I reformatted the Spell Library in a slightly different format that I find more readable. I don't want to mess up the current listing. But I figured I should post mine in case anyone wants to use it.
Table of Contents
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Aquam
Creo Aquam
Avoid the Grasping Brigand
CrAq 5
R: Touch, D: Diam, T: Ind
Target is covered with a greasy oil that makes grappling difficult, gaining a +3 bonus to avoid being grappled.
(Base 3, +1 Touch, +1 Diam)
Balm to the Parched Throat
CrAq 5
R: Touch, D: Sun, T: Ind
This spell will fill a container or flask with pure, fresh water that soothes thirst but will not stave off dehydration. Siccus uses this to stretch supplies of good water, or to ease trades.
(Base 2, +1 Touch, +2 Sun)
Column of the Deluge
CrAq 15
R: Voice, D: Mom, T: Ind
Creates 700 gallons of water suspended in the air, in the shape of a column, 1 pace across and 30 paces high which then will rush to the ground with great force. This will destroy unfortified small buildings, and cause some damage to larger ones, especially to their contents. If created over a human sized target, a Finess + Per roll is required vs the target's defense. Such a target is delt +10 damage. The target, and any persons within 5 paces of the impact site must make Dex + Athletics rolls of 6+ or be knocked down, suffering +0 damage.
(Base 4, +2 Voice, +1 elaborate shape)
The Frigid Lake
Cr(Pe)Aq(Ig) 20
R:Voice, D:Diam, T:Ind
You conjure a large pool of glacial, nearly frozen water around your target, who must succeed on a Stamina stress roll of 9+ or lose a fatigue level and take +0 damage from the chill. The water’s temperature will adjust to its surroundings normally, and so in a cold environment it is likely to freeze while in a warm environment it will slowly heat up.
(Base 3, +2 Voice, +1 Diam, +1 Size, +1 Requisite)
Grasp of Freezing Ice
Cr(Pe)Aq(Ig) 25
R:Voice, D: Diam, T:Ind
You encase an area up to four paces wide and six feet high in thick, supernaturally cold ice. Anyone caught in the ice is immobilized and must succeed on a Stamina stress roll of 9+ or lose a fatigue level each round. To break out requires a Strength stress roll of 12+, allowed once a round. Someone not trapped can chip out a trapped person within two rounds, but this requires proper tools.
(Base 3, +2 Voice, +1 Diam, +2 Group, +1 Requisite)
The Caliph's Ring
CrAq 25
R: Touch, D: Sun, T: Ind
The spell creates a single drop of poison from the magus' finger that can then be dipped into the target's drink. If drunk, the victim suffers a medium wound.
(Base 10, +1 Touch, +2 Sun)
Wall of Snow
CrAq 25
R: Voice, D: Sun, T: Ind
This spell creates a wall of tightly packed snow two paces thick, five paces high, and twenty-five paces wide. It can be demolished or plowed through with some effort, but is enough to help defense in a small skirmish or slow a pursuer down. The mass is enough that the wall will take at least a day to melt except in the hottest climates or unless subjected to exceptional heat such as from powerful Ignem magic.
(Base 4, +2 Voice, +2 Sun, +1 Size (50 cubic paces of water times ten, divided in half for snow))
Wall of Ice
CrAq 35
R: Voice, D: Moon, T: Ind
This spell creates a wall of solid ice one-and-a-half paces thick, four paces high, and 20 paces wide. This ice is ultra hard, nearly strong as solid stone, and strong enough to stand or build upon. The mass is such that it would take a few weeks to melt naturally, save for the hottest climates or unless subjected to extreme heat or powerful Ignem magic.
(Base 4, +2 Voice, +3 Moon, +1 Size (50 cubic paces of water times 10, divided to a quarter for ice), +1 ultra hard)
Muto Aquam
The Serpent's Saliva
MuAq 20
R: Per, D: Diam, T: Part
This spell transforms the caster's saliva into a potent poison (with an EF of 9) for the duration of the spell. The poison must enter the victim's body (e.g. be swallowed, enter the blood through a wound, etc), for it to take effect.
