster. 
  Once gathered, they hold meetings, summon ancient powers, 
  and discuss the problems of their kind. The results of the 
  conference may not be entirely in your favor. With Auram, 
  Aquam or Terram prerequisites, the Faerie of those realms 
  may also be summoned with this spell. Members of the 
  Unseelie Court will also hear this call, and although they are 
  not required to attend, they very well might. 
   
  [Note: Members of the Seelie Court are also not required 
  to attend] 
   
  Rego Herbam 
   
  Protection of the Forest 
  (Ian Barkley) 
  Rego Herbam 30 
  R: Per, Spec, Faerie 
   
  Causes the forest around the caster to protect her. 
  Whenever any sword-blow or missile is sent at the caster, the 
  trees, grass, and whatever other growth is in the area will 
  move to intercept the blow.  The branches can Parry with a 
  score of +10(!); ease factors for archery and aiming on spells 
  that could be intercepted by the plants is increased by 7; all 
  rolls are double botch dice. (heavy woods may be more; light 
  woods much less) The exception to this is fire. Fire spells are 
  aimed at no penalty. The spell lasts until Sunrise/Sunset or 
  until the caster leaves the area which she cast it in (more that 
  15 paces). 
   
  Note that this spell does not actually move the branches 
  itself.  Rather, it grants the trees a limited mobility and asks 
  they to protect the caster.  Most trees will oblige, but if they 
  have reason to hate the caster --- he's burned down parts of the 
  forest or is allied with the Seelie court in an Unseelie wood --- 
  or the attacker is more in tune with the woods than the 
  caster---the attacker is a druid, Faerie, or tender of the woods 
  --- this spell may have no effect --- or the trees may even 
  decide to attack the caster!  Since this spell relies on the 
  caster's special connection with nature --- Faerie Magic --- a 
  normal Hermetic spell to do the same thing would be much 
  higher Level, since it would probably need to actually move 
  the branches itself. 
   
  [Note: Based on one the special powers of a Faerie queen 
  named Alondra, save that for her, it wasn't a spell --- the trees 
  just did it for her.] 
   
  Creo Ignem 
   
  Heat of the Burning Coal 
  (Shannon Appel) 
  Creo Ignem 5 
  R: Near, D: Inst, Faerie 
   
  For a second, the target will feel an intense pain in her 
  foot, as if it were aflame. The target must make a Stamina roll 
  of 3+ to keep from falling to the ground from the shock.  
   
  Muto Ignem 
   
  The Gentle Rain of Light 
  (Ian Barkley) 
  Muto Ignem 15 
  R: Near, D: Sun, Faerie 
   
  Makes the light in the range of the spell softer, cooler, and 
  more colorful.  People, plants, animals, and most objects of 
  nature appear more beautiful under this light. Works best in 
  shaded forests; has little effect when the light is direct, harsh 
  sunlight (like in a cleared area or a city). Those who have 
  entered the Regio liken this spell's effects to the way light falls 
  in such areas.  
   
   
  Creo Imaginem 
   
  Tickle 
  (Ian Barkley) 
  Creo Imaginem 5 
  R: Sight, D: Conc, Silly, Faerie 
   
  Phantasmal fingers start to tickle the target. If the target is 
  ticklish, all actions will be at -10; unfortunately, most warriors 
  are not ticklish, and this spell counts as only a -1 distraction to 
  non-ticklish people. 
   
  The Music of the Earth 
  (Ian Barkley) 
  Creo Imaginem 25 
  R: Reach, D: Sun, Faerie 
   
  Creates beautiful music, which plays in accordance with 
  the caster's desires. She can make it play loudly and wildly for 
  a festival, sweetly for romance, etc.; she can change it at any 
  time, but it will always have a certain inhuman element to it. 
  Acts as the talent "Enchanting Music", with the caster's 
  Finesse + Prs as the roll modifiers. It does not have lyrics, so 
  she can only inspire general emotions. 
   
   
   
   
   
  Faerie Ignem Spells 
  Faerie Imaginem Spells 
  
  109 
  The Wild Dance 
  (Ian Barkley) 
  Creo Imaginem 45 
  R: Spec, D: Conc, Faerie 
  Requisite: Rego, Mentem 
   
  Creates a wild, compelling, powerful music for as long as 
  the caster concentrates. All those who can hear the music 
  clearly, save the caster, must make an Int + appropriate 
  personality traits roll of 15+ each round or be caught up in the 
  music and compelled to dance; a wild, crazy dance to 
  exhaustion. For each five minutes that a person dances, they 
  must make a Fatigue roll of 14+, and another Int roll if they 
  wish to stop. When they reach Unconscious, they will not fall 
  unless they manage to break out of the spell's hold; instead, 
  they will start losing body levels with each missed Fatigue roll, 
  until they either break out and fall Unconscious or die of 
  exhaustion. 
   
  Muto Imaginem 
   
  The Voice of Reason 
  (David Martin) 
  Muto Imaginem 15 
  R: Per, D: Sun, Faerie 
   
  The caster's voice will come out clear and sonorous in any 
  circumstances, even when the caster would normally be 
  screaming, or when the caster is drowning.  The target will see 
  confident and unharmed for the duration, seeming to talk 
  rationally while being burned, being chatty while being 
  tortured, and so forth. The target will still be fully affected by 
  things, but will not seem to be affected normally. 
   
  Taste of Delight (“Happy Meal”) 
  (Letitia Minnotte) 
  Muto Imaginem 20 
  R: Near, D: Sun, Faerie 
  Requisite: Mentem 
   
  Gives the effects of the spell Feast of Delights (MuIm(Fa) 
  20) (hallucinations, weird colors, things tasting blue, etc.) to a 
  single person.  If the person resists, he or she gets a Per roll of 
  9+ to avoid taking the effects. Failure results in being 
  essentially incapacitated (at least for the purposes of doing 
  anything useful) for the rest of the day or night. 
   
   
  Creo Mentem 
   
  Cupid's Bow 
  (Ian Barkley) 
  Creo Mentem 15 
  R: Eye, D: Spec, Faerie 
   
  Causes the target to become infatuated whomever or 
  whatever the caster chooses. They can attempt not to act on it 
  on an Int + Stm + personality - Target's Prs roll of 12+, with 
  wound and fatigue penalties adding to the roll. (7+ if the 
  object is not their preferred sex or species.) The spell lasts 
  until Sunrise (not Sunset) or until the target has been satisfied.
   
  Has no effect on people with the virtue "True Love". 
  Vision of Joy  
  (“Don't Worry, Be Happy!”) 
  (Letitia Minnotte) 
  Creo Mentem 20 
  R: Eye, D: Sun, Faerie 
   
  Makes the target happy and carefree. Appropriate 
  personality rolls (Practical, Loyal, etc.) at 12+ allow the target 
  to take action, otherwise, she is very happy but very removed 
  from the world. The ease factor can be lowered (storyguide's 
  discretion) under conditions of extreme danger and/or 
  urgency. 
   
  Intellego Mentem 
   
  Curse of the Truthful Nose 
  (Paul Sherliker) 
  Intellego Mentem 25 
  R: Near, D: Sun, Faerie 
  Requisite: Muto, Corpus 
   
  This spell, which is subject to normal magic resistance 
  because of the Muto requisite, causes the target's nose to grow 
  by one inch each time she tells a lie. The spell will not, of 
  course, work on Faeries! 
   
  Each lengthening requires a perception roll of (12 - 
  current extra length) for the target to spot the extension until it 
  is noticed.  Noses more than a foot long will probably become 
  floppy. When the spell expires, the nose snaps back into the 
  liar's face with a whiplash sound; this is painful, and longer 
  noses may become sore for several days, bleed, or even (for 
  very long noses) require a soak roll. 
   
  This is not much of an improvement on the spell Frosty 
  Breath of The Spoken Lie (InMe 20), but the duration is 
  Sunrise/Sunset, not Concentration, and the range is Near, not 
  Eye. On the other hand, it gives no sign of how extreme a lie is 
  and allows magic resistance. The spell's best feature is 
  probably the comic effect, very important to some Merinita 
  magi. 
   
  Muto Mentem 
   
  Strong Feeling of the Fanatic 
  (Shannon Appel) 
  Muto Mentem 15 
  R: Eye, D: Sun, Faerie 
   
  One of the victim's personality traits, chosen at random, 
  will instantly become +5. This trait could have been positive 
  or negative before, with the only requirement being that it was 
  marked on the character's trait list.  
   
  The Fickle Heart 
  (Dave Martin) 
  Muto Mentem 15 
  R: Near, D: Sun, Faerie 
   
  The target will suffer from extreme personality swings 
  with regards to a single personality trait. Each time the trait is 
  called into play, roll a simple die: on a 1-5, subtract 5 from the 
  trait for that circumstance, on a 6-10, add 5 to the trait for that 
  circumstance.  The next time the trait is called into play, reroll.
   
  The target may not resist, but the spell will be canceled at 
  any time the target succeeds in altering the outcome of the 
  personality roll due to the use of Cnf points. 
    
  Example: Calvin the Bold has been struck by the spell 
  Faerie Mentem Spells 
  
  110 
  The Fickle Heart, affecting his bravery (personality trait is 
  normally +1, Cnf is 2).  The first time she is required to make a 
  Bravery roll, she rolls a simple die, and it comes up 7, giving 
  her a Bravery or +6 (+1 plus 5) for this roll only, to which she 
  does not apply Cnf points. On his next Bravery roll, she rolls a 
  simple die, which comes up 2, giving her a total Bravery score 
  of -4 (+1 minus 4), to which she will add his 2 Cnf, giving her 
  a total of -2. The target roll set by the storyguide is 6, and she 
  rolls a 9, for a total of 7 (9-2=7). Since, without using his Cnf, 
  she would have failed the roll, his Cnf has made the difference, 
  and she casts off the spell. 
   
