Ars Magica Digital Codex

The Even Hand of The Determined Weaver

Re(Cr)An 5

R: Touch, D: Mom, T: Part

Like The Weaver's Subtle Art (below), this spell makes a lasting change to a tapestry or other item made from cloth (whether made from wool, cotton, silk, or linen).

Any geometric shape or regular line in or on the item, or even the shape of the item itself, can be made even and precise. The Creo requisite ensures that the lines and shapes affected by this spell are perfect examples of their type.

This spell is used to enhance items, especially when making Excellent-quality wares, or Items of Quality as per the Verditius House Mystery detailed in Houses of Hermes: Mystery Cults, page 124.

The application of this spell alone is not enough to raise the true quality of an item (it cannot be made more hardy or more richly colored, for instance), but it is enough to aid spells that require certain mathematical resonances.

The individual changes made by the spell may stand out and draw the eye of those interested in the piece. Those looking at the work should make a Perception + Awareness + simple die roll against an Ease Factor of 9. On a success they notice the precision of the affected areas. Those who have the ability may substitute their Weaver craft ability for Awareness when making the check.

A Herbam casting requisite is required for tapestries that include plant-based cloth or yarn.

(Base 1, +1 Touch, +1 Part, +1 for size, +1 for Creo requisite)

The Treacherous Cloak

ReAn 5

R: Sight, D: Conc, T: Ind

This spell uses a target's clothes against him, twisting them into cords that then strangle the target for as long as the caster keeps concentrating.

Using the deprivation rules in ArM5, page 180, the target must make a Stamina check every 5 rounds. Additionally, the target can attempt a Strength + Athletics stress roll against the caster's Dexterity + Finesse Simple roll in order to break the grip of the clothes. If the character is being helped, use the highest Strength + Athletics score and add 1 for each other person helping.

The target can attempt a Brave Personality Trait roll against an Ease Factor of 9 in order to perform an action other than attempting to free himself from the grip of his own clothes.

The caster must, as usual, succeed in Concentration rolls each round.

(base 1, +3 Sight, +1 Concentration)

The Weaver's Subtle Art

ReAn 5

R: Touch, D: Mom, T: Part

This spell allows the caster to make minor alterations to a finished tapestry or embroidered item, such as changing a subject's pose, improving a likeness, or rewording an embroidered phrase. The change is minor in relation to the whole, never making up more than a fraction of the item, but as this spell can act on large tapestries, the individual change may itself be quite large. The change retains the original character of the work, so the intrinsic workmanship cannot, in itself, be improved through this spell.

The version known to Petalichus was handed down through generations of his confraternity. Casters who know this version may use their Weaver craft ability in place of Finesse when determining the quality of the effect. Magi who invent this spell, or learn it from another source, use Finesse as normal.

A Herbam casting requisite is required for tapestries using plant-based thread.

(Base 1, +1 Touch, +1 Part, +1 for size, +1 for Finesse)

Corpus Spells

Arachne's Tuition

ReCo 20

R:Eye, D: Sun, T: Ind

Cast by a master on his apprentice, this spell allows the master to control the apprentice's movements for a day.

The caster can suspend the spell, allowing the apprentice to continue with a task or exercise, and then resume control in order to help the apprentice through a particularly complex task or to correct his student and show how something should be done. The apprentice learns at a much deeper level by having his own actions controlled from within, rather than simply being guided from without.

This spell is designed to assist with the training of physical skills, notably craft skills. Each season a master uses this spell to instruct an apprentice, he can add 1 to his Training Source Quality (see ArM5, page 164).

This version was developed generations ago within Petallichus' line of Verditius weavers, though others certainly exist elsewhere within House Verditius and perhaps also in other Houses.

Magi of Hermes

Two seasons of using this spell on an apprentice counts as one year of being under a constant magical effect as per ArM5, page 168, and inflicts 1 Warping point in that year.

(Base 4, +1 Eye, +2 Sun, +1 control over fine movements)

Remain Within Those Walls

ReCo 20

R: Touch, D: Ring, T: Arcane Circle

A variant on a warding theme, this spell cast with an Arcane Circle target both imprisons people within its bounds and prevents them from crossing into the Arcane Circle.

The Arcane Circle target is usable by those who know the Hermetic Geometry Mystery, and allows the caster to draw a circle at his location while calculating and casting against a sympathetically identical circle in a remote location (see The Mysteries Revised Edition, page 95).