(Base 4, +1 Diam, +1 Part, +2 EF 9)
Rego Aquam
Fount of Scalding Steam
Re(Cr)Aq(Ig) 10
R:Voice, D:Mom, T:Ind
You boil water, up to the amount contained in a small pond, into extremely hot steam. The steam has intensity +5 the first round and intensity +1 the second round. This spell can be aimed to affect water near enemies.
(Base 3, +2 Voice, +1 Requisite)
Hibernian Ford
ReAq 20
R: Touch D: Diam T: Group
This spell creates a bridge of ice across the surface of a body of water five paces wide. Very large bodies of water are not affected. The ice is strong enough to walk across.
(Base 3, +1 Touch, +1 Diam, +2 Group, +1 size)
Veil of Djenne
ReAq 15
R: Touch D: Mom T: Part
Turns the surface of a large body of water into a thick mist that obscures all natural vision. The mist persists until it is burned off by the sun or blown away by the wind.
(Base 3, +1 Touch, +1 Part, +2 Size)
Auram Spells
Creo Auram
Charge of the Winter Wind
Cr(Pe)Au(Ig) 20
R:Voice, D:Conc, T:Ind
A wall of icy wind roars away from you, starting up to 10 paces away and continuing until it dissipates naturally. The wind is confined by existing barriers, but if unconfined it can be up to one hundred paces wide.
All within the area must make a Dexterity + Size stress roll of 9+ or fall down and be blown along by the winds. A Stamina stress roll of 9+ is required regardless to avoid loosing one fatigue level from the extreme cold. The rolls must be made at the start of the gale and each subsequent round that the wind is maintained.
You must concentrate on the gale, but you may only maintain it for a maximum of five rounds. Missile fire into or out of the gale is futile, and marching against the gale requires a Strength + Size stress roll of 15+. Failure in this attempt mandates another Dexterity + Size stress roll of 12+ to keep from falling.
(Base 3, +2 Voice, +1 Conc, +1 Unnatural, +1 Requisite)
Clouds of Desert Rain
CrAu 20
R: Sight D: Conc T: Group
Creates clouds that drop rain over an area 100 paces across.
(Base 2 +3 Sight +1 Conc +2 Group)
Fist of Jupiter
CrAu 20
R: Touch, D: Mom, T: Ind
You discharge a thunderbolt upon whatever you strike with your touch, inflicting +20 damage. Those hit by the thunderbolt must make a Strength stress roll of 6+ to remain standing.
(Base 3, +4 unnatural, +1 Touch)
Rego Auram
Ward against Thunder & Lightning
ReAu 25
R: Touch, D: Sun, T: Ind
Similar to Ward against Heat & Flames, this spell provides a bonus of +15 Soak or Resistance against thunder & lightning related phenomenon.
(Base 10, +1 Touch, +2 Sun)
Eye of the Storm
ReAu 25
R: Touch, D: Ring, T: Circle
Blocks weather from entering the circle, extending in a column upward to form an Eye in the storm. Very Severe Weather phenomenon are reduced to mild. This only affects natural weather.
(Base 10, +1 Touch, +2 Ring)
Curse of the Lightning Rod
ReAu 30
R: Voice, D: Diam, T: Ind
This spell only works if cast during a thunderstorm. During the course of the spell, lightning from the clouds may strike at the target. Each round, roll a Stress die, -3 for a minor storm, +0 for a severe storm, and +3 for a very severe one. On a 11+, lightning strikes the designated point. If the target moves, you may concentrate to track her movements. If she seeks shelter, the lightning will strike the structure again and again. Natural lightning varies in intensity. The average bolt inflicts +30 damage, but small thunderbolts only inflict +15 damage, whereas a massive blast can inflict up to +45 damage.
(Base 5, +3 Sight, +1 Diameter, +1 Unnatural)
Antonio’s Dominion over Thunder
ReAu 50
R: Sight, D: Special, T: Group
This spell is cast upon a thunderstorm, granting you command and control over its thunder and lightning for as long as the storm naturally endures. You can prevent it from striking anything you don’t want to strike (up to a number of items equaling your Intelligence + Finesse). You can also willfully call down lightning on a subject with a Targeting roll (with a -1 penalty because lightning is erratic). Keep in mind the variable intensity of natural lightning.
