Ars Magica Digital Codex

New Spells

Alexander has developed the following new spells.

Animal Spells

Recruiting A Tiny Phalanx

Cr(Re)An 30 R: Touch, D: Sun, T: Group

This spell allows Alexander to create a swarm of scorpions. The swarm, combined, has the mass of a human being. The spell has a Rego requisite, which allows Alexander to command the swarm to do things other than chase beetles and run from larger creatures. In dangerous areas, he often casts two Circles of Beast Warding, one slightly larger than the other, around the area where his party is going to camp. He then pours scorpions into the ring this creates, and orders them to attack anyone else that crosses the ring, casting the spell multiple times if he feels it is necessary. This technique also has the advantage that if he botches the spell, and creates a swarm of enraged and uncontrollable scorpions, he need only wait safe behind his inner Circle of Beast Warding for them to disappear.

Scorpion venom is painful, but individual stings are rarely fatal for healthy people. In areas where scorpions are common, the allergy that causes their sting to be fatal may be taken as a Minor Flaw. An attacking swarm of scorpions does +10 damage automatically each round, but this can be Soaked normally.

(Base 5, +1 Touch, +2 Sun, +1 Group, +1 Rego requisite)

Scales of the Scorpions

MuAn Level 40

R: Voice, D: Diam, T: Group

Alexander uses this ability to plate friendly animals, including his grogs when transformed, in chitinous armor. These plates are enormous versions of the armor that protect scorpions. This grants +3 Soak.

(Base 15, +2 Voice, +1 Diameter, +2 Group)

Aquam Spells

Bag of Teeth

MuAq(An) 20

R: Touch, D: Moon, T: Ind

Transforms a pool of water into an animal tooth. When on expedition, Alexander often carries several of these teeth. They are not a perfect solution to water shortage, because Alexander, while young, cannot dispel this effect, so the water only becomes available when the spell expires. If forced to use his emergency water, Alexander prefers to first create a sanctuary using A Place of Recuperation and A Time for Slumber, then ration his water by keeping his servants, and himself, in diminutive animal forms until the Bag of Teeth reverts to gallons of water.

Each tooth may become just under a hundred cubic feet of water. This means that the teeth destroy any closed container they are stored within when they change back. They are able to cause explosions, but Alexander has never considered their military potential.

(Base 4, +1 Touch, +3 Moon, requisite free)

Auram Spells

Clouds of Obscuring Sand

CrAu 30 R: Sight, D: Sun, T: Group

to allow him to move freely through the storm, although navigation by sight remains difficult unless he takes bird form, using The Shadow on the Sand, to rise above the affected area.

(Base 3, +3 Sight, +2 Sun +2 Group (for larger area))

Movement Within the Sirocco

ReAu 25

R: Touch, D: Sun, T: Ind

Allows Alexander, or the person he touches, to operate in the worst possible sandstorms. Alexander uses it when a sudden storm occurs, so that he can then cast Ward Against the Sirocco. It has also proven useful while battling some of the wind creatures that guard the Kushite ruins in which he has developed an interest.

(Base 10, +1 Touch, +2 Sun)

Ward Against the Sirocco

ReAu 25

R: Touch, D: Ring, T: Circle

Wards against sandstorms by repelling the breezes that carry dust. It is powerful enough to defend Alexander and his servants from the most powerful sandstorms.

(Base 10, +1 Touch, +2 Ring)

Corpus Spells

Eyes of the Housecats

MuCo(An) 20

R: Voice, D: Sun, T: Group

The targets gain the ability to see as a cat sees, allowing them to operate normally in low-light conditions. Alexander prefers his group to travel at night when in desert locations, to avoid the heat in the middle of the day.

(Base 2, +2 Voice, +2 Sun, +2 Group, requisite free)

The Guardian of the Tombs

MuCo(An) 20 R: Per, D:Sun, T:Ind

When faced with animals that might feed upon his camel form, Alexander uses this spell to take the shape of a cobra. Many predators find snakes intimidating or too small to be suitable prey. While in snake form, Alexander can detect the movement of nearby animals through vibrations in the ground, and he has a poisonous bite. If Alexander bites something hollow, so that his poison is injected into it, the poison does not disappear when he returns to human form. Some of Alexander's grogs occasionally use his poison to envenom their arrows. Alexander has a serpent skin wristband that he uses as a physical focus for the spell, so that he can cancel it at will.

(Base 10, +2 Sun)

The Desert Wanderer

MuCo(An) 25 R: Per, D: Sun, T: Ind

Alexander uses this spell to transform into an Arabian camel. This allows him to travel through the arid regions of Northern Africa more easily than if he had human shape. In this form he has the innate abilities of a camel, which includes the ability to detect the direction and distance of water for many miles, by scent. He has a belt made of camel leather that acts as a focus for this spell, enabling him to dispel it at will.

(Base 10, +2 Sun, +1 for size change)

The Shadow on the Sand

MuCo(An) 30 R: Per, D: Sun, T: Ind

The ability to take the shape of a vulture allows Alexander to forage for food, and travel swiftly over areas that do not interest him. Vultures have exceptionally keen eyesight, so he is able to observe distant events on the ground in this form. Vultures are also considered birds of ill-omen, and he has occasionally used this shape to unnerve mundanes. Alexander has a strand of vulture feathers that he uses as a physical prop to allow this spell to be canceled at will.

(Base 20, +2 Sun)

Magi of Hermes

Retreat As Flying Vermin

Mu(Co)An 35 R: Voice, D: Sun, T: Circle

This spell allows Alexander to turn a group of people, and their Animal-based equipment, into bats. It was designed to be used as a spell that would allow his grogs to rapidly retreat from danger, but the effect Alexander desired is slightly beyond his skill, so he needs to draw a circle before the spell can be used. He plans to use it only in emergencies, because his grogs will lose those items of equipment that are not based on animal products when it is used, which includes their weapons. If forced to use this spell to flee a foe, Alexander plans to use Clouds of Obscuring Sand, and perhaps Ward Against the Sirocco first. He has a piece of bat leather in a small bag of trinkets he always carries, to use as a physical prop if this spell is cast.

(Base 20, +1 Touch, +2 Sun)

The Lurker in the Rushes

MuCo(An) 40 R: Touch, D: Sun, T: Ind

This spell transforms Alexander, or someone he touches, into a crocodile. Crocodiles are fearsome foes in combat around water, and the stealth of the crocodile makes grogs that have experience with the form into useful amphibious or aquatic scouts. Alexander has a crocodile skin dagger scabbard, which

(Base 20, +1 Touch, +2 Sun. Crocodiles are treated as fish when selecting a base level for this spell, +1 great Size change)

A Punishment for Brigands

he uses to cancel the spell at will.

MuCo(An) 40 R: Voice, D: Sun, T: Ind

This spell transforms a human into a mouse. While in mouse form, the victim of this spell may be affected by Circle of Beast Warding, which prevents him or her from fleeing if cast swiftly enough. This allows the mouse to be gathered into a bag and transferred to a place of confinement, or casually destroyed.

(Base 10, +2 Voice +2 Sun, +2 Group)

A Source of Tremendous Pride

MuCo(An) 45 R: Voice, D: Sun, T: Group Used to transform the covenant's ser-

(Base 10, +2 Voice +2 Sun +2 Group +1 for size change)

Herbam Spells

Bag of Feathers

MuHe(An) 35

R: Touch, D: Moon, T: Group

This spell is used to lessen the load carried by expeditions, by transforming all of the food supply they must carry, excepting that required during the spell's duration, into feathers. In Alexander's case each type of food becomes a different color and pattern of feather, so that servants who travel with him learn to read which feather is which provision. Food in feather form does not spoil, although it often tastes slightly of chicken after it regains its original form. Note that the food does not change back when the caster wishes; without Perdo Vim magic, he must wait for the duration to end.

(Base 4, +1 Touch, +3 Moon, +2 Group, +1 requisite (changes animal products into lighter animal products).

Ignem Spells

Conflagratious Lanyard

MuIg(An) 30

This is a spell Alexander designed to avenge a personal slight. This spell transforms a large campfire into a bootlace, glove, thong, lanyard, belt, or similar leather product, for Moon Duration. When the spell's duration expires, the campfire continues burning as a natural fire, if it has sufficient fuel and air. A person wearing the item suffers +5 Damage in the first round, and in

each subsequent round provided the fire has sufficient fuel to continue burning. Alexander appears to have used this spell to burn all of his rival's favorite clothes, by incinerating the contents of a closet. Rumors that the rival's ship was lost at sea with all hands have never been proven.

(Base 10, +1 Touch, +3 Moon, requisite free)

A Time For Slumber

PeIg 5

R: Touch, D: Ring, T: Circle

When this spell is cast around a camp, it dims the blinding light of the desert sun. This allows grogs and animals to sleep more easily. Alexander uses it in conjunction with A Place of Recuperation when on expedition.

(Base 2, +1 Touch, +2 Ring)

A Place of Recuperation

PeIg 15

R: Touch, D: Ring, T: Circle

When this spell is cast around a camp, it lowers the temperature within the site to that of a mild summer's day. Alexander uses it, in conjunction with A Time For Slumber, to allow his expedition to rest during the hottest part of the day during desert travel.

(Base 4, +1 Touch, +2 Ring)

Magi of Hermes

Imaginem Spells

The False Dune

MuIm Level 5

R: Touch, D: Ring, T: Circle

Sometimes Alexander can't just make an unnaturally cool, dark space, surrounded by a moat of scorpions, when he wants to camp. This spell changes the way his camp looks and sounds. He often makes it appear to be a sand dune or copse of trees.

(Base 2, +1 Touch, +2 Ring)

Mentem Spells

Avoiding the Blame

MuMe 15

R: Eye, D: Sun, T: Ind

This spell allows Alexander to rewrite all of the target's memories concerning a length of time. Alexander uses this spell to misdirect mundane enemies, but its Duration is so brief that it must be used cautiously. It is suitable for assisting his servants, when in trouble with mundane authorities, to gain their freedom long enough to flee an area. It can also be used to trick rivals into social gaffes, which can harm their political position.

(Base 4, +1 Eye, +2 Sun)

The Petrine Deception

MuIm Level 15

R: Voice, D: Conc, T: Group

This spell makes Alexander's grogs look and sound like small rocks. Alexander is unable to dispel his magic, and while in rock form his grogs cannot communicate with each other to co-ordinate attacks, so this spell dissipates when Alexander's concentration wavers.

(Base 2, +2 Voice, +1 Concentration, +2 Group)

Terram Spells

Rapid Excavations

MuTe(Aq) Level 30

This spell allows Alexander to turn large volumes of sand into water, which rapidly dissipates in the desert heat. Alexander uses this spell to excavate sites that have become sand-bound, and to disorient foes by making the ground they are standing on into a deep waterhole. This spell can affect one hundred cubic yards of sand. Alexander can alter the shape of the space affected with a Finesse Roll.

(Base 3, +2 Voice, +2 Sun, +2 Part, +1 large target)

Chapter Two

New Spells

Aurulentus has developed the following new spells.

Corpus

Widening the River Styx

CrCo 20, Ritual

R: Touch, D: Mom, T: Ind

Resolves a minor crisis caused by aging (see ArM5, page 170). The target still requires rest for the remainder of the season to recover fully.