  The Lighter Side 
  (Dave Martin) 
  Muto Mentem 15 
  R: Near, D: Sun, Faerie 
   
  This is a more subtle version of the spell Contagious 
  Laughter of the Faerie Festival (ReCo(Fa) 20). 
    
  The target is suddenly able to see the humor in every 
  situation, and will respond appropriately, laughing at most 
  every action or word.  While under the influence of this spell, 
  the target will get (and appreciate) every joke and pun, and 
  generally laugh at many very inappropriate times. The target 
  may temporarily restrain herself with an Int roll of 7+ in 
  inappropriate situations, adding any appropriate personality 
  traits as well, and the spell will be canceled if the target ever 
  rolls an 11+. 
   
  Traitorous Tongue of the  
  Reversed Intent 
  (Shannon Appel) 
  Muto Mentem 15 
  R: Near, D: Sun, Faerie 
   
  The victim of this spell finds everything that she tries to 
  say come out exactly reversed. For example, a young fop, 
  proclaiming his true love to his lady, would find herself telling 
  her how much he hated her. This spell is unable to affect other 
  spells, and thus even when spoken, they still come out right. 
  There are some phrases that will have no reverse. When this 
  occurs, they will simply come out normally. 
   
  Desire for Revelry (“Party!!!”) 
  (Letitia Minnotte) 
  Muto Mentem 20 
  R: Eye, D: Sun, Faerie 
   
  Makes the target feel merrier, inclined to sing, dance, etc. 
  Acts as a mild intoxicant, with stimulating effects (+4 to 
  Reckless, Impulsive, etc.). Based on the Revelry power of 
  Hybacus, the Feral Musician. 
   
  The Game of Life 
  (Dave Martin) 
  Muto Mentem 20 
  R: Near, D: Sun, Faerie 
   
  The caster gives the target a certain "part" to play in "the 
  game" which the target will play to the fullest of her 
  understanding and ability. The target will act to the best of her 
  ability, but keep in mind that it is only acting --- the target will 
  not gain any special abilities, and will have to fake things 
  beyond her knowledge or ability as well as she can. When the 
  spell is initially cast, and whenever the target's role requires 
  some action which conflicts with her nature, the target may 
  make an Int roll, a 9+ canceling the spell. 
  The Twisted Path 
  (David Martin) 
  Muto Mentem 20 
  R: Near, D: Sun, Faerie 
   
  The target will become lost if in unfamiliar territory. The 
  target will not be able to find her way out of the area without 
  help while the spell lasts, and after it ends, the target will 
  remain lost, but will be able to find her way out as any 
  normally lost person would. 
   
  The Glory of Creation 
  (Ian Barkley) 
  Muto Mentem 25 
  R: Eye, D: Sun, Faerie 
   
  This spell allows the target to see all the glory and wonder 
  and beauty of nature. The target will generally be filled with a 
  sense of wonder and awe.  They will gain +2 to most 
  nature-oriented rolls; and many gain a distinct aversion to 
  cities. 
   
  Town of the Crazed Martyrs 
  (Shannon Appel) 
  Muto Mentem 45 
  R: Spec, D: Sunrise, Faerie 
   
  At the start of this spell, the maga paces out an area that is 
  no larger than a square mile in area (larger than an average 
  sized village, or Covenant). All inside this area are at once 
  affected as if by the spell Strong Feeling of the Fanatic 
  (MuMe 15). When someone leaves the area, the effects will 
  end, and anyone who enters this area must resist the magical 
  spell, or at once be affected. Note that the spell will last until 
  the next Sunrise, not Sunrise/Sunset as most Merinita spells. 
   
  Perdo Mentem 
   
  Bliss of the Carefree Child 
  (Dave Martin) 
  Perdo Mentem 20 
  R: Near, D: Sun, Faerie 
   
  The target completely loses track of time for the duration 
  of the spell, having no idea how long anything is taking and 
  not fully understanding references to time, including any 
  consequences of tardiness. She will sleep when tired, eat when 
  hungry, and generally respond without any understanding of 
  what time it is or how long anything takes. 
   
  Targets of this spell are often very lackadaisical, and 
  always procrastinate until they feel like doing something. 
  Appropriate personality trait rolls will be skewed by 3 to 5, at 
  the storyguide's discretion. 
   
  Opening the Gates of Behavior 
  (David Martin) 
  Perdo Mentem 20 
  R: Near, D: Sun, Faerie 
   
  The target loses all inhibitions about what behavior is 
  socially acceptable.  She will feel free to express all her 
  thoughts as they come to mind, will dress, or undress, 
  however she pleases, and will generally not let society get in 
  the way of what she wants to do. This spell may be resisted 
  with an initial Int roll of 10+, and the target may get additional 
  rolls as her behavior impinges upon behaviors she is 
  particularly uptight about --- add appropriate personality traits 
  to these later rolls, but not to the initial roll. 
   
  
  111 
  Rego Mentem 
   
  The Lie of the Utmost Truth 
  (Shannon Appel) 
  Rego Mentem 25 
  R: Eye, D: Sun, Faerie 
   
  After this spell is cast upon a target, the next statement 
  that she hears, she will believe is of the utmost truth, no matter 
  how ludicrous it is.  This will not affect the way she feels 
  about things, but the statement will be undeniably truth to her.
   
  Example: Fred the Selfish hears the Lie of Utmost Truth 
  that if he does not go to the Crusades, the entire world will be 
  destroyed. He ignores it, because he doesn't give a damn about 
  the world. 
   
   
  Perdo Terram 
   
  The Healthy Appetite 
  (David Martin) 
  Perdo Terram 15 
  R: Per, D: Inst, Faerie 
  Requisite: Corpus 
   
  Allows the caster to stretch her mouth to fit anything up 
  to Size -2 within it, and then swallow the thing, without 
  damaging the caster in any way, no matter how volatile the 
  substance. Where the swallowed object (or being) goes is 
  unknown, but some Merinita magi joke that this is the fastest 
  way to get to Arcadia. 
   
   
  Muto Vim 
   
  Aura of Innumerable Mistakes 
  (Bruno Faucon) 
  Muto Vim Gen. 
  R: Sight, D: Sun, Faerie 
   
  Under the influence of this spell, magic becomes less 
  predictable. This spell can only be cast in a faerie regio, and 
  will only affect magical activity in this particular regio level. 
  Under the influence of this spell, spell casting becomes tricky, 
  and all magical rolls are stress (even for mastered spells). The 
  number of botch rolls for any type of magical activity is 
  increased. It is multiplied by 2 if the aura was casted at level 
  20, by 3 at level 30, by 4 at level 40...  Thus botches occur 
  quite often, but magical botches should be more strange than 
  harmful. Spells seem to have a will of their own: a spell like 
  Pilum of Fire (CrIg 20) would make a few turns before 
  striking its target, and so on. 
   
  In a regio affected by the Aura of Innumerable Mistakes, 
  a magician would note that something is going wrong on a  
  Per + Magic Theory roll of 12+.  Characters with the talent 
  "premonitions" or "second sight" might also notice something.  
  A similar roll should be allowed after each spell casting, 
  successful or not.  The total number of botch rolls should be 
  kept secret by the game master.  This spell cannot be mastered. 
  The spell caster is also affected, even for the casting of this 
  very spell. 
    
  A Merinita magi, casting this spell at level 30, would 
  certainly enjoy the sight of a Flambeau magi investing 6 
  ignem vis to improve a creo ignem spell, in a level 5 faerie 
  regio: the unfortunate Flambeau would have to roll (1+5 for 
  the aura +6 for the vis) * 3 = 36 botch rolls...  
   
  Twisting the Spell 
  (Ian Barkley) 
  Muto Vim Gen. 
  R: Near, D: Inst, Faerie 
   
  Causes the target spell, which must be less that the Level 
  of the spell "Twist", to be twisted and changed in some way. 
  The effects sometimes make the spell more powerful, 
  sometimes less, but always interesting. A spell like Mighty 
  Torrent of Water (CrAq 25) might turn to wine; a spell like 
  Despair of the Quivering Manacles (ReCo 10) might end with 
  the target dancing uncontrollably, unable to perform any 
  useful actions, until she drops from exhaustion; a spell like 
  Summoning the Distance Images (InIm 35) might end with a 
  vision so beautiful that it leaves the caster uninterested in the 
  mortal world for days. Faerie magic spells can be affected if 
  they are up to twice the Level of the spell "Twist", and tend to 
  be mutated to the point that the effects have no noticeable 
  relation to spell cast, though they will normally still be a 
  Faerie-type spell. 
   
  Perdo Vim 
   
  The Straight Faced Lie 
  (Shannon Appel) 
  Perdo Vim 25 
  R: Per, D: Sun, Faerie 
  Requisite: Mentem 
   
  While under the influence of this spell, lies that the caster 
  makes may not be magically detected. As well, no matter how 
  poorly 
  the 
  caster 
  usually 
  deals 
  with 
  interpersonal 
  communications, she will be able to speak the lie as if it were 
  the utmost truth. This spell will in no way affect A Quaesitor 
  Oath of Truth ritual. 
   
  Rego Vim 
   
  Binding of the Intrinsic Possession 
  (Dave Martin) 
  Rego Vim 25 
  R: Touch, D: Inst, Ritual, Faerie 
   
  Binds an item as an intrinsic part of you, so that faeries 
  will recognize the item as belonging to you, and will never 
  steal it or manipulate it in any way.  The item gains your 
  magic resistance even when it is not on your person.  Note that 
  magic foci are already bound to you strongly enough that 
  faeries will recognize your foci as yours, and this ritual need 
  not be performed. 
   
  Faerie Terram Spells 
  Faerie Vim Spells 
  
  112 
  Appendix B: Abstract Magic 
   
   
   
  This is magic based only on Creo, Intellego, Muto, Perdo, 
  Rego, and Vim.  It was originally thought of Paul Sherliker. 
   
