Enchanted Items
Aurulentus has created the following enchanted items.
Army of the Infant
This invested item is a collection of wooden army figures: horses, soldiers, generals, and siege weapons. Each has detailed markings and is fully colored. The figures can be moved at command and are capable of emitting the appropriate noises: horses neigh, soldiers yell. This set of toys was created by Aurulentus for his sons; a similar set was made for his daughters, depicting different families of animals with corresponding sounds.
Movement of the Toys
ReHe 20
Pen +0, unlimited uses/day
R: Per, D: Diam, T: Ind
Enchants the wooden parts of the toys such that they are capable of small, controlled movements.
(Base 3, +1 Diam, +2 Group, +10 levels unlimited uses per day)
Sounds of the Toys
CrIm 20
Pen +0, unlimited uses/day
R: Per, D: Diam, T: Ind
Creates sounds appropriate for the toy. Full speech is not possible at this level of detail, so the soldiers just shout and yell rather than speak.
(Base 1, +1 Diam, +2 Group, +2 at command, +10 levels unlimited uses per day)
Bachelor's Door
This invested item is a nondescript door leading to an antechamber where guests can be welcomed and attended to. Aurulentus has all of his daughters await their suitors for the first time behind this door. The thoughts of the entering person will be read to determine if he only wishes to bed any of the fe-
Magi of Hermes
males that are present in the room. Should this be the case, a second effect will be triggered that will bar the person from entering the room.
Identify the Lecherous Suitor
InMe 24
Pen +0, constant effect
R: Touch, D: Sun, T: Ind
Reads the emotions of any person passing through the doorway. If strong feelings of lust towards a female in the room are sensed, the second effect, Bar the Lecherous Suitor is triggered.
(Base 5, +1 Touch, +2 Sun, +1 level 2 uses/day, +3 levels environmental trigger)
Bar the Lecherous Suitor
ReCo 33
Pen +0, 1/day
R: Touch, D: Conc, T: Ind
If this effect penetrates, then no human target may pass the doorway into the antechamber.
(Base 15, +1 Touch, +1 Conc, +5 levels device maintains concentration, +3 levels triggered effect)
Bed of Rapid Convalescence
CrCo 34
Pen +0, constant effect
R: Touch, D: Sun, T: Ind
A leather sick-bed engraved with Creo and Corpus runes, as well as symbols of Apollon, the Greek god of healing. Anyone resting in this bed receives a +18 bonus to his recovery rolls, as long as he remains in the bed for the whole of the recovery period. Aurulentus created this item as a lesser enchanted device.
(Base 15, +1 Touch, +2 Sun, +1 level 2 uses/day, +3 levels environmental trigger)
Comb of Aphrodite
PeAq 15
Pen +0, unlimited uses/day
R: Touch, D: Mom, T: Ind
This comb instantly dries any hair that
passes through its teeth. Aurulentus contrived this lesser enchanted device for his wife as a birthday present, after she complained that he should use his magic for more practical purposes.
(Base 4, +1 Touch, +10 levels unlimited uses per day)
Communication of the Lovers
InIm 21
Pen +0, 2/day
R: Arc, D: Conc, T: Ind
Two matching silver amulets, each being an Arcane Connection to the other. When activated, this lesser enchanted device allows one to see and hear the person holding the matching amulet. Aurulentus uses these to communicate with his wife when they are separated. Because the device has no Penetration, Aurulentus must suppress his Parma in order to for his wife to be able to see him. The remaining problem, that both sides need to activate the amulets at the same time, was solved by casting a small CrIm spell at R: Arc, to indicate to his wife that he had the time to talk to her. Due to the hazards of leaving Arcane Connections in other persons' hands and the constant scrying danger, few other magi think such devices are a good idea.
(Base 2, +4 Arc, +1 Conc, +5 levels item maintains concentration, +1 level 2 uses/day)
Crib with a Mother's Touch
A simple, wooden crib with a crystal centrally fixed along the headpiece. This is an invested item made by Aurulentus to give the mothers of the Covenant a bit more free time.
The Sound of Sound Sleep
InIm 8
Pen +0, constant effect
R: Touch, D: Sun, T: Ind
Listens to the baby in the crib. When the baby starts to scream, the second effect is triggered.
(Base 1, +1 Touch, +2 Sun, +1 level 2 uses/day, +3 levels environmental trigger)

Nappy without Nuisance
ReHe 17
Rocking into Sound Sleep
Pen +0, 24 uses/day R: Per, D: Conc, T: Ind
Once triggered by the first effect, this effect will rock the crib slightly, hopefully resulting in a content and sleepy baby. Once the baby's crying stops, the crib stops rocking.
(Base 3, +1 Conc, +5 levels item maintains concentration, +5 levels 24 uses/day, +3 levels triggered effect)
Guardian of Decency
A silver necklace with three small beryl stones attached to it. The invested item detects if the wearer is touched by a man and then removes any indecent emotions from him. Aurulentus created this item after he found out that a boy from a neighboring village had aggressively pursued one of his daughters.
Who Touches my Daughter?
InCo 19
Pen +0, constant effect
R: Touch, D: Sun, T: Ind
Detects if the wearer is touched by a man, and then triggers the second effect.
(Base 4, +1 Touch, +2 Sun, +1 level 2 uses/day, +3 levels environmental trigger)
Dare Not Touch my Daughter!
PeMe 30
Pen +0, 3/day
R: Voice, D: Sun, T: Ind
Once triggered by the first effect, this effect renders the target completely bereft of lust — he will no longer feel indecent passions towards the wearer of the necklace, or indeed, any woman.
(Base 5, +2 Voice, +2 Sun, +2 levels for 3 uses/day, +3 levels triggered effect)
A Guardian's Voice
CrIm 11
Pen +0, unlimited uses/day
R: Per, D: Mom, T: Ind
Emits a quiet, but audible humming, so that the effect Dare Not Touch my Daughter! can use the Range: Voice.
(Base 1, +10 levels for unlimited uses/day)
PeCo 15
Pen +0, unlimited uses/day R: Touch, D: Mom, T: Ind
These nappies are lesser enchanted devices embroidered with Perdo runes, making any magus think twice about using them.
They destroy any human excreta that are contained within, thus eliminating the need to wash and replace the nappies often. Aurulentus had to promise to be extra careful while preparing this item, and had to conduct extensive tests before his wife allowed him to use them on any of their children.
(Base 4 (by analogy to the PeAn 4 guideline "destroy something made of animal products"), +1 Touch, +10 levels unlimited uses)
Reunion of Lovers
ReCo 40
Pen +0, 24/day
R: Touch, D: Mom, T: Ind
Female boots made from finest calf skin, with small, intricately decorated wings on the side. They allow the wearer to duplicate the effects of the spell Seven Leagues Stride up to 24 times per day and were created as an invested device, due to the high level requirement. These items were crafted for Semira, and so do not cause her Warping.
(Base 30, +1 Touch, +5 levels for 24 uses/ day)
Soothe the Mother's Anxiety
This invested device was created by Aurulentus to calm the many mothers of the Covenant. A number of the devices have been produced over the years. It consists of a small mirror and a separate handle, one being an Arcane Connection to the other. The handle can be put into a room and listens to all noises therein. If a noise louder than a whisper is detected, it triggers the second effect: the mirror displays the image and the noises of the room in which the handle is kept. The mothers are thus able put their babies to sleep and watch them, while still being able to be occupied with other work.