(Base 5, +3 Sight, +2 Sun, +2 Group, +2 Size)
Corpus
Creo Corpus
A Day's Delay
CrCo 5
R: Per D: Sun T: Ind
This spell binds your wounds, so you may undertake any activity without worsening them.
(Base 3, +2 Sun)
Healing the life threatening wound (Ritual)
CrCo 30
R: Touch, D: Mom, T: Ind
This spell heals a single heavy wound suffer by the person touched. This spell does not heal damage from poison or disease.
(Base: 25, +1 Touch)
Muto Corpus
Shape of the Wolf
MuCo 25
R: Touch, D: Sun, T: Ind. (Boosted, Harnessed, Tethered)
Req: Animal
The target and any animal products he's carrying changes into a wolf. The target may change back at will, ending the spell.
(Base 10, +1 Touch, +2 Sun)
Rego Corpus
Spasms of the Uncoordinated Hand
ReCo 10
R: Sight D: Conc. T: Ind.
One of the target's hands spasms, causing him to drop anything he is holding in it. It keeps spasming for as long as you concentrate.
(Base 2, +3 Sight, +1 Conc.)
Hypnotic Gaze
ReCo 15
R: Eye, D: Conc, T: Ind
This spell holds a person rigid as long as you maintain eye contact with him and concentrate on it.
(Base 5, +1 Eye, +1 Conc)
Incantation of Paralyzation
ReCo20
R: Voice, D: Conc, T: Ind
This spell hold the target’s body completely immobile for the duration.
(Base 5, +2 Voice, +1 Conc)
Transported by God's Hand
ReCo(Im) 20
R: Voice D: Conc, T: Ind.
The target (up to size 1) feels like it is gently taken by two invisible hands at the waist and moved about slowly in any direction the caster wants (like rising smoke). This allows the caster to fly, or to grab somebody, lift him and drop him somewhere (a Finesse of 9+ roll is required to drop the target onto something or somebody, modified by the size of the object or person you want to hit. Damage for the person moved and the person she gets dropped onto is falling damage.
(Base 5, + 2 Voice, +1 Conc, + 0 free Imaginem Requisite)
End the violent attacks (Hermetic Version)
ReCo 30
R: Voice, D: Concentration, T: Group
This spell freezes a group of people engaged in violence into immobility for as long as the caster concentrates.
(Base 5, +2 Voice, +1 Concentration, +2 group)
End the violent attacks (Holy Magic Version)
ReCo 30
R: Presence, D: Recitation, T: Group
This spell freezes a group of people engaged in violence into immobility for as long as the caster recites the words of the Rosary.
(Base 5, +2 Voice, +1 Concentration, +2 group)
Wings of Daedalus
ReCo 30
R: Touch, D: Sun, T: Ind
The caster can fly. He must make an Intelligence + Finesse roll to change direction or speed, with an Ease Factor related to his current speed – Ease Factor 3 for walking pace, Ease Factor 9 for moderate speed, Ease Factor 12 for maximum speed. He can move at maximum speed as fast as a running horse – about forty miles an hour – but this is reduced by one mile an hour for every point of Load he carries. He cannot physically carry a Load which inflicts a Burden more than five points greater than his Strength (i.e., 15 points Load for a character with Strength 0, 10 points Load for a character with Strength -1, etc.) A second unencumbered individual is a Load 21 on average.
(Base 15, +1 Touch, +2 Sun; Boosted, Harnessed, Tethered)
(This is adapted from Mercury’s Winged Sandals from TME)
Ignem Spells
Creo Ignem
Touch of Warmth
CrIg 5
R: Touch D: Sun T: Ind.
Maintains the target at a warm temperature.
(Base 2, +1 Touch, +2 Sun)
Warm the Winter Walk
CrIg 5
R: Touch, D: Sun, T: Ind
This spell creates heat about an individual to keep them warm at a comfortable room temperature for the
duration. It makes it possible to travel in winter without risk of cold hazards from the weather.