Aurulentus successfully used this spell to probe the exact effects Hermetic magic can have during an Aging Crisis for his research.

(Base 15, +1 Touch)

Blissful Sensations

CrCo 30

R: Touch, D: Sun, T: Ind

The spell removes all pain not exceeding the pain of a light wound from the target. As soon as the spell duration ends, the pain will return if the source still exists.

Aurulentus uses this spell to ease the pains of his wife. His version is specifically designed for his wife, such that she does not gain Warping from this spell (see ArM5, page 168). Frequent use of this spell often leads to an addiction, as the return of all the minor pains a human tends to ignore after the effect expires is overwhelming. The spell is not powerful enough to remove the pains of childbirth, Aurulentus uses the spell Ease the Suffering of Childbirth for this measure.

(Base 15, +1 Touch, +2 Sun)

Artemis' Fertility

CrCo 40

R: Touch, D: Moon, T: Ind

Increases the fertility of the target, thus improving the chances of conception. The spell does not guarantee conception, not even during the usual fertile phases of a woman, as Hermetic magic is unable to create life. All other magi Aurulentus has talked to do not believe that this spell works, but this does not deter him.

(Base 20 (heal any debilitating effects of poison, disease, or injury preventing conception), +1 Touch, +3 Moon)

Bestow the Blessing of Apollon

CrCo 50

R: Touch, D: Year, T: Room, Ritual

All targets within the room gain a +18 bonus to Recovery rolls to recover from injuries or diseases, as long as they have been under the influence of this spell for the whole of the recovery interval. The recovery interval is counted from the time that the spell is cast or from the time the subject enters the room — whichever is later. Any previous time is ignored.

This spell was invented by Aurulentus as a proof of concept. It is no longer used, as it is too expensive in terms of vis and causes Warping. Instead, an Enchanted Item has been made with similar effects (see New Items: Bed of Rapid Convalescence).

(Base 15, +1 Touch, +4 Year, +2 Room)

Incantation of the Warriors Made Whole

CrCo 50

R: Touch, D: Mom, T: Room, Ritual

Heals all damage to all human bodies in the room at the conclusion of the ritual. The targets must have been present in the room for the entire length of the ritual to benefit from the spell. The spell can only heal wounds, not such damage as missing limbs, or diseases and damage from poisons.

This improved version of the Incantation of the Body Made Whole was commissioned by a Tremere magus who wanted to save vis while healing a large group of wounded people. To use this during (or better, after) a battle, a tent may be used instead of a room. Using Target: Room rather than Group means that this spell can heal more wounded, if one can get all of them into a single room.

(Base 35, +1 Touch, +2 Room)

Blessing of Artemis' Fertility

CrCo 65

R: Touch, D: Year, T: Boundary, Ritual Increases the fertility of all within the boundary, even if they were not present at the completion of the ritual. As with the spell Artemis' Fertility, no other magus believes that this spell works as anything other than a giant waste of precious Creo and Corpus vis.

Aurulentus points out that at his Covenant a higher than average rate of births is apparent, but most magi believe this to be merely a fluke. Other magi theorise that the

Magi of Hermes

mundanes are influenced by the fact that the magi have many children, and thus also act in a promiscuous way. So far, no-one has been able to replicate the spell, although Aurulentus gives copies of the Lab Texts of the spell freely to anyone asking for them.

(Base 20, +1 Touch, +4 Year, +4 Boundary)

Pose Clotho's Question

InCo 5

R: Touch, D: Mom, T: Ind

Determines if the target is pregnant. The spell will fail if cast on a man. Clotho is the youngest of the three Fates.

(Base 4, +1 Touch)

Parental Inquisitiveness

InCo 10

R: Touch, D: Mom, T: Part

Determines the sex of an unborn child. Hermetic magic can only distinguish the unborn child as a Part of the mother from the second trimester of pregnancy onwards (see Ancient Magic, page 55), so this spell will fail if cast in the first trimester of pregnancy.

(Base 4, +1 Touch, +1 Part)

Pose Nona's Question

InCo 10 R: Touch, D: Mom, T: Ind

The Prophecy: A Faerie Game?

What happens after (or if) the seventh son in the seventh generation is born? Maybe nothing — the priest of Artemis and the nymph both could have been faeries who started a bet to see if they could fool seven generations of magi.

Determines if the target is pregnant and how many months are left until birth, barring unforeseen circumstances. The spell will fail if cast on a man. If the target is not pregnant, the exact date of the menstrual cycle will be revealed. Nona is the Roman version of Clotho and goddess of pregnancy. She was often called upon by women in their ninth month of pregnancy to ensure a smooth birth.

(Base 5, +1 Touch)

The Maculate Noblewoman

InCo 15

R: Touch, D: Mom, T: Ind

Accurately determines the underlying reason for the infertility of the target.

Aurulentus successfully used this spell to compare two groups: those infertile from natural causes and those rendered infertile by a Longevity Ritual. Exploring the fundamen-

The Family Tree

Below is a short list of Aurulentus' ancestors, each generation using a different approach to sire seven sons.

Generation 1: Alexander. Alexander believes that in order to fulfill the prophesy, he may not use any magical "tricks" — Artemis is the patroness of women and children. He uses his natural charm to sire seven sons with different mothers.

Generation 2: Antipater. He has considerable difficulties fathering seven sons, and dies in bed with a woman just after the conception of his seventh.

Generation 3: Alboin. Alboin realizes that charm alone nearly failed his father, and starts to use passive Corpus magic to provide surveillance and protection from diseases. He argues that Artemis couldn't be against the use of passive magic, as long as the women participate voluntarily.

Generation 4: Altus. He no qualms about using Mentem and love magic to manage the, by now large, family and to father his seventh son.

Generation 5: Aurulentus. Wishing to sire all of his children with his True Love, Aurulentus believes that developing a Longevity Ritual that does not render the target infertile is the best way to fulfil the prophecy.

Generation 6: Arbus Tutus. The seventh son of Aurulentus. So far, he has only managed to sire two daughters and does not seem too keen to father more children ... indeed, he does not seem to be too keen on other women.

(Base 10, +1 Touch)

Verifying the Presence of Artemis' Blessing

InCo 15

R: Touch, D: Sun, T: Ind

The caster is immediately aware of a conception in the target during the spell duration. Aurulentus observed grogs with and without Longevity Rituals during intercourse with this spell to explore the differences between the two groups. His research was unsuccessful, as he was not able to witness the actual creation of life with this spell.

(Base 4, +1 Touch, +2 Sun)

Ease the Suffering of Childbirth

MuCo 15

R: Touch, D: Sun, T: Part

Widens the pelvis of the target, making delivery of the child straightforward. See Art and Academe, page 62, for rules regarding childbirth; this spell gives a +1 bonus to childbirth rolls.

Aurulentus invented this spell after realizing that his spell Blissful Sensations had too many undesirable side effects and was not powerful enough to help his wife during childbirth.

(Base 3, +1 Touch, +2 Sun, +1 Part)

Hold Chur

ReCo 30

R: Voice, D: Sun, T: Ind

Holds the target completely motionless for the duration of the spell. In addition, the spell closes the eyes of the target and keeps them firmly shut, so that he is unable to see for the duration of the spell.

Chur is a troublesome grog of the covenant. A lesser version of this spell was used to stop him when he was doing mischief. Aurulentus soon realized that a more-powerful version would have many uses: as a combat spell, as a spell to act without witnesses, and as a spell to stop nosy mundanes. It was once used on a friendly grog who came under the influ-

Magi of Hermes

ence of a mind control spell to stop him from attacking his group without harming him.

(Base 5, +2 Voice, +2 Sun, +1 close eyes)

House Arrest of the Unruly Child

ReCo 30

R: Touch, D: Ring, T: Circle

Creates a circle which (if the spell penetrates) no human being may pass. Aurulentus uses this spell to either keep children away from important rooms such as his lab or his bedroom, or to keep children inside a room.

(Base 15, +1 Touch, +2 Ring)

It's Raining Men

ReCo 30

R: Voice, D: Mom, T: Group

Instantly transports the targets five paces upwards into the air, after which they drop to the ground. This breaks up any military formation and inflicts damage as per the rules in ArM5, page 181. This spell was commissioned by a Tytalus magus who commanded a cavalry group and used the spell to break up spearmen lines just before charging into them. The Group target only allows for ten men to be thrust upwards, but this is usually enough to form a small breakthrough that a cavalry charge can exploit.

(Base 10, +2 Voice, +2 Group)

Seven Leagues Travel

ReCo 35

R: Touch, D: Mom, T: Ind

Transports the target to any place within seven leagues either that the caster can see or that the caster has an Arcane Connection to. If the caster fails an Intelligence + Finesse stress roll against an Ease Factor of 9, the arrival goes slightly awry.

This is an improved version of the Seven-League Stride, sometimes used by Aurulentus to travel with his wife. The spell is specifically designed for Semira, so as to not cause Warping if cast on her. After Aurulentus created Enchanted Items that allow for instant travel, this spell is only seldom used. It was once used to teleport a group into safety from a sinking ship.

(Base 30, +1 Touch)

New Spells

Conscientia has developed these spells.

Animal Spells

Doublet of Silk, That's Impenetrable

As Doublet of Impenetrable Silk, but experimentation has resulted in a minor side effect. The clothing affected is changed into actual silk, as well as gaining the normal benefits of the spell.

Pests of a Colossal Size

MuAn 30

R: Voice, D: Sun, T: Group

While experimenting with Beast of Outlandish Size, an unforeseen side effect gave birth to this unusual, but peculiarly effective, spell. Pests of a Colossal Size causes the ordinary pests on the target (such as lice, fleas, ticks, etc.) to grow to an enormous size. Being covered in enormous and often hostile insects is disconcerting to say the least, as the pests themselves tend to revert to their basic fight or flight instincts.

(Base 4, +2 Sun. +2 Group, +2 Voice)

Epona's Bane

ReAn 25

R: Voice, D: Mom, T: Group

Created as a defense against the eastern horseman, Epona's Bane startles and panics up to a small unit of cavalry horses. The riders of these horses must roll Strength + Ride against an Ease Factor of 12, or be thrown to the ground and risk being trampled. Even those who manage to keep themselves on their mounts must bring their horses back under control before continuing forward.

(Base 5, +2 Voice, +2 Group)

Summon the Eldritch Bond

ReAn 35

R: Voice, D: Sun, T: Ind.

A fine preparation to a Wizard's War, this spell commands a biting insect, such as a mosquito or flea, to bite a specific target and then

(Base 15, +2 Voice, +2 Sun)

Auram Spells

Conjure From the Mist

MuAu(Te) 40

R: Voice, D: Sun, T: Part

Developed as an all-purpose utility spell, Conjure From the Mist turns a large section of air into stone, in the shape of the user's choice. More-complicated shapes require Finesse rolls as normal, but items such as stairs, bridges, walls, spikes and other obstacles are possible.

(Base 4, +2 Sun, +1 Part, +2 Voice, +2 size, +1 Intricate)

Be Rid the Tell Tale Smoke

PeAu 20

R: Touch, D: Ring, T: Circle

Conscientia learned this spell from her parens, who developed it after overhearing grogs complaining about a how a campfire's smoke always gives away their position. This spell simply destroys all smoke within the circle. Great for setting up camp on the sly, or keeping the laboratory smoke-free.