InIm 14
Pen +0, constant effect
R: Touch, D: Sun, T: Room
Listens to all sounds in the room that are louder than that of a whisper.
(Base 1, +1 Touch, +2 Sun, +2 Room, +1 level 2 uses/day, +3 levels environmental trigger)
What Disturbs Sound Sleep?
CrIm 28
Pen +0, unlimited uses/day
R: Touch, D: Diameter, T: Ind
Displays the images and sounds of the room scryed into by the triggering effect on the mirror.
(Base 2, +1 Touch, +1 Diam, +2 move at command, +1 intricacy, +10 levels unlimited uses/day, +3 levels triggered effect)
The Face of Paris
PeCo 14
Pen +0, unlimited uses/day
R: Touch, D: Mom, T: Ind
This razor, although blunt, will remove any and all body hair where it touches the skin of a human. The item has no penetration built into it, so a magus has to suppress his Magic Resistance while shaving. Aurulentus' wife had always complained that his beard growth was too strong; after a twilight experience his facial hair growth increased manyfold and Aurulentus invented this lesser enchanted device to keep it under control.
(Base 3, +1 Touch, +10 levels unlimited uses)
Traveller's Comfort
ReAu(Ig) 24
Pen +0, constant effect
R: Touch, D: Sun, T: Ind
This sturdy and nondescript travelling cloak protects the wearer from rain and keeps him comfortably warm by keeping bodily warmth inside the cloak. Aurulentus invented the cloak as an invested item after his wife caught a cold from walking in the rain to visit him.
(Base 4, +1 Touch, +2 Sun, +1 Ig requisite, +1 level 2 uses/day, +3 levels environmental trigger)

Chapter Three
Enchanted Items
Conscientia has created these items.
Apollo's Lyre
Apollo's Lyre was originally made to appease Conscientia's discontented grogs, who kept complaining about the insufferable living conditions in the forgotten depths of a subterranean lab. A small brass lyre, decorated with strips of engraved cinnamon wood, Apollo's Lyre can play a number of different melodies, songs, or compositions at the caster's whim. Each string on the lyre, when plucked, plays a different tune. This Lab Text quickly became a popular trade item in Conscientia's stock.
Phantasmal Minstrels
CrIm 10
Pen 0, 3/Day
R: Per, D: Conc, T: Ind
Phantasmal Minstrels produces a specific song or melody when activated. The song plays until the magus plucks the same string again, or another string to start a new song. This effect is enchanted multiple times into the lyre, once for each song the magus wishes to hear. Each song is triggered by plucking a different string.
Conscientia's effect requires a single pawn of vis to invest, allowing a greater variety of songs in a single lyre (eight for a wooden lyre, which counts as a large wooden object.)
(Base 1, +1 Conc, +1 tune, +2 3/day, +5 item maintains concentration)
Cooking Stone
This is a small piece of stone with a brass inlay in the shape of a hearth. When it's placed into a pot of water, the water boils instantly. When the cook is finished, all he needs to do is empty the pot, and retrieve the stone. This item deviates from the Hermetic tradition of overly complex and symbolic names, but occasionally pragmatism has its place.
Boil Water
CrIg 15 R: Touch, D: Mom, T: Ind Pen +0, Unlimited/Day This effect boils water on contact. (Base 4, +1 Touch, +10 unlimited uses)
Cultellus
This small knife with a basalt handle was developed as a trade for some very nice lab equipment. The patron wished a small kitchen knife enchanted with the ability to dispel Parma. Conscientia was halfway through the project before she realized the consequences of what she was making. When confronted, the patron never returned to claim his payment. Conscientia has always claimed to have never finished the project, and to have destroyed what notes she had.
Perdo Parma
PeVi 37
R: Touch, D: Mom, T: Ind
Pen +32, 50/Day
When this knife contacts a magus, it will dispel any Parma Magica with a score of 6 or lower (thus providing a Magic Resistance of 30 or lower), as long as it Penetrates. This version relies on the targeted magus being somewhat weak in Vim if his Parma is strong.
(Base 10, + 1 Touch, +6 50/day, +16 32 Penetration)
Dico Calculus
This small stone was created for a blind Criamon who needed an aid in reading. When drawn over a page, the stone "sees" the words on the page and transmits the images into the user's mind.

Impart the Words
CrMe 26 R: Touch, D: Conc, T: Ind Pen +0, Unlimited/Day
Transmits the images sensed by the object to the user's mind.
(Base 3, +1 Touch, +1 Conc, +5 item maintains concentration, +10 unlimited uses, +3 linked trigger)
Read the Words
InIm 18 R: Touch, D: Con, T: Ind Pen +0, Unlimited/Day
When activated, the object senses the iconic species of whatever it's touching.
(Base 1, +1 Touch, +1 Conc, +5 item maintains concentration, +10 unlimited uses)
Ferramenta Glacies
This inconspicuous item looks like a normal pick, but with a small crystal embedded in the handle. When touched to water, it freezes a block of ice that can be used for trade, storage, or consumption.
Touch of Ymir
ReAq 14 R: Touch, D: Mom, T: Ind Pen +0, Unlimited/Day Instantly freezes surrounding water into ice. Further applications keep the ice frozen. (Base 3, +1 Touch, +10 unlimited uses)
Hermes' Horn
This is an intricately carved ram's horn with a tiny emerald charm embedded in it, that when blown will cause an entire flock to become passive and easy to control. A user can control a large herd, single-handedly driving them to and from pasture.
Herd the Passive Beasts
ReAn 40 R: Voice, D: Sun, T: Group Pen +0, 1/Day
This effect calms a herd of animals (up to 1,000 animals), making them far easier to tend, allowing a shepherd or farmer to manage a much larger herd than he could without magical assistance.
(Base 4, +2 Sun, +2 Group, +2 Voice, +2 size)
Magi of Hermes
Mjolnir's Equal
When the wielder yells a warrior's call, this hammer can shatter the strongest shield and sunder even steel, crushing weapons, armor, and the poor soul who owns them. No object of metal or wood can withstand the blow of this hammer. This weapon can't destroy leather armors, but leather armors do little to stop the blow from even a mundane warhammer.
Sunder Warrior
PeTe(He) 25 R: Touch, D: Mom, T: Ind Pen +0, Unlimited/Day
Upon activation, a metal or wooden item touching the hammer is utterly destroyed.
(Base 3, +1 Touch, +2 Metal, +1 Herbam Req, +10 unlimited uses)
Shulpea's Bowl
This small wooden bowl is constantly filled with a non-nutritious food such as flatbread or pretzels. The food is not nourishing, but it helps the determined magus through those long lab sessions and experiments that just can't be stopped for dinner. This food is also perfect for lab conditions, as it won't stain, isn't greasy, any crumbs vanish after a few minutes, and it won't get all over the magus' fragile books or equipment.
Feed the Hungry
CrHe 28 R: Touch, D: Diam, T: Group Pen +3, Unlimited/Day
Every two minutes, this bowl fills itself with a specific food (determined when the item is enchanted). When the duration ends, any remaining pieces of food disappear and the bowl refills.
(Base 2, +1 Touch, +1 Diam, +2 Group, +1 Size, + 10 unlimited uses, +3 environmental trigger: Diameter)
Traveler's Cloak
This handy cloak is a favorite among the Redcaps, as well as grogs who routinely sleep under the stars. When placed upon the ground, the cloak transforms the earth underneath so that it is soft and warm like a mattress. This effect ends at sunrise, assuring a hasty awakening.

MuTe(Ig) 25
R: Touch, D: Sun, T: Part Pen +0, 1/Day
This effect alters the earth under the cloak, softening it and warming it to the touch.
(Base 3, +1 Touch, +2 Sun, +1 Part, +1 Stone, +1 Ignem Req.)
Vessel of Etain's Children
This sinister item is forged as a gold necklace with many fittings. The necklace itself has no power, but the jewel fittings hold a secret. When a drop of blood (easily gathered through Summon the Eldritch Bond) is placed into an empty fitting, it is transmuted into a polished stone within the fitting. This keeps useful Arcane Connections nearby and in an inconspicuous state. As the necklace itself isn't magical, new fittings can be added as needed.
Harden the Eldritch Bond
MuAq(Te) 23 R: Touch, D: Sun, T: Ind Pen +0, Constant Effect
When blood is placed within the enchanted fitting, it's transformed into an attractive polished stone. This doesn't alter the blood's Arcane Connection, which is part of its essential nature and will still last for years.
(Base 4, +1 Touch, +2 Sun, +1 2/say, +3 environmental trigger: sunrise/sunset)
Vulcan's Favored
Vulcan's Favored isn't so much an item, but an effect that can be placed on items like tools, horseshoes, weapons, or any other commonly used metal object. Often a bronze seal is affixed to the item. The effect keeps it in repair and "like new." With Vulcan's Favor, bent tools reshape themselves, worn horseshoes mend, and blades never dull. The items can be traded away, or used by the grogs around the covenant. Weapons with Vulcan's Favor are sought by paranoid magi who don't trust their own grogs, as they can't defeat even the weakest Magic Resistance.
Vulcan's Favor
CrTe 29
R: Per, D: Sun, T: Ind
Pen +0, Constant Effect
Constantly repairs the enchanted item, extending the item's life and returning it to usefulness. The item always seems brand new.
(Base 15, +2 Sun, +1 2/day, +3 environmental trigger: sunrise/sunset)

