Ars Magica Digital Codex

All Spells of the Arts

1348 spells

Sense of Magical Power

InVi
LEVEL 2 R: Touch · D: Momentary · T: Individual

This spell tells the caster whether he is currently in a Magic aura. It does not give any further information. Other spells do the same for other kinds of aura.

Hurling the Droplet of Lye

CrAq
LEVEL 3 R: Touch · D: Dia · T: Individual

This spell produces a drop of lye that can burn a coin-sized hole in leather cloth or in parchment. If hurled at a living target, the corrosive substance can cause +1 Damage.

Moonbeam

CrIg
LEVEL 3 R: Touch · D: Concentration · T: Individual

Causes a gentle light, bright enough to read by, to shine down from above and illuminate the area described by your encircled arms. Lasts as long as you hold your arms in a circle.

Store the Song in Stone

CrIm
LEVEL 3 R: Personal · D: Diameter · T: Individual

Charged Item, 0 Penetration, 1/day This spell captures a song or other music sung while a small stone is enchanted, and imprisons it within. The song is of a quality equal to the creator's Communication

The Apprentice's Delight

CrHe
LEVEL 3 R: Touch · D: Dia · T: Individual

This spell creates a ripe apple that lasts for two minutes, long enough to be gobbled down. The apple provides no nourishment; its pleasure is in the sweetness of eating it.

A Pestilence of Fleas

MuIm
LEVEL 4 R: Voice · D: Dia · T: Individual

This sensory illusion makes target itchy. Tasks requiring Concentration or physical activity are penalized by –1.

Aftermath

PeMe
LEVEL 4 R: Pers · D: Momentary · T: Individual

If the laboratory complex is recovered by magi outside of House Tremere, the House has several ways of learning of it. They might be informed by Ferox or Fidelius. One of the Tremere magi knowledgeable about the Coeris defenses may spot or hear about a laboratory text, an enchanted item or other piece from the laboratory. The characters themselves may let it slip. In any of these cases, the House will do whatever is in its power to recover the resources from the player characters. House Tremere sees the laboratory, laboratory texts and enchanted devices as possessions of the House because they were created by the House and for the House using the House's resources, rather than by Hermanus for his own purposes using his own resources Only the vis in the laboratory is exempt from the House's claim. Recovery of the items, however, is not nearly as important to the House as maintaining the The caster removes a single important detail from his or her own memory. secrecy of their magic item designs and triggering actions. It is clear to the House that information is much easier to distribute than to destroy. The House will open up negotiations with legal arguments regarding their rights to their materials, coupled with tempting offers of access to books and vis. They will not make threats of immediate Wizard's War, for fear that frightened magi might make the Tremere's secrets public. House Tremere is willing to pay any reasonable price for the recovery of their secrets, and the assurance that the information will not be leaked in the future. Since the alternative is to significantly overhaul the defenses of Coeris, a "reasonable" price can be quite high. On the other hand, such an overhaul is necessary in any case; House Tremere is not so naive as to trust an agreement completely. Thus, they are willing to pay enough to buy time. Should the player characters not be willing to deal, House Tremere is willing to make life extremely hard for them until they do deal. If pressed, the Tremere should leave the nature of this difficulty vague, with the threat of Wizard's Wars implied only in the event that the characters do spread the secrets. In the case of House Tremere, assurance that their secrets are safe includes assurance that specifics of the triggering action have been removed from the minds of people who, in the opinion of the Tremere, should not have the information. The Tremere suggest that the spell Scraping Razor of Memory can be cast by nearly any magus spontaneously and very possibly can be cast as a non-fatiguing spell, perhaps using Ceremonial Casting and props while in a powerful aura (see Houses of Hermes: Societates page 59), thereby avoiding the possibility of botching. Before delivering payment the Tremere will wish for the involved parties to provide testimony to a Tremere Mentem expert or a neutral Quaesitor skilled in magical investigation. Prior to releasing any payment to the player characters, the Tremere will insist that the testifying character submit himself to spells such as Frosty Breath of the Spoken Lie or Ear of Truth (see Houses of Hermes: True Lineages page 73) in addition to spells to detect any magical tampering to the mind of the testifying character, such as Sight of the Active Magics. The Tremere realize that, legally, this must be done voluntarily by the testifying character and will make any reasonable arrangements to prove the purity of their intent, such as using a properly vetted Quaesitor of the testifying character's choosing or submitting to a similar interrogation by a neutral Quaesitor regarding their intent in this particular matter. The Tremere insist that the investigator ask the testifying characters not only if they know the information, but also questions such as, "Do you have any reason to believe that you've made plans that will allow you to recover the information?", "Do you know of anyone else who has the information?", and "If you had wished to fool the Tremere by secreting away the information somehow then erasing memory of the event from your mind, how do you think that you would have done it?" If all of these tests are passed, the Tremere believe that they have enough time to overhaul the defenses in a considered manner, and honor any agreement.