  Vision 
  (Ian Barkley) 
  Creo Intellego 50 
  R: Per, D: Spec, Abstract 
   
  As this spell is cast, the caster slips into a trance, and may 
  receive a vision. The caster may try to gain a vision about a 
  particular subject by concentrating on it as she casts the spell, 
  but the results are not truly under the caster's control---the 
  storyguide may give out whatever info she wishes. This spell 
  resembles the "Visions" Exceptional Talent, save that the 
  caster will gain some sort of vision from it. On a bad roll, if 
  the storyguide does roll, the caster may have vision so 
  terrifying that she gains Decrepitude points or even makes an 
  aging roll. 
   
  Circle of Destruction 
  (Paul Sherliker) 
  Creo Perdo 50 
  R: Spec, D: Ring, Abstract 
   
  Everything, apart from the caster, within the circle is 
  slowly degraded and destroyed, by a gradual insidious 
  weakening effect. Earth slowly turns to dust, stone weathers, 
  living beings lose 1 Stm every five minutes, metal twists and 
  weakens, plants wilt and so on.  
   
  The Craftsman's Eye 
  (Paul Sherliker) 
  Intellego Creo 10 
  R: Touch, D: Inst, Abstract 
   
  Tells you how an object was crafted, but not enchanted. 
  Has no result for an object which was not crafted, and gives no 
  hint as to purpose, creator, etc.  It only gives the method used. 
   
  The Burning Eyes 
  (Paul Sherliker) 
  Intellego Intellego 20 
  R: Per, D: Conc, Abstract 
   
  Tells you if you are being watched actively by any being, 
  and the location of any watcher if they are within one mile. 
  Doesn't tell what the watcher is, but does tell whether anyone 
  is paying any attention to you.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Entrapping the Spirit of the Elements 
  (Piers Brown) 
  Rego ** Gen. 
  R: Touch, D: Spec 
   
  These are effectively reverse derivatives of the Wards 
  against the Spirit of the Elements and similar derivatives can 
  be deduced from the warding spells for Faeries, Demons, 
  Ghosts, etc.  The magus draws a binding circle of some form 
  around an area (Pentagram, Magic Circle, etc. -- it might be 
  interesting to assign different ones to different types of 
  entities.) any entity within the circle when it is drawn and the 
  spell cast for which the spell applies is unable to leave the 
  circle or to disturb the circle in any way, unless its Might is 
  greater than the spells Level - 5 + die.  Should the integrity of 
  the circle ever be broken in any way, the entities within are 
  free to leave.  As soon as they leave, the spell ends, and must 
  be recast (Effectively a reversed ward with a ring duration).  It 
  is possible to summon a creature such that when it appears, it 
  is within the circle thus trapping it.  I think this really 
  replicates the good old magical binding circles without being 
  overly powerful. 
   
  The Empowered Blade 
  (Paul Sherliker) 
  Vim Perdo 25 
  R: Reach, D: Spec, Abstract 
   
  Cast on a weapon of any kind, provided that it was made 
  to be a weapon --- it will work on a club cut from the hedge, 
  but not on a shovel, this spell empowers it, enhancing it to do 
  double damage on the next blow it strikes, provided this is 
  within 15 minutes of the casting. 
   
  Hex  
  (Ian Barkley) 
  Vim Perdo 20 
  R: Spec, D: Spec, Abstract 
   
  Like the exceptional talent, Hex, the caster can bring 
  down ruin on her enemies by cursing them. Like the talent, she 
  must roll for the effectiveness of the curse; roll is stress die + 
  Finesse. 
  
  113 
  Appendix C: The Sirrush 
   
   
  Here are the statistics for a Sirrush as summoned by the 
  Creo Animal 50 spell Summon SIrrush. 
     
  Magic Might: 25  
  Size: +3  
     
  Weapon/Attack 
  1st 
  Atk 
  Dmg 
  Gore 
  +3 
  +6 
  +20 
   
  Defense: 0 
  Soak: +15  
  Body Levels: OK, 0, 0, -1, -1, -3, -3, -5, -5  
   
  Powers:  
   
  The Sirrush never sleeps or ages.  It has a Magic 
  resistance of 50 versus spells which attempt to prevent the 
  Sirrush from performing its duty (Sleep spells, spells which 
  harm its perception, etc).  The Sirrush can see through 
  illusions with a Per + Second Sight roll of 17+.  
   
  Abilities:  
  Alertness 7*  
  Second Sight 7 
   
  Description:  
   
  The Sirrush is a magical beast from Babylonian 
  mythology, found in the service of powerful magicians.  The 
  stats and description given here were adopted (with heavy 
  modification) from the description in the GURPS Bestiary, (c) 
  1989, Steve Jackson Games.  
   
  A Sirrush is a magical lizard-like animal the size of an ox, 
  with scales, a long neck, and claws on it's rear legs.  It is 
  usually encountered as the guardian creature of some 
  powerful mage - a truly powerful mage may control two or 
  three of them, but that seems to be the limit.  
   
  The Sirrush is set up to guard one particular thing (a door, 
  an item, etc.), and will guard that thing to the exclusion of all 
  else. The Sirrush will attack anyone who approaches the thing 
  it guards, ignoring all other thefts around it.  
   
  The Sirrush may be instructed to allow others to get at the 
  thing it guards, but may only be so instructed by the mage who 
  summoned it.  
   
   
   
   
   
   
   
   
   
  Story:  
   
  A hedge wizard comes to the covenant asking for help to 
  drive off a foul beast (A Sirrush) which is preventing him 
  from entering his own lab.  In return, he offers a magic charm 
  he recently acquired, which he says protects the wearer from 
  demons.  
   
  In truth, the lab is not the hedge wizards, but the lab of a 
  dead magus, whom the hedge wizard found.  In the lab, the 
  hedge wizard found the charm, and a book with a spell to 
  summon a Sirrush.  The hedge wizard summoned the Sirrush 
  and instructed it to guard the lab, but he was not strong enough 
  to control it, so the Sirrush would not let him into the lab.  
   
  The hedge wizard does not actually know what the charm 
  does (he cannot identify it).  You can make it what you like, 
  but I suggest you make it a medallion to increase the wearer's 
  Str when the sun is in the sky, starting at +1 at dawn, 
  increasing to +3 at noon, and decreasing back down to +1 at 
  dusk, and then no increase at night.  The above effect is 
  non-Hermetic, but is effectively CrCo 25, with an Ignem 
  requisite.  You may wish to make it more difficult to identify 
  (say, as a level 40 effect) since it is   non-Hermetic.  
   
  In addition, the book the hedge wizard got the Sirrush 
  summoning spell is in the lab.  It has the Summon Sirrush 
  spell and some non-Hermetic Magic Theory (worth little to 
  Hermetic magi).  
  Cun -4 
  Per +5* 
  Pre n/a 
  Com n/a 
  Str n/a 
  Stm n/a 
  Dex n/a 
  Qik n/a 
  
  114 
  Appendix D: Spell List 
   
   
   
  ANIMAL 
   
  Creo Animal 
  Traveler's Venerable Rations 
  CrAn 5 
  Musk of the Frightened Skunk 
  CrAn 10 
  Biting Cloud 
  CrAn 15 
  Spit of the Viper 
  CrAn 15 
  Bountiful Union of the Beasts  
  CrAn 20 
  Sating the Ravenous Hunger 
  CrAn 25 
  The Spider's Personal Prison 
  CrAn 25 
  Curse of the Ravenous Swarm 
  CrAn 40  
  Naldo's Keeper's Healing Touch  
  CrAn 40 
  Summon Sirrush 
  CrAn 50 
   
  Intellego Animal 
  Sparrow's Southward Call 
  InAn 10 
  The Beast's Regard 
  InAn 10 
  The Sporadic Trail 
  InAn 10 
  Nose of the Wolf 
  InAn 15 
  Seeking the Elusive Beast 
  InAn 15 
  Eyes of the Lowly Beast 
  InAn 15 
  Sniffing out the Fox's Den 
  InAn 20 
  Identify Dragon 
  InAn 25 
  Call the Council of the Animals 
  InAn 40 
  Identify Dragon  
  InAn 40 
   
  Muto Animal 
  Beast Kin 
  MuAn 15 
  Voice for the Beasts 
  MuAn 20 
  Entering Poseidon's Realm 
  MuAn 25 
  Gentle Mother 
  MuAn 25 
   
  Perdo Animal 
  Kill the Bugs 
  PeAn 5 
  Remove the Feather's Cloak  
  PeAn 10 
  Touch of Dry Udders 
  PeAn 10 
  Naldo's Liquefaction of the Animal Brain  PeAn 35 
  Incantation of the Beast's Demise 
  PeAn 40 
   
  Rego Animal 
  The Enchantment of Waiting in Slumber 
  ReAn Gen 
  The Awakening of the Slumbering Beast 
  ReAn Gen 
  The Gentle Bridle 
  ReAn 10 
  Cloak Swirl 
  ReAn 10 
  Determent of the Dog's Bark  
  ReAn 10 
  Conjurement of the Maddened Swarm  
  ReAn 15 
  Break the Master's Hold 
  ReAn 25 
  Scent of the Hungry Beast 
  ReAn 25 
  The Clever Theft of Milkingmaid's Craft 
  ReAn 25 
  Calling the Creature 
  ReAn 30 
  Spur the Galloping Horse 
  ReAn 30 
  The Black Carpet 
  ReAn 40 
   