(Base 5, +2 Ring, +1 Touch)

Corpus Spells

Touch of the Blessed Virgin

CrCo 20

R: Touch, D: Mom, T: Ind, Ritual

Conscientia swears this was developed for a friend, and she has never personally found a use for this spell. Popular with fathers, princesses, and nuns alike, this spell restores a woman's maidenhood and virtue. This is often combined with an Elixir of Morning's Afterthought for full effect.

(Base 15, +1 Touch, Ritual)

Charged Items and Potions

Often overlooked in Hermetic workings, charged items can be an essential part of a magus' repertoire. Charged items are unique in their ability to produce large effects where normal enchanted items or spontaneous magic prove too difficult or time consuming to make, and without the cost in vis. Larger effects are far easier to enchant into charged items, so they are a perfect solution if more than a few uses aren't necessary. They also have the benefit of being produced in large quantities so that they may be given out to multiple individuals. A variety of effects, both small and large in magnitude, can be handed out, enabling those who posses them to deal with situations they might normally be ill-equipped to deal with.

Potions are a popular choice for charged items, as they are easily carried and inconspicuous, as well as easily used as a thrown weapon. Carrying the potions around in containers also helps keep down accidental discharges of Touch Range effects. Musical items such as bells and flutes are also popular, as they make excellent choices for effects that need to use Voice Range.

Some popular charged items are:

Pneum Flask

ReAu 5

R: Voice, D: Mom, T: Ind

Uncork this small bottle and you can steal the breath of an individual. The breath flows into the flask, which should be immediately corked. If the magus acts fast enough, the stolen breath can then be fixed as an Arcane Connection to the target.

(Base 2, +3 sight)

Elixir of Morning's Afterthought

CrCo 20

R: Touch , D: Mom, T: Ind,

A quick draught of this elixir will wash away even the most serious hangovers. Popular among Jerbiton and Redcaps alike. (Base 15, +1 Touch)

Magic Spice

MuIm 5

R: Touch, D: Sun, T: Ind

Useful while traveling, or in delicate social situations, as a magus can simply pour a bit on even the most appalling food, and taste a delicious feast of his own devising. Adding a bit to the gruel in the soldiers' mess can make for a significant improvement in the men's morale.

(Base 2, +1 Touch, +2 Sun)

Ink of the Unseen Circle

PeIm 15

R: Per, D: Moon, T: Ind

After listening to hordes of magi boasting about their latest "ingenious magical traps," Conscientia realized they all shared the same common flaw … What idiot is going to willingly step into the creepy magic circle? This specialized ink was the answer. Once activated, the ink becomes invisible for the duration of the effect. When used to draw a Hermetic circle for Ring spells, this ink destroys the iconic species of the ring after activation, leaving it an invisible Hermetic landmine.

(Base 4, +3 Moon)

Potion of Vulcan's Appeasement

PeIg 20

R: Touch , D: Mom, T: Ind

When exposed to open flame, this potion extinguishes a fire up to the size of a large house. Very useful for saving the covenant library from a fiery demise, leaving you valuable time to concoct a proper excuse.

(Base 4, +1 Touch, +3 Size)

Message in a Bottle

CrMe 5

R: Touch, D: Mom, T: Ind

Easily carried and completely inconspicuous, a Message in a Bottle is one of the most secure ways to deliver a clandestine message. When this potion is consumed, the drinker has a message of the creator's design flash through his mind. Very few people would even think to check a vial of liquid for a message, and fewer would be foolish enough to drink an unknown potion just to discover what the suspected message might be.

(Base 4, +1 Touch)

The Wakeful Nightmare

ReMe 20

R: Touch, D: Moon, T: Ind

This terrible liquid, if consumed, forbids the body from entering slumber, denying the unfortunate victim his daily rejuvenation. The target stays awake until the duration of the effect ends. Fatigue levels may not be restored, and slowly the sleep deprivation will start to drive the target insane. After every three successive days without rest, the target loses an additional Fatigue level from exhaustion. Once all the target's Fatigue is lost, she starts taking physical wounds as her body shuts down. Each time the character loses another Fatigue level, she takes 5 + stress die in damage. These wounds cannot heal naturally until the character fully rests.

(Base 4, +1 Touch, +3 Moon)

Whistle of Warning

ReMe 35

R: Voice, D: Conc, T: Group

A particularly spiteful magus, with just a blow from this whistle, will inflict a group with Visions of the Infernal Terrors until the magus decides to release them from their torment.

(Base 10, +2 Voice, +1 Conc, +2 Group)

Door in a Bottle

PeTe 5

R: Touch, D: Mom, T: Ind

Splashed onto a wall, Door in a Bottle dissolves away the stone into an instant exit. Using this potion for illegal purposes is, of course, highly discouraged.

(Base 3, +1 Touch, +1 Stone)

Disenchanting Concoction

PeVi 40

Pen: +30

R: Touch, D: Mom, T: Ind

This useful potion acts as Winds of Mundane Silence. One of the most utilitarian items a magus can carry with him, it can be used in a variety of ways; it can remove a curse, disenchant a magical trap, or even be thrown on another to drop her Parma.

(+1 Touch, +15 Penetration)

Herbam Spells

Statim Sessio

CrHe 10

R: Touch, D: Sun, T:Ind

Favored by magi young and old who just need a quick rest, this spell creates a comfortable wooden chair.

(Base 3, +1 Touch, +2 Sun)

Ignem Spells

Evening's Comfort

CrIg 5

R: Touch, D: Sun, T: Per

After many sleepless nights spent chilled to the bone, enough was enough. Slipping down to the lab to work at night, Conscentia developed this simple spell to keep her warm at night. This spell simply keeps your bed toasty warm until sunrise.

(Base 2, +1 Touch, +2 Sun)

Palm of Odorous Flame

The first spell Conscentia developed on her own, this spell works as Palm of Flame, but experimentation has produced a small side effect. Each time the spell is cast, the flame produces the smell of a random odor. Oddly enough, the most common scent produced is elderberry. Needless to say, this spell has proven difficult to trade.

Imaginem Spells

Veneficus Enigma

CrIm 20

R: Touch, D:Conc, T: Ind

Developed as a quick game for magi, the Veneficus Enigma creates the illusion of a small puzzlebox in the palm of the caster's hand that can be manipulated by another. When cast, the caster sets the puzzle for the Veneficus Enigma. The illusory box then produces lights and sounds that are clues on how to open it. Figuring out the puzzle requires an Intelligence + Artes Liberales roll versus an Ease Factor equal to the casters Intelligence + Artes Liberales + 5. Traditionally, the caster holds an item in

Magi of Hermes

the palm of his hand when he casts this spell, to be retrieved as the "prize" when the box is opened. Removing the box from the caster's hands to reveal the item without solving the puzzle is considered extremely impolite.

(Base 3, +1 Touch, +1 Conc, +2 Move/ Noise, +1 Intricate)

Spy the Approaching Grog

InIm 5

R: Touch, D: Conc, T: Room

A touch of a wall allows the caster to peer around the corner without entering the room. Great for sneaking down to the lab or the kitchen without being caught. This spell is designed to be cast forcelessly, as to not accidentally scry on another magus.

(Base 1, +1 Touch, +1 Con, +2 Room)

Circle of Undisturbed Rest

ReIm 5

R: Touch, D: Ring, T: Circle

Created in conjunction with Be Rid the Tell Tale Smoke, this large circle spell is meant to be used around an encampment. The circle prevents iconic and echoic species from leaving the circle, making the encampment undetectable. Perfect for ensuring privacy in unfamiliar territories, it does leave the camp as a silent black area; this is normally enough at night, when everything is dark, and Conscientia does not see the need for additional illusions.

(Base 1, +2 Ring, +1 Touch, +1 additional sense)

Mentem Spells

Robed in Angelic Beauty

CrMe(Im) 25

R: Voice, D: Con, T: Group

This spell creates the image of perfect beauty and a holy aura, instilling a feeling of being near a divine source. This comes in handy when you need the local plebs to believe … well, anything. Conspicuous effects are also more likely to be accepted when the populous thinks of them as miracles rather than spells. However, caution is advised so as not to attract too much attention from the church, or indeed, from demons.

Note that all Mythic Europeans know that the devil can masquerade as an angel of light; if a Gifted individual serves as the spokesperson during the effect of this spell, that is almost certainly what the audience will believe.

(Base 4, +1 Voice, +1 Con, +2 Group, +1 Imaginem Req.)

Thoughts Within Speech

InMe 30

R: Eye, D: Mom, T: Ind

Yet another spell where its creation resulted in a side effect worth keeping, this spell acts like Peering Into the Mortal Mind, but while the magus is searching through the thoughts of the target, the target unknowingly speaks those thoughts aloud, going so far as to even weave them into an ongoing conversation. For example: "Did you hear about the new sheriff? Why yes, I was in the gardens last night. I hear he is going to raise taxes this year."

(Base 25, +1 Eye)

Apollo's Fearful Gaze

MuMe 30

R: Voice, D: Sun, T: Ind

This horrific spell rewrites the target's common sense, so that light induces pain signals (Art and Academe, page 33). The brighter the light, the stronger the pain sensed. Note that the pain isn't caused by any wounds, and will disappear as soon as the spell ends, or when the target is no longer exposed to light.

Light Source P enalty
Moonlight or
Candlelight –1
Torchlight –3
Bonfire –5
Daylight Incapacitated

(Base 10, +2 Voice, +2 Sun)

Slave of Charity

ReMe 35

R: Eye, D: Sun, T: Ind

This spell acts as Enslave the Mortal mind, with one exception. The target remains open to all commands as long as the spell remains active. Any time the target hears a new suggestion, he stops what he's doing and follows the new command, returning to his previous commands when the most recent task is complete. Needless to say this side effect proved quite awkward when discovered.

(Base 20, +1 Eye, +2 Sun)

New Spells

Hugh has developed the new spells that are listed here.

Corpus

Assume the Stature of the Giants of Eld

MuCo 10

)

)

R: Per, D: Diam, T: Ind

Adds +3 to the caster's normal Size, turning him into a veritable giant. The caster's clothing, armor, and weapons are also increased in size in proportion. Characteristics are not affected by the size change, but the caster's wound ranges change accordingly: at Size +3, the caster's wounds have eight-point increments (1–8 points for a Light Wound, 9–16 for a Medium Wound, and so forth). Casting requisites of Animal, Herbam, and Terram are usually required to affect all the target's equipment. A size modifier is required for this spell since the final size is ten times the mass of a base target for Corpus.

(Base 3, +1 Diam, +1 size, +1 to increase equipment as well)

Avalanche of Flesh and Steel

MuCo 10

R: Touch, D: Conc, T: Group

Up to ten men of Size +1 become capable of running as fast as a horse. Hugh uses this specifically on a group of warriors, and maintains concentration only long enough for them to charge their foes. This gives them a bonus to their first Attack Total equal to their Athletics Ability, up to a maximum of +3.

(Base 2, +1 Touch, +1 Conc, +2 Group)

New Guideline: MuCo 5

Add or remove human body parts from the target in such a way that he no longer looks human. These parts are normally functional, although a spell may be deliberately designed so that they are not. The Target is Part, not Individual (although Group and higher Targets work as normal).