Circle of Eternal Spring

CrHe
LEVEL 4 R: Touch · D: Ring · T: Circle

This spell ensures that all plants within the circle grow well. It has the same effect as The Bountiful Feast (ArM5, page 135), but is based on Ring Duration and Circle Target.

Convergence of Place

InCo
LEVEL 4 R: Touch · D: Momentary · T: Individual This spell

This spell must Penetrate the Magic Resistance of the target to be effective. This spell is intended to be cast through an Intangible Tunnel. Required Lab Total to invent spell: One Season (8), Two Seasons (6), Four Seasons (5).

Curse of the Baby's Bladder

ReCo
LEVEL 4 R: Voice · D: Momentary · T: Individual

By manipulating the target's stomach and groin muscles, this spell causes the target to release his water, resulting in a (usually) embarrassing situation. This spell does not target or create urine, so if the target has recently urinated, the spell has no effect. This cantation is unfortunately popular with many apprentices.

Ears of the Hare

MuCo
LEVEL 4 R: Personal · D: Sun · T: Individual

This spell gives the caster the auditory ability of a hare, granting her +1 on Perception rolls that involve hearing.

Eyes of the Hawk

MuCo
LEVEL 4 R: Personal · D: Sun · T: Individual

The caster gains the eyes of a hawk, which allows him to clearly see for vast distances. Required Lab Total to invent spell: One Season (8), Two Seasons (6), Three Seasons (6), Four Seasons (5).

Faerie Flute

MuIm
LEVEL 4 R: Touch · D: Sun · T: Individual

Enchants a person or a music instrument to make clearer, sharper, and more-melodious sounds. A bard using this instrument often lures faeries to him.

Grow the Bountiful Feast

CrHe
LEVEL 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.

Physician's Sense

InCo
LEVEL 4 R: Personal · D: Momentary · T: Individual

Like The Physician's Eye, this spell determines the general health of the caster. It is useful in discovering if a common cold or recurring ache is actually something more severe.

Probe For Pure Silver

InTe
LEVEL 4 R: Personal · D: Momentary · T: Smell

You can smell silver, and follow the scent.

Probe Nature's Hidden Lore

InHe
LEVEL 4 R: Touch · D: Momentary · T: Individual

Tells you what kind of plant you are touching. You also get an image of it in its natural habitat. Works with plant products as well as with plants themselves.

Recollection of Memories Never Quite Lived

MuMe
LEVEL 4 R: Eye · D: Sun · T: Individual

Changes the target's memory of a detail into a similar, though different, memory. The target is no more sure of this manufactured memory than of the authentic one, so he may discover strange fabrications to be false.

Recollection of Memories Never Quite Lived

MuMe
LEVEL 4 R: Eye · D: Sun · T: Ind As the spell listed in ArM5

Securing the Harvest

ReAn
LEVEL 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.

The Appropriate Attire

MuAn
LEVEL 4 R: Touch · D: Sun · T: Individual

This spell slightly changes the color and cut of a leather jerkin, wool tunic, or fur cloak. In social situations where clothing is important, the caster gains a +1 bonus to any Etiquette or Charm roll the player has to make.

The Avariciousness of the Ptolemies

ReAn
LEVEL 4 R: Touch · D: Ring · T: Circle

This ward makes it impossible for those lacking Magic Resistance to remove a book from the library, because the book cannot cross a circle inscribed on the floor, or around the single doorway. It is traditional for librarians to defend these wards by placing destructive magical items near the entrances with the triggering condition "tampering with the book ward."