Chapter Four
Enchanted Items
Gwidion created the following items.
Staff of Silent Forest Stride
All plants that are touched by this lesser enchanted item make no sound when they are pushed side, stepped on, or brushed up against.
Lesser Enchanted Item, 3 pawns Perdo vis to invest.
Silent forest
PeIm(He) 25
Pen +0, constant effect
R: Voice, D: Diameter, T: Part
This effect destroys all sound species that a plant could make for the duration of the spell, but it does not affect any sound species produced by the magus.
(Base 1, +2 Voice, +1 Diameter, +1 Part, +1 Size, Unlimited uses +10 lvls)
Stone Disk of Warmth of Wood
These disks were enchanted so as to keep the entire covenant warm during the cooler months of the year. During the hotter months, the disks are kept inside a steel box just outside the covenant to prevent their effects from unbalancing the covenant's winter enchantments.
Lesser Enchanted Item, 3 pawns Creo vis to invest.
Warmth of the Wood
CrIg 24
Pen +0, constant effect
R: Touch, D: Sun, T: Structure
This effect keeps the covenant warm during the winter. (See the new spell, earlier.)
(Base 2, +1 Touch, +2 Sun, +3 Structure, +3 lvls Environmental Trigger (Sunrise/Sunset), +1 Herbam Requisite, +1 lvl 2 uses a day)


Stone Disk of Frosted Timber
These disks were enchanted to keep the entire covenant cool during the hotter months of the year. During the cooler months, the disks are kept inside a steel box just outside the covenant to prevent their effects from unbalancing the covenant's summer enchantments.
Lesser Enchanted Item, 4 pawns of Perdo vis to invest.
Frosted Timber
PeIg(He) 39
Pen +0, constant effect
R: Touch, D: Sun, T: Structure
This effect keeps the Covenant cool during the spring and summer. (See the new spell, earlier.)
(Base 4, +1 Touch, +2 Sun, +3 Structure, +3 lvls Environmental Trigger (Sunrise/Sunset), +1 Herbam Requisite, +1 lvl 2 uses a day)
Stone Disk of Evergreen
This stone disk, roughly the size of a large shield, is usually kept near the covenant's hearth and keeps all the plants within the covenant healthy year round.
Lesser Enchanted Item, 4 pawns of Creo vis.
Evergreen
CrHe 34
Pen +0, constant effect
R: Touch, D: Sun, T: Structure
This Effect keeps a Plant in perfect health all year round.
(Effect: Base 1, +1 Touch,+2 Sun, +3 Structure, +3 Size; +3 lvls Environmental Trigger (Sunrise/Sunset), +1 lvls 2/day)
Stone Disk of Controlled Growth
This stone disk, roughly the size of a large shield, is usually kept near the covenant's hearth and keeps all the plants within the covenant from growing out of control.
Lesser Enchanted Item, 5 pawns of Herbam vis to invest.
Magi of Hermes
Controlled Growth
ReHe 49
Pen +0, constant effect
R: Touch, D: Sun, T: Structure
This effect keeps the plants within the target structure from growing beyond their current size and shape. (See the new spell, earlier.)
(Effect: Base 4, +1 Touch,+2 Sun, +3 Structure, +3 Size; +1 lvls for 2 uses a day, +3 lvls for Environmental Trigger (sunrise/ sunset))
Fresh Air Vines
These vines snake their way all around the covenant, and their blooms provide a continual fresh breeze of air to every room, balcony, and even around the trunks and branches, making the leaves continuously sway. The Ring of Ever Bloom and Circle of Growth that surround the covenant affect the vines as well, keeping them healthy and forever in bloom.
Vis spent to open: 10
Chamber of Spring Breezes
Enchanted Item 4 pawns of Auram vis, 4 Seasons spent to invest.
CrAu 39
Pen +0, constant effect
R: Touch, D: Sun, T: Structure
Creates a breeze of fresh air that continually moves throughout a covenant, keeping the air continuously breathable even if the room is airtight.
(Base 2, +1 Touch, +2 Sun, +3 Structure, +3 size; +1 lvl 2 uses a Day, +3 lvls environmental trigger [sunrise/sunset])
Gigantic Growth
Enchanted Item, 3 pawns of Herbam vis, 1 Season spent to invest
MuHe 29
Pen +0, constant effect
R: Personal, D: Sun, T: Individual
As the new spell (see earlier), but with a constant effect so that the vines do not shrink.
(Base 3, +2 Sun, +1 Unnatural, +3 Size, +1 lvl 2 uses a day, +3 lvls environmental trigger [sunrise/sunset])
Water Vines
These vines also snake their way throughout the entire covenant, providing fresh water from a nearby stream to all the different rooms of the covenant.
Vis spent to open: 12
Move Water
Enchanted Item, 3 pawns of Aquam vis, 1 Season spent to invest
ReAq 23
Pen +0, unlimited uses
R: Touch, D: Diameter, T: Individual
A person has only to take hold of one of the buds along the spell's vines and give the mental command, and a small steady stream of water pours out of the buds for a total of two minutes.
(Base 1, +1 Touch, +1 Diameter, +3 Size; +10 lvls unlimited uses a day, +3 lvls Linked Trigger)
Read Surface Thoughts
InMe 34
Pen +0, constant effect
R: Touch, D: Concentration, T: Individual
This effect reads the surface thoughts of all those touching the buds.
(Base 15, +1 Touch, +2 Sun; +1 lvl 2/ day, +3 lvls environmental trigger (sunrise/ sunset))
Gigantic Growth
As the new enchanted item effect described for Fresh Air Vines.
Wall of Iron Thorns
A great wall of blackberry bushes, which is actually all just one very big single bush, that is approximately 1 pace deep and 4 paces high and completely encircles the external perimeter of the covenant. The bush itself is iron-hard and razor-sharp, and acts as very effective protective barrier for keeping intruders out of the covenant.
Vis invested to open: 12

Plants of Iron
Invested 4 Herbam vis, took 1 Season to enchant
MuHe(Te) 34
Pen +0, constant effect
R: Personal, D: Sun, T: Individual
This effect makes the plant's trunk and branches as strong and hard as iron.
(Effect: Base 4, +2 Sun, +3 Size, +1 Terram Requisite; +1 lvl for 2 uses a day, +3 lvls for environmental trigger (sunrise/sunset)
Single Root System
MuHe 34
Pen +0, constant effect
R: Touch, D: Sun, T: Individual
The plant grows large, but in an altered way. Its roots snake out through the dirt and shoot up many stalks that create apparently separate individual plants growing about an area. Although it may appear that there are many plants about, there in fact is just one single plant connected through a network of roots.
(Base 4, +1 Touch, +2 Sun, +3 Size; +1 lvl 2 uses a day, +3 lvls environmental trigger)
Sun Ivy
The glowing leaves of this ivy snake their way through the covenant, providing light as bright as the day for the magi to read and work by.
Vis invested: 12
Conjured Daylight
CrIg 54
Pen +0, constant effect
R: Touch, D: Sun, T: Structure
The leaves of this ivy glow brightly and together they provide light as bright as day.
(Base 5, +1 Touch, +2 Sun, +3 Size; +1 lvls 2 uses a day, +3 lvls environmental trigger)
Single Root System
As the enchanted item effect described for Wall of Iron Thorns.
Magi of Hermes
Storm Tree
The Storm Tree helps to protect Gwidion's forest from drought and potential forest fires.
Summon Heavy Rain
ReAu 43
Pen +0, 1/day
R: Sight, D: Sun, T: Group
The spell gathers clouds and causes a heavy rain to pour down over an area of approximately one mile in diameter. The rain lasts for one day.
(Base 4, +2 Sight, +2 Sun, +2 Group, +2 size; +3 lvls linked trigger)
Know When Tree Is Dry
InHe 8
Pen +0, constant effect
R: Touch, D: Sun, T: Individual
This effect can tell when the plant is in need of water.
(Base 1, +1 Touch, +2 Sun; +1 lvl 2 uses a day, +3 lvls environmental trigger)
Poppy Beds
These beds of poppies make the ground soft for the grogs and magi to sleep upon. They grow in special beds inside the covenant.
Vis spent to open: 12
Soften Earth and Plants
MuTe(He) 29
Pen +0, constant effect
R: Touch, D: Sun, T: Part
This effect makes the earth and hard wooden floors of the tree fortress soft and perfect for sleeping upon.
(Base 4, +1 Touch, +2 Sun, +1 Part, +1 Herbam Requisite; +1 lvl 2 uses a day, +3 lvls environmental trigger)
Single Root System
As the enchanted item effect described for Wall of Iron Thorns.