The Blessing of Starkad

MuCo 25

R: Touch, D: Sun, T: Part

The target grows two more arms. These extra manipulators enhance certain Dexterity tasks such as climbing, and Strength rolls representing the extra muscle power available to the target, such as forcing open doors. In these situations the target receives a +3 bonus to his total. Additionally, the target can wield an additional set of weapons in combat. He can now manage either two single weapons and two shields, or a Great weapon and a shield. If fighting singly, the character makes two attacks per round, one with each set of weapons. If fighting as a group, consider the group to have an extra member, who does not count against the Leadership Ability of the group leader, if any. This extra member is excluded when determining the damage taken by the group. Casting requisites are necessary to adjust the targets in an appropriate manner, else clothing rips and armor hampers the use of the new limbs. Starkad Aludreng was a hero descended from the Norse giants; he possessed eight arms and fought with four swords.

(Base 5, +1 Touch, +2 Sun, +1 Part)

Turb of Giants

MuCo 25

R: Touch, D: Diam, T: Group

Adds +3 to the Size of a standard group of men. The targets' clothing, armor, and weapons are also increased in size in proportion. This has no impact on their characteristics, but increases their wound ranges accordingly. Ten individuals up to Size +1 can be affected, and at Size +3, their wounds have eight-point increments (1–8 points for a Light Wound, 9–16 for a Medium Wound, and so forth). Casting requisites of Animal,

(Base 3, +1 Touch, +1 Diam, +2 Group, +1 size, +1 to increase equipment as well)

Herbam

Halt the Piercing Shafts

ReHe(Te) 25

R: Per, D: Diam, T: Ind

This ward prevents any ranged weapons made of wood and/or metal from harming the caster. Missiles simply drop to the ground at his feet.

(Base 15, +1 Diam, +1 Terram requisite)

Mentem

Breaking the Captain's Baton

PeMe 10

R: Voice, D: Mom, T: Ind

The target ceases to be able to coordinate a squad of soldiers as a Trained Group. The memories required to use that skill are removed and do not return when the spell ends, but can be regained with simple demonstration and practice, requiring time but not experience. The target is aware that he has forgotten how to lead warriors in battle. Unless another member of the group is able to take over as leader, the squad fights as an Untrained Group instead. This is a less efficient version of Dissolving the Wall of Shields (Houses of Hermes: Societates, page 70) since it targets only the current leader rather than the entire squad.

(Base 4, +2 Voice)

Terram

Blunting the Iron's Bite

MuTe 10

R: Voice, D: Diam, T: Ind

Cast against any bladed weapon, this spell warps and blunts the blade hopelessly.

Magi of Hermes

The affected weapon has its total damage (including Attack Advantage) reduced to half (round up). The weapons return to their undamaged state once the Duration expires. While this could be invented as a Perdo Terram spell, Hugh prefers this version since it has the additional effect of making the affected weapons blocked by Magic Resistance. Hugh often casts this spell forcelessly, against the most dangerous-looking of his foes.

(Base 1, +2 Voice, +1 Diam, +2 affect metal)

The Wizard's Parry

ReTe 5

R: Touch, D: Mom, T: Ind

The caster deflects one blow from a melee weapon of which he is aware. Since the magus actually touches the weapon, any additional effects of the blade — for example, a coating of poison, or a Blade of Virulent Flame still affect him. A casting requisite of Herbam is needed if the weapon is primarily wooden, such as a spear or staff. Hugh has mastered this spell, and uses it as a fast-cast defense.

(Base 2, +1 Touch, +2 affect metal)

Disarm the Warrior

ReTe 10

R: Voice, D: Mom, T: Ind

Causes a single object within range to fly towards Hugh; he may attempt to catch it if he wishes by succeeding on a Dexterity + Athletics roll against an Ease Factor of 9. If he chooses not to attempt to catch the item, it falls to the ground by his feet. The spell is very forceful, and has an equivalent Strength of +5; if the object is being held by someone else, then make an opposed Strength roll. If the caster rolls higher then the item is lost to its holder. Hugh usually uses this effect to disarm his opponents, or to retrieve his weapons should they not be to hand.

(Base 3, +2 Voice, +1 sudden and forceful)

The Instant Ring Fort

ReTe 15

R: Touch, D: Mom, T: Part

Earth and stone is excavated from a circular ditch around the caster to create a circle of packed earth and rock four paces in diameter, two paces thick, and eight feet high. The spell does not break stone, so any boulders that extend beyond the target are left in place. The ring fort provides an excellent defensive position for holding off a superior enemy, or providing cover for or from archers.

(Base 3, +1 Touch, +1 Part, +1 Size, +1 affect stone)

Circular Wall of Shields

ReTe 30

R: Touch, D: Sun, T: Group

Up to twenty shields rise into the air and form a circle around the caster or anyone he designates. Up to ten people can stand within the circle, if they crowd together, but two shields are needed to give adequate defense to each person. The shields slowly rotate around the circle, providing total cover against missile weapons, and limited cover against melee attacks. The shields provide a Defense Total against melee attacks equal to the caster's Perception + Finesse plus the Defense modifier of the shield in question. If a shield successfully defends against an attack, the base weapon damage is still inflicted directly on the shield. Each shield has a Soak of 3, and if it takes more than 10 points of damage in a single blow, the shield is destroyed and drops to the ground. Destroying shields leaves some individuals in the ring unprotected; but because the shields move, the undefended individuals change each round. If a person is protected by just one shield, then apply the Defense Total to missile attacks as well as melee attacks. From inside the ring, the shields can be plucked from the air; but once this is done, they cannot be replaced.

(Base 3, +1 Touch, +2 Sun, +2 Group, +2 affect metal)

New Spells

Julia has developed several new spells, details of which are given here.

Animal Spells

Shearing the Unseen Sheep

CrAn 20

R: Touch, D: Sun, T: Ind

Creates a sheep's fleece. Wool is the most common material for making clothing, but creating ready-made woolen garments

is difficult with Hermetic Magic. As a consequence, Julia uses this spell to create the raw materials, and then rearranges them into clothing using Rego Craft Magic, such as Woolen Garments for the Human Form, below.

(Base 5, +1 Touch, +2 Sun)

Sturdy Mantle of the Traveler

CrAn 30

R: Touch, D: Sun, T: Ind

Creates a gardcorps — a calf-length traveling robe with voluminous sleeves. The garment is formed of supple leather oiled to proof it against rain. A Finesse roll determines the quality of the gardcorps; an Ease Factor of 6 results in a waterproof robe of standard quality. If an Ease Factor of 9 is achieved the caster can determine the color of the leather and a specific regional style.

(Base 5, +1 Touch, +2 Sun, +2 treated and processed)

Madder, Woad, and Weld

MuAn(He) 20 R: Touch, D: Month, T: Group The touched cloth — which can be

wool, cotton, or linen — takes on a vivid hue as if dyed. Up to ten skeins of wool or 5 bolts of cloth can be dyed a single color chosen by the caster at the time of casting. When the spell's duration expires, the cloth reverts to its natural undyed color. The spell is named after the three principle dyes employed in the thirteenth century — madder produces red, brown, and pink, woad makes blue, and weld results in yellow. By dyeing and then over-dyeing with a different color, a whole range of russets, maroons, greens, and oranges can be produced through mundane craft. However, a single casting of this spell can produce any possible hue.

(Base 1, +1 Touch, +3 Month, +2 Group, +1 requisite)

Cloak of Nessus

MuAn 35

R: Voice, D: Diam, T: Part

The targeted item of clothing partially converts into poison. The wearer suffers terrible agony as the poison touches his skin, and must make a Stamina roll against an Ease Factor of 9 to avoid taking a Light Wound. This Stamina roll must be repeated every round that the wearer is in contact with the robe, or until the Duration ends. The spell is named after the cloak dipped in the blood of the centaur Nessus in Greek myth.

Since creating a poison of this strength has a base level of 15 (if it were an Aquam effect), two magnitudes are added for this effect, although since the poison is of Animal origin an Aquam requisite is not needed.

(Base 5, +2 Voice, +1 Diam, +1 Part, +2 poison effect)

The Unraveled Seam

PeAn(He) 5

R: Touch, D: Mom, T: Part

The touch of the caster causes a thread of animal or plant origin to decay, making the cloth it is holding together to come apart. The pieces of cloth can be sewn together again, so this is counted as damaging the garment rather than destroying it.

(base 2, +1 Touch, +1 Part, +1 requisite)

The Unraveled Clothes

PeAn(He) 15 R: Voice, D: Mom, T: Group The targeted clothing falls apart as all

the stitches — both thread and leather — simultaneously unravel. The victim of this spell is left naked. If the victim is wearing leather armor (including metal-reinforced leather armor) then the armor falls into pieces. If the victim is wearing metal armor, the padding beneath the armor is affected. A character in this position suffers a –3 to all physical actions due to the shifting of his armor, and it grants only half of its Protection until the padding can be replaced. The clothes are capable of being repaired, so this is counted as damaging the garment rather than destroying it.

(Base 2, +2 Voice, +2 Group, +1 requisite)

The Wizard's Spindle

ReAn 4

R: Touch, D: Mom, T: Group

The caster converts up to 10 fleeces into wool. The wool is cleaned, carded, and spun in a single round. This requires a Finesse roll against an Ease Factor of 12, since it replicates more than a week's work completed in an instant. Failure to achieve this Ease Factor leaves the wool hopelessly tangled and useless.

(Base 1, +1 Touch, +2 Group)

Dressing the Human Form in Wool

ReAn 5

R: Touch, D: Mom, T: Ind

This spell crafts a single woolen garment from either raw fleeces or from spun wool. This spell is suitable for producing a cotte, cyclas, ganache, bliaut, cappa, or chausses (see the Clothing of the Thirteenth Century insert). A Finesse roll is necessary to determine the success of the craft magic; the Ease Factor is 12 if raw fleece is employed, or 9 if the base material is spun wool. The clothes produced are of standard quality; increase the Ease Factor for particularly fine or complex craft. If the Finesse roll fails, the caster is left with a useless mess of wool. Creating a fabric of a different color than the raw material requires a supply of appropriate dye, but does not change the Ease Factor. Julia typically uses this spell to manufacture clothes out of the magical cloth that she makes (see Enchanted Items, later). She does not have a spell that directly creates mundane clothing of wool due to the difficulty (it would be a similar spell to Sturdy Mantle of the Traveler, earlier). Instead, it is much easier to simply create fleeces (see Shearing the Unseen Flock, later) and then craft

Clothing in the Thirteenth Century

Many of Julia's spells create or craft items of clothing; this insert gives some details on the broad trends in clothing across Europe. Readers are encouraged to investigate the individual styles of the country in which their saga is set for a more-accurate picture of clothing.

The basic items of clothing for both sexes and all social classes are the chainse, the cotte, and the surcoat. The chainse is a linen smock with tight sleeves worn next to the skin for comfort. The more fashionable man wears a doublet (made of two layers of linen) or a jupe (quilted and padded chainse). On top of the chainse is the tunic or cotte, which typically has sleeves as far as the elbows. Commoners typically wear shorter cottes than gentlefolk; the short cotte reaches the knees (for men) or the ankles (for women) whereas the long cotte is ankle-length (for men) and floorlength (for women). A women's cotte is sometimes called a gown or kirtle. Over the cotte is worn a surcoat that comes in a number of styles. The commonest — worn by both men and women — is the cyclas, which is a straight-sided sleeveless outer tunic that reaches the knees. The ganache is similar to the cyclas but has a matching hood and is typically worn by merchants and scholars. The height of fashion in surcoats in the thirteenth century is the bliaut, which is a long outer tunic reaching from the shoulders to the knees and wrists. It is shaped to hug the figure tightly at the waist and elbow. From the waist down the bliaut has full skirts, and from the elbow the sleeves flare into a trumpet shape. The sleeves and skirt are sometimes gored with a contrasting color. Both the cotte and surcoat are typically made of dyed wool, with red, green, and blue being the rarest (and thus most fashionable) colors.