The Clandestine Mask

MuIm
LEVEL 4 R: Personal · D: Sun · T: Individual

This spell blurs the face and distorts the voice of the caster, so that she may not be recognized by anyone who knows her. The caster's sigil determines what form this disguise takes; Carolus of Tytalus, whose sigil is darkness, has his face cast perpetually in shadow and his voice echoing and deep. Harpax, whose sigil is multiplicity, acquires a new face every few seconds, and his voice changes randomly between accents and pitches. A magus with a particularly obvious sigil must create a more powerful version (+1 magnitude for higher complexity) to blur this distinction further.

The Clothier's Craft Done in An Instant

ReHe
LEVEL 4 R: Touch · D: Momentary · T: Individual

Given an amount of linen or cotton cloth, the caster forms it into a garment according to her specifications. Typical garments made with this spell are the chainse or braies (see the Clothing of the Thirteenth Century insert) which are traditionally made of linen. A Finesse roll is necessary to determine the success of the craft magic; the Ease Factor is 9 for clothes of standard quality since it represents a day's work done in an instant. If the Finesse roll fails the caster is left with a useless pile of scraps of cloth. 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). If starting with raw flax or cotton fibers, this spell would have needed to use the level 5 Rego Herbam guideline "treat and process items made of plant products" given in Covenants, page 51. Julia has no need for this version, since her Faerie Blood allows her to effect the transformation from fiber to cloth anyway.

The Curse of Diana

PeAn
LEVEL 4 R: Touch · D: Momentary · T: Individual

This spell causes an animal of Size +1 or smaller to lose all its fur. Several members of House Jerbiton find hairless cats beautiful, but their opinion is not shared by many.

The Invisible Glass-worker

ReTe
LEVEL 4 R: Touch · D: Momentary · T: Individual

The magus may transform a piece of glass into a finished form, as if a glassworker had shaped and formed it. The magus must succeed with a Perception + Finesse roll substituting for Craft: Glassworker against an Ease Factor at least 3 higher than the mundane Ease Factor. Failure reduces the glass to a slumped lump as if an incompetent beginner had worked on it. Note that in the thirteenth century, most glass is not particularly clear — making clear glass is an alchemical process, beyond a craft-spell. Glass often has bubbles and distortions unless a real expert works on it, with a proportionately high Ease Factor.

The Jongleur's Steps

ReAn
LEVEL 4 R: Voice · D: Concentration · T: Individual

This spell animates a shoe, making it caper and jig under the caster's control. Cast on a shoe that someone is wearing, the spell causes the wearer to stumble.

The Laundress' Clothesline

PeAq
LEVEL 4 R: Personal · D: Momentary · T: Individual

This spell immediately dries the caster's clothing, which he must be wearing when this spell is cast.

The Poor Performer's Reward

CrTe
LEVEL 4 R: Touch · D: Sun · T: Individual

This spell creates a handful of mud, useful for hurling at a target. Since this mud is magically created, it is resisted by Magic Resistance.

The Racing Rot

PeAn
LEVEL 4 R: Voice · D: Momentary · T: Individual

This spell causes leather goods to crack and wear, marring their appearance and bringing them closer to eventually breaking.

The Reward Delivered

ReTe
LEVEL 4 R: Touch · D: Momentary · T: Individual

This spell is a counterpart to The Poor Performer's Reward. It hurls the ball of mud at a target.

The Unruffled Traveler

ReAu
LEVEL 4 R: Personal · D: Sun · T: Individual

This spell wards the caster from light breezes, redirecting them to blow around the caster and leave him untouched. It is ineffective against stronger winds.

The Wizard's Spindle

ReAn
LEVEL 4 R: Touch · D: Momentary · 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.

Track By Scent

MuCo
LEVEL 4 R: Personal · D: Sun · T: Individual

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.

Voice of the Leucrota

MuIm
LEVEL 4 R: Touch · D: Sun · T: Individual

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.