   
  AQUAM 
   
  Creo Aquam 
  Trap of the Ice Sphere  
  CrAq Gen 
  Peter's Certamen  
  CeAq 5 
  Snowball of Doom 
  CrAq 5 
  Frost Blade  
  CrAq 10 
  Chamber of Soothing Waters 
  CrAq 15 
  Deluge of Fallen Waters 
  CrAq 15 
  Diamond's Dust  
  CrAq 15 
  Feed the Drying Stream  
  CrAq 15 
  Icy Armor  
  CrAq 15 
  Patch of Glue 
  CrAq 15 
  Satiating the Drunkard's Thirst  
  CrAq 15 
  Vulcan's Bath 
  CrAq 15 
  Fountain of Soothing Waters 
  CrAq 20 
  Protection of the Water Spout  
  CrAq 20 
  The Slippery Ground 
  CrAq 20 
  Countering the Ignem Botch  
  CrAq 25 
  Dragon's Bile 
  CrAq 25 
  Slick of Grease 
  CrAq 25 
  Droughtbreaker 
  CrAq 30 
  Scalding Torrent of Water 
  CrAq 30 
  The Frosty Javelin 
  CrAq 30 
  Globe of Corroding Waters 
  CrAq 30 
  Ice Bubble 
  CrAq 30 
  The Protection of the Sea 
  CrAq 35 
  Wall of the Standing Waves 
  CrAq 35 
   
   
  Intellego Aquam 
  Wizard's Dowsing 
  InAq 20 
  Seeking the Oasis 
  InAq 25 
   
  Muto Aquam 
  Purity of the Spring Rains 
  MuAq 5 
  Distill the Essence of the Drink 
  MuAq 15 
  Enchantment of Intoxication 
  MuAq 15 
  Warmth of the Icy Deep 
  MuAq 15 
  The Curse of Bloodwine  
  MuAq 40 
  The Falling Sky  
  MuAq 45 
   
  Perdo Aquam 
  The Word Unwritten 
  PeAq 2 
  Sobriety of the Pious Abbot  
  PeAq 15 
  Fire's Perfected Fuel 
  PeAq 25 
  Droughtmaker 
  PeAq 40 
   
  Rego Aquam 
  Entrapping the Spirits of the Water 
  ReAq Gen 
  Curse of the Tantalus 
  ReAq 10 
  Haste of the Playful Porpoise 
  ReAq 15 
  Ink of One Season's Flawless Scribing  
  ReAq 15 
  Water Bomb 
  ReAq 15 
  Shaping the River's Blood 
  ReAq 20 
  Sailor's Delight 
  ReAq 20 
  Wizard's Well 
  ReAq 20 
  Neptune's Crushing Fist 
  ReAq 30 
  Sailing the Arrow's Course 
  ReAq 30 
  The Sea's Mouth 
  ReAq 30 
   
   
  AURAM 
   
  Creo Auram 
  Energy of the Storm 
  CrAq 4 
  Sparks of Power 
  CrAu 5 
  Voice on the Wind 
  CrAu 10 
  Bolt of Crackling Lightning 
  CrAu 15 
  The Music of the Forge  
  CrAu 15 
  Arc of Fragmented Lightning 
  CrAu 25 
  Reisengeld's Intimidating Electrical Aura  CrAu 25 
  The Searing Gust of Flame  
  CrAu 25 
  Call Down the Wrath of Mjolnir  
  CrAu 30 
  Charge of the Unseen Ram  
  CrAu 30 
  Wrath of the Desert 
  CrAu 30 
  Breath of the Black Sleep 
  CrAu 35 
  Wind of Abysmal Fire  
  CrAu 35 
  The Wrathful Sky 
  CrAu 45 
  Malleus Dei  
  CrAu 50 
  Rage of the Storm  
  CrAu 55 
   
  Intellego Auram 
  Measurement of the Three Dimensions 
  InAu 5 
  Measuring the Length of Shadows 
  InAu 5 
  Hunter of Wind  
  InAu 25 
  Sense of the Subtle Motions 
  InAu 30 
   
  Muto Auram 
  Rain of Hailstones 
  MuAu 15 
  
  115 
  The Scream  
  MuAu 20 
  Coruscation of Revan  
  MuAu 25 
  Lashings of the Impudent Attacker  
  MuAu 25 
  One's Statue of 'Reconaissance'  
  MuAu 25 
  Talons of the Winds II 
  MuAu 25 
  Air of Invincibility  
  MuAu 30 
  Four Score Strikes of the Accursed Earth  MuAu 35 
  Rain of Blood 
  MuAu 45 
   
  Perdo Auram 
  Stealing of the Wind from the Sails 
  PeAu 30 
  Sound of Doom  
  PeAu 40 
  Vacuum ERGO Perdo  
  PeAu 50 
   
  Rego Auram 
  Summon Spirits of the Air  
  ReAu Gen 
  Weather Dome 
  ReAu Gen 
  Entrapping the Spirits of the Air 
  ReAu Gen 
  Control Your Breath 
  ReAu 5 
  Support the Lofted Arrow 
  ReAu 15 
  Guiding the Hunter's Arrow 
  ReAu 15 
  Flight of the Gentle Breeze 
  ReAu 20 
  Molding the Morning's Breath 
  ReAu 20 
  The Warding of Zephyrus  
  ReAu 20 
  The Domino Flash  
  ReAu 25 
  Shielding the Rain of Death 
  ReAu 25 
  Retracing the Arrow's Path 
  ReAu 25 
  Breath of the Djinn 
  ReAu 30 
  Calling the Wrath of the Storm 
  ReAu 40 
  Protection of the Raging Storm 
  ReAu 50 
   
   
  CORPUS 
   
  Creo Corpus 
  The Fake Beard 
  CrCo 5 
  Creating the Magical Mannikin 
  CrCo 10 
  Second Wind 
  CrCo 10 
  Chirurgeon's Cauterizing Touch  
  CrCo 15 
  Blessing on the Newborn Child 
  CrCo 20 
  The Dead that Will Not Rest 
  CrCo 20 
  Blessing the Union 
  CrCo 25 
  Lost Sight Found  
  CrCo 25 
  Usury of the Body 
  CrCo 25 
  Strength of the Bear 
  CrCo 25 
  Sustenance of the Heart 
  CrCo 25 
  Curse of the Barber's Neglect 
  CrCo 30 
  Restore the Bounty of Flesh 
  CrCo 30 
  Making of the Child Unborn 
  CrCo 35 
  Hummingbird's Speedy Flight 
  CrCo 35 
  Create the Humble Servant 
  CrCo 45 
  Crafting the Lordly Knight 
  CrCo 50 
  Echo of the Body 
  CrCo 50 
  Healing Fire of Wonders  
  CrCo 50 
  Healer's Ring 
  CrCo 70 
  Enchantment of Utter Health 
  CrCo 75 
  Rebirth of the Bird of Fire  
  CrCo 80 
   
  Intellego Corpus 
  Wizard's Burning Vigil 
  InCo 5 
  Courting Death's Dark Shadows 
  InCo 15 
  The Juggernaut's Trail 
  InCo 15 
  Seeing Through the Eyes of the Living 
  InCo 15 
  Assassin's Eye 
  InCo 20 
  Seeing Through the Eyes of the Dead 
  InCo 20 
  The Hunting Foretold  
  InCo 25 
  The Running Mannikin 
  InCo 25 
  Animating the Magical Mannikin 
  InCo 35 
  Knowledge of the Hidden Attacker 
  InCo 40 
   
  Muto Corpus 
  Form of the Wizard's Desire 
  MuCo Gen 
  Restoring the Adamic Form 
  MuCo Gen 
  Sif's Blessing  
  MuCo Gen 
  Swiftness of Artemis 
  MuCo Gen 
  The Deadly Skill of Achilles 
  MuCo Gen 
  The Wrath of Hercules 
  MuCo Gen 
  Mouth Full of Razors  
  MuCo 5 
  Crafting the Sad Remains 
  MuCo 10 
  Doppleganger 
  MuCo 10 
  Magus' Mask of Skin  
  MuCo 15 
  Mold the Living Clay 
  MuCo 15 
  Recover the Faeries Inheritance  
  MuCo 15 
  Damping of the Fiery Wrath 
  MuCo 20 
  Disguise of the New Body 
  MuCo 20 
  Ripening the Young Urchin  
  MuCo 20 
  Semblance of Life Returned 
  MuCo 20 
  Suffocation of the Iron Mask  
  MuCo 20 
  Disguise of the Stolen Form 
  MuCo 25 
  Shape of the Angry Bear  
  MuCo 25 
  Strength of the Mighty Samson  
  MuCo 25 
  Wearing the Stranger's Skin 
  MuCo 25 
  Preservation of the Body's Inside 
  MuCo 30 
  Spurring the Boychild 
  MuCo 30 
  Taming of the Shrew  
  MuCo 30 
  Catherine's Change of Heart  
  MuCo 35 
  Cloak of Time-bound Mist  
  MuCo 35 
  Curse of Cleese the Peasant  
  MuCo 35 
  The Curse of Rigid Marble  
  MuCo 35 
  Touch of the Flightful Mallardy  
  MuCo 35 
  The Gift of Aging with Grace 
  MuCo 40 
  Bloodfires 
  MuCo 45 
  Medusa's Hideous Gaze 
  MuCo 45 
  Transformation to Acid  
  MuCo 45 
  Becoming the Legion of the Air  
  MuCo 50 
  Molding the Fluid Form 
  MuCo 60 
  Revealing the Inner Visage 
  MuCo 60 
  Shadowform 
  MuCo 60 
  Toll of the Hourglass  
  MuCo 70 
   