(Base 2, +1 Touch, +2 Sun)
Heat the Frigid Hall
CrIg 15
R: Touch, D: Sun, T: Room
This spell comfortably warms a room for the duration.
(Base 2, +1 Touch, +2 Sun, +2 Room)
Light Without Flame
CrIg 15
R: Touch D: Sun T: Ind. (Boosted, Harnessed, Tethered)
This spell creates a steady light as bright as daylight on a cloudy day. The light has no apparent source but illuminates an area about
ten paces across, centered on a point indicated by the caster. This point may be a mobile item.
(Base 4, +1 Touch, +2 Sun)
Sword of the Avenger
Cr(Re)Ig 20
R: Touch, D: Conc, T: Ind
This ignites a flame along the edge of a sword blade, doubling its damage value. More than a simple variant, this spell is intended for use with the Mastery Ability of Imperturbable Casting, because of the difficulty maintaining concentration on a spell during combat. Concentration does not need to be checked every round, as wielding a flaming sword in combat is what the spell is designed to do. But the caster does need to check when he exerts himself in combat or is struck a blow (even if it does no injury). The Rego requisite protects the sword from the flames, allowing the spell to be used repetitively on a weapon with out harming it. This also protects the wielder.
(Base 5, +1 Touch, +1 Concentration, +1 Requisite)
Wrath of Reculed
CrIg 20
R: Touch, D: Mom, T: Ind
Req: Rego
This spell creates a jet of flame that emanates from your hands, shooting out up to twenty paces in the direction you choose. Anything caught in the path of this flame suffers +15 damage (-1 per pace of distance). Aiming is usually easy for this spell (+1 on Targeting rolls), but going against strong winds can be difficult (-1 or more). A jet is a natural form of fire that can be found various places in the world.
There is a seventh magnitude varient of this spell, inflicting +25 damage with a Duration of Concentration.
(Base 10, +1 Touch, +1Requisite)
Sun’s Scorching Caress
CrIg 25
R: Voice, D:Mom, T:Ind
Conjure incredible heat around the target, causing him to take +15 damage. If this is enough to kill, the target is incinerated to mere ash. Metal near the target is heated red-hot, and flammable materials on or near his person are likely to ignite.
(Base 10, +2 Voice)
Lance of Archemedies
CrIg 30
R: Sight, D: Conc, T: Ind
Creates a burning ray of intense white light that inflicts +15 damage per round that concentration is maintained. The original version of this spell was level 45 and inflicted +30 damage.
(Base 10, +3 Sight, +1 Concemtration)
Boiling Heart of the Forge
CrIg 35
R: Voice, D: Mom, T: Ind
You create heat as hot as a smith’s forge, enough to melt stone until it is molten or make iron white-hot, soft, and malleable. Anyone immersed in this heat takes +25 damage. This spell can be aimed to affect stone or metal near one’s target, and affects an area of approximately one cubic pace.
(Base 25, +2 Voice)
Phoenix Lance of Solar Fury
CrIg 50
R: Sight, D: Mom, T: Ind
Creates a searing bolt of flame that shoots forth as far as you can see to inflict +40 fire damage.
(Base 35, +3 Sight)
This spell is, as yet, completely unknown aside from the technique, form, and level.
Rego Ignem
Protection from Fire
ReIg 20
As Ward Against Heat and Flames, with range personal.
Adjuration of the Blacksmith’s Fire
ReTe(Ig) 25
R: Voice, D: Conc, T: Ind
This causes a single metal object, up to the size of a great weapon or a chain-mail hauberk, to rapidly heat up. It begins to glow red hot within a round, then white hot two rounds later, then after a total of six rounds it becomes molten. If the damage for burns needs to be calculated, figure the base damage is +2 for a held object and +5 for a worn object. This is inflicted each round the contact is maintained. It is doubled at the white hot stage and quadrupled when it is molten. Molten metal runs off and pools, and cools at the natural rate when the spell ends.