Wizard's Breath Stolen

ReAu
LEVEL 4 R: Touch · D: Momentary · T: Individual This spell traps the breath of a character and seals it into a glass phial held by the caster. The target's breath is a shortlived Arcane Connection to him (lasts hours; ArM5 page 84)

This spell must Penetrate the Magic Resistance of the target to be effective. Required Lab Total to invent spell: One Season (8), Two Seasons (6), Three Seasons (6), Four Seasons (5).

A Time For Slumber

PeIg
LEVEL 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.

Acorns For Amusement

ReHe
LEVEL 5 R: Voice · D: Momentary · T: Individual

This spell, taught to apprentices initially as an amusing game that allows them to vandalize their immediate environment with acorns, becomes a surprisingly effective spell in adult combat. It allows the magus to fling at a target any single piece of wood that is within Voice range and that is smaller than a pace long, wide, and deep. The damage a piece wood does when it strikes a target ranges from +1, for small, blunt piece, right up to +10 for logs a yard across. Severin usually carries a special hip quiver of sharpened, unfletched arrow shafts, although he has lost this in faerie. An individual shaft does +4 Damage.

Air's Ghostly Form

CrAu
LEVEL 5 R: Touch · D: Diameter · T: Individual

A thick fog forms around the magus, extending outwards for several paces. A breeze can push the fog around. The fog dissipates at its natural rate, and may be too thin to restrict sight within a minute.

An Evening's Illumination

MuAq
LEVEL 5 R: Touch · D: Sun · T: Individual

This spells changes water into lamp oil. As earlier, a barrelful amount of water will produce a bucketful of oil.

Befuddled Speaker

ReCo
LEVEL 5 R: Touch · D: Sun · T: Individual

The target stutters and slurs. Communication rolls made for the target are at –3, and he has a –6 penalty to spoken spellcasting (and an additional botch die). Required Lab Total to invent spell: One Season (10), Two Seasons (8), Three Seasons (7).

Bind Fast

ReAn
LEVEL 5 R: Voice · D: Momentary · 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.

Bind Wound

CrCo
LEVEL 5 R: Personal · D: Sun · T: Individual Pen +0

As per the spell effect described on ArM5, page 129.

Breath of the Sleeper

InMe
LEVEL 5 R: Touch · D: Momentary · T: Individual

asleep or not. Required Lab Total to invent spell: One Season (10), Two Seasons (8), Three Seasons (7).

By His Works

CrMe
LEVEL 5 R: Personal · D: Concentration · T: Individual

Refreshes a specific memory within the mind of the caster; as long as some fragment of it remains, this spell will restore it. Once refreshed, the caster can hold the perfected memory as long he concentrates. Studying the memory effectively creates a new one which does not fade when the spell expires. This spell was created to allow Quaesitors to perfectly recall spell sigils they encounter. The spell can be used to recall other details of a brief event, like faces or voices. This spell is often used to double-check identification.

Chamber of Spring Breezes

CrAu
LEVEL 5 R: Touch · D: Sun · T: Individual

Creates a breeze of fresh air that continually moves throughout a room, keeping the air continuously breathable even if the room is airtight. Rose of Jerbiton's version of this spell always causes the air to smell of roses. The breeze can be created outdoors, but there it has little effect.

Circle of Beast Warding

ReAn
LEVEL 5 R: Touch · D: Ring · T: Circle

The caster inscribes a circle that no normal beast will cross.

Circle of Undisturbed Rest

ReIm
LEVEL 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.

Clear Sight of the Naiad

InAq
LEVEL 5 R: Personal · D: Momentary · T: Vision

You can see as clearly through water as through air, for a single moment.

Cloak of the Duck's Feathers

ReAq
LEVEL 5 R: Touch · D: Sun · T: Individual

Makes water run off one object or creature, protecting the target and the target's apparel from dampness. The spell is broken if the target is submerged in water.

Closing the Campfire

PeIg
LEVEL 5 R: Touch · D: Momentary · T: Individual

This spell extinguishes a fire. The caster must touch the flames. This spell is more popular with Flambeau apprentices, who often have enough Ignem Form Resistance to avoid being burned.