On the legs both sexes wear chausses, or hose, made as separate garments for each leg and reaching above the knee. Braies are linen drawers of varying length whose legs are tucked into the top of the hose to prevent them from falling down. Shoes are typically "turnshoes," made inside out; they are comparatively flimsy in construction and typically wear out after a few months.

When traveling, a cloak or cape is commonly worn; the cappa is a short hooded cape that covers the upper torso, whereas the mantle is a more-extensive affair lined with fur. Headgear for a man is either a straw hat, a round cap, a beret, a coif, or a chaperon. The coif is a tight-fitting linen hood that is tied beneath the chin with strings, whereas a chaperon is a hood that covers the head and shoulders. Women's hats usually have a barbette (chin band) attached. They typically don coifs; the wimple and veil are considered old-fashioned but still worn by the older generation.

them into clothing with this spell.

This spell employs the Level 3 Rego Animal guideline on page 50 of Covenants: "treat and process items made of animal products." (Base 2, +1 Touch, +1 complexity)

Ward Against Faeries Which Creep and Crawl

ReAn 20

R: Touch, D: Ring, T: Circle

No faerie animal whose Faerie Might is equal or less to the level of the spell can affect the targeted Group as long as they remain within the ring. Julia commonly employs this spell every night along with a Circle of Beast Warding — after carefully sweeping the area to ensure that no spiders become trapped in the ring with her.

(As ward guideline)

New Spells

Lambert has developed the following new spells.

Animal Spells

Soothing Voice of the Stableman

ReAn 15

R: Voice D: Sun, T: Individual

This spell implants the suggestion that the caster is a safe and helpful friend into the mind of the target animal. The spell maintains this suggestion in the mind of the animal for the duration of the spell, regardless of the actions of the caster. This spell can not remove the sense of unease that an animal will feel when exposed to a Gifted character, but an animal of bestial intelligence will not be able to associate its unease with the caster.

Horses subject to this spell can be used as mounts by magi who do not have the Gentle Gift, but the uneasiness of such mounts makes them skittish and fearful. In situations where the mood of the animal is important, the Ease Factor of appropriate rolls should be 3 higher than normal and subject to one or more additional botch dice.

The effect of the Blatant Gift is sufficiently strong to make animals frenzied when they are both subject to this spell and exposed to a Blatantly Gifted caster. Animals that are Warped from long-term exposure to this spell often become belligerent and frightened all of the time.

(Base 2, +2 Voice, +2 Sun, +1 size)

Aquam Spells

Patch of Drought

PeAq 10

R: Voice D: Momentary, T: Individual

The caster destroys the water in a patch of mud or a puddle up to 20 paces in diameter. Repeated use of this spell can make travel using a cart significantly faster in wet

Magi of Hermes

weather and possible on even dirt roads during adequate weather.

(Base 4, +2 Voice)

Corpus Spells

Pull of Blood

InCo 20

R: Touch, D: Momentary, T: Bloodline, Faerie

This spell informs the caster of the direction and distance to each living descendant of the target. Lambert frequently casts this spell upon himself to keep track of his large family.

(Base 4, +1 Touch, +3 Bloodline)

Herbam Spells

Locked Storehouse

MuHe (Te) Level 45

R: Touch, D: Year +1, T: Structure, Ritual, Faerie

This Spell Changes a building and the building's contents into a large rock of hard igneous stone for a year and a day. The rock is typically significantly smaller than the altered building (having approximately the same mass as the building), and is buried to the depth of the building's foundation. If there is any material containing animal products in the building (such as leather or wool), then the spell must be cast with an Animal casting requisite or the spell will not function. Over the duration of the spell, the target building and its contents age normally but do not suffer decay in any other respect; Thus no mold or water damage affect the building's contents, but foodstuffs that have been aged for a year and a day would still be far from appetizing.

Lambert has traded to acquire a casting tablet (Covenants page 89) of the spell Locked Storehouse; he does not know the spell himself. The casting tablet specifies the use of three pawns of Muto vis and six pawns of Terram vis.

(Base 4, +1 Touch, +4 Year+1, +3 Structure, +1 complexity)

Mentem Spells

Missive of Memory

CrMe 40

R: Arcane Connection, D: Moon, T: Individual

This spell creates a complete memory in the mind of the target. The target retains this memory until the duration of the spell expires. After the spell expires, the target may still recall those times when he dwelt on the memory. This spell-induced memory itself is false and may be discovered as such with an Intelligence roll against an Ease Factor of 9 (in the same manner as a memory created by the spell Memory of the Distant Dream).

Lambert frequently uses this spell for communication with distant associates (but not with magi who are, as a nearly universal rule, uncomfortable leaving Arcane Connections with others). To draw attention to the information that he wants to convey, Lambert typically creates memories for the target's very recent past that are clearly impossible, such as a memory of the target and a talking statue having had a long conversation on a snowy mountaintop within the last ten minutes.

While this spell only takes a moment to cast, the magus needs to have a clear understanding of the memory that he wants to create in his own mind before creating it in the mind of the target. If the magus is not prepared, he cannot create a complex memory lasting more than a moment, or a longer memory that contains any great detail and is not repetitive. The preparation of any complex memory takes at least as long for the magus to create as the elapsed time of the memory that is created. Lambert specifically designed Missive of Memory to not Warp his second daughter.

(Base 5 +4 Arcane Connection, +3 Moon)

Blissful Messenger

MuMe 30

R: Touch, D: Until, T: Individual, Faerie, Ritual

This spell alters the target's recollection of an event, changing the memories of what actually occurred into memories of a

different event decided upon by the caster. This spell is undone by speaking to a specific individual about the altered memories, and the individual who releases the spell must be included in the altered memories in some significant way. For example, the individual could be discussed, the memories could include a prominently placed picture of the individual, or the individual could be "present" in the altered memories. Often the spell is cast to change the recollections of an event into the recollections of a conversation specifying exactly how the spell is to be broken.

A Tytalus maga who had need of sending agents to areas where they might be subject to investigation by Mentem spells convinced Lambert's mater to allow Lambert to study the Lab Text for this spell as an apprentice. Lambert then used the spell for the benefit of the Tytalus who compensated Lambert's mater for the service. The vis cost of performing the ritual, and the rarity of people willing to trust a Gifted magus sufficiently to allow their memories to be altered, prevents this from being a frequently used tool.

(Base 5, +1 Touch, +4 Until)

Scent of Loose Purses

InMe 30

R: Touch, D: Sun, T: Smell

The target of this spell can detect desire and interest as a scent given off by any mind in the target's vicinity. The more powerful the emotion of desire felt by a person, the stronger a smell that the target of Scent of Loose Purses will detect from them.

Lambert frequently casts this spell on his family and people in his employ to help them learn to read the emotions of people with whom they come in contact. Oftentimes Lambert will have someone who does not have Scent of Loose Purses cast upon her give her impressions of people to someone who does, so that they both learn to perceive cues without the aid of magic.

(Base 5, +1 Touch +2 Sun, +2 Smell)

Stench of Hate

InMe 30

R: Touch, D: Sun, T: Smell

The target of this spell can detect antipathy, dislike, and hate in all of its forms as a

Lambert frequently casts this spell on his family and people in his employ to help them learn to read the emotions of people with whom they come in contact.

(Base 5, +1 Touch +2 Sun, +2 Smell)

Tread of Fellow Travelers

InMe 30

R: Road, D: Diameter, T: Group, Faerie

The caster learns the number, state of consciousness, direction and distance to the nearest group of minds on the road he is on in one direction (apart from any group that the caster is in). The caster continues to sense this information for the duration of the spell.

This spell and similar magics are common among members of House Merinita. Road Range provides practitioners of Faerie Magic with a tool that can cast spells at very long ranges fairly easily. Such spells, however, can not be cast on targets that are not sensed because of the law of Arcane Connections (ArM5 page 80). Tread of Fellow Travelers allows the caster to sense targets and thereby cast other spells of Range Road upon them. (Members of House Merinita have developed similar spells using other Hermetic Forms).

(Base 5, +2 Road, +1 Diameter, +2 Group)

Familial Secrets

InMe 30

R: Personal, D: Momentary, T: Bloodline, Faerie

By casting this spell, the magus learns what all of his descendants believe to be the answer to a question chosen by the magus at the time of casting. This spell functions in a manner similar to the spell Posing the Silent Question (ArM5 page 149). It is not always obvious to the caster which answer came from which descendant. To be certain which descendant a particular answer came from, the caster must typically make a Perception + Awareness roll against an Ease Factor of 3 plus the number of descendants that are affected by the spell (this Ease Factor can be higher if the caster is unfamiliar with some

of his or her descendants). The caster does not need to possess Arcane Connections to his descendants for this spell to function. This spell works through the connection of blood. Lambert specifically designed Familial Secrets to not Warp members of his bloodline (ArM5 page 92).

(Base 15, +3 Bloodline)

Oath Breaker's Confession

InMe 35

R: Eye, D: Bargain & Momentary, T: Individual, Faerie

Like all spells of Bargain Duration, this spell is cast immediately after the caster strikes a bargain with the target and only takes effect if the target breaks her part of the bargain within one year (ArM5 page 92). If it should come to pass that the target of Oath Breaker's Confession breaks her agreement, then the caster instantly becomes aware that the bargain has been broken and also learns exactly why and how the target believes that she broke the agreement.

(Base 15, +1 Eye, +3 Momentary & Bargain)

Opinions of the Masses

InMe 35

R: Personal, D: Concentration, T: Hearing When this spell is cast, the magus chooses a specific question. For the duration of the spell, the caster will hear a voice answering this question from each mind that he comes in contact with. The thoughts of minds that have dwelled heavily on the magus's question are perceived as clear voices, the thoughts of minds that have given the matter little thought are perceived as loud whispers. Minds that have never considered the issue (and minds that are protected by Magic Resistance that the spell failed to penetrate) do not make any sound at all. Lambert has on occasion, by use of this spell, heard the opinions of spirits and invisible creatures to which he would have otherwise have been oblivious.

If the caster is surrounded by many people, the noise generated by this spell can interfere with the caster's ability to hear normal sounds. The Ease Factor of rolls involving listening should be increased if the caster is surrounded by people with strong opinions while this spell is in effect.

(Base 15, +1 Concentration, +3 Hearing)

Family Gathering

Mu(In)Me 40

R: Personal, D: Concentration T: Bloodline, Faerie

This spell alters the perceptions of the caster and all of those people who are descended from him or her. The affected people think themselves to be in a large, comfortable, well-lit room sitting around a table sufficiently large to seat every member of the bloodline, rather than at their actual locations. Those affected by the spell perceive their relatives to be with them in this room. The room itself is heavily influenced by the caster's wizard's sigil.