(Base 3, +2 Metal, +2 Voice, +1 Conc, +1 Ignem)
Perdo Ignem
Wizard’s Theft of Warmth
Pe(Re)Ig 25
R:Voice, D:Mom, T:Ind
Takes all of the heat from an area up to four paces across and four paces deep, making it cold enough to freeze water instantly. Any fires in the area decrease significantly in size. Living creatues caught in the area must succeed on a Stamina stress roll of 12+ or lose a fatigue level from the chill. You can control the size and shape of the affected area freely, though tricky maneuvers require Finesse rolls at the storyguide’s discretion.
(Base 5, +1 Size, +2 Voice, +1 Requisite)
Imaginem Spells
Creo Imaginem
Relay the Vision of the Magus
CrIm 5
R: Touch, D: Conc, T: Ind
As you speak, a miniature image portraying the events you describe appears in front of you. It changes as you speak, and can make sounds as well.
This spell is very useful for telling stories or relaying to your sodales precisely what you have seen and heard.
(Base 2, +1 Touch, +1 Concentration, +1 Changing Image)
Foul Whispers of the Demonic Voice
CrIm 10
R: Sight, D: Conc, T: Ind
The target of this spell will hear a dark voice whispering in his left ear. Anyone close to the target may also hear the words, though the Storyguide may ask for Perception + Awareness rolls. The whispering continues for the duration of the spell.
Narius describes two uses of this spell; firstly to frighten (or even incriminate) mundanes who have crossed him, and secondly to subtly communicate with grogs when separated by a fair distance. For the latter, he suggests, some forewarning is useful.
(B: 1, +3 Sight, +1 Concentration, +1 Intelligible speech)
Painted in Flames
Cr(Re)Im(Ig) 20
R: Voice, D: Conc, T: Group
A group of targets are covered in illusory flames. While the flames neither inflict damage nor emit haptic species, they may cause a brief panic among targets that do not recognize the effect as harmless (SG’s discretion). Also, the flames serve to render invisible targets visible and make targets much easier to see in darkness.
(Base 1 +1 Requisites, +1 complexity, +2 Voice, +1 Conc, +2 Group)
Whisper of Divided Twins
CrIm(In) 20
R: Voice, D: Diam, T: Ind
This spell is similar to /Phantasmal Animal/ (CrIm 20), save that the animal created by this spell has no scent, and its visage is that of a horrible, growling, demonic beast. Casters typically make the illusionary creature threaten opponents, often causing them to make Bravery checks.
(Base 2, +2 Voice, +1 Diameter, +2 caster control)
Visions of Hell
CrIm 25
R: Voice, D: Diam, T: Part
The spell projects an illusion of roaring flames to an individual target's sight, hearing, and touch sensory organs. The species of the illusion can only be sensed by the target (see Miniatures, HoH:S p. 67). From the target's perspective, he is surrounded by hot, roaring flames that cover an area of approximately Room size (Per+Finesse Ease Factor of 12 to cast properly). Other observers see nothing out of the ordinary beyond the target's reactions to the illusion. The target is effectively blinded for the spell's duration, but may still hear and/or feel his surroundings through the illusion with an Awareness roll. A Brave or similar personality check may also be necessary for the target to take any actions (SG's discretion).
(Base 3 for three senses, +1 to follow target's movements, +1 changing image, +2 Voice, +1 Diam, +1 Part)
The Shadow of the Phantom Menace
CrIm(Me) 45
R: Arcane, D: Sun, T: Ind
Creates a shadowy phantom that appears at a location you can see or hold an Arcane Connection to. It is menacing and inspires a sense of overpowering fear.
(base 2, +4 Arcane, +2 Sun, +2 moves as commanded, +1 intricacy, +1 requisite, +1 added effect)
Intellego Imaginem
Hear the Distant Voice
InIm 5
R: Sight, D: Diam, T: Ind
The caster can hear all sounds made by the target as if he was standing next to it.
(Base 1, +3 Sight, +1 Diam)
Hearing through the Spider
InIm 10
R: Touch, D: Conc, T: Hearing
An hearing-based version of "Through the Eyes of the Spider", which happens to also be a D: Conc variant of "Palm of Hearing" (Through the Aegis p80), allowing the maga to see as if she was located at the Touched object location.