  Perdo Corpus 
  Rusting the Unnatural Armor 
  PeCo Gen 
  Finger of Tidiness 
  PeCo 3 
  Twist and Pull of the Wench's Hair  
  PeCo 5 
  Wizard's Invisible Potty 
  PeCo 5 
  Agony of the Mortal 
  PeCo 15 
  Cobbler's Curse 
  PeCo 15 
  Cooking the Cuticles  
  PeCo 15 
  Curse of the Angry Sun 
  PeCo 15 
  Incantation of Wounding  
  PeCo 15 
  Revenge of the Irritated Wizard  
  PeCo 15 
  Smashing the Bones of the Feet 
  PeCo 15 
  Smashing the Bones of the Hands 
  PeCo 15 
  Curse of Wearying Illness 
  PeCo 15 
  The Freezing Touch 
  PeCo 15 
  Blood Tears  
  PeCo 20 
  Curse of the Barren Years 
  PeCo 20 
  Decay of the Rotting Corpse 
  PeCo 20 
  Frailty of the Gangling Waif  
  PeCo 20 
  Inducing the Lady's Mundane Fainting 
  PeCo 20 
  Mists of Searing Pain  
  PeCo 20 
  The Serpent's Bite 
  PeCo 20 
  Touch of the Gloved Hand  
  PeCo 20 
  Arrow of the Certain Death 
  PeCo 25 
  Bonecrusher 
  PeCo 25 
  Destroy Motorical Control  
  PeCo 25 
  The Stagnant Flesh 
  PeCo 25 
  Stealing the Health of the Able 
  PeCo 25 
  Stealing the Vigor of the Strong 
  PeCo 25 
  Transfer the Ravages of Fate 
  PeCo 25 
  Weakening of the Heart 
  PeCo 25 
  Weakness of the Aging Warrior 
  PeCo 25 
  Turning Back the Wheel 
  PeCo 25 
  Pains of Perpetual Agony 
  PeCo 30 
  Stealing the Vigor of Years 
  PeCo 30 
  Crippling the Healthy Man 
  PeCo 35 
  The Long Arm of the Law  
  PeCo 35 
  Maximum Carnage  
  PeCo 35 
  The Sword of Damocles 
  PeCo 35 
  Hold the Mortal Form 
  PeCo 35 
  
  116 
  Destroy Utter Health 
  PeCo 40 
  Naldo's Blood Boil  
  PeCo 40 
  Unlink the Reality  
  PeCo 40 
  Beheadment of the Vile Man  
  PeCo 40 
  Kill the Connection  
  PeCo 45 
  The Shout of Sudden Death 
  PeCo 60 
   
  Rego Corpus 
  Ravenous Appetite of the Glutton  
  ReCo Gen 
  Rumble of Discontent 
  ReCo 2 
  Frosty Breath of the Next Sentence 
  ReCo 5 
  March of the Lead Feet 
  ReCo 10 
  Caress of Infinite Pleasure 
  ReCo 15 
  Coercion of the Unwilling Eye 
  ReCo 15 
  Embrace of the Steel Vice 
  ReCo 15 
  Endurance of the Running Wolf 
  ReCo 15 
  Error of the Bumbling Fool 
  ReCo 15 
  Fall of the Lazy Leaf 
  ReCo 15 
  Gift of the Spider's Legs  
  ReCo 15 
  Itari's Locked Bones  
  ReCo 15 
  Motion of the Unbroken Stride  
  ReCo 15 
  Pulling the Rug out from Under 
  ReCo 15 
  The Prodigal Stride  
  ReCo 15 
  Removing the Clothes of the Body 
  ReCo 15 
  Robber of the Grave 
  ReCo 15 
  The Path of Travel 
  ReCo 15 
  Treading the Surface of the Waves 
  ReCo 15 
  Wings of Equilibrium 
  ReCo 15 
  Arm of Steel 
  ReCo 20 
  Curse of Babel 
  ReCo 20 
  Curse of the Leper's Rejection 
  ReCo 20 
  Flesh to Flesh 
  ReCo 20 
  Girth of the Sinking Stone  
  ReCo 20 
  Perseverance of the Undaunted Ant  
  ReCo 20 
  Rebellion of the Earth's Pull 
  ReCo 20 
  Rooted Feet of the Shackled Felon 
  ReCo 20 
  Sleep Walker 
  ReCo 20 
  The Wizard's Dodge 
  ReCo 20 
  Treading the Paths of the Clouds 
  ReCo 20 
  Speed of the Startled Hare 
  ReCo 20 
  Castle of Flesh 
  ReCo 25 
  Exchange of the Two Bodies 
  ReCo 25 
  Fling the Dangling Puppet  
  ReCo 25 
  Gas of Quiet Slumber 
  ReCo 25 
  Harmony of Duplication 
  ReCo 25 
  Jumping Through the Blink of an Eye 
  ReCo 25 
  Magi's Flight  
  ReCo 25 
  Magus' Endurance 
  ReCo 25 
  Man Imbued with Storm's Fury 
  ReCo 25 
  Sanctity of the Flesh 
  ReCo 25 
  Statue of Flesh 
  ReCo 25 
  The Living Arrow 
  ReCo 25 
  The Traitorous Hands 
  ReCo 25 
  The Acupuncturist's Needle  
  ReCo 30 
  Aversion of the Expanding Sphere 
  ReCo 30 
  Blessings of the Generous Fates 
  ReCo 30 
  Gift of Infinite Pleasure 
  ReCo 30 
  Slash of the Sword Made Whole  
  ReCo 30 
  Ward Against Ill Intent  
  ReCo 30 
  Calling the Man 
  ReCo 35 
  The Convenient Position 
  ReCo 35 
  Suspending the March of Life 
  ReCo 40 
  Chirurgeon's Skillful Hand 
  ReCo 45 
  Snatching a Stranger from a Strange Land 
  ReCo 45 
  Speed to the Sibling's Aid 
  ReCo 45 
  Opening Outward Gates 
  ReCo 50 
  Saint Philip and his Sodales  
  ReCo 55 
  Enchantment of the Vengeful Return 
  ReCo 60 
  Exchange of Two Lives 
  ReCo 60 
  Raising the Army of the Dead 
  ReCo 60 
   
   
   
   
   
  HERBAM 
   
  Creo Herbam 
  Preserve the Tardy Banquet 
  CrHe 5 
  Blessing of the Fruitful Field  
  CrHe 20 
  Preserving for Posterity 
  CrHe 20 
  Thicket of Staves 
  CrHe 20 
  Anthorne's Tangled Thicket 
  CrHe 22 
  Spice of Life 
  CrHe 25 
  Spray of Thorns 
  CrHe 30 
  Planting the Seeds of the Terrible Harvest CrHe 30 
  The Bountiful Feast 
  CrHe 35 
   
  Intellego Herbam 
  Rediscovering the Lost Knowledge 
  InHe 40 
  Silent Watcher of the Wood  
  InHe 40 
  Seeing the Wood for the Trees  
  InHe 45 
   
  Muto Herbam 
  Staff of Wisdom 
  MuHe Gen 
  Tears of the Dying Vine  
  MuHe 5 
  Assassin's Subtle Touch 
  MuHe 10 
  Saving the Bjornaer's Pride  
  MuHe 15 
  Anthorne's Shaft of Wood 
  MuHe 20 
  Transformation of a Giant Tree 
   
  to a Feeble Shrub 
  MuHe 25 
  The Rye-Jack's Touch 
  MuHe 30 
  Name the Snakes of Doom  
  MuHe 55 
   
  Perdo Herbam 
  Robes of the Newborn Child 
  PeHe 15 
  Crop's Yellow Withering 
  PeHe 25 
   
  Rego Herbam 
  The Loyal Follower 
  ReHe 4 
  Pass Without Trace  
  ReHe 5 
  The Branch Undivided  
  ReHe 10 
  Discomfort of the Faerie Wedgie  
  ReHe 10 
  Arrow's Deadly Speed 
  ReHe 15 
  Snake of Sturdy Rope 
  ReHe 15 
  Treading the Silent Woods 
  ReHe 15 
  Binding the Oaken Portal 
  ReHe 20 
  Sailor's Blessing 
  ReHe 20 
  Trappings of the Traitor 
  ReHe 20 
  Passage of the Forest Canopy  
  ReHe 25 
  Ward Wood 
  ReHe 25 
  Spirit of the Walking Tree 
  ReHe 35 
  Summoning the Staff  
  ReHe 55 
   
   
  IGNEM 
   
  Creo Ignem 
  Roasting the Savory Meat 
  CrIg 5 
  Saenik's Room without Darkness  
  CrIg 5 
  Blinding Cloud of Soot and Smoke  
  CrIg 10 
  Bonfire of Lupi  
  CrIg 15 
  Flames of the Vigilant Ministeriales  
  CrIg 15 
  Hellbinding Bolas  
  CrIg 15 
  Ice of Light 
  CrIg 15 
  Palm of Neptune's Flame 
  CrIg 15 
  The Watchman's Fire 
  CrIg 15 
  Vulcan's Breath 
  CrIg 15 
  Blast of the Inferno  
  CrIg 20 
  Midsummer's Demise of the  
   
  Sparkling Firefly  
  CrIg 20 
  Vortex of Light and Dark 
  CrIg 20 
  Blade of the Berserker  
  CrIg 25 
  Blazing Talons  
  CrIg 25 
  Circle of Inferno  
  CrIg 25 
  Hooded Flame 
  CrIg 25 
  Palm of Abysmal Flame  
  CrIg 25 
  Torrisium's Wrath  
  CrIg 25 
  Apollo's Sneeze  
  CrIg 30 
  Bloom of Distant Fire 
  CrIg 30 
  
  117 
  Arrow of Flaming Doom 
  CrIg 35 
  Balefire 
  CrIg 35 
  Blaze of the Hellspawn Blast  
  CrIg 35 
  Fire the Mortal Flesh  
  CrIg 35 
  Kasex's Brick Oven  
  CrIg 35 
  The Spontaneous Conflagration 
  CrIg 35 
  A Wizard's Fun  
  CrIg 35 
  Kasex's Fist of Vengeful Flame  
  CrIg 40 
  Light of a Thousand Suns 
  CrIg 40 
  Protection of the Hungry Flame 
  CrIg 40 
  Star of Fiery Doom  
  CrIg 40 
  Dirge of Hellspawned Flames  
  CrIg 45 
  Neptune's Fire 
  CrIg 45 
  Hammer of the Sun 
  CrIg 50 
  Guiding Light 
  CrIg 55 
  Sinar Kan's Breaking of the Creation  
   
  of God  
  CrIg 70 
   
   
  Intellego Ignem 
  Sense of the Newborn Flames 
  InIg 20 
  Spying the Fires of the Heart 
  InIg 25 
   