The Boiling Bush
The blooms of this rose bush snake through the covenant and have a special presence in the kitchen and bathing areas. The instant the red blooms of these roses touch water, it starts to boil. The effect continues until the water is actually boiling, which typically takes around a minute.
Vis invested to open: 12
Boil Water
CrIg 25
Pen +0, unlimited uses
R: Touch, D: Concentration, T: Individual The blooms boil all water that touches them, up to an amount equal to a large bathing tub.
(Base 4, +1 Touch, +1 Concentration, +5 lvls item maintains concentration, +10 lvls unlimited uses per day)
Single Root System
As the enchanted item effect described for Wall of Iron Thorns.
Bath of the Yellow Roses
These yellow roses snake throughout the covenant, but are pruned especially to bloom in the bathing areas; the Water Vines are placed above the blooms, so that when they are activated the water will fall down across the blooms and become instantly warmed and perfect for bathing.
Vis invested to open: 12
Warm Water
CrIg 19
Pen +0, unlimited uses
R: +1 Touch, D: Concentration, T: Individual The blooms warm all water that touches them, up to an amount equal to a large bathing tub.
(Base 2, +1 Touch, +1 Concentration; +5 lvls item maintains concentration, +10 lvls unlimited uses per day)


Single Root System
As the enchanted item effect described for Wall of Iron Thorns.
Tree Hive
This hive of honey bees is used to pollinate and in many ways protect the covenant's farm lands. The Tree Hive itself can hold up to 2,000 bees with the king. (The average normal honey bee hive has between 200 to 500 bees)
Vis used to open: 10
Living Hive
ReHe 44
Pen +0, constant effect
R: Personal (the Tree only), D: Sun, T: Individual
This effect keeps the tree from growing beyond its original design and thereby invalidating the enchantments already put upon it.
(Effect: Base 4, +2 Sun, +3 Elaborate, +3 Size, +1 lvl for 2 uses a day, +3 lvls for environmental trigger (sunrise/sunset))
Friendly Bees
ReAn 39
Pen +0, constant effect
R: Touch, D: Sun, T: Group
This spell makes every bee in the hive passive for a day. This means that the grogs can work the gardens and harvest the honey, and as long as no one attacks the hive, the bees will not sting.
(Base 10, +1 Touch, +2 Sun, +2 Group; +1lvls 2 uses a day, +3lvls Environmental Trigger (sunrise/sunset))
Ring of Mixed Compost
Waste removal in the covenant involves a combination of three enchantments. The first was to design the covenant so that every bed chamber had its own private privy, with a long shaft that leads down into a room on the ground floor. The shafts are
Magi of Hermes
kept clean by the water vines; every time a grog or magus uses his privy, he just activates the vines and water rushes down the shaft, carrying the waste with it to the bottom chamber. The liquid is then reabsorbed into the earth and tree, while the
Enchanting Giant Plants
A magus cannot enchant something that does not fit in his laboratory. Gwidion can get around this with his plants by enchanting them while they are young and small, and then using magic to make them much larger once the enchantment is complete. In many cases, the magic to make the plants large is part of the enchantment. In others, it is allowed for in the initial enchantment, so that it does not count as damage to the item.
rest of the waste is dealt with by a large enchanted stone circle that surrounds the walls of the room where the waste is disposed of. The enchanted ring has a constant effect upon it, which lets it continue to mix the dirt, waste, and plant matter over and over again throughout the night. Nature takes its course, and within a few weeks to a month the room is full of natural fertilizer. Grogs are then sent down there every now and then to add fresh dirt or remove some of the compost for use or trade with the surrounding farms.
Vis spent to open: 16
Mixed Compost
ReTe(Co,He) 33
Pen +0, 1/day
R: Touch, D: Sun, T: Circle
This effect to mixes the dirt, waste, and plant material at night until it becomes natural compost. The compost is then removed during the day and fresh dirt is added.
(Base 5, +1 Touch, +2 Sun, +2 Circle, +1 Corpus Requisite, +1 Herbam Requisite, +3 lvls environmental trigger (sunset).)
Rings of Basketed Transport
There are four rings in the forest used to transport people and supplies. The enchantments actually affect larger-than-life baskets, big enough and strong enough to hold up to thirty people comfortably. When the rings move a basket, they take the people, animals, and whatever else is inside the basket along.
The first one is right at the base of the covenant and it transports people and things up to one of the balconies. The second is on an adjacent balcony and it is used to transport people and things back down to the ground. This (outside of climbing) is the only way in or out of the covenant.
The second set of rings is located at two different places, one near the covenant tree (but not right next to it) and the other located outside the large Iron Blackberry bush. Both of these rings are elevated atop a large circular stone pedestal that is conveniently higher then the blackberry bush. The pedestals both have ramps built into them to allow for carts to be pulled upward to the baskets for loading and unloading of supplies, and staircases are installed on the opposite side for foot traffic. One ring is designed to transport people out of the covenant's private forest, and the other transports people back in. These two rings require two separate mental commands, while the rings at the covenant tree only require that person to think "up" or "down." The baskets were woven by Gwidion himself using magic.
Vis spent to open: 12
Move Gigantic Wicker Basket
ReHe 48
Pen +0, unlimited uses
R: Touch, D: Momentary, T: Circle
When the right mental command is made, the enchanted ring of stones moves the gigantic wicker basket carriage 50 paces in some direction. The destination is set when the enchantment is put down.
(Base 15, +1 Touch, +3 Size, +10 lvls Unlimited uses +3 lvls Linked Trigger)
Read Surface Thoughts
As the enchanted item effect described for Water Vines.

Enchanted Items
Hugh has created the gauntlet Tonatris, as described below.
Tonatris
This enchanted gauntlet is shaped like the caestus used by a gladiator in Roman times; a tough leather glove buckled around the wrist, but with no fingers. The leather is


plated with iron, particularly over the knuckles where it forms spikes and heavy plates. The gauntlet was opened with 10 pawns of vis (a small item of base metal), and currently has five pawns-worth of effects.
Night-Time Thunder
ReMe 20
Pen +12, 12/day
R: Touch, D: Diam, T: Ind
This effect is triggered when the wearer of the gauntlet strikes a being with his thumb between his ring and little fingers. The target falls asleep, and cannot be naturally awakened until the effect's duration has expired.
(Effect: Base 4, +1 Touch, +1 Diam; Modifications +4 12/day, +6 Penetration)
Vaulting Lightning
ReCo 30
Pen +12, 12/day
R: Touch, D: Mom, T: Ind
This effect is triggered when the wearer of the gauntlet strikes a being with his thumb between his middle and ring fingers. The target is propelled backwards with incredible force, traveling up to 5 paces. Upon landing, the target suffers +8 damage. The damage is doubled if the target strikes a hard object such as a wall before the range of 5 paces is reached, or if the target lands on a hard surface such as flagstones.
(Effect: Base 15, +1 Touch; Modifications +4 12/day, +6 Penetration)
Enchanted Items
Julia created the following items.
Loom of the Kabouters
This beautiful loom is expertly made from elm and is a vertical loom, a relatively