(Base 1, +1 Touch, +1 Conc, +3 Hearing)
Muto Imaginem
The Devil's Charm
MuIm 5
R: Per, D: Sun, T: Ind
This spell makes the caster seem more beguiling and charming, granting a bonus of +3 to seduce or charm someone. The effects of the Gift are not negated, the caster merely seems to be conniving and sleezy.
(Base 3, +2 Sun)
Personal Aura of Ennobled Presence
MuIm 5
R: Per, D: Sun, T: Ind
As Aura of Ennobled Presence, with range personnal
(Base 3, +2 Sun)
Aura of the Bawdy Wench
MuIm 10
This spell makes the target seem bawdy and lascivious, inflicting a social penalty of -3 when interacting with conservative or prudish folk. This is compunded by the effects of the Gift, causing a magus to seem lewd and crass to most everyone.
R: Touch, D: Sun, T: Ind
(Base 3, +1 Touch, +2 Sun)
Aura of the Rejected Wretch
MuIm 10
R: Touch, D: Sun, T: Ind
This spell makes the target seem wretched and pitiful, inflicting a -3 social penalty when interacting with clean and proper folk. This is compunded by the effects of the Gift, causing a magus to seem hideously disgusting and beyond pity.
(Base 3, +1 Touch, +2 Sun)
Aura of Ridiculous Fool
MuIm 10
This spell makes the target seem silly and foolish, inflicting a -3 penalty in attempts to be taken seriously. This is compunded by the effects of the Gift, causing a magus to seem buffoonish and incompetent.
R: Touch, D: Sun, T: Ind
(Base 3, +1 Touch, +2 Sun)
Aura of the Sultry Siren
MuIm 10
This causes the target to appear more sensuous and appealing, granting a +3 bonus in interactions with the appropriate gender concerning charm, seduction, and using their wiles. The effects of the Gift are not negated, the caster merely seems to be perverted and sleezy.
R: Touch, D: Sun, T: Ind
(Base 3, +1 Touch, +2 Sun)
Disguise of the Altered Image
MuIm 15
R: Touch D: Sun T: Ind. (Boosted, Harnessed, Tethered)
Make someone look sound. feel and smell different, though at least passably human. The target can end the illusion at will, ending the spell.
(Base 4, +1 Touch, +2 Sun)
Phantom Image
MuIm 20
R: Touch, D: Sun, T: Ind (Boosted, Harnessed, Tethered)
Any one thing, including a living thing, can be made to appear as if it were something else of approximately the same shape and size. The illusion cannot be cast on things that have a shape or size improper to the final appearance. If the target moves or is moved in such a way that the illusion is inappropriate, it looks very strange indeed.
(Base 5, +1 Touch, +2 Sun)
Perdo Imaginem
Cloak of Invisibility
PeIm 10
R: Per, D: Conc, T: Ind
As Veil of Invisibility, with R: Per & D: Conc
(Base 4, +1 Conc, +1 Changing Image)
Personal Invisibility
PeIm 15
As Veil of Invisibility, with range personal
Mentem Spells
Creo Mentem
Whispering Mind
CrMe 15
R: Sight, D: Conc, T: Ind. (Boosted)
This spell lets the caster speak directly into the target’s mind for as long as he maintains concentration.
(Base 3, +3 Sight, +1 Conc)
Intellego Mentem
Spectral Communion
InMe 45
R: Voice, D: Conc, T: Hearing
This allows the caster to speak with spirits. Those within range of his voice can understand him and he can hear and comprehend what they say.
(base 15, +2 Voice, +1 Conc, +3 Hearing)
Rego Mentem
Sandman’s Touch
ReMe 5
R: Touch, D: Mom, T: Ind
The target becomes sleepy and quickly falls asleep in a moment.
(Base 4, +1 Touch)
Hex of Slumber
ReMe 15
R: Sight D: Mom T: Ind (Boosted)
The target becomes sleepy and falls asleep within a few seconds.
(Base 4, +3 Sight)
Demand of the Wizard’s Inquisition
ReMe 15
R: Eye, D: Conc, T: Ind
The target of this spell is strongly inclined to answer all of the caster’s questions truthfully and honestly.
