Spell Library

Aquam Spells

Creo Aquam

  • Avoid the Grasping Brigand

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

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

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)

  • The Frigid Lake

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

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

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

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

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

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

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

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

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

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

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

R: Touch, D: Mom, T: Ind
You discharge a thunderboltupon 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

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 4, +2 additional soak, +1 Touch, +2 Sun)

  • Eye of the Storm

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

R: Voice, D: Diam, T: Ind
This spell only works if cast on a target outside during a thunderstorm. During the course of the spell, lightning from the clouds will repeatedly strike at the target. The number of bolts depends on the severity of the storm. Roll a Simple Die; divide by 3 for a Minor storm, in half for a Sever Storm, and don’t divide for a Very Sever storm. If the target 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, +2 Voice, +1 Diameter, +3 distance to storm in the sky, +1 Unnatural)

  • Antonio’s Dominion over Thunder

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 Spells

Creo Corpus

  • A Day's Delay

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

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

  • Form of the Wolf

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

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

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

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

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)

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)

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

R: Touch, D: Moon, 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 Moon; Boosted, Harnessed, Tethered)
(This is adapted from Mercury’s Winged Sandals from TME)

Ignem Spells

Creo Ignem

  • Touch of Warmth

R: Touch D: Sun T: Ind.
Maintains the target at a warm temperature.
(Base 2, +1 Touch, +2 Sun)

  • Light Without Flame

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

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

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)

  • Boiling Heart of the Forge

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)

  • Sun’s Scorching Caress

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)

  • Warm the Winter Walk

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

R: Touch, D: Sun, T: Room
This spell comfortably warms a room for the duration.
(Base 2, +1 Touch, +2 Sun, +2 Room)

  • Lance of Archemedies

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

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

This spell is, as yet, completely unknown aside from the technique, form, and level.

Rego Ignem

  • Protection from Fire

As Ward Against Heat and Flames, with range personnal.

  • Adjuration of the Blacksmith’s Fire

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

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

  • Foul Whispers of the Demonic Voice

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

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)

  • Relay the Vision of the Magus

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)

  • Visions of Hell

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)

  • Whisper of Divided Twins

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)

  • The Shadow of the Phantom Menace

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)

Intéllego Imaginem

  • Hear the Distant Voice

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)

Muto Imaginem

  • The Devil's Charm

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

R: Per, D: Sun, T: Ind
As Aura of Ennobled Presence, with range personnal
(Base 3, +2 Sun)

  • Aura of the Bawdy Wench

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

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

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

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)

Perdo Imaginem

  • Cloak of Invisibility

R: Per, D: Conc, T: Ind
As Veil of Invisibility, with R: Per & D: Conc
(Base 4, +1 Conc, +1 Changing Image)

  • Personal Invisibility

As Veil of Invisibility, with range personal

Mentem Spells

Creo Mentem

  • Whispering Mind

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)

Intéllego Mentem

  • Spectral Communion

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

R: Touch, D: Mom, T: Ind
The target becomes sleepy and quickly falls asleep in a moment.
(Base 4, +1 Touch)

  • Hex of Slumber

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

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)

Terram Spells

Creo Terram

  • Sphere of Delendos

R: Per, D: Diam, T: Ind
This conjures a sphere of steel around you that is sufficient protection against most physical harm. The sphere has a diameter equal to your height, and there is more than enough air for the duration.
(Base 5, +1 Diameter, +1 elaborate shape, +1 safely surrounding)

Intéllego Terram

  • 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)

Rego Terram

  • Unseen Hand

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

R: Per, D: Diam, T: Ind
Keep all metal or stone away from your body, giving you +5 to soak versus metal weapons.
(Base 3, +2 metal, +1 Diam)

  • Ward against the Sandstorm

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

R: Touch, D: Sun, T: Ind
This spell provides protection from metal and stone weapons, providing a +15 soak against damage from these materials.
(Base 3, +2 extra damage, +2 metal, +2 Sun)

  • Ward versus Metals and Stones

R: Touch, D: Ring, T: Ind
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, +2 metal, +1 Touch, +2 Ring)

Vim Spells

Creo Vim

  • Mark the Arcane Connection

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)

R: Voice, D: Mom, T: Ind
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

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)

Intéllego Vim

  • Strings of the Arcane Connection

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

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

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)

Rego Vim

  • Coerce the Spirit of Magic

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

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)

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