The members of the bloodline are able to speak to one another as if they were in the same room. If a member of the bloodline is asleep when Family Gathering is cast, the spell will not wake that family member; instead that person will experience the spell as a dream and he will have no easier of a time remembering the meeting than he would have remembering any other dream. The words and actions of a dreaming person are often, but not always, sufficiently odd to alert other participants to his or her state.

During the spell's duration, none of the family are able to receive information from their normal senses. (In terms of the mind as explained in Art and Academe, the forms and images collected by the target's senses are overwritten in the target's common sense by the Family Gathering spell). The targets of this spell are still able to move and control their bodies, but their inability to perceive their actual surroundings makes this a dangerous proposition.

Prior to inventing this spell, Lambert on occasion spontaneously cast a Range: Personal, Target: Bloodline version of Words of the Unbroken Silence and used Familial Secrets to communicate with his children, but he found such communication to be very taxing. Lambert created Family Gathering to facilitate clear communication. This spell is specifically designed to not Warp members of Lambert's bloodline.

(Base 15, +1 Concentration, +3 Bloodline, +1 Intellego requisite)

Calm Mind of Resolute Behavior

PeMe 20

R: Personal, D: Diameter, T: Individual For the duration of this spell, all emotions are banished from the caster's mind. This makes the caster unable to feel fear, doubt,

Lambert's mater believed that this spell was an essential tool for anyone who dealt with the faeries. She believed that casting Calm Mind of Resolute Behavior, to provide Lambert with a moment's clear reflection before embarking on an activity that might be influenced by the persuasion of charismatic faeries, would save her apprentice from many unwise decisions. Lambert casts Calm Mind of Resolute Behavior when he has an important choice to make and wants to see how he would approach the problem without the complications of his emotions coloring the issue. Lambert finds casting this spell to be quite unpleasant, though, and he greatly fears the possible consequences of miscasting a Perdo Mentem spell on himself.

(Base 15, +1 Diameter)

New Spells

Maris has developed these spells during his self-imposed isolation.

Animal Spells

Securing the Harvest

ReAn 4

R: Touch, D: Ring, T: Circle

This ward prevents any mundane pest from entering and absconding with the food growing within the protective boundary of the circle. If Maris finds that the ward has been bypassed and the food tampered with, it is an indication that something far more interesting than vermin has been in the area.

(Base 1, +1 Touch, +2 Ring)

Magi of Hermes

Aquam Spells

Sense the Tide's Boundaries

InAq 25

R: Touch, D: Sun, T: Ind

As Eyes of the Bat, but senses the displacement of water to see in the ocean's depths. Since this spell isn't bound by the limitations of sight, it is often preferred when scouring the ocean depths where light does not reach.

(Base 4, +1 Touch, +2 Sun, +2 Size)

Captured by Höðr's Shackles

ReAq 20

R: Voice, D: Sun, T: Part

Instantaneously, a submerged target is imprisoned in a thick casing of ice. Due to ice's natural buoyancy, Maris often uses this spell to float something of value to the surface. If used against an opponent, the ice suffocates an individual, as well as causing +3 damage per round from cold. Note that the spell does not create ice; it only works on targets already immersed in water.

(Base 3, +2 Voice, +1 Part, +1 Size)

Swallowed by the Mist

ReAq 20

R: Voice, D: Mom, T: Part

This spell turns the targeted section of water to mist, causing swimmers and ships alike to plummet to the ground while the mist rises up, and then the sea crashes down around them. Successfully targeting this attack requires a Perception + Finesse roll against an Ease Factor of 9 (6 if the target is smaller than a rowboat, as there is more leeway in the transformed area). Observers of this spell will often just see a large cloud of mist rise around the target, and the ship will simply be gone.

(Base 3, + 2 Voice, +1 Part, +2 Size)

Herbam Spells

Grow the Bountiful Feast

CrHe 4

R: Touch, D: Ring, T: Circle

This spell ensures that all plants within

the circle grow healthily, and produce a good crop. The plants still mature normally, but when it comes time to harvest, all will produce the maximum amount of crops, of the finest quality the plant can produce.

(Base 1, +1 Touch, +2 Ring)

Plant the Bountiful Feast

CrHe 20

R: Touch, D: Mom, T: Group, Ritual

This ritual creates a number of edible or food-producing plants. The plants appear fully mature, but still need time to produce a crop. Maris' version of this spell produces Irish moss.

(Base 1, +1 Touch, +2 Group, +1 Size, ritual)

Ignem Spells

Repel Winter's Clutches

CrIg 5

R: Touch, D Conc, T: Ind

Rapidly warms the target with an internal heat. This can be used to quickly defrost an object, or, if applied quickly enough, to save an individual from freezing to death. When using this spell in conjunction with treating hypothermia, the Medicine roll receives a bonus of +5.

(Base 3, +1 Touch, +1 Conc)

Terram Spells

Form the Hermetic Boundary

CrTe 25

R: Touch, D: Moon, T: Ind

Forms a large, stone circle where cast. The circle, which is nine paces across, rises out of the ground to produce a level, stone surface that is a foot high, and several inches thick. Maris likes to use this spell as a base to set up underwater gardens, which are an invaluable source of food.

(Base 3, +1 Touch, +3 Moon, +2 Size)

New Spells

Marcus has also created some spells that do not constitute part of his research.

Corpus Spells

New Spells

Persephone has designed the following new spells.

Animal Spells

Remake the Tailor's Craft

MuAn 15

R: Touch, D: Sun, T: Group

Transforms a set of clothing into different clothes. The substance and color must be preserved, but the shape and number of the garments can be altered. Thus a peasant's woolen smock can become a woolen dress, wimple, and cloak. An Intelligence + Finesse roll determines the quality of the new set of clothes; an Ease Factor of 6 is sufficient for a simple change, although the Ease Factor is 3 points higher if the new clothes are dramatically different from the old. The spell assumes that the clothing is in the main of animal origin — wool, felt, fur, leather, and silk — which is usually the case. A casting requisite of Herbam is needed to transform garments that are partly of plant origin, but items made solely of plant matter cannot be affected. Accouterments like wooden or metal fastenings remain unchanged.

(Base 2, +1 Touch, +2 Sun, +2 Group)

Imaginem Spells

Trigger the Distant Power

CrIm 5

R: Arc, D: Mom, T: Ind

The caster specifies a particular noise that then momentarily sounds in the vicinity of an object, place, or person to which the caster has an Arcane Connection. The spell cannot duplicate a voice or say words.

Persephone uses this simple spell to trigger a number of different effects in the charged items she makes and distributes to her agents. Each item is keyed to trigger its effect upon hearing a commonplace noise, like a whine, a buzz, or a chirrup easily attributable to an insect.

(Base 1, +4 Arc)

Voice of the Leucrota

MuIm 4

R: Touch, D: Sun, T: Ind

The target's voice is changed so that it is wholly different. This can duplicate the voice of a specific person known to the caster, or a particular accent he has heard before, or simply change the voice to be different than the target's own. This spell does not allow the target to speak a language that she does not know. An Intelligence + Finesse roll against an Ease Factor of 6 can accurately replicate an accent, and a 9 is needed to duplicate a specific voice. Someone more familiar with the person mimicked may still perpetrate the falsehood. This is also Persephone's favored spell used to humiliate an opponent she has bested in certamen — she often gives them an unnaturally squeaky or basso profundo voice. A leucrota is a mythical beast that can mimic the voices of men to lure them as prey.

(Base 1, +1 Touch, +2 Sun)

Aura of Childlike Innocence

MuIm 10

R: Touch, D: Sun, T: Ind

This spell is a variant of Aura of Ennobled Presence, except that it causes the target to appear more guileless, gullible, and naïve. The character gets a +3 to rolls to deflect suspicion

New Guideline: ReTe 4

Transport a target instantly up to five paces. Add one magnitude for 50 paces, two magnitudes for 500 paces, three magnitudes for one league, four magnitudes for seven leagues, and five magnitudes for a place to which you have an Arcane Connection.

or convince others of his innocence. To those affected by the caster's Gift, his apparent innocence and unblemished honor appears sanctimonious and self-righteous (originally in Houses of Hermes: Societates, page 96).

(Base 3, +1 Touch, +2 Sun)

Mentem Spells

Catching the Eye

CrMe 15 R: Sight, D: Mom, T: Ind

The caster momentarily attracts the target's attention, sufficiently to make eye contact to follow up with a spell of Range: Eye. This spell is normally redundant given the spectacle of spell casting; however Persephone has both Quiet and Subtle Magic, and a spell at Range: Eye is far more subtle than one of Range: Voice.

(Base 4, +3 Sight)

The Factor's Roll Call

InMe 20

R: Eye, D: Mom, T: Ind

This spell probes the mind of the target to reveal if he has ever heard a specific word. Persephone uses this spell to determine whether a given person is one of her agents — since she operates her agents remotely she instructs her factors to say an obscure word to all recruited agents. This spell therefore tells her if a person is in her employ. She has on occasion used it to discover whether her identity has been leaked. The word she most commonly uses is "shibboleth," although theologians may have heard this word before.

(Base 15, +1 Eye)

Music of the Unwanted Attention

InMe 25

R: Per, D: Mom, T: Hearing

The caster is able to sense anyone who is currently aware of her. A person's attention, regardless how fleeting, is heard as a musical chime, and each individual is represented by a different tone. She doesn't detect any information about them other than they are aware of her existence. The information gained from this spell is only relevant for the moment that the spell is cast, and is only applicable to those who have an active interest in the caster's presence. This spell operates by interrogating the common sense (see Art & Academe, page 33) for images of the caster.

(Base 10, +3 Hearing)

Funding the Blackmailer's Purse

InMe 30

R: Eye, D: Mom, T: Ind

The caster reveals a deep-seated secret in the mind of the target. The caster must have some idea about the subject of the secret; this spell cannot be used to "fish" the mind for a random secret. Instead, based on a piece of scant information, the spell reveals all the sordid details of a shameful deed, embarrassing moment, or concealed history. For example, Persephone notices that Credo the grog flinches every time the word "chalice" is mentioned. This spell will reveal that in her youth Credo stole the sacramental chalice from her local church, that she dared not fence it after committing the deed, and that it lies buried in the packed earth beneath her sleeping pallet.

(Base 25, +1 Eye)

My Old and Dear Friend

MuMe 20

R: Eye, D: Sun, T: Ind

The target's memory is altered so that the caster is "remembered" to have performed a major favor for him in the recent past. The caster gets to choose in what manner she appears in the altered memory. The target cannot be convinced of the falsity of this memory until the duration of the spell expires, at which point he realizes the deception.

(Base 4, +1 Eye, +2 Sun, +1 complexity)

I Was Never Here

PeMe 5

R: Eye, D: Mom, T: Ind

The target forgets meeting the caster. Prior contact between the caster and the target must be limited to a brief and relatively insignificant event occurring within the last day, and includes the casting of this spell. This spell is perfect for making a target forget seeing the maga overtly cast a spell, or causing a sentry to forget letting her through a gate. However, a person cannot be made to forget who stabbed him.

(Base 4, +1 Eye)

Terram Spells

Short Step of the Ghost

MuTe(Au) 25

R: Touch, D: Mom, T: Part

The stone in a section of wall momentarily becomes as permeable as mist, allowing the caster to step through. The wall solidifies behind her. It affects an area as large as a door, but the wall cannot be more than one foot thick. The highly unnatural substance that the section of wall briefly becomes does not affect its structural integrity.