recent introduction into Mythic Europe from the East. Every component is made from carefully carved wood; it does not have a single metal hinge, nail, or bolt. The only components that are not wooden are the stone weights keeping the warp threads taut during weaving, and these can be easily removed. The kabouters after whom the loom is named are a diminutive race of urban faeries from Julia's Flemish homeland, and she thought it appropriate to honor their skill in naming the item. The loom is a huge item of wood, and thus was prepared with ten pawns of Vim vis, of which six spaces still remain.
Loom of Elfin Proportions
MuHe 23 Pen 0, 6/day R: Per, D: Conc, T: Ind
The loom can be shrunk to a tenth of its former size in each dimension, entailing a thousand-fold reduction in weight. Whereas it once stood six feet high, it is now only seven inches tall and can be easily carried in a backpack. Julia has a special box in which she keeps the shrunken loom so that none of the components will be lost or damaged in transit.
This spell is designed based on the Object of Increased Size spell (ArM5, page 154), but has an extra magnitude of complexity to make the loom shrink to a smaller size than allowed by that spell.
(base 4, +1 Conc, +1 size, +1 complexity; +5 item maintains concentration, +3 6 per day)
Panorama of the Heinzelmännchen
ReAn 10 Pen 0, 1/day
R: Touch, D: Mom, T: Group
The loom weaves wool into an intricate tapestry described when the effect is triggered. The operator's skill at describing the effect in magical terms determines the quality of the tapestry; a Finesse roll of Ease Factor 12 is the minimum for a simple scene of standard quality. More-complex designs require higher Ease Factors. The finished tapestry can be any size up to one hundred square paces, and is woven exceptionally quickly rather than literally in a moment. The Heinzelmännchen are German brownies who are skilled at making clothes and weaving cloth.
(base 1, +1 Touch, +2 Group, +1 size, +1 intricacy)
Magi of Hermes
The Fruit of the Loom
This brooch is an unremarkable piece of jewelry consisting of twisted ropes of copper wire forming a simple warp and weft pattern beneath a cast copper apple. This tiny item of base metal was prepared with five pawns of Vim vis, and has currently been instilled with three pawns' worth of effects.
The Everchanging Garments
MuAn(He) 28 Pen 0, 6/day
R: Touch, D: Conc, T: Group
The clothes to which the brooch is pinned can be utterly changed in their style and components, although animal products must remain animal products and plant-based fabrics must remain plant-based. However, a woolen cyclas could be turned into a silk bliaut, and a cotton gown could become a linen scarf. Dyed materials retain their color, but possibly alter shade according to the natural color of the base material. The wielder of the item must briefly describe the clothing she desires, then make a Finesse roll to determine how exactly her instructions are carried out; an Ease Factor of 6 is needed to successfully emulate a simple change, but if the current clothes require dramatic improvement then the Ease Factor is higher. The clothes remain changed until the wielder desires to cancel the effect, but she must briefly concentrate to maintain it at sunrise or sunset.
(base 3, +1 Touch, +1 Conc, +2 Group, +1 requisite; +5 item maintains concentration, +3 6/day)
Magical Cloth
Julia's stock in trade is the creation of fabulous cloths that cannot be duplicated with mundane craft. She makes these fabrics as charged items using her Craft Magic Virtue rather than the usual process for making charged items. While this means she uses her Casting Total rather than her Laboratory Total, it takes her mere days to instill the effects rather than a season. Since she can manufacture at least one sheet of fabric each day through mundane means, it takes her one day per charge to create these charged items. She usually instills one charge into each sheet. For example, if her Casting Total is 23, it takes four days to make four sheets of cloth containing the Iridescence of the Mallard's Head effect, each holding one charge. She generally does not trigger the magic of the charged item until it has been formed into a garment, and each piece of cloth can have only a single magical effect. Julia's Enduring Magic often extends the duration of each effect to be much longer than specified.
Enchanted Items
Lambert has developed or traded for these enchanted items.
Coins of Loose-Tongued Patrons
Lambert acquired these two silver coins through trade with a fellow magus. Each coin bears a crown on one side and a likeness of Mercere on the other. The image of Mercere is laughing on the Coin of Enthusiastic Patrons, and grimacing on the Coin of Petulant Customers. Each of the two coins is a lesser enchanted device created with three pawns of vis. Lambert does not always keep these items to himself; rather they are frequently held by other members of his family. Lambert finds that the most valuable use of the coins is not in using them to strike advantageous bargains, but in allowing his family to receive copious accurate feedback regarding what people think of their merchandise (indeed, frequent use of the coins could lead to Warping of his family).
Enchanted Items
Maris has designed the following items.
Ever-Tempting Trap
Every sailor knows the fickleness of the sea. One day fish are leaping into your nets, while the next the ocean is as barren as any desert. These traps help keep the holds full, but even with magical assistance, you can't catch fish that aren't there. Each trap must be tailored to a particular kind of prey; Maris has made one for cod. When using the appropriate trap to catch the right prey, the Ever-Tempting Trap gives a bonus of +5 to fishing checks.
Sight of Wounded Prey
CrIm 9
Pen +0, Constant Effect R: Per, D: Sun, T: Ind
This effect creates the illusion of a certain bait inside the trap, allowing it to be used continually without needing to restock or bait going bad. The bait both appears real and puts out the proper scent. Any predator looking to feed will be almost assuredly be attracted to this item. The scent must be of a particular bait, and will only attract prey normally attracted to that scent.
(Base 3, +2 Sun; +1 2/day, +3 environmental trigger: sunrise/set)
Eyeglass of Nereus
This rusty eyepiece is essential to navigating the dreadful weather conditions of the northern seas, as well as getting the drop on a foe in a well-placed fog.
True Sight of the Air
InAu 25 Pen +0, 24/day R: Touch, D: Conc, T: Vision As True Sight of the Air (ArM5, page 127).
Magi of Hermes
(Effect: Base 1, +1 Touch, +1 Conc, +4 Vision; +5 24/day, +5 item maintains concentration)
Eyes of the Eagle
InIm 35 Pen +0, 24/day R: Touch, D: Conc, T: Vision As Eyes of the Eagle (ArM5, page 145). (Base 3, +1 Touch, +1 Conc, +4 Vision; +5 24/day, +5 item maintains concentration)
Foul Weather's Bane
Living in the Baltic Sea is dreadful and dangerous. This cloak makes life a little more bearable. Keeping the wearer warm and dry, this cloak gives a +5 modifier to soak versus exposure. Also, the cloak will not freeze, nor will ice build up upon the cloak or the wearer.
Cloak of the Duck's Feathers
ReAq 9
Pen +0, Constant Effect
R: Touch, D: Sun, T: Ind
As Cloak of the Duck's Feathers (ArM5, page 124).
(Base 2, +2 Sun, +1 Touch; +1 2/day, +3 environmental trigger: sunrise/set)
Comfort the Weary Traveler
CrIg 9
Pen +0, Constant Effect
R: Touch, D: Sun, T: Ind
Warms the wearer, shielding him from winter's harshest weather.
Base 2, +2 Sun, +1 Touch; +1 2/day, +3 environmental trigger: sunrise/set)
Gorget of Salty Breath
This gorget allows the wearer to function normally underwater. Water turns to breathable air, the body strengthens to withstand the crushing weight of the deep, and the voice of the wearer will be carried far and wide.

MuAq(Au) 24
Pen +0, Constant Effect
R: Touch, D: Sun, T: Part
As Lungs of the Fish (ArM5, page 122). However, this still does not allow you enough air to fully vocalize the required words to cast spells underwater. See Voices in the Ocean side bar.
(Base 4, +1 Touch, +2 Sun, +1 Part; +1 2/day, +3 environmental trigger: sunrise/set)
Surviving the Deep
MuCo 30
Pen +0, 1/day
R: Touch, D: Sun, T: Ind
This effect strengthens the body, increasing its mass and allowing it to resist the great pressures of the deep ocean, as well as providing a +3 to soak. See the Voices in the Ocean sidebar.
(Base 15, +1 Touch, +2 Sun)
The Kraken's Song
MuIm 8
Pen +0, Constant Effect
R: Touch, D: Sun, T: Ind
This simple effect changes any vocalizations made by the caster into a loud highpitched click, which allows the vocalizations of his Voice-Ranged spells to carry through the water. See Voices in the Ocean side bar.
(Base 1, +1 Touch, +2 Sun; +1 2/day, +3 environmental trigger: sunrise/set)
The Nailed Down Chamber Pot
This unassuming chamber pot, nailed to the deck of the Paregro Mare (to avoid any "accidents" on the rolling seas), is probably the most-used item on the ship.
Remove the Unsightly Mess
PeCo(Aq) 20
Pen +0, unlimited uses
R: Touch, D: Mom, T: Ind
All human waste, and all associated un-