Coat of Prometheus

CrIg
LEVEL 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.

Comfort of the Drenched Traveler

PeAq
LEVEL 5 R: Touch · D: Momentary · T: Individual

Dries a person and his or her clothes.

Confound the Rival Singer

MuIm
LEVEL 5 R: Sight · D: Concentration · T: Individual

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.

Conjure the Sturdy Vine

CrHe
LEVEL 5 R: Voice · D: Sun · T: Individual

Grows 10 paces of vine from a moderate quantity of wood, or from fertile soil. The vine is extremely strong and pliable, suitable for use as rope.

Curse of the Rotted Wood

PeHe
LEVEL 5 R: Touch · D: Momentary · T: Individual

Causes a non-living wooden object to rot and fall apart. Objects up to the size of a single door can be affected, but things that size take up to two rounds to decay. Usually, large chunks of wood start falling off the target, and slowly crumble to smaller and smaller pieces, until only dust is left. Ferramentum of Verditius's version of this spell is very orderly as per his wizard's sigil. The decay of the object starts from the top and continues to the bottom, leaving only dust as it goes.

Curse of the Unruly Tongue

ReCo
LEVEL 5 R: Voice · D: Conc. T: Ind · T:

Causes the target to stutter and slur words. Communication rolls are at -3. Spoken spells are at -6 to the spellcasting roll, and there is an extra botch die.

Dance of the Staves

ReHe
LEVEL 5 R: Voice · D: Momentary · T: Individual

Causes a pole, staff, haft, or any other long, thin, non-living wooden object to bend and lash about wildly for a few seconds and then stop suddenly. A whirling staff strikes its holder and does +4 Damage, with a possible bonus if the weapon at the head of the pole hits the person.

Disguise of the Putrid Aroma

ReAn
LEVEL 5 R: Voice · D: Concentration · T: Individual

The target takes no interest in you as long as you continue to concentrate, and do not threaten it. A carnivore treats you as if you were simply something it does not eat. It retains normal interest, however, in anyone else nearby.

Door in a Bottle

PeTe
LEVEL 5 R: Touch · D: Momentary · T: Individual

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.

Dressing the Human Form in Wool

ReAn
LEVEL 5 R: Touch · D: Momentary · T: Individual

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

Evening's Comfort

CrIg
LEVEL 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.

Eyes of the Cat

MuCo
LEVEL 5 R: Touch · D: Sun · T: Individual

The target gains the eyes of a cat, which allow him or her to see in near darkness (but not in absolute darkness, such as a lightless subterranean cavern).

Eyes of the Fish

MuCo
LEVEL 5 R: Touch · D: Sun · T: Individual

The target gains the eyes of a fish, which allow him or her to see clearly while underwater but only blurrily while out of the water.

Fingers For Eyes

InIm
LEVEL 5 R: Touch · D: Diameter · T: Room

The caster can see the Room that the person he touches is in. The spell can be used by a blind magus to "see," by moving around with his hand on the shoulder of a servant. It can also be used to see the location that an Intangible Tunnel-style effect terminates in. This spell only works if the person touched is actually in a Room. This spell must Penetrate in order to sense creatures with Magic Resistance. Required Lab Total to invent spell: One Season (10), Two Seasons (8), Three Seasons (7).

Footsteps of Slippery Oil

CrAq
LEVEL 5 R: Touch · D: Diameter · T: Individual

From each of the next ten footsteps the caster of this spell takes, nonflammable grease spreads out, leaving a slick area 10 paces wide. Dexterity stress rolls are required to remain upright whenever a character on the oil does something more challenging than walking. A roll against an Ease Factor of 6 is needed for the average maneuver, with Ease Factors of up to 15 needed to (for example) make a right turn at full speed on a smooth, greased surface. The duration is the length of time that the oil lasts. This spell was invented by a rather good-natured magus, and the gestures associated with the most common variations of the spell are as comical as the effects themselves. You stand first on one leg, and then the other, vigorously rubbing the bottom of each upturned foot, as if spreading on a salve.