  Muto Ignem 
  Light's Bright Colors 
  MuIg 5 
  Demon of the Inferno  
  MuIg 15 
  Juggler's Orbs  
  MuIg 15 
  Thirsting Flame 
  MuIg 20 
  Flame's Dying Breath 
  MuIg 25 
  The Cleansing Flame 
  MuIg 30 
   
  Perdo Ignem 
  Bleak Shadows of Midnight  
  PeIg 15 
  Naldo's Extinguishing Word  
  PeIg 25 
  Touch of Icy Death  
  PeIg 25 
  The Curse of the Spreading Dark 
  PeIg 120 
   
  Rego Ignem 
  Entrapping the Spirits of Fire 
  ReIg Gen 
  Gathering in the Raging Flames 
  ReIg Gen 
  Crafting the Raging Flames 
  ReIg 15 
  Douse the Virulent Flame  
  ReIg 15 
  Molding the Liquid Light 
  ReIg 15 
  Shaping the Flickering Shadows 
  ReIg 15 
  Walk the Dragon's Breath  
  ReIg 35 
   
   
  IMAGINEM 
   
  Creo Imaginem 
  Arturos' Images  
  CrIm Gen 
  Illusory Magics 
  CrIm Gen 
  The Tender Breeze 
  CrIm 2 
  Clothe the Faithful Faerie  
  CrIm 5 
  Imaginem Carpe Vulpis  
  CrIm 10 
  Snarl of the Menacing Bear  
  CrIm 10 
  Wizard's Script 
  CrIm 10 
  Chimes of the Hours 
  CrIm 15 
  Ball of Incandescant Fury  
  CrIm 20 
  Fiery Cloak of the Phantom Disaster 
  CrIm 20 
  Wail of the Banshee's Cry  
  CrIm 20 
  Enchantment of the Uncontrollable Bliss 
  CrIm 25 
  Multiplexing the Prey  
  CrIm 25 
  Shadow of the Vicious Beast 
  CrIm 25 
  Cherished Reminiscence 
  CrIm 30 
  Displaying the Imagination 
  CrIm 35 
  Warrior of the Shadows 
  CrIm 35 
  Etching the Lunar Script 
  CrIm 40 
   
  Intellego Imaginem 
  Memoria's Past Visions 
  InIm Gen 
  Like Echoes from the Lake  
  InIm 5 
  A Moment of Remembrance  
  InIm 5 
  Sight of the Blind 
  InIm 10 
  Sight of the Finger 
  InIm 15 
  Sight for the Blind 
  InIm 15 
  Sounds for the Deaf 
  InIm 15 
  Sound of the Red Footstep  
  InIm 15 
  Seeing the Lost Reflection 
  InIm 15 
  Eyes of the Fleeing Fox 
  InIm 20 
  Vision of the Wheel's Passing 
  InIm 20 
  Sight of the Sound's Flow 
  InIm 25 
  The Safe Road 
  InIm 25 
  Window to the World 
  InIm 25 
   
  Muto Imaginem 
  Wizard's Lens 
  MuIm Gen 
  Clothing the Nobility  
  MuIm 5 
  The Dark Silhouette 
  MuIm 10 
  Mask of Sincerity 
  MuIm 10 
  The Possum's Death 
  MuIm 10 
  Vision of Beauty 
  MuIm 10 
  Confound the Hermetic Onlooker  
  MuIm 15 
  The Herald's Voice 
  MuIm 15 
  The Politician's Assurance 
  MuIm 15 
  Shadow of the True Nature 
  MuIm 15 
  Visions Through the Mist 
  MuIm 15 
  The Constant Reminder 
  MuIm 20 
  Aspect of the Divine Agent  
  MuIm 25 
  Cloak of the Chameleon 
  MuIm 25 
  Reflection of the Inner Soul 
  MuIm 25 
  Knowledge of the Juggernaut's Path 
  MuIm 30 
  Apparent Healing of Wounds 
  MuIm 45 
   
  Perdo Imaginem 
  The Imperceptible Magiks 
  PeIm Gen 
  Binding the Sight 
  PeIm 15 
  Masking the Lingering Odors 
  PeIm 15 
  Barrier of Direct Vision 
  PeIm 20 
  Hiding the Flame 
  PeIm 20 
  Mendel's Missing Mage 
  PeIm 20 
  The Path of Darkness 
  PeIm 20 
  Reflections of the Empty Soul 
  PeIm 20 
  Ward Against Sound 
  PeIm 20 
  Numbing the Fingers 
  PeIm 25 
   
  Rego Imaginem 
  Silence of the Speaking Wizard 
  ReIm 10 
  Gestures of a Still Wizard 
  ReIm 10 
  Pains of the Heart 
  ReIm 15 
  Tearing the Shadow 
  ReIm 15 
  The Frozen Image 
  ReIm 15 
  Voice of the Traveling Breeze 
  ReIm 15 
  Voice from the Well  
  ReIm 20 
  Sight of the Distant Point 
  ReIm 25 
  The Convenient Disguise 
  ReIm 25 
  Sight of the Altered Perspective 
  ReIm 30 
  Lost in the Inky Depths  
  ReIm 45 
   
   
  MENTEM 
   
  Creo Mentem 
  3 Words of the Unbroken Silence 
  CrMe 5 
  Daefregn's Euphoric "Trip"  
  CrMe 15 
  Lust of the Dog in Heat 
  CrMe 15 
  Obedience of the Loyal Hound 
  CrMe 15 
  Picture of the Mind's Eye 
  CrMe 15 
  Snap of the Rude Awakening 
  CrMe 15 
  Spirit of the Family 
  CrMe 15 
  Talia's Gift  
  CrMe 15 
  Thicker than Water 
  CrMe 15 
  Words of the Waking Dream 
  CrMe 15 
  Avarice of the Cutpurse  
  CrMe 20 
  Confidence of the Undaunted Child 
  CrMe 20 
  Curse of Narcissus 
  CrMe 20 
  Guilt of the Hidden Secret 
  CrMe 20 
  Humility of the Vanquished Knight  
  CrMe 20 
  Memory of Morning's Past 
  CrMe 20 
  Rewards of Good Faith 
  CrMe 20 
  
  118 
  Speaking Through the Unbroken Silence 
  CrMe 20 
  The Wizard's Haunting Presence 
  CrMe 20 
  Calling for the Family's Help 
  CrMe 25 
  Consumption of the Sage's Bread 
  CrMe 25 
  Painting the Picture of the Dream 
  CrMe 25 
  Usury of the Mind 
  CrMe 25 
  The Headsman's Mask 
  CrMe 25 
  Aura of Awesome Terror 
  CrMe 30 
  Elephant's Memory 
  CrMe 30 
  The Well Placed Word 
  CrMe 30 
  Lost in the Depths 
  CrMe 35 
  Perius' Mind 
  CrMe 50 
   
  Intellego Mentem 
  Detection of Other Minds 
  InMe Gen 
  Acquire the Author's Insight 
  InMe 15 
  Perceiving the Eyes of Knives 
  InMe 15 
  Sense of the Unbridled Emotion 
  InMe 15 
  Sense the Hostile Thoughts 
  InMe 15 
  The Sleeper's Unfolding Tale 
  InMe 15 
  Incantation of the Heart Felt Truth 
  InMe 20 
  Motives of the Near Minds 
  InMe 20 
  Sense the Spirits of the Night 
  InMe 20 
  Riding the Eyes of Man 
  InMe 20 
  The Tolling Bell of Truth 
  InMe 20 
  Voices of the Damned 
  InMe 20 
  Warning of the Imminent Attack 
  InMe 20 
  Journey of the Silver Road 
  InMe 20 
  Perception of the Nasty Surprise 
  InMe 25 
  Opening the Crystal Gates 
  InMe 25 
  Enigmatic Understanding of Hopes & Fears 
  InMe 30 
  The Living Colors 
  InMe 30 
  Knowledge of the Unknown Tongue 
  InMe 35 
  Peering Into the Decaying Mind 
  InMe 35 
  Perception of the Secret Places 
  InMe 35 
  Voicing the Babbles  
  InMe 40 
  Gift of the Stranger's Thoughts 
  InMe 50 
  Mind's Bridge 
  InMe 55 
   
  Muto Mentem 
  The Gentle Falling into Sleep 
  MuMe 15 
  The Voice of Reason 
  MuMe 15 
  The Curse of Babel 
  MuMe 20 
  Ears of Babel  
  MuMe 20 
  Seed of Betrayal 
  MuMe 20 
  The Overwhelming Emotion 
  MuMe 20 
  Fervor of the Fanatic 
  MuMe 25 
  Idolatry of the Worthless Mortal  
  MuMe 25 
  Perception of Extreme Intoxication 
  MuMe 25 
  See the Reality behind the World 
  MuMe 30 
  Mages Slaves  
  MuMe 50 
   
  Perdo Mentem 
  Banish the Possessing Spirit 
  PeMe Gen 
  Hidden Mind 
  PeMe Gen 
  Aversion of the Mind's Subtle Poison 
  PeMe 15 
  Gentle Bash of Utter Confusion 
  PeMe 15 
  Light Tap into Unconsciousness 
  PeMe 15 
  Obscurari  
  PeMe 15 
  Stealing the Threads of Thought 
  PeMe 20 
  Aura of Total Insignificance 
  PeMe 25 
  Curse of the Dottering Fool 
  PeMe 25 
  Incantation of the Wearisome Mind 
  PeMe 30 
  Insane Chaos of Flashing Fire  
  PeMe 30 
  Stealing the Pages of Memory 
  PeMe 30 
  March of the Inevitable Wheel 
  PeMe 30 
  Watchman's Wandering Eyes 
  PeMe 35 
  Night of the Mind 
  PeMe 40 
  Poisoning the Will 
  PeMe 50 
   