Those with Resistance (through Parma or Might) are not confined or restricted unless this spell Penetrates that resistance. Arcane Connections to a named target may be used in order to increase the Penetration as normal, though the increased Penetration is only valid against that named target.

As the base effect for warding spells is Touch, Ring, Circle, the Arcane Circle target raises the level of the spell by one magnitude as it is more complex than its mundane equivalent, but no modifier is required for either Touch or Ring.

(base 15, +1 Arcane Circle)

Imaginem Spells

To See As Though a Plethron Distant

InIm 25

R: Sight, D: Conc, T: Special

This spell allows the caster to see and hear his surroundings as though he was standing in another place he can naturally see. The spell does not enhance the caster's natural sight or hearing.

The caster has some freedom to move his vantage point, but cannot move into any place that he cannot naturally see from his physical location. Moving the viewpoint requires a Simple Stamina + Concentration Roll vs. Ease Factor 6.

Petalichus and his brother Cononites have investigated this spell, as Petalichus had anticipated that he would be able to use it to gain sight of new viable targets. This proved not to be the case. William Bonisagi theorized that the species, recreated as they are, bear insufficient connection to the things they represent to support casting spells against them. By being so far removed, the magus would essentially be attempting to cast his spells on mere apparitions.

However, using this spell to aid with Hermetic Geometry spells (those using Arcane Line, Arcane Circle, and Arcane Ring) reduces the Distance Level by 1 if the caster can now see his target. This is cumulative with other spells or devices that may also reduce the Distance Level (see The Worldly Halysis later).

The Target is based on Room, but is more complex as it allows unbounded spaces to be targeted. Any area comparable to Room can be targeted.

(Base 2, +3 Sight, +1 Concentration, +3 Special target based on Room +1)

Mentem Spells

The Unwelcoming Room

CrMe 30

R: Line, D: Conc, T: Room

Targeted on a distant room using the Arcane Line Range, this spell induces anger in all affected targets. A stress roll using an appropriate Personality Trait (like Calm or Restrained) against an Ease Factor of 9 is required to keep the anger under control. Aggressive traits (like Argumentative, Intolerant, or Angry) work against the roll. A failure inclines the target to aggressive action against anyone or anything that could appear or feel threatening.

Petalichus knows the effect The Gift has on mundanes, and recognizes that the fear and distrust it fosters in them can easily be triggered into something more dangerous. Petalichus uses this spell to heighten tensions and use them against his enemies from a position of safety.

(Base 4, +3 Line, +1 Concentration, +2 Room)

Vim Spells

A Day's Grace

ReVi 30

R: Touch D: Hours T: Individual

Using this spell, the caster is able to suppress one other spell he casts at the same time as this spell for a Duration counted in Celestial Hours (see The Mysteries Revised Edition, page 49).

The suppressed spell can have a level up to 25 and may be Spontaneous, Ceremonial or Formulaic. Ritual spells are too complex to be suppressed by this spell although should a version of this spell be designed as a Ritual that should be possible.

Spells with Circle and/or Ring Duration (including Arcane Circle and Arcane Ring) are also suppressed but fail if the circle inscribed during casting is broken before the spell is released (Arcane Circles and Rings are still visible to those with Second Sight, and may be broken by them before the spell is released).

Sight-Ranged spells must be targeted

during the initial casting. Once the spell has been cast, the target will still be affected by it whether or not that target is still visible to the caster or not, though only where that target remains in the same location until the

Magi of Hermes

spell is triggered.

(base 15, +1 Touch, +2 Hours - equivalent of Sun)

Sample Rotes

Petalichus has invented the following effects as Rotes, the simple magical effects available to students of Hermetic Numerology. See The Mysteries Revised Edition, page 92 for details on casting.

Sense the Weight of Divine Power

InVi 3

R: Touch, D: Mom, T: Ind

This rote (designed using the Hermetic Numerology Mystery Virtue) is a simple effect to tell the caster what strength of Divine aura he is currently standing in.

(Base 2, +1 Touch)

Scribe the Perfect Circle

Re(Cr)Te 4

R: Touch, D: Mom, T: Ind

As the spell described in The Mysteries Revised Edition, page 96.

The Unseen Arm

ReTe 5

R: Voice, D: Conc, T: Ind As the spell listed in ArM5, page 155.

Recollection of Memories Never Quite Lived

MuMe 4

R: Eye, D: Sun, T: Ind As the spell listed in ArM5, page 149.