Forging the Bone Cover

MuCo
LEVEL 5 R: Touch · D: Concentration · T: Individual

This spell changes the inelastic nature of bone, making it elastic and able to be reshaped under pressure. The skull becomes as pliable as clay for the duration of the spell. Once this spell is cast, a human skull can be pressed into a book-shaped wooden frame. When the spell ends, the skull reverts to its inelastic property, but retains its new shape. If later used in an enchanted item, the reshaped skull still gives the magus the same Shape & Material bonus (ArM5, page 110). Base Level Interpretation: A base level 1 Muto Terram spell will change one property of dirt. The base level to create dirt is Creo Terram 1, and the base level to create stone is base level 3. A base level 3 Muto Terram would change one property of stone. Bone is harder than dirt but softer than stone, so a base level 1 would not be enough, but base level 3 would. Thus: Muto Corpus base level 3, change one property of bone. Required Lab Total: 1 season (10), 2 seasons (8), 3 seasons (7), 4 seasons (7) no longer protected by the ghost's Magic Resistance. Note that once the living corpse is created, the book does not have to touch the revenant to allow the ghost to control it.

Hunt For the Wild Herb

InHe
LEVEL 5 R: Personal · D: Concentration · T: Smell

When you cast this spell, you can smell one sort of plant, and follow the scent, as long as you continue to concentrate. You must have a sample of the type of plant you are looking for. A Perception stress roll against an Ease Factor of 6 is needed to follow the scent. If there is no plant of the relevant type fairly close by (close enough to smell), you smell nothing, although the spell still works.

Hypnotic Gaze

ReMe
LEVEL 5 R: Eye D: Mom · D: · T: Individual

The target becomes sleepy and falls asleep within a few seconds.

I Was Never Here

PeMe
LEVEL 5 R: Eye · D: Momentary · T: Individual

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.

Image of the Beast

InAn
LEVEL 5 R: Arcane Connection · D: Momentary · T: Individual

Gives you a hazy mental image of an animal you have an Arcane Connection to. Wounds caused by an animal are an Arcane Connection to that animal with a lifetime of a few hours. This spell can thus be used to find out what was responsible for an attack. All spells cast by Chavin of Tytalus can be recognized because they promote or advocate war or violence. In his version of this spell, the claws and teeth of the beast appear more dangerous.

Jupiter's Tears

CrAu
LEVEL 5 R: Sight · D: Concentration · T: Individual

This spell makes a single cloud on an overcast day release its moisture, causing a light drizzle.

Magic Spice

MuIm
LEVEL 5 R: Touch · D: Sun · T: Individual

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.

Message in a Bottle

CrMe
LEVEL 5 R: Touch · D: Momentary · T: Individual

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.

Mimic the Christ's Miracle

MuAq
LEVEL 5 R: Touch · D: Sun · T: Individual

This spell changes water into wine. Changing water into a processed liquid reduces its size, and it takes a barrelful of water to produce a cup-sized amount of wine.

Nails of Iron

PeVi
LEVEL 5 R: Touch · D: Momentary · T: Individual The touch of the caster tears at the fabric of stories. The target faerie is weakened and loses 10 Might Score. This must Penetrate the faerie's Magic Resistance. If the faerie is reduced to 0 Might it is destroyed.

Note that this spell is of little use in a Wizard's War. However, it is a good way to attack a faerie if the magus has discovered an Arcane Connection to it (and can therefore open an Intangible Tunnel to the faerie). Similar spells can be used to attack creatures of other realms. Required Lab Total to invent spell: One Season (10), Two Seasons (8), Three Seasons (7).

Palm of Flame

CrIg
LEVEL 5 R: Touch · D: Concentration · T: Individual

A flame leaps up in your palm, which must be upturned for the spell's duration. The flame casts light like a torch, and can ignite very flammable items. It does no damage, and does not burn the caster.

Palm of Speaking

CrMe
LEVEL 5 R: Touch · D: Diameter · T: Individual The caster can form words directly in the mind of the target. The target can recognize the caster's voice and is aware that the words are not being relayed via their normal senses. Ariane has learned this spell to cast down an Intangible Tunnel.

Pass the Unyielding Portal

MuHe
LEVEL 5 R: Touch · D: Diameter · T: Individual

Makes the wood of a door pliable, allowing the magus to bend it open regardless of most locks or bars.

