Defending Against Intangible Tunnels
The obvious way to defend against Intangible Tunnel-style effects is to dispel the tunnel, using an effect like Unraveling the Fabric of Vim (see ArM5, page 161). Of course, to do this, the character needs to know that an Intangible Tunnel is present. For this purpose a device like the Assassin's Bell can be invented. An effect like Eyes for the Lurking Assassin is still required in order to actually target the tunnel.
Some magi also learn an *Intangible Tunnel-*style of spell and then master it taking the Magic Resistance mastery (ArM5, page 87). This works because all of the Intangible Tunnel-style effects are similar spells, and it considerably reduces the magus' vulnerability to all such spells. However, as this usually occupies at least two seasons (one to learn the spell, another to master it), many magi do not take this precaution, being too busy with their own projects. Note that this spell mastery only protects a magus against the casting of an Intangible Tunnel-style spell; it does not give any extra protection against spells cast through an Intangible Tunnel once it exists — regardless of who cast the Intangible Tunnel.
Assassin's Bell
This invested item is a copper bell. It is designed to be hung in a magus' sanctum. A magus might even carry this bell with him at all times during a Wizard's War. The copper bell is a small base metal object, which requires 10 pawns of vis to open for enchantment. This requires a Magic Theory of 5 and one season. The bell has two effects that require 5 and 2 pawns of vis to invest respectively.
Hearing the Tearing
InVi 49
Pen: 0, constant effect
R: Personal, D: Sun, T: Hearing
This effect enables the bell to hear when an *Intangible Tunnel-*style of effect is within Hearing distance (about 15 paces), which easily encompasses a normal-sized laboratory.
Note that this spell requires no Penetration as an Intangible Tunnel does not have any Magic Resistance.
This effect triggers the Clarion Call bell-ringing effect.
(Base 5, +2 Sun, +3 Hearing, +3 detailed information; +4 constant effect)
Required Lab Total to invest effect: One Season (98), Two Seasons (74), Three Seasons (66), Four Seasons (62).
Clarion Call
ReTe 17
Pen: 0, unlimited uses
R: Personal, D: Momentary, T: Individual This effect rings the bell continuously, if the Hearing the Tearing effect detects an Intangible Tunnel.
(Base 2, +2 effect metal; +10 unlimited uses, +3 linked trigger)
Required Lab Total to invest effect: One Season (34), Two Seasons (26), Three Seasons (23), Four Seasons (22).


Listen to the Bells
InTe 30
R: Touch, D: Diameter, T: Individual The caster of spell holds a bell and he can sense whatever the bell can sense with its magical senses. Usually a bell has
no magical senses, but this spell is useful if the bell has been enchanted with some, as is the Assassin's Bell.
In the case of the Assassin's Bell, using the bell's senses provides enough information to use or target tunnels that the bell can hear.
(Base 20, +1 Touch, +1 Diameter)
Required Lab Total to invent spell: One Season (60), Two Seasons (45), Three Seasons (40), Four Seasons (38).
Eyes for the Lurking Assassin
InVi 45
R: Personal, D: Diameter, T: Vision
This spell detects the presence of an Intangible Tunnel-style tunnel, and reveals its sigil. This is sufficient information to use the tunnel or target the tunnel itself with spells.
Note that a general Intellego Vim spell to detect magic might be used to provide similar information. This spell, however, specifically detects only Intangible Tunnel effects. This is useful because, as a magus is likely to be often among a lot of magical effects, he does not want to take time to scan his surroundings individually identifying specific effects as he searches for an Intangible Tunnel (see See the Light of Magic). This is important because, if the magus suspects he is under attack by an Intangible Tunnel, he may only have moments to react.
(Base 5, +1 Diameter, +4 Vision, +3 detailed information)
Required Lab Total to invent spell: One Season (90), Two Seasons (68), Three Seasons (60), Four Seasons (57).
Flesh Crawls at the Intangible Touch
InVi 30
R: Personal, D: Diameter, T: Touch
Hermetic Projects
The caster feels his skin crawling when he is the target of an Intangible Tunnel-style tunnel. This provides sufficient information to use the tunnel or target the tunnel itself with spells.
However, note that this only works if the caster is himself the target of the tunnel. It does not work on tunnels that are cast on other characters. As with Eyes for the Lurking Assassin, a general detection spell might be useful too, but would perhaps make it more difficult to rapidly identify the tunnel in an emergency situation.
(Base 5, +1 Diameter, +1 Touch, +3 detailed information)
Required Lab Total to invent spell: One Season (60), Two Seasons (45), Three Seasons (40), Four Seasons (38).
See the Light of Magic
InVi 30
R: Personal, D: Diameter, T: Vision
The caster can detect all active magical effects. Spells appear as glowing lights with a brightness proportional to their magnitude. This spell provides sufficient information to target the sensed magical effects, but the magus does not receive any information about the magical effects, and therefore he does not know which effect is which, if he is looking for a particular one. However, if the caster has used this spell previously, he can identify the presence of a new effect. If there is a large number of effects present, the troupe may rule that a Perception + Awareness roll is required to notice this detail — the Ease Factor should be modified by the total number of effects the caster can perceive and the magnitude of the new effect (relative to the other effects).
There may be a large number of magical effects active within the vicinity of the magus — Parma Magica, longevity rituals, Aegis of the Hearth, familiar bonds, enchanted items, and of course, any active spells will all be detected. Active, non-Hermetic, but magical, effects are also detected.
(Base 5, +1 Diameter, +4 Vision)
Required Lab Total to invent spell: One Season (60), Two Seasons (45), Three Seasons (40), Four Seasons (38).