(Base 4, +1 Touch, +1 Aquam Req; +10 unlimited uses)
Neptune's Anchors
This is a series of small weights attached to a long length of rope and dragged behind the Paregro Mare. Using a system akin to modern trawl fishing, Maris scours the seas for sources of magical power. When the Paregro Mare comes near one of these underwater sites, the rope pulls tight as the anchor points the way*.* With a successful Intelligence + Navigation roll against an Ease Factor of 9, the user can nail down the location of a discovered site with enough accuracy to make a dive.
Guide the Seeker
ReHe 16 Pen +0, Constant Effect R: Per, D: Mom, T: Ind
This effect pulls the rope towards the sensed vis, much like a magnet. The taut guide rope may be then followed to the source of the vis.
(Base 3; +3 linked trigger, +10 unlimited uses/day)
Seek the Enchanted Waters
InVi 19 Pen +0, Constant Effect R: Vision, D: Sun, T: Ind This effect detects nearby vis sources. (Base 1, +4 Vision, +2 Sun, +1 2/day, +3 environmental trigger: sunrise/set)
Naiad's Cask
With this device, fresh water is just an arm's length away. After being filled with sea water, the Naiad's Cask will dispense clean, fresh drinking water.
Cleanse Gaia's Tears
PeTe(Aq) 20 Pen +0, 24/day R: Touch, D: Mom, T: Ind
Voices in the Ocean
Humans are not aquatic creatures by nature, and Hermetic magic was certainly not designed with submerged use in mind. There are several fundamental differences between casting a spell underwater and casting a spell in the open air. Unless aided by magical means, no words and only subtle gestures may be used to cast spells while submerged, accruing the normal casting penalties. Note that sound has a difficult time leaving the water, and Voice-Range spells cast while submerged can only affect targets in, or touching the surface of, the water. Drowning is not the only threat an adventurous magus needs to worry about. The great weight of the ocean can crush unsuspecting magi. After each 10 meters of descent, a character looses one tenth of his current depth minus soak (extra soak from armor does not apply) in Fatigue Levels.
Example: Hydas is diving toward a library, lost to the deep centuries ago. At a depth of 50 meters, Hydas looses 5 – 3 (Hydas' soak) = 2 Fatigue Levels. If Hydas descends another ten meters, he will lose three more Fatigue Levels, and be in real trouble.
All salt within the container is destroyed, even if in solution, leaving drinkable fresh water. Any other impurities will remain.
(Base 3, +1 Touch, +2 Mineral, +1 Complex; +5 24/day)
Roll of Endless Rope
This incredibly useful device manifests itself as a long piece of vine, wrapped around a wooden spindle. When the end of the plant is tugged, ten feet of vine unwraps itself from the spindle. This vine is strong and sturdy as a good piece of rope, but the vine is not permanent, and all rigging generally must be replaced every duration. The grown vine may be cut off and used without destroying the device, as long as the original amount of vine remains intact (five feet coiled around the spindle).
Concoct Cordage
CrHe 15
Pen +0, unlimited uses
R: Touch, D: Moon, T: Ind
The attached vine grows an additional ten feet per activation.
(Base 1, +1 Touch, +3 Moon; +10 unlimited uses)
Shroud of the Healed Body
Sickness and injury are ever-present risks on a ship, and with a one-man crew, a very serious threat. This shroud, emblazoned with the cross of St. John, keeps a man in health, and helps heal him when sick or injured.
Hospitaller's Vigil
CrCo 24
Pen +0, Constant Effect
R: Touch, D: Sun, T: Ind
If the Shroud of the Healed Body is worn for the duration of a wound or sickness, the wearer adds +12 to his recovery checks.
(Base 5, +1 Touch, +2 Sun; +1 2/day, +3 environmental trigger: sunrise/set)
Tryggvason's Chart
This large circle of cured leather is attached to the Paregro Mare's navigation console. Attached to the map is a weighted leader line that's thrown off the back of the ship. On the map appears a real-time depiction of the surrounding ocean and all the information a sailor could need, including tides, depth information, and other ships. As long as the notation this map provides is understood by the sailor, he gets an additional +5 to his Navigation rolls.
Reveal the Ocean's Secrets
InAq 19
Pen +0, Constant Effect
R: Touch, D: Sun, T: Part
Reveal the Ocean's Secrets senses the motion, speed, and boundaries of the ocean up to 1500 feet in all directions. Tides, currents, obstacles, depth, and other such information are constantly gathered by this spell.
(Base 3, +1 Touch, +2 Sun, +1 Part, +2 Size, +1 Complexity; +1 2/day, +3 environmental trigger: sunrise/set)


Pen +0, Constant Effect R: Touch, D: Sun, T: Ind
This effect produces an image of the information gathered by Reveal the Ocean's Secrets in the form of a constantly updating, highly detailed map. The map uses a form of notation developed by Maris, and is not easily understood by those who are not taught their meanings.
(Base 1, +1 Touch, +2 Sun; +1 2/day, +3 environmental trigger: sunrise/set, +3 linked trigger)
Enchanted Items
Marcus has designed the following enchanted items.
The Labyrinth of the Open Mind
Marcus has enchanted the floor to his laboratory to assist in his magical investigations. It is made from two types of wood, one pale and the other stained dark. The complex pattern produced at Marcus' exacting instructions forms a labyrinth, and Marcus' sanctum has been arranged so that items of furniture and pieces of laboratory equipment are located in mystically significant locations. Each "path" of the interlaced design is enchanted with a different effect, all of which are designed to provide magical enhancements to his laboratory activities (see Covenants, page 121 for details of Magic Items for Laboratories).
The floor was prepared with 10 pawns of Vim vis (a huge item made of wood). It has been enchanted with three effects that occupy 9 pawns' worth of space.
Enchanted Items
Persephone prefers to craft items in the form of jewelry, since most of the items are designed for her own use or that of her sister Kore.
Coin of Mirth
Persephone makes these Charged Items in reasonable quantity, and keeps them on hand should she need a distraction. She makes them in the form of a common coin of the realm, usually something of low value that she distributes to her unknowing dupes in exchange for street food or trinkets. She triggers them remotely using her Triggering the Distant Power spell, which can activate several coins at once. The spectacle of two or three people simultaneously erupting into spontaneous laughter is usually sufficient distraction to allow Persephone to cast a spell with vulgar magical effects and remain unnoticed.
Touch of Hilarity
CrMe 10
Pen 0, charged item
R: Touch, D: Diam, T: Ind
When activated, this coin causes the person who it is touching to burst into uncontrollable laughter. The target hoots, howls, chortles, guffaws, or otherwise expresses loud hilarity. The trigger for this effect is typically a chuckling sound.
(Base 4, +1 Touch, +1 Diam)
Bracelet of Clandestine Insignificance
This simple silver bangle is a Lesser Enchantment created by Persephone to avoid unwanted attention. It cost her two pawns of vis to make.

MuIm 14
Pen 0, 24/day
R: Touch, D: Conc, T: Ind
The visual and auditory species shed by the target acquire an anamorphic nature, tricking the viewer's mind into misinterpreting what he is seeing. As long as the wearer of the bracelet acts in a non-threatening manner and draws no attention to herself, no-one will pay her the slightest notice. Their attention simply glides off her as being mundane and insignificant. For example, she can walk through a crowded room and no-one will notice her passing. But should she stop to talk to anyone, the illusion is lost for that individual. For the illusion to work, the victim must fail a Perception roll with a –3 penalty (since the illusion involves two senses). The Ease Factor for this roll is equal to the sum of a die roll, the victim's Inattentive (or similar) Personality Trait, the wielder's Perception, and the wielder's Finesse score. The victim's total must exceed the Ease Factor by 3 or more to reveal the illusion as false. See Houses of Hermes: Societates, pages 65–66 for more details of anamorphic illusions.
Persephone is careful not to wear the bracelet wherever she may be in the company of magi, since she could be accused of scrying if they perceive the illusion.
(base 2, +1 Touch, +1 Conc; +5 item maintains concentration, +5 24/day)
Signet of Hallam
This Invested item effects a specific disguise — one impersonating Lord Richard of Hallam — that is commonly used by Persephone, Kore, or one of the maga's trusted agents. The ring is made with two trigger words, one of which is used by male characters, and the other by female characters to initiate all of the same effects and also change the sexual characteristics of the target to those of a male. When the trigger word is said, each effect is initiated in the order presented below, one per round.
Lord Richard of Hallam was a close friend of Persephone's covenant, whose collusion proved very useful in a number of her schemes. When Richard died unexpectedly the covenant lost a powerful ally, so Persephone used her spells to take the place of the minor lord. After manufacturing an excuse for his prolonged absence, she took the time to make this item so that anyone could play