(Base 10, +1 Touch, +1 Part, +1 affect stone)

Invisible Hand of the Thief

ReTe 20

R: Voice, D: Mom, T: Ind

Instantly transports any single object to the hand of the caster. The object must be within range and be visible to the caster. Objects that are being held or worn can be affected by this spell, and may need casting requisites for material other than that covered by the Form of Terram — for example, Animal for wool, leather, bone, or ivory; and Herbam for wood, rope, or linen. If the target object is protected by Magic Resistance (such as an item worn by a magus), then the spell must have sufficient Penetration.

The base level for this effect is that for a very unnatural motion. However, for instant transportation the Rego Corpus guidelines are consulted, which adds one magnitude for instant transportation over 5 paces, two magnitudes over 50 paces, and so forth.

Magi of Hermes

(base 4, +2 Voice, +1 affect restrained objects, +1 for 50 paces transportation)

New Spells

Petalichus has developed these spells.

Animal Spells

Unmake This Cloth

PeAn(He) 10

R:Touch, D: Mom, T: Ind

This spell unravels an item made of cloth, whether it be wool, linen, cotton, or silk. An Herbam casting requisite is required for for plant-based cloth.

The garment, tapestry, or other item is disassembled carefully with all knots undone and stitching unpicked.

Familiar: Idmon the Spider

Characteristics: Int –3, Per –2, Pre –5, Com –6, Str –10, Sta +1, Dex +3, Qik +4

Magic Might: 10 (Animal)

Size: –6

Natural Qualities: Ambush Predator, Grapple, Loathsome Appearance, Venomous

Virtues and Flaws: True Friend (Petalichus), Piercing Gaze; Envious (Minor)

Personality Traits: Sinister +2, Loyal (Petalichus) +3

Reputations: None

Combat:

Dodge: Init +4, Attack N/A, Defense +7, Damage N/A

Teeth: Init +4, Attack +10, Defense +9, Damage –9

Grapple: Init +4, Attack +6, Defense +7, Damage N/A

Soak: +1

Fatigue Levels: OK, 0, –1, –3, –5, Unconscious

Wound Penalties: –1 (1), –3 (2), –5 (3), Incapacitated (4), Dead (5)

Abilities: Awareness 4 (prey), Brawl 3 (teeth), Climb 5 (webs), Hunt 4 (insects), Greek 5 (magical terms), Latin 4 (Hermetic usage), Penetration 4 (Mentem), Stealth 4 (stalking), Survival 3 (home area), Weaver 5 (webs)

Powers:

Panic of the Trembling Heart (CrMe 15) 2

points, Init +3

Weaver's Trap of Webs (CrAn 35) 4 points, Init +1

Vis: 1 pawn of Rego in its legs.

Gold Cord: 2, Silver Cord: 1, Bronze Cord: 2

Bond Powers:

Mental Communication, as per the level 15 effect in ArM5, page 105. This effect works on both Idmon and Petalichus.

Shared Senses, as per the level 30 effect in ArM5, page 105. Only Idmon's senses are shared with Petalichus.

Appearance: Idmon is an unnaturally large, fragile-looking spider with long, angular legs jutting out from a smooth armored body. Idmon's many eyes glitter and they reflect the bright patterns that cover its carapace.

Petalichus named his familiar Idmon after the father of Arachne, but if the spider has a true name it has not yet revealed it even to Petalichus. Idmon often travels with Petalichus, but is aware of his physical limitations so prefers to remain close to his master. However, on many occasions the magus sends his familiar out into the night to find and retrieve an Arcane Connection to a new target.

Petalichus found his familiar somewhat late in life, when he was into his mid-fifties.

The item is reduced to discrete piles of thread. A Dexterity + Finesse simple roll determines how orderly these piles are arranged and sorted.

(Base 4, +1 Touch, +1 Herbam requisite)

Bind Fast

ReAn(He) 5

R: Voice, D: Mom, T: Group

The targets' clothes seek out and bind themselves to the nearest other object, moving or not. If the members of a group are standing sufficiently close, this spell binds them together. The magic lasts just long enough for the clothes to bind themselves into knots, and then dissipates allowing the targets to free themselves by undoing or cutting the knotted cloth.

While all of a target's surface clothing will writhe and seek out something to bind to, there is no guarantee that all of it can. If the clothes are close-fitting, or there is not enough slack in the garment, the cloth will simply flail for a moment and then fall dormant. If there is sufficient cloth but there is nothing within its reach, the target may still become bound up as his clothes wrap and tie themselves around his limbs.

Affected targets suffer a –3 penalty to all subsequent rolls for physical actions, but can free themselves by either dedicating a round to cutting or tearing the clothing, or by spending two rounds working to untie the knots.

Storyguides may wish to give other options to particularly large, strong, or dexterous characters.

Until members of the target group have freed themselves, successive castings of this spell have no further effect.

(Base 1, +2 Voice, +2 Group)

A Day's Worth of Spinning

ReAn 10

R:Touch, D: Mom, T: Group

One of the first spells taught to Petalichus by his mater, this spell cleans, cards, and spins a whole fleece, or a bale of cotton or flax, into thread in a matter of moments. If dye is available when the spell is cast, the thread can be dyed as the caster directs. A Herbam casting requisite is required for plant-based cloth.

This is an Average task for a mundane spinner, so the caster must make a Perception + Finesse (precision) + stress die roll against an Ease Factor of 12 (Craft Ease Factor 9 + 3 for using Craft Magic).

Failing the roll results in a badly spun fleece, probably with flecks of dirt still clinging to the thread. A botched roll ruins the fleece outright, though this may not be immediately apparent.

See Covenants, page 49 for more on Rego Craft Magic.

(Base 3, +1 Touch, +2 Group)

A Day's Worth of Weaving

ReAn 10

R:Touch, D: Mom, T: Group

This spell is exceptionally good at making simple cloth, but casters may find it difficult to create cloth of any great quality or highly patterned tapestries. The table below lists the base Ease Factors for weaving bolts of cloth in a single casting. Treat each bolt of cloth as being two paces in length by one pace wide. Successive castings can extend the current bolt of cloth rather than creating a new item. Members of Petalichus' lineage have traditionally used this spell in practicing their Finesse.

The caster makes a Perception + Finesse (precision) + stress die and compares the result against the table below.

Cloth Bolt's L
Quality E
evel C raft Magic
ase Factor
Shoddy Trivial 6
Standard Simple 9
Superior Average 15
Excellent Hard 18

It is a harder task to create patterned cloth. A simple repeating pattern adds +3 to the Ease Factor, while an image or words woven into the cloth adds +6.

See City & Guild, page 67 for more on item quality. A Herbam casting requisite is required for work involving cotton or linen.

(Base 3, +1 Touch, +2 Group)

New Spells

Ranulf has designed these new spells.

Ignem Spells

Coat of Prometheus

CrIg 5

R: Touch, D: Sun, T: Ind.

This spell enchants a person to remain at least comfortably warm regardless of how cold the environment is. Snow immediately melts off of the target's body, and moisture soon evaporates from both the target and his clothing. The target suffers no ill effects from normal extremes of cold weather. The spell also confers a +5 Soak bonus to resist damage caused by extreme cold, and a –5 Soak penalty to resist damage caused by extreme heat. Ease Factors of rolls to resist the environmental effects of heat are increased by 3 for characters affected by Coat of Prometheus.

(Base 2, +1 Touch, + 2 Sun)

Mien of Helios

CrIg Level 15

R: Per, D: Diam, T: Ind

This spell causes the caster's body and personal effects to shine with the brightness of the sun. Anyone within 10 paces of the caster who looks in the direction of the caster is temporarily blinded, unless he makes a Stamina stress roll against an Ease Factor of 9. People between 10 and 50 paces from the caster suffer a –3 penalty to all attempts to target the caster. The light created by this spell illuminates a great area and, if conditions permit, could be seen from several miles away. Ranulf has noticed that people and creatures whose Magic Resistance is not penetrated by this spell are not illuminated by it, and can be easily identified by their lack of reflected light.

(Base 5, +1 Diameter, +1 exceptionally intense light)

Fasting Hearth

CrIg Level 20

R: Touch, D: Moon, T: Ind

This spell creates a fire, which is large enough to fill the hearth in a great hall, at the

location touched by the caster. The created fire burns continuously for the duration of the spell with no need for fuel. This spell was created in the early days of the Order, and is common in covenants without a nearby source of firewood. The Fasting Hearth is not frequently used for a magus' laboratory because of the Warping effects it can have on research conducted under its influence.

(Base 4, +1 Touch, +3 Moon)

Self Immolation

CrIg 30

R: Personal, D: Diam, T: Ind

The caster enshrouds himself in flames of spectacular intensity. The flames are hot enough to do +30 damage to anything that the caster touches or that touches the caster, and +30 damage per round to both him and anything that he is holding or that he touches. Ranulf casts this spell upon himself only after casting a spell to protect himself from the heat.

(Base 25, +1 Diameter)

Stockade of Infernos

CrIg 40

R: Voice, D: Conc, T: Group

The caster creates six walls of fire within the range of his spell. Each wall is up to 10 paces long. These walls can be created in any configuration desired by the caster, including configurations where the walls intersect one another. If a particularly precise placement of the walls is desired, the caster should make a Perception + Finesse roll to determine his success. Using Stockade of Infernos to directly attack a creature by placing a wall of fire across that creature's location may be accomplished using the rules for aimed spells. Anyone passing through one of the walls takes +15 fire damage. Ranulf frequently places his walls as a set of two concentric triangles, or as a narrow path that leaves people trapped within them only a single direction to move.

(Base 15, + 1 Concentration, +2 Group)

Conflagrative Servant

Cr(Re)Ig 45

R: Voice, D Sun, T Ind

This spell creates a four-pace-tall manshaped mass of brightly burning flames. This mass of flames responds to the verbal commands of the caster. Commands have to be very simple, like "follow me" or "wrap yourself around that creature and hold on." The conflagrative servant is made of fire hot enough to do +5 damage to things that the servant touches or that touch the servant. The conflagrative servant is insubstantial but cannot pass through solid objects. The insubstantial nature of the servant also normally prevents it from manipulating objects. When created, the conflagrative servant has a Size of +3, Strength and Stamina scores of +5 (although it has no substance to touch things), and Dexterity and Quickness scores of –2. The conflagrative servant has no Abilities. The conflagrative servant is subject to damage from Perdo Ignem spells and water. When the conflagrative servant is injured by these means, it shrinks in size. Every size category that the conflagrative servant shrinks, it loses 2 points from its Strength and Stamina scores and gains 1 point in its Dexterity and Quickness scores. The conflagrative servant is extinguished if it shrinks to smaller than a candle flame in size (Size –10).

Ranulf frequently casts Flames of Stone upon his conflagrative servants in order to allow them to perform manual labor. This makes the conflagrative servant substantial and vulnerable to physical damage. Any damage done to the conflagrative servant causes it to shrink as detailed above. A Light Wound shrinks the servant one size level, a Medium Wound shrinks the servant two size levels, and so on. Ranulf also frequently uses multiple invocations of Discriminating Flames on the servants to enable them to use tools and enter structures without causing tremendous damage.