Physician's Eye

InCo
LEVEL 5 R: Touch · D: Momentary · T: Individual

Determines the general health of a single person. Specific afflictions appear to you as areas of yellow coloration on the person's body. A Perception + Medicine stress roll is required to identify unusual diseases. The Ease Factor is determined by the rarity of the disease.

Pneum Flask

ReAu
LEVEL 5 R: Voice · D: Momentary · T: Individual

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.

Pose Clotho's Question

InCo
LEVEL 5 R: Touch · D: Momentary · T: Individual

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

Prying Eyes

InIm
LEVEL 5 R: Touch · D: Concentration · T: Room

You can see inside a room, as long as you can touch one of its walls. If the room is unlit or poorly lit, you can only see as much as you could if you were inside, but magical enhancements of your senses do apply. You may change your viewpoint within the room throughout the duration of the spell.

Repel Winter's Clutches

CrIg
LEVEL 5 R: Touch · D: · T: Individual

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.

Reveal the Hidden Words

MuAq
LEVEL 5 R: Personal · D: Diameter · T: Group

Pen +0, 1/day, Charged Item Any group of words written in the enchanted, colorless liquid becomes visible upon activating its magic, as the ink turns black for Diameter Duration.

Rickety Stack

ReHe
LEVEL 5 R: Voice · D: Momentary · T: Individual

This is a very simple spell, designed to teach apprentices Finesse. It allows magi to toss about small pieces of wood, and when played as a game, the idea is to make the pieces land on their ends (to practice Finesse) or form rickety piles, with the loser being the apprentice whose added stick makes the pile collapse. After apprenticeship is over, magi can use it to move wooden objects up to a pace across, at walking speed. (Base 3, +2 Voice)

Scales of the Magical Weight

InVi
LEVEL 5 R: Touch · D: Momentary · T: Individual

When casting this spell, you typically hold your hands straight out from your body, place a known amount of Vim vis in your left hand (usually one pawn), and then place an unknown amount of vis in your right hand. After casting the spell, you may sense how heavy the unknown vis is in relation to the known, determining the number of pawns present. If you cast the spell without anything to measure the unknown vis against, you only have a very general idea of how valuable it is. The spell cannot be used to determine the amount of raw vis invested in an enchanted item.

Searing Touch

CrIg
LEVEL 5 R: Touch · D: Momentary · T: Individual The caster's fingers burn the target

Required Lab Total to invent spell: One Season (10), Two Seasons (8), Three Seasons (7).

Sense of the Lodestone

InCo
LEVEL 5 R: Touch · D: Concentration · T: Individual The caster senses the distance and direction to the target. The caster must have an Arcane Connection to the target.

A Momentary duration version of this spell would actually be sufficient to determine the distance and direction of the target. However, by concentrating for several rounds, the caster can also use this spell to estimate the speed and direction of the target (if the target is in motion).

Sense the Nature of Vis

InVi
LEVEL 5 R: Touch · D: Momentary · T: Individual

You can tell what Art a supply of raw vis is connected to. To you, the vis appears to glow with an aura that is appropriate to the Technique or Form that the vis is associated with. Creo is white, Intellego gold, Muto constantly fluctuating, Perdo black, Rego purple, Animal brown, Aquam blue, Auram violet, Corpus dark red, Herbam green, Imaginem pearly blue, Ignem bright red, Mentem orange, Terram dark brown, and Vim silver. Some of the colors are very similar, but are easy to distinguish if the item is held steadily and studied for a few seconds.

Sense the Sleeping Hound

InAn
LEVEL 5 R: Voice · D: Momentary · T: Individual

This spell indicates to the caster if an animal within range is asleep. Care must be taken that the vocalization of this spell doesn't wake the beast, which is good practice in determining how loudly a caster has to speak in specific spell-casting situations.

Shattering Touch

PeTe
LEVEL 5 R: Touch · D: Momentary · T: Individual

An object of stone or weaker earthy material up to a pace across breaks apart.

