Table of Contents
|
Corpus
Rego Corpus
ReCo20 Incantation of Paralyzation
R: Voice, D: Conc, T: Ind
This spell hold the target’s body completely immobile for the duration.
(Base 5, +2 Voice, +1 Conc)
Ignem
Creo Ignem
CrIg20 Flash of Dazzling Light
R: Eye, D: Mom, T: Ind
This spell flashes a brief dazzle of light in the target's eyes. This isn't strong enough to blind them, but it can disadvantage them. The target must make a Stamina Stress roll of 9+ or suffer a -3 penalty to all rolls and actions. The next round the penalty is only -1, and it wears off after that. If the roll is botched, the effects are twice as long lasting. This spell is designed to be cast without words or gestures, so that it may be mastered and fast cast in combat to gain an edge on an opponent.
(Base 4, +1 Eye, +3 no Words or Gestures)
CrIg20 Sword of the Avenger
R: Touch, D: Conc, T: Ind, Reqs: Rego
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)
CrIg15 Heat the Frigid Hall
R: Touch, D: Sun, T: Room
This spell comfortably warms a room for the duration.
(Base 2, +1 Touch, +2 Sun, +2 Room)
Perdo Ignem
PeIg5 Chill of Winter:
R: Touch, D: Mom, T: Ind
The target to feel a sudden chill as they loose body heat, causing them to loose a Fatigue Level.
(Base 4, +1 Touch)
PeIg20 Wizard's Touch of Cold
R: Touch, D: Mom, T: Ind
Inflicts +15 damage from cold.
(Base 15, +1 Touch)
Mentem
Rego Mentem
ReMe15 Demand of the Wizard’s Inquisition
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)
ReMe5 Sandman’s Touch
R: Touch, D: Mom, T: Ind
The target becomes sleepy and quickly falls asleep in a moment.
(Base 4, +1 Touch)
Terram
Intellego Terram
InTe15 Howl of the Steel Weapons
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)
Vim
Rego Vim
ReVi15 Transfer the Essence of Vis
R: Touch, D: Mom, T: Ind
This spell moves vis, siphoning it out of whatever container it was in, and transfers it to an object that you hold in your hand. Objects can hold an amount of vis as indicated in the Material and Size Chart on p. 97 of ArM5. This spell will only transfer the amount of vis up till filling the object, the remainder stays where it was at.
(Base 10, +1 Touch)
Perdo Vim
PeVi15 Thwarting the Thaumaturgical Threat
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. For this version (Level 15), the roll is a SD +25 versus an ease factor of 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 5, +2 Voice)
PeVi15 Lancea Magica
R: Voice, D: Momentary, T: Individual
This spell targets an opponent’s Parma Magica, and attempts to collapse it. If the spell penetrates, make a Lance Roll of a Stress Die + (the Spell’s Level +10). If this exceeds targets Parma Magica x5, then their Parma collapses and is ineffective until it is recast.
This is a General Level spell, which Roberto knows at the third magnitude. That means his roll is a Stress Die + 25. Further, he has this spell Mastered, allowing him to add three times his Mastery score to the roll. With a Mastery of 2, this equals +6, for a total of a SD + 31 versus five times the target's Parma Magica score, enough to bring down a Parma of 6. However, considering his Arts and other scores, his base Penetration is going to be 2 plus the die roll. If he spends enough Fatigue with Life Boost for casting, and enough Confidence in both rolls, then presuming a decent roll, it is feasible for him to Penetrate and collapse a Parma Magica score of 8. But then he would collapse from exhaustion.
(Base: general, +2 Voice)