(Base 10, +2 Voice, +2 Sun, +1 size, +1 requisite, +1 complexity)

Enduring Flame

MuIg Level 10 R: Touch, D: Sun, T: Ind

A fire targeted by this spell is inextinguishable by wind or water for the spell's duration. A fire will still burn out if it runs out of fuel while under the effect of the spell, and a candle that is the target of this spell may still be extinguished by being pinched or snuffed out. This spell was originally designed to keep a candle burning on a windy and rainy night, but it can be used on fires that are much larger in size and can even be used to allow a burning torch to be brought underwater without being extinguished. The bubbles, smoke, and turbulence caused by submerging a fire that is under the effect of this spell prevent it from being a useful method of illuminating aquatic areas.

(Base 3, +1 Touch, + 2 Sun)

Boreal Flames

Mu(Pe)Ig 15

R: Touch, D: Mom, T: Ind.

This spell momentarily alters a fire so that rather than radiating heat, it radiates an icy cold. The colors of the target fire change from oranges and yellows to violets and blues. Any fire affected by this spell does cold damage rather than heat damage for the moment of the spell's duration. Boreal Flames does not function on fires that are so hot that they do more than +15 damage. This spell was specifically designed to alter a casting of Pilum of Fire. Boreal Flames may be cast in conjunction with another spell; to do so the caster must make an Intelligence + Concentration roll against an Ease Factor of 15 (per ArM5, page 82). Ranulf uses Boreal Flames in conjunction with The Patient Spell, as doing so eliminates the need for such a formidable feat of concentration.

(Base 4, + 1 Touch, +2 intensity of flames)

New Spells

Most spells and enchantments that Tolides invented over the described period of time are supposed to further his goal to rid the world around him of light and warmth, to make it more bearable for him. Most of his creations are influenced by gloom and decay, reflecting their creator's view of the world.

Corpus Spells

Track By Scent

MuCo(An) 4

R: Per, D: Sun, T: Ind

For the duration of the spell, the caster's sense of smell is as sensitive as a staghound's.

Being a hunter through-and-through, Tolides frequently employs this spell to track down those who try to escape the punishment he has decided to deal them.

(Base 2, +2 Sun, requisite free)

Evaluate the Facing Opponent

InCo 10

R: Eye, D: Mom, T: Ind

Looking the target in the eye, the caster is able to sense any corporal affliction or ailment that might hamper the target's physical movement. This includes, for example, injuries, fractures, and crippled limbs covered by clothes or armor. Note that the caster must face the target directly to scrutinize his or her physical condition.

When Tolides developed this spell he did not own a mirror, but seriously considered acquiring one to extend the utility of the spell to diagnosing himself.

(Base 5, +1 Eye)

New Spells

Many of Yestin's early spells have actually been passed down through generations of itinerant Jerbiton musicians. Others were invented as part of his magical training when his mater, Ffanci ferch Fflam, guided him in the laboratory.

Herbam Spells

The Magic Flute

CrHe 5

R: Touch, D: Conc, T: Ind

This spell conjures a carved wooden flute into the hands of the caster. The flute appears just as the caster wishes, although casting requisites are required for flutes decorated with materials belonging to forms other than Herbam, such as the animal horn often used for embellishments.

Having only Concentration Duration, the flute is entirely magical and will disappear at the end of the spell's duration, essentially when Yestin finishes playing it. Yestin benefits from his Performance Magic Virtue when casting this spell, as the act of playing the flute stands in for his concentration.

(Base 3, +1 Touch, +1 Conc)

Heal Thy Broken Voice

CrHe 20

R: Touch, D: Mom, T: Ind, Ritual

This ritual spell mends a damaged wooden musical instrument. The instrument

Magi of Hermes

is returned to the peak of its former condition; that is, the height of its playing life after the instrument had matured and settled, and before decay or accident had affected it. The instrument is also cleaned of all dirt by this spell, as that helps bring it closer to its ideal.

Instruments that have more than one part, such as a fiddle and its original bow, are treated as the same item and are both repaired so long as all parts are present at the

New Guideline: CrHe 15

Restore a manufactured wooden item that has been damaged to the peak of its capabilities. This spell can also restore decay, but the damage must be light.

ritual's casting.

A badly made instrument cannot be repaired beyond the height of its playing life, so it retains any flaws it had before it was damaged. An enchanted instrument can be made whole again, but any magical enchantments lost as a result of damage are not restored.

This spell has a base level of 15 by analogy with the Creo Corpus guidelines, allowing the healing of "light" damage. Casting requisites are needed for instruments with any non-Herbam components (cat-gut, horse hair, metal pins, etc).

(Base 15, +1 Touch)

Mend Thy Broken Strings

ReHe 20

R: Touch, D: Mom, T: Ind

With all the required parts and/or materials of a musical instrument present, the caster uses Rego magic to repair it, including re-stringing, straightening warped wood, or any other fix that could be applied by a craftsman. The spell cannot repair splintered or broken wood, but it can reassemble or replace old parts if new materials are available. The spell cannot create any required materials that are not present.

This spell uses the Rego Craft Magic rules from Covenants, page 49, and so the results of the spell depend on the magus's Finesse as described in the table.

Casting requisites are required for non-Herbam components.

(Base 5, +1 Touch, +2 Complexity)

Ignem Spells

Let This Fire Sing You to Sleep

MuIg(Im) 25

R: Voice, D: Sun, T: Part

This spell affects a single fire, turning the very tips of the flames into pleasing music. The caster decides the kind of music he wishes to hear (a ballad, a whirly jig, etc.), and the spell accommodates. The music of the flames always incorporates a signature refrain, as though a sigil, with each casting. But the mood of that same refrain is adapted to the needs of the song.

The flames play the same music all the while the fire burns, getting louder as the fire burns brighter, hotter, or larger, though the random nature of fire and differences in fuel mean that no two castings ever produce exactly the same performance.

The spell ends when the flame is extinguished, its original source is fully destroyed or, for particularly long-burning fires, when the spell's Sun Duration naturally expires. This spell cannot affect a fire that is already larger than a campfire or a fire in a hearth (essentially, any fire doing +5 damage), but a fire that grows larger than this retains the magic.

Yestin originally designed this spell so that his fire, whether on the road or in his sanctum, could gently sing him to sleep. But the more he explored this new spell, the more he found new uses for it. It wasn't just music that the flames could produce, but also speech (though limited in the range of words and voice to little more than those the caster imagines as he casts the spell) or other natural and unnatural sounds. These sounds always adopt the rhythm of the spell's original melody, though. If left to sing (or talk) of its own volition, with no guidance from the caster, the fire sounds as

though it is forming words, but this is an illusion; the sounds form true words by accident if at all.

Yestin has used this spell in his sanctum to experiment with different harmonies, and has on occasion established choirs of candles each quietly singing a different refrain or a different note. The effect can be mesmerizing.

A Finesse Stress roll (Mastery of the spell reduces this to a simple roll) determines how pleasant the sound is, but the size of the fire determines how loud it is.

A candle flame A whisper A burning torch A conversation

Size of Fire Equivalent Sound

A campfire A song or heated discussion

This spell has the side effect of reducing the intensity of the target fire by 1 as flame is turned to sound.

(Base 4, +2 Voice, +2 Sun, +1 Part)

Let the Sun Not Bother Me This Day

PeIg 10

R: Per, D: Sun, T: Ind

This spell cools the caster to a comfortable level, no matter how hot the sun is or how long he stays out in it. As Yestin puts it, "the day becomes as pleasant as a spring afternoon, and loses the wrath of summer's heat". The target is still affected by the light of the sun, but its warmth is regulated. All other sources of heat affect the caster naturally.

This spell ends either when it reaches its natural duration, when the caster moves into a fully enclosed room (or cavern system or basement), or in the event of an eclipse; it ends when he goes anywhere that sunlight cannot reach him.

Petalichus the Weaver of Verditius bought a copy of this spell from Yestin when the bard travelled to the Tribunal of Thebes one year. The Verditius claimed to be interested "from a research point of view." Unknown to Yestin, Petalichus ultimately used the spell in a long-running feud with Solar Magnus of Tytalus, a feud that ended in Stonehenge with the death of Solar Magnus.

(Base 4, +2 Sun)

Magi of Hermes

Imaginem Spells

Confound the Rival Singer

MuIm 5

R: Sight, D: Conc, T: Ind

A somewhat mischievous spell, Yestin devised this in order to give himself an unfair advantage over his mundane rivals. The target of the spell is a singer's voice (or the sound produced by a single musical instrument), and the spell allows the caster to pull that voice in all manner of directions. For example, it pulls notes higher, pushes them lower, draws them out longer, or cuts them off sharply.

As the caster must anticipate the music or song as it is being performed, the spell requires a Finesse roll to affect the sound to a greater or lesser degree. On a high Finesse roll (9 or higher), the caster is able to change words within the song, or change entire chords within the music. At the lowest level, the caster is able to at least change some of the music to bad notes or add a croak in the voice.

Finesse Roll: 3+

Effect: Causes occasional breaks in the voice or the random bad or missed note.

Finesse Roll: 6+

Effect: The caster can choose to manipulate the performance such that it appears to simply be a good player on a bad night. The target voice might sound strained or croaky, and instruments may sound in need of tuning.

Finesse Roll: 9+

Effect: The caster can make the singer sound tone deaf, flattening a performance or pitching the music off key.

Finesse Roll: 12+

Effect: The caster achieves a fine level of control, and can even change words within a song to any other words of his choosing.

If the caster is familiar with the song or the piece of music, he may add his Music score to his Finesse roll as there is less need to anticipate the performance.

It may be possible to apply the spell to the spoken word, perhaps to an orator or a tutor as he addresses an audience, although Yestin has not yet experimented with this.

(Base 1, +3 Sight, +1 Conc)

Mentem Spells

The Welcome Stranger

CrMe 15

R: Eye, D: Diameter, T: Ind

This spell inserts a recollection of the caster into the target's memory. The memory itself soon fades, but its fleeting presence is usually enough to reassure the target that he has met the caster before.

The nature and context of the memory is determined when the spell is cast.

Even fond or favorable memories are not enough to counteract the effects of The Gift, but the guidelines in ArM5, page 76, give an idea how the memory of an established relationship influences behavior.

In later years, Yestin mastered this spell such that he can cast it both quietly and without the normal Hermetic gestures.

(Base 5, +1 Eye, +1 Diameter)

Orpheus' Ballad

CrMe 20

R: Voice, D: Mom, T: Group

The spell creates a momentary flash of intense unnatural fear, despair, and woe in the minds of the assailants, attacking their estimation (Art & Academe, page 32). Each target in turn, starting from the target closest to the caster, attempts a Brave Personality Roll against an Ease Factor of 9 or flees the scene. This roll is modified by –1 for each other member of the group who fails his roll; the more who flee, the less resolve the others have.

The magic of the spell is carried on the caster's own scream, and extends out as far as the caster's voice would normally carry at a high volume (in excess of 50 paces). The magic of the spell affects the group of individuals in front of and closest to the caster. The individuals must still constitute a group as per ArM5, page 113.

Yestin devised the spell after he was set upon by brigands along the road from Winchester to the Isle of Oxney near Rye. He was lucky to escape their clutches after their first meeting, and ensured that he was prepared for their next.

The spell is named for all the grief suffered by Orpheus, who lost so much on leaving the underworld.

(Base 4, +2 Voice, +2 Group)