  Rego Mentem 
  Bind the Unwilling Author 
  ReMe Gen 
  Effect of Concentration 
  ReMe Gen 
  Mystical Vortex of Spirit Entrapping 
  ReMe Gen 
  Weariness of the Mind  
  ReMe Gen 
  Answering the Silent Question 
  ReMe 10 
  Dream of the Beautiful Princess 
  ReMe 10 
  Enchantment of the Rapt Attention 
  ReMe 15 
  Meal of the Tasty Foot 
  ReMe 15 
  The Mirror of the Truth  
  ReMe 15 
  The Open Vessel 
  ReMe 15 
  Aura of Insincerity 
  ReMe 20 
  Hold on the Slumbering Mind 
  ReMe 20 
  The Many Legged Beast 
  ReMe 20 
  Pressing the Weight of Sleep 
  ReMe 20 
  Roundabout 
  ReMe 20 
  Speaking to the Spirits of the Ancestors 
  ReMe 20 
  Mesmeric Wisdom 
  ReMe 20 
  The Hub of the Wheel 
  ReMe 20 
  Aura of Seductiveness 
  ReMe 25 
  Gaze of the Piercing Eye 
  ReMe 25 
  Hellish Pains of the Sinner 
  ReMe 25 
  Mists of Morpheus 
  ReMe 25 
  The Impenetrable Skull 
  ReMe 25 
  Compulsion of the Single Task 
  ReMe 30 
  Rebel Tongue 
  ReMe 30 
  Show of Proper Respect 
  ReMe 30 
  The Lure of Cleodice 
  ReMe 30 
  The Collected Beast 
  ReMe 35 
  Control of the Unwilling Mind 
  ReMe 40 
  Moment of Privacy 
  ReMe 40 
  Trapping the Soul 
  ReMe 40 
  Traversing the Mind's Eye 
  ReMe 40 
  Call of the Siren 
  ReMe 45 
  Cleanse the Mortal Infestation 
  ReMe 50 
  Lucifer's Advisor 
  ReMe 50 
  Walk the Paths of the Dead 
  ReMe 50 
  Brief, Shining Resurrection of a  
   
  Mage's Form 
  ReMe 60 
   
   
  TERRAM 
   
  Creo Terram 
  Key to Nowhere 
  CrTe 5 
  Joining the Severed Shaft 
  CrTe 10 
  The New-born Blade 
  CrTe 15 
  Sheath of Amber 
  CrTe 15 
  Avalanche from the Clear Sky 
  CrTe 20 
  Distant Shadow of Manipulation 
  CrTe 20 
  Gleam of the Recent Polishing 
  CrTe 20 
  Sharding Stone  
  CrTe 20 
  Sorcerer's Bulwark of Excellent Protection CrTe 20 
  The Workman's Bench 
  CrTe 20 
  Barrier of Faerie Stone 
  CrTe 25 
  Gaea's Embrace  
  CrTe 25 
  Umbrella of the Piercing Rain 
  CrTe 25 
  Healing the Earth 
  CrTe 35 
  Incantation of Earthy Passages  
  CrTe 35 
  Protection of the Immovable Rock 
  CrTe 35 
  Bands of Burning Iron 
  CrTe 35 
  Chaos of Fire  
  CrTe 40 
  As Once Was, So Shall Be Again 
  CrTe 70 
  Builder of Mountains 
  CrTe 70 
  Conjuring the Splendid Home 
  CrTe 70 
   
  Intellego Terram 
  See the Cavities  
  InTe 10 
  Touch of the Magesmith's Forge  
  InTe 15 
  History's Strong Duties 
  InTe 20 
  The Miner's Keen Eye 
  InTe 20 
  Vision of the Fatal Flaw 
  InTe 20 
  Enchantment of the Crystal Images 
  InTe 30 
  Eye of the Monolith  
  InTe 30 
  Greeting the Maker 
  InTe 30 
  Detect Mountain Range  
  InTe 35 
  Rite of the Burnished Blade 
  InTe 35 
  Sight of the Earthen Mist 
  InTe 45 
   
   
  
  119 
  Muto Terram 
  Forging the Legendary Blade  
  MuTe Gen 
  The Scathing Blade 
  MuTe Gen 
  Sorcerer's Winning Dice 
  MuTe 5 
  Clouds from the Stone  
  MuTe 15 
  Diamond of Intimacy 
  MuTe 15 
  Doom of the Deadly Pebble  
  MuTe 15 
  Pool of Mud 
  MuTe 15 
  The Faithful Ring 
  MuTe 15 
  Secret Entrance of Avoram  
  MuTe 15 
  Silken Suppleness of Stone  
  MuTe 15 
  Written in Stone 
  MuTe 15 
  Potter's Earthy Clay 
  MuTe 20 
  Sculpting the Hands of Stone 
  MuTe 20 
  Stone as Clay in the Potter's Hands 
  MuTe 20 
  Stone of the Ages 
  MuTe 20 
  Gaea's Needle  
  MuTe 25 
  Melting the Barriers 
  MuTe 25 
  The Virgin Form 
  MuTe 25 
  Blazing the Trail 
  MuTe 30 
  Kiss of the Viper Blade  
  MuTe 30 
  Object of Irresistible Growth 
  MuTe 30 
  Spell of Wholeness 
  MuTe 30 
  The Plutonic Form 
  MuTe 30 
  Enchant the Shadow Stone 
  MuTe 40 
  Pass the Unyielding Earth 
  MuTe 40 
   
  Perdo Terram 
  Return to the Purest Forms 
  PeTe 15 
  Shriek of Shattering Metal 
  PeTe 25 
  And to the Earth Return 
  PeTe 30 
   
  Rego Terram 
  The Army of Unseen Porters  
  ReTe Gen 
  Entrapping the Spirits of the Earth 
  ReTe Gen 
  Invisible Shield  
  ReTe Gen 
  Path of the Burro  
  ReTe 10 
  Prepare ye the Way 
  ReTe 10 
  Trackless Step  
  ReTe 10 
  Avoidance of the Leper's Touch 
  ReTe 15 
  Lifting the Weighty Burden 
  ReTe 15 
  Blessing of the Lightened Load 
  ReTe 15 
  Might of Stone 
  ReTe 15 
  Removal of Things  
  ReTe 15 
  Terror of the Stones 
  ReTe 15 
  The Unseen Spirit of the Wind  
  ReTe 15 
  Wizard's Cleave  
  ReTe 15 
  Chaotic Dance of Dead Stones  
  ReTe 20 
  Homecoming of the Obedient Tool  
  ReTe 20 
  Magic's Capable Hands 
  ReTe 20 
  Painter's Tools  
  ReTe 20 
  The Fixed Position 
  ReTe 20 
  The Traitorous Blade 
  ReTe 20 
  Shield of Faith 
  ReTe 20 
  Sword of Wrath 
  ReTe 20 
  The Two-Edged Armor 
  ReTe 20 
  Trap of the Closing Fists 
  ReTe 20 
  Wizard's Ward Against the Bite of Steel 
  ReTe 20 
  Exchange of Stone  
  ReTe 25 
  Halt the Missile Perilous 
  ReTe 25 
  Stone Cleaver 
  ReTe 25 
  The Workman's Loyal Tool 
  ReTe 25 
  Travel of the Earthworm  
  ReTe 25 
  Ward Iron 
  ReTe 25 
  The Willfull Armor  
  ReTe 25 
  Call of the Possessor 
  ReTe 30 
  Stone Hammer 
  ReTe 30 
  Recall the Thieves' Bounty 
  ReTe 40 
  Enchantment of the Rightful Return 
  ReTe 40 
  Molten Maiden  
  ReTe 40 
  Unrest of the Inanimate Object  
  ReTe 40 
  Bringing Forth the Treasures of the Earth ReTe 50 
  Calling Up the Wrath of the Earth 
  ReTe 50 
   
   
  VIM 
   
  Creo Vim 
  Buffer the Tides of Magic 
  CrVi Gen 
  Burning the Power of Body's Youth 
  CrVi Gen 
  Creation of Fictitious Forces  
  CrVi Gen 
  Endowment of the Changing Nature 
  CrVi Gen 
  Shell of False Determinations 
  CrVi Gen 
  Shell of Opaque Mysteries 
  CrVi Gen 
  Pose 
  CrVi 0 
  Create the Arcane Bond  
  CrVi 10 
  The Phantom Gift 
  CrVi 15 
  Forge the Bond of Magical Oneness  
  CrVi 50 
  Dark Art  
  CrVi 60 
  The Ritual of Endowment 
  CrVi 60 
   
  Intellego Vim 
  Seer's Discerning Eye 
  InVi Gen 
  Scarlet Flash of the Demon 
  InVi Gen 
  Sight of the Spirit World 
  InVi Gen 
  Tracing the Sigil 
  InVi Gen 
  Turning the Cruel Eye 
  InVi Gen 
  Sensing the Mystic Place 
  InVi 5 
  Feeling the Font of Power 
  InVi 10 
  Scales of Power 
  InVi 15 
  Seeing the Elusive Boundary 
  InVi 15 
  Glimpse Through the Mystic Veil 
  InVi 20 
  Siren Call of the Magus' Home 
  InVi 20 
  Study of the Enchanted Item 
  InVi 20 
  The Manifestations of Evil 
  InVi 20 
  Peals of Magic's Work 
  InVi 25 
  Locating the Apprentice 
  InVi 30 
  See the Fight Between Cosmos and Chaos  
  InVi 30 
  Tale of the Magical Blow 
  InVi 30 
  Seer of Black Souls 
  InVi 35 
  Sight of the Active Magics 
  InVi 35 
  Following the Magical Trail 
  InVi 40 
  The Great Quest 
  InVi 40 
   