(Base 5 +1 Eye, +1 Conc)
Improved Hex of Slumber
ReMe 20
R: Sight D: Diam T: Ind (Boosted, Harnessed, Tethered)
The target becomes sleepy and falls asleep within a few seconds and remains asleep no matter what for at least two minutes.
(Base 4, +3 Sight, +1 Diam)
Terram Spells
Creo Terram
Sphere of Delendos
CrTe 30
R: Touch, D: Diam, T: Ind
This conjures a sphere of steel around you that is sufficient protection against most physical harm. The sphere is about 2 inches thick, has an internal diameter equal at most to 6.6 feet, and there is more than enough air for the duration.
(Base 5, +1 Touch, +1 Diameter, +2 size, +1 elaborate shape)
Intellego Terram
Howl of the Steel Weapons
InTe 15
R: Per, D: Sun, T: Hearing
This spell warns you of the danger of metallic weapons with a howling sound signaling motion. This grants a +9 Defense bonus versus metallic weapons, provided you are able to parry or evade the attack, and you can dodge any metallic or metal tipped projectile originating from more than ten paces distance. The howl is only audible to you and cannot be mimicked by voices.
(Base 2, +2 Sun, +3 Hearing)
Muto Terram
Dart of Crystal
Mu(Re)Te 15
R: Sight, D: Mom, T: Ind
A 10-inch crystal dart rises from the ground near you, floats into the air, and speeds off like an arrow at a target that is within Sight range. It does +10 damage, and always hits its target, although it must penetrate Magic Resistance to have any real effect.
(Base 3, +3 Sight, +1 Rego requisite)
Rego Terram
Unseen Hand
ReTe 10
R: Sight D: Conc. T: Ind.
Slowly moves a nonliving thing, like a mug instrument, or small pouch of coins. It cannot oppose intentional resistance. Magi use this spell to manipulate things at a distance, but the spell cannot he used to pull something from a persons hand or to move something that is held. Casting requisites of an appropriate form for the target are required.
(Base 2, +3 Sight, D: +1 Conc.)
Deflect the Incoming Swords
ReTe 5
R: Per, D: Diam, T: Ind
Keep all metal you're conscious of away from your body, giving you +5 to soak versus metal weapons.
(Base 2, +2 metal, +1 Diam)
Ward against the Sandstorm
ReTe 15
R: Per D: Sun T: Ind
This spell ensures that dirt, sand and similar materials are unable to settle on or strike the caster or their clothes. Casting this spell with an aquam requisite will also protect the caster from mud.
(Base 5, +2 Sun)
Wizard’s Ward against Weapons
ReTe 30
R: Touch, D: Sun, T: Ind
This spell provides protection from all metal weapons, providing a +15 soak against it.
(Base 5, +1 Touch, +2 metal, +2 Sun)
Ward versus Metals and Stones
ReTe 30
R: Touch, D: Ring, T: Circle
This spell creates a circle that no object made of metal or mineral may enter or leave. These objects may exist within the circle as long as they were there when the spell was cast.
(base 5, +1 Touch, +2 metal, +2 Ring, +0 Circle)
Vim
Creo Vim
*Mark the Arcane Connection**
CrVi 10
R: Touch, D: Sun, T: Ind
The caster marks taints the target with magic, creating a Weak Arcane Connection for the duration. This connection links both ways, the caster has an Arcane Connection to the target and it serves as one to the caster.
(Base 3, +1 Touch, +2 Sun
Restoration of the Magical Might of the (Being)
CrVi 20r
R: Voice, D: Mom, T: Ind
Ritual
This spell replenishes up to 20 points of magical might to a specific type of being. There are five variations of this spell affecting Magical Animals, Magical Humans, Magical Plants, Magical Spirits, and Magical Things. This cannot increase their original Might Score, but can restore points lost due to ablation.
(Base effect)
Bind the Arcane Connection
CrVi 25r
R: Touch, D: Sun, T: Ind
The caster uses this spell to Fix an Arcane Connection. Though it requires more vis, it requires substantially less time.