the role of the lord. She has gradually improved the efficacy of the ring over time, and has been handsomely compensated by her covenant. Hallam's widow Joanna is aware of the subterfuge and is glad of it, since the second husband her family would match her with is a bore and an idiot.
The covenant is careful not to use the role of Lord Richard to meddle in mundane politics, but merely to defend their own interests in the region. Persephone has not been so conscientious when she takes over the disguise, though. After a problem involving a churchman with the Magic Sensitivity Ability, she added an effect to hide the various magical transformations.
The item is a signet ring made of gold, with the seal made from onyx. It was opened with 12 pawns of vis, and has been invested with 11 pawns' worth of effects.
Face of Lord Richard of Hallam
MuCo 16 R: Touch, D: Conc, T: Part Pen 0, 2/day
This spell works just like Disguise of the New Visage, except that the effect can only duplicate the face of a single person — that of Lord Richard of Hallam. He has black hair and green eyes, and is clean shaven. The effect can be canceled at will, but can only be activated twice per day.
This effect is triggered when the wearer of the ring rubs it and says either trigger word "vir Hallamus" or "mulier Hallamae."
(Base 3, +1 Touch, +1 Conc, +1 Part; +1 2/day, +5 item maintains concentration)
Voice of Lord Richard of Hallam
MuIm 9
R: Touch, D: Conc, T: Ind
Pen 0, 2/day
This spell works just like Voice of the Leucrota, except that the effect can only duplicate the voice of a single person — that of Lord Richard of Hallam. He has a deep voice with a distinctive Norman accent. The effect can be canceled at will, but can only be activated twice per day.
This effect is triggered when the wearer of the ring rubs it and says either trigger word "vir Hallamus" or "mulier Hallamae."
(Base 1, +1 Touch, +1 Conc; +1 2/day, +5 item maintains concentration)
Enchanted Items
Petalichus created the following items.
Items of Quality
Many of the items Petalichus made for both his mundane and his Hermetic customers were Items of Quality (see Houses of Hermes: Mystery Cults, page 124) that he was able to create after being initiated into the deeper Mysteries of his House. Those listed below are just a sample.
Battle Standard
This standard was crafted for a wealthy Byzantine noble and grants a +2 bonus to Leadership when used on the battlefield. Interestingly, while the standard has been designed for the specific noble, if the standard is ever captured in battle, the capturing side benefits from the Leadership bonus.



Cloth Shears
Petalichus brought the inherent quality of these fine steel shears out to assist him with his more mundane work. The shears grant a +2 bonus to rolls to create or mend clothing. But he took the process further and enchanted the shears with Rego Craft Magic (see below) and found that the quality also aided the spell. The shears grant the same bonus to Finesse rolls (when making or mending clothes) called for when using the enchantment (see below).
Cuirass of Steel
Despite its name, this cuirass is leather, not steel. Petalichus brought out the natural protective quality of armor to give this elegant embossed leather cuirass a +4 Soak bonus (the maximum Petalichus could achieve at that time). The armor retained its relative lightness while becoming as hard as steel. He granted the cuirass to his shield grog, Adrastos, in return for his long service and loyalty. This partial leather scale gives protection of 7 and a load of 3.
Loom
Petalichus has brought out his loom's intrinsic quality to work cloth. As a loom has a very specialized use, it benefits from a +4 shape and material bonus to weave cloth (Petalichus could instead have brought out a +2 shape and material bonus with Imaginem). This bonus applies to all mundane weaving work done on the loom. He also spent a season investing the loom with the Day's Worth of Weaving spell effect (see above) with two uses per day. The Finesse rolls required by this effect also benefit from the +4 bonus.
Magi of Hermes
day. The jeweled clasp at the cloak's throat forms the focus for the Eye contact Range, and the device is activated through stroking this clasp.
This cloak brought Petalichus to the attention of the Tribunal. His handiwork was recognized and charges of interfering with mundanes were brought against him for giving such a device to a man known to have lofty ambitions. Petalichus defeated the charge by producing his Lab Text for the device and proving that he had imbued no Penetration, thereby ensuring that the Divinely ordained natural order (Realms of Power: The Divine, page 42) could not be upset.
(base5, +1 Eye, +2 Sun; +4 12/day)
Sanctum Door Hanging
This tapestry, which is large enough to hang in front of a sizable door, bears a stark white sanctum marker against a deep red background. From a distance it appears plain, though threaded through with various shades. A closer look reveals unnerving images of damnation and death that loom out of the tapestry.
The purpose of the tapestry is to protect whatever room Petalichus happens to be using as a temporary sanctum. He often has cause to travel, and ensures that he takes this device with him to warn curious servants and innkeepers away from the secrets of wizards.
The sanctum marker design is for the benefit of magi, as Petalichus doubts the Penetration built into the device's effects will stop a committed magus of any worth.
Come No Further
CrMe 45 Pen +12, Constant Effect Expires: 70 Years R: Sight, D: Sun, T: Room
This constant effect causes all those who pass in front of or approach the tapestry to feel distinctly uneasy in its presence. Those affected by the spell must succeed in a Brave (or other appropriate) personality trait stress roll against an Ease Factor of 9 in order to touch the tapestry. The effect has a Penetration of +12, sufficient perhaps to warn off apprentices or inexperienced magi.
(Effect: base 4, +3 Sight, +2 Sun, +2 Room; Modifications: +1 2/day, +3 environmental trigger, +6 penetration)
Enchanted Items
Ranulf has created the following items.
Ribbon of Arcane Preservation
This is an eighteen-inch-long silk ribbon with the following single effect enchanted into it as a lesser enchantment using three pawns of vis. This item was created from a set of laboratory notes passed between hoplites.
Preserved Connection
CrVi 29
Pen +0, constant effect
R: Touch, D: Const, T: Ind
When the Ribbon of Arcane Preservation is tied around an object, the magics in the ribbon work to delay the degradation of any Arcane Connections that the object has. Arcane Connections affected by the Effect will decay as if they had a duration two levels higher on the Arcane Connection chart (ArM5 page 84). Arcane Connections that
New Guidelines: CrVi
Creo Vim spells and powers can be used to prolong the durations of Arcane Connections in a manner analogous to the way that Perdo Vim effects can decrease their duration. Arcane Connections under the effects of a Creo Vim spell still decay, but at a slower rate than they do naturally. An Arcane Connection that is being preserved by a Creo Vim spell does not have its penetration multiplier increased. Unlike Perdo Vim magics that permanently degrade connections instantly, Creo Vim spells only retard the decay of connections during their duration. Spell guidelines are similar to the guidelines for Perdo Vim Arcane Connection spells.
Level 5: Decrease the rate of decay of an Arcane Connection as if the connection were one step higher on the table in ArM5, page 84. If this increases the Duration to Years or greater, the duration of the connection continues to be measured in a period of years. Hermetic magic can not make an Arcane Connection last indefinitely without fixing the connection as described in ArM5, page 94. Note that the range is the range to the Arcane Connection, and you must know what you are targeting just like any other spell.
Level 10: Decrease the rate of decay of an Arcane Connection as if the connection were two steps higher on the table in ArM5, page 84, subject to the same limits as above.
Level 15: Decrease the rate of decay of an Arcane Connection as if the connection were three steps higher on the table in ArM5, page 84, subject to the same limits as above.

normally decay in hours will instead decay in weeks while the ribbon is tied around them; Arcane Connections that normally decay in days instead decay in months. The penetration multiplier for an Arcane Connection is not altered by this affect.
(Effect: Base 10, + 1 Touch, +2 Sun; Modifications +1 level 2 uses per day, +3 levels environmental trigger)
Chest of the Ember Seed
This is a small stone box the size of an apple, that's lined with fired clay and held closed by leather straps. Ranulf has enchanted the box as a lesser enchanted device with the following power, using four pawns of vis:
Bed of the Resting Coal
Cr Ig 34 Pen +0, constant
R: Touch, D: sun T:group
Objects that are placed within this box are heated enough to glow red-hot. Ranulf's apprentice uses this box to keep coals from a fire hot. These small portions of the original are Arcane Connections to the original fire with a Duration of Months (like a hair from a person or a feather from a bird). When a burning coal is grown into a larger fire this second fire remains an Arcane Connection to the first. While the Chest of the Ember Seed is in use, it becomes very hot over the course of hours and days. Ranulf's apprentice regularly wraps up the apple-sized chest in an insulated box and uses cold water to cool the chest's surface, and occasionally has had to resort to more drastic measures (such as Perdo Ignem spontaneous magic).
(Effect: Base 5, +2 Sun, +1 Touch, +2 Group; Modifications: +3 levels environmental trigger, +1 level 2 uses per day)
Laboratory of Ranulf
Ranulf opened the wooden room that serves as his laboratory as an invested device. The room is opened as a compound device with only the highest vis capacity component (the limestone fireplace) instilled with vis. The room was opened with twelve pawns of vis. Seven of these twelve pawns are filled with enchantments. The room has three effects invested in it.
Magi of Hermes
With reference to the laboratory personalization rules in Covenants, pages 113 and 115, this item provides the Excessive Heating, Excessive Lighting, and Lesser Feature (Ignem specialization) Virtues to Ranulf's laboratory without any modifications to the laboratory's Upkeep or Safety values. While this item was being integrated into his laboratory, Ranulf's laboratory acquired the Highly Organized Virtue, as well.
Eyes of the Acolyte
InIg 8
Pen +0, constant effect
R: Personal, D: Constant, T: Ind
This effect detects any fires in the laboratory larger than a lantern flame that are not in the fireplace or the product of the Facade of Pentecost power.
(Effect: Base 2, +2 Sun; Modifications +1 level 2 uses per day +3 levels environmental trigger)
Laboratory that has Learned from Experience
PeIg 23
Pen +0, 24/day
R: Per, D: Mom, T: Ind
This effect is triggered by the Eyes of the Acolyte power. The Laboratory of Ranulf automatically extinguishes any fires that are detected by Eyes of the Acolyte. This effect is only capable of extinguishing fires that do +20 damage or less per round. This power can act to dispel Creo Ignem spells with Durations longer than Momentary, such as Coat of Flame, but it is not sufficiently quick to counter a spell as it is being cast. On those occasions where Ranulf desires to have fires in his laboratory that are larger than a lantern flame, not in the fireplace, or not the product of the Facade of Pentecost power, he exhausts the 24 daily uses of this effect.
(Effect: Base 4, +3 more intense fires; Modifications +5 levels 24 uses per day +3 levels linked trigger)
Facade of Pentecost
Cr(Re)Ig 41
Pen +0, 50/day, item maintains concentration
R: Per D: Conc, T: Group
This effect calls into being up to ten flames that may appear at any specified point