  Muto Vim 
  Boost the Lofty Spell 
  MuVi Gen 
  Crafting the Reservoir of Magic 
  MuVi Gen 
  Dirnano's Potion Doubling 
  MuVi Gen 
  Extending the Ever Fleeting Spell  
  MuVi Gen 
  Help with the Difficult Art 
  MuVi Gen 
  Linked Vis 
  MuVi Gen 
  Mirror of Opposition 
  MuVi Gen 
  Muris Magica 
  MuVi Gen 
  Prolonging the Inevitable 
  MuVi Gen 
  Sharpen the Wizard's Blade 
  MuVi Gen 
  Sheath of Deadly Fire 
  MuVi Gen 
  Sodalis' Stolen Sorceries 
  MuVi Gen 
  Speeding the Great Spell 
  MuVi Gen 
  Strength of Tremere's Warrior 
  MuVi Gen 
  The Sorcerer's Fork 
  MuVi Gen 
  The Varicolored Magiks 
  MuVi Gen 
  Transformation of Energy 
  MuVi Gen 
  Wizard's Immortality 
  MuVi Gen 
  Dirano's Potion Doubling 
  MuVi Gen 
  Splitting the Inestimable Gem 
  MuVi 10 
  The Addition of the Names 
  MuVi 15 
  The Damned Clay 
  MuVi 20 
  Parting Blow 
  MuVi 20 
  The Striking of the Name 
  MuVi 20 
  Warping the Magical Veil 
  MuVi 20 
  Magnification of the Impotent Corruption 
  MuVi 25 
  Crafting the Prison of the Soul 
  MuVi 30 
   
  Perdo Vim 
  Assailing the Magical Barrier  
  PeVi Gen 
  Banish the Mobile Forms 
  PeVi Gen 
  Burning Vis 
  PeVi Gen 
  Cutting the Cords 
  PeVi Gen 
  Destroy the Offending Spell 
  PeVi Gen 
  Destroy the Lingering Traces of Magic 
  PeVi Gen 
  
  120 
  Erasing the Wizard's Handiwork 
  PeVi Gen 
  End the Permanent Curse 
  PeVi Gen 
  Masking the Odor of Magic 
  PeVi Gen 
  Oathbreak 
  PeVi Gen 
  Shatter the Arcane Shield 
  PeVi Gen 
  Suppress the Arcane Shield 
  PeVi Gen 
  Suspend Enchantment 
  PeVi Gen 
  Purge the Works of Caine 
  PeVi Gen 
  Lash of the Black Sorcerer 
  PeVi 20 
  Sundering the Puerile Flesh 
  PeVi 20 
  Spear of the Holy 
  PeVi 30 
  The Essence of the Nothing  
  PeVi 45 
  Demon Lance  
  PeVi 45 
  Stealing the Gift 
  PeVi 60 
  Obliterate the Gate to Hell  
  PeVi 80 
   
  Rego Vim 
  Aegis of the Self 
  ReVi Gen 
  Bane 
  ReVi Gen 
  Binding the Infernal Menace  
  ReVi Gen 
  Binding the Mobile Forms 
  ReVi Gen 
  Calling the Mobile Forms 
  ReVi Gen 
  Catching the Fleeing Spell 
  ReVi Gen 
  Delay of Mighty Magics 
  ReVi Gen 
  Druid's Communion  
  ReVi Gen 
  Enchantment of the Heartfelt Oath 
  ReVi Gen 
  Extension of the Mind 
  ReVi Gen 
  Guiding the Spell 
  ReVi Gen 
  Immunity of the Familiar Spell 
  ReVi Gen 
  The Mirror of Treachery  
  ReVi Gen 
  Mirror of Warding 
  ReVi Gen 
  Ornament the Armor of Magic 
  ReVi Gen 
  Penetrate the Regio  
  ReVi Gen 
  Pentagram 
  ReVi Gen 
  Prolong Power's Presence  
  ReVi Gen 
  Purging Hell's Infection 
  ReVi Gen 
  Restraining the Eager Magics 
  ReVi Gen 
  Safe Waiting Spell 
  ReVi Gen 
  Safe Watching Ward 
  ReVi Gen 
  Shielding the Prying Eyes 
  ReVi Gen 
  Spell's Faithful Guardian 
  ReVi Gen 
  Stealing the Wizard's Art 
  ReVi Gen 
  Suppressing the Wizard's Handiwork 
  ReVi Gen 
  Suspension of the Powers 
  ReVi Gen 
  Thaumaturgic Triangle 
  ReVi Gen 
  The Lure of Mercury 
  ReVi Gen 
  The Lure of the Spheres 
  ReVi Gen 
  The Might of the Dread Warrior 
  ReVi Gen 
  The Trickster's Indirection 
  ReVi Gen 
  Throw of the Distant Arm 
  ReVi Gen 
  Wizard's Riposte 
  ReVi Gen 
  Traversing the Magical Path 
  ReVi 10 
  Wizard's Mark 
  ReVi 10 
  Firing the Cursed Clay 
  ReVi 15 
  Seer's Guarding Ring 
  ReVi 20 
  The Contest of Wills 
  ReVi 20 
  The Deceiver's Oath 
  ReVi 20 
  The Futile Limit 
  ReVi 20 
  Reigning in the Forked Tongue 
  ReVi 20 
  Transfer the Essence of Magic 
  ReVi 20 
  Dampen Magic 
  ReVi 25 
  Tearing the Mystical Veil 
  ReVi 25 
  Travel the Paths of Shadow 
  ReVi 25 
  Servant of Singular Value 
  ReVi 25 
  Gift of Magical Fortitude 
  ReVi 30 
  The Unholy Puppet 
  ReVi 35 
  The Sorcerer's Revenge 
  ReVi 40 
  The Ties that Bind 
  ReVi 40 
  Anchoring the Mystic Veil 
  ReVi 50 
  Word of Betrayal 
  ReVi 50 
  Word of Betrayal - BF's Correction  
  ReVi 50 
   
   
   
   
  Appendix A -- Faerie Spells 
   
  ANIMAL 
   
  Creo Animal 
  Invocation of the Shameless Pigs  
  CrAn 20 
  Muto Animal 
  The Proper Beast 
  MuAn 15 
  Rego Animal 
  Master of the Hunt 
  ReAn 30 
   
  AQUAM 
   
  Muto Aquam 
  Intoxicating the Drinking Grog 
  MuAq 10 
   
  CORPUS 
   
  Muto Corpus 
  Mask of Whimsy 
  MuCo 10 
  Beauty of the Smiling Nymph 
  MuCo 15 
  Chaos of the Changing Skills 
  MuCo 25 
  Dismemberment of the Innocent Mage 
  MuCo 25 
  Reversal of Persuasion 
  MuCo 25 
  Form of the Fay 
  MuCo 25 
  Rego Corpus 
  Undying Manhood 
  ReCo 5 
  Endurance of the Reveler 
  ReCo 10 
  Contagious Laughter of the Faerie Festival ReCo 20 
  The Reveler's Jig 
  ReCo 20 
  Catching Laughter of the Fay 
  ReCo 30 
   
  HERBAM 
   
  Creo Herbam 
  Robe of Leaves 
  CrHe 5 
  Armor of the Living Tree 
  CrHe 35 
  Intellego Herbam 
  The Calling of the Seelie Court 
  InHe 35 
  Rego Herbam 
  Protection of the Forest 
  ReHe 30 
   
  IGNEM 
   
  Creo Ignem 
  Heat of the Burning Coal 
  CrIg 5 
  Muto Ignem 
  The Gentle Rain of Light 
  MuIg 15 
   
  IMAGINEM 
   
  Creo Imaginem 
  Tickle 
  CrIm 5 
  The Music of the Earth 
  CrIm 25 
  The Wild Dance 
  CrIm 45 
  Muto Imaginem 
  The Voice of Reason 
  MuIm 15 
  Taste of Delight 
  MuIm 20 
   
  MENTEM 
   
  Creo Mentem 
  Cupid's Bow 
  CrMe 15 
  Vision of Joy 
  CrMe 20 
  Intellego Mentem 
  Curse of the Truthful Nose 
  InMe 25 
  Muto Mentem 
  Strong Feeling of the Fanatic 
  MuMe 15 
  The Fickle Heart 
  MuMe 15 
  The Lighter Side 
  MuMe 15 
  Traitorous Tongue of the Reversed Intent 
  MuMe 15 
  Desire for Revelry 
  MuMe 20 
  The Game of Life 
  MuMe 20 
  The Twisted Path 
  MuMe 20 
  The Glory of Creation 
  MuMe 25 
  
  121 
  Town of Crazed Martyrs 
  MuMe 45 
  Perdo Mentem 
  Bliss of the Carefree Child 
  PeMe 20 
  Opening the Gates of Behavior 
  PeMe 20 
  Rego Mentem 
  The Lie of the Utmost Truth 
  ReMe 25 
   
  TERRAM 
   
  Perdo Terram 
  The Healthy Appetite 
  PeTe 15 
   
  VIM 
   
  Muto Vim 
  Aura of Innumerable Mistakes 
  MuVi Gen 
  Twisting the Spell 
  MuVi Gen 
  Perdo Vim 
  The Straight Faced Lie 
  PeVi 25 
  Rego Vim 
  Binding of the Intrinsic Possession 
  ReVi 25 
   
   
   
  Appendix B -- Abstract Spells 
   
  Vision 
  CrIn 50 
  Circle of Destruction 
  CrPe 50 
  The Craftsman's Eye 
  InCr 10 
  The Burning Eyes 
  InIn 20 
  Entrapping the Spirit of the Elements 
  Re** Gen 
  The Empowered Blade 
  ViPe 25 
  Hex  
  ViPe 20 
   
   
  THE END 
  
SOURCE: textdata/thevault/Ars Magica [multi]/To sort/Ars Magica - Net Grimoire v2.pdf