Slap of Awakening

ReMe
LEVEL 5 R: Touch · D: Momentary · T: Individual

This spell instantly awakens a target from sleep to alert consciousness. It does not work on someone unconscious from Fatigue-level loss or continuous magic. It will awaken someone who was magically put to sleep, as long as the magic that put the person to sleep has ended.

Slime of the Muck-dweller

MuCo
LEVEL 5 R: Touch · D: Sun · T: Individual

The target gains the slippery, slimy skin of an eel, which gives him a +6 bonus to his Defense Total against grappling attacks

Smoke of Escaping

CrIm
LEVEL 5 R: Touch · D: Sun · T: Individual Creates the illusion of a thick cloud of red smoke in the caster's vicinity.

Spasms of the Uncontrolled Hand

ReCo
LEVEL 5 R: Voice · D: Concentration · T: Individual

One of the target's hands spasms, causing him to drop anything he is holding in it. It keeps spasming for as long as you concentrate.

Spy the Approaching Grog

InIm
LEVEL 5 R: Touch · D: Concentration · 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.

Stickiness of the Lizard's Toes

MuCo
LEVEL 5 R: Personal · D: Sun · T: Part

Makes the caster's hands and feet sticky for Sun duration, providing a +3 bonus to all climbing rolls; but can prove quite annoying otherwise. Appearance: He is a tall, man with a scraggily beard and pale skin; but he has a charming manner and a quick wit, which encourages the foolish to trust him. He favors dark clothing, especially deep cloaks which satisfy his dramatic flair. This slippery follower of Tytalus is an accomplished thief. Unbeknown to his sodales, Carolus occasionally sneaks out of the covenant at night to rob the rich. Sometimes he is a highwayman, at others he burgles rich merchants. He does not do it for the money - the covenant provides for all his needs - but for the thrill; it is almost an obsession for him. Naturally, his magic supplements his native skill; but even without magic he can get by perfectly well. He can squeeze his supple body through the smallest of gaps, palm other people's treasures with consummate ease, and melt into the shadows. When he brings his magic to bear, he is unstoppable. Furax favors the Form of Imaginem, but he does not neglect the other Arts; he takes a delight in accomplishing tasks with an inventive use of spells. All of his spells relate to his furtive night-time activities; providing disguises, bringing darkness and sleep, generating misdirection and foiling locks, and in fact, he knows few Imaginem spells, reserving his skill in this field to spontaneous magics to deal with whatever problems arise during one of his expeditions. His ability to cast his magic quietly and subtly has come in very useful on his night-time escapades. Although he knows nothing of his ancestry, Carolus suspects that he may be descended from faeries (or other creatures) who revel in darkness. Sunlight is painful to him - bright sunshine will burn him after an hour's exposure, but even normal daylight is uncomfortable. All actions should be penalized by 1 to 3 points, depending on the strength of the sunlight. Additionally, he has always been incapable of creating light or fire, and his magic waxes in strength during the hours of the night. However, he has not displayed any other symptoms of faerie blood, so perhaps there is some other power at work here.

Subtle Taste of Poison and Purity

InAq
LEVEL 5 R: Personal · D: Concentration · T: Taste

You can taste all of the properties of any liquid or mixture of liquids. Unlike Touch of the Pearls, you can use this sense on any number of liquids during the duration of the spell, but you must taste the liquids in question.

Tales of the Ashes

InIg
LEVEL 5 R: Touch · D: Conc T: Ind · T:

Lets you see what the ashes you touch originally were, and how and when the object was burned. The latter two are divined from markings and signs in the ashes.

Taste of the Dulled Tongue

PeIm
LEVEL 5 R: Touch · D: Sun · T: Individual

Hides the taste of any substance, liquid or solid.

Taste of the Spices and Herbs

MuIm
LEVEL 5 R: Touch · D: Sun · T: Individual

A setting's worth of food or drink tastes and smells exactly as you designate.

The Chameleon Cat

MuAn
LEVEL 5 R: Touch · D: Dia T: Ind · T:

This spell changes the color of a beast of up to Size +1. The color change only lasts a couple minutes, but is not restricted to any natural color an animal might possess. Green cats are a favorite at Durenmar.

The Cleric