(Effect: Base 10, +1 Rego requisite, +1 concentration, +2 group; Modifications +5 levels item maintains concentration, +6 levels 50/day)
Enchanted Items
Scipio's creations include the following.
Bottomless Bag
A bag made from dragon leather. It is a lesser enchanted device made with experimentation in one season, using 4 pawns of vis in total.
Bag without Bottom
MuIm 30
Pen +9, +2/day, constant effect R: Personal D: Sun T: Room
The Glamour enchantment (see page 101 in Houses of Hermes: Mystery Cults) inside this bag makes the space inside it far bigger than it should be. More than 200 liters would fit into it, but because the weight isn't reduced there is still a limit on the wielder. You could put a whole human body inside this bag, if you could bear its weight. If you're searching for something inside it, you could be forced to crawl into it.
(Base 10, +2 Sun, +2 Room; +1 2/day, +3 environmental trigger for total of 34 levels)

A lyre made from a cinnamon tree, with a magnet and mercury inside a glass stone on the front. 16 pawns were used to open it, 7 for instilling effects. The original lyre was a great work from one of the finest instrument makers in France. It gives the user a +3 on all Music rolls (see City & Guild, page 69).
Attunements
- +4 Imaginem
- +5 Muto
- +2 Rego
Invisible Musician
ReAn 5
Pen +0, 12/day, item maintains concentration R: Personal, D: Concentration, T: Individual
Makes the lyre play music that the user can change by concentrating.
(Effect: Base 1, +1 Concentration, +1 complexity; +4 12/day, +5 maintains concentration for a total of 12 levels)
Unaging Wood
MuHe 5
Pen +0, 2/day constant effect
R: Personal, D: Sun, T: Individual
Makes the lyre hard and flexible like good sheet metal. This gives a small penalty of –1 to music rolls.
(Effect: Base 4, +2 Sun; +3 levels environmental trigger, +1 level 2/day, for a total of 14 levels)
Dance Horror
ReMe 35
Pen +0, 12/day
R: Voice, D: Sun, T: Individual
Makes the target dance until he has no Fatigue levels or the duration ends. Every round he has to make an Stamina roll against an Ease Factor of 6, or lose a Fatigue level.
(Effect: Base 15, +2 Voice, +2 Sun; +4 12/day, for a total of 39 levels)

Chapter Fourteen
Enchanted Items
Tolides has created the following items.
Arrows of Defeat
Tolides created a set of enchanted arrows for a shady noble who had reason to fear his opponent's cavalry's strength in battle, and was pleased to learn about an effective means to counter this threat on the field. The arrows have been specifically designed to cover long distances, instead of featuring armor piercing or superior damage qualities. In the hands of an expert archer, and aimed at the ground right in front of the foremost rider, even a single well-placed arrow deals considerable damage to a small galloping army that is not quick enough to avoid the pit that seems to come from nowhere.
The Lab Total used for this enchantment is 40, and thus yields six charges that Tolides distributes among six identical arrows with one charge each. As a set of charged items, the enchantment did not cost him any vis.
Enchanted Items
Yestin has created the following items.
Cloak of Wilderness Refuge
As Yestin aged, he began to enjoy sleeping out under the stars less and less. It wasn't so much the effort of carrying a tent around with him that he objected to, but rather having to put it up. This lesser enchanted woollen cloak is the result.


An Instant Roof
MuAn 15 R: Per, D: Conc, T: Ind Pen +0, 1/day
When triggered, the cloak expands and reforms into a large tent complete with tentpoles (formed from the polished bone toggle used to fasten the cloak) to keep it rigid. The tent is large enough to allow three to camp inside in relative comfort. The effect is triggered and canceled by a train of tonguetwisting words in Welsh.
(Base 5, +1 Conc; +5 item maintains concentration)
Song Stones
These small stones are charged items that store a song or music within themselves, which can then be released later. Yestin usually paints his song-stones in bright colors, and tends to give them freely to friends as amusements.
The spirit Taliesin once led Yestin to Phessalia of Voluntas, where he saw a Laboratory Text for enchanting stones or beads such that they could display an image when called upon. Though he could not obtain a copy of that text, he took the idea away with him. Phessalia herself enchanted beads with pictures that projected themselves onto a wall. She apparently made little use of them beyond ensuring she had sufficient ammunition to embarrass those close to her.
It had always been Yestin's dream to follow the ancient bardic lineage he felt himself part of, and enchant ephemeral things like his music. These stones, with their magical songs bound by an arcane symbol, seemed to him a first step on a longer journey. Shortly after he first invented these, his travels became more directed as he searched for the ancient druidic and bardic magic that would support his new research.
Store the Song in Stone
CrIm 3
R: Per, D: Diameter, T: Ind
Charged Item, 0 Penetration, 1/day
This spell captures a song or other music sung while a small stone is enchanted, and imprisons it within. The song is of a quality equal to the creator's Communication
Magi of Hermes
- Music total, and is always of a tone and content chosen by the creator. The creator can freely change the "voice" that sings with each stone, but must make a Finesse roll as described in ArM5, page 143, to determine how accurately he can mimic a known voice other than his own.
When the stone is asked to sing or to speak its message, the song is freed and its music can be heard. Once the song is released, it becomes ephemeral and cannot be recaptured unless by some other magic. The stone becomes just another stone.
(Base 1, +1 Diameter, +1 intelligible speech)
The Spear of Lleu
With his advancing years, Yestin became less trusting of his brothers across the Order and took to employing a bodyguard to whom he entrusted this spear. He commissioned the Spear of Lleu from a Verditius working on the Isle of Oxney, a man rumored to have visited the forge of Wayland Smith himself.
Neither Rock nor Steel
PeTe 26 R: Touch, D: Mom, T: Part Pen +22, 1/day
This Perdo Terram effect is able to destroy rock or metal on contact, and is what gives the weapon its name. According to legend, Lleu Llaw Gyffes, seeking revenge on Gronw Pebr for attempting to kill him with a spear, allowed Gronw to hold a great rock between him and Lleu's spear. But so hard did Lleu throw his spear that it tore through the rock and killed Gronw where he stood.
The effect is triggered by being plunged into metal armor. The target armor is instantly weakened, rusting and fracturing in the blink of an eye, and the spear pierces the armor and ignores its contribution to Soak. Against subsequent attacks, the armor has its Soak bonus reduced to half.
The Target for this spell is Part, allowing it to affect a quantity of material equivalent to Individual, even where the whole is larger than a standard Individual — a great giant's stone armor for instance.
(Base 3, +1 Touch, +1 Part, +2 Base Metal; +11 Penetration)
The Telling Blow
PeCo 34 R: Touch, D: Mom, T: Ind Pen +22, 6/day
Also enchanted into the Spear of Lleu, this effect inflicts a Heavy Wound on a human or humanoid target of up to Size +1. It is triggered when the blade comes into contact with a target and the haft is twisted in the wielder's hands. The blade does not have to draw blood, meaning that great care must be taken when carrying this weapon.
(base 15, +1 Touch; +3 6/day, +11 Penetration)