(Base 4, +1 Touch, +3 just because I said so, Ritual)
Intellego Vim
Strings of the Arcane Connection
InVi 20
R: Per, D: Conc, T: Vision
This spell allows you to see hazy strings between you and any objects forming a strong Arcane Connection to you (lasting a year or longer). The closer you are to the Arcane Connection, the clearer and thicker the strings appear to be. The strength of the connection will also affects clarity and thickness of the string. This spell also lets you know if someone is actively using an Arcane Connection against you. A higher level spell is required to detect weaker connections.
(Base 3, +1 Conc, +4 Vision)
Perdo Vim
Lancea Magica
PeVi (G)
R: Voice D: Mom T: Ind
This spell targets the Parma Magica of a magus, in an attempt to collapse it. If this spell Penetrates, make a roll of a Stress Die (no botch) + (the Spell’s Level +10). If this exceeds the target’s Parma Magica x5, then their Parma collapses and is ineffective until it is recast. They still retain their Form score for resistance though.
(Base General level effect, +2 Voice)
Thwarting the Thaumaturgical Threat
PeVi (G)
R: Voice, D: Mom, T: Ind
Similar to Winds of Mundane Silence, but scaled down to affect a single spell (even if it is of momentary duration). This will counter or cancel a spell if your roll of a SD + (Level + 10) equals or exceeds twice the level of the opposing spell. Countering another spell as it is being cast requires a successful Fast Cast roll, and thus requires Mastery of the spell and choosing the Fast Cast ability. Canceling an existing spell uses normal Initiative, and no Mastery is required.
(Base General level effect, +2 Voice)
*Cut the Weakening Bonds**
PeVi 10
R: Touch D: Mom T: Ind
This spell reduces the duration of an Arcane Connection by one step on the table on page 84. If this reduces the duration below Hours, the connection expires immediately. Does not work on connections that naturally have Indefinite duration, but can make an Arcane Connection that was fixed in the laboratory expire.
(Base 05 , +1 Touch)
Alternative: Base 15, + 2 voice, final level 25, 3 steps at a time.
Circle of Magic Negation
PeVi (G)
R: Touch D: Ring T: Circle
This spell works in a manner similar to "Impede the Intermitent Interloper" (TME p109), save that it works against all magical powers of a level less than (Level + 01 magnitude + a Stress Die)/2.
(Base Gen, +1 Touch, +2 Ring/Circle)
Bind the Prey's Mag
PeVi (G)
R: Voice D: Diam T: Ind
Reduce the casting total for all magic cast by the target by (level - 01 magnitude)/2
(Base gen, +2 voice, +1 diam)
Rego Vim
Coerce the Spirit of Magic
ReVi 20
R: Voice, D: Conc, T: Ind
Like "Coerce the Spirit of the Flame", this more potent theurgic spell gives you control over any disembodied spirit from the magic realm, if you can coerce it into submission. The more lurid and dramatic the threats, the more cooperative the spirit is. If the spell penetrates the spirit’s Magic Resistance, make a stress roll of Com + Leadership to see how effective the maga’s threats are. The storyguide should always give a bonus or penalty depending on the potency of the threats, but note that any roll other than a botch compels at least minimal obedience, while increasing rolls indicate a more cooperative spirit.
In theory, you could very well have Faerie or Infernal version of this spell. However, Merinita maguses frown over lording it to the faeries, and spells allowing you to control demons are, to say the least, suspicious. As per a Divine version of it, if someone has dared to invent it yet, he hasn't talked about it.
Dimir Taar knew a level 30 version of this spell with a Duration of Moon.
(B: 5, +2 Voice, +1 Conc)
Summoning the Spirit of Magic
ReVi 40
R: Arc, D: Diam, T: Ind
The Vim version of form-specific summoning spells, this calls a magical spirit if the magus has an Arcane Connection or knows its full name, and overcomes the spirit’s Magic Resistance. (The name can be a non-magical name; it need not be a magical true name or name of power). A fire, pond of water, earth or wind serves as an Arcane Connection to any elemental spirit that resides in the area.
Over realm-specific summoning spells face the same problems as control spells above. Arnaud of Jerbiton once tried to summon an archangel through a Divine summoning spell. The end results weren't pretty, and he was destroyed among his lab.
(B: 15, +4 Arcane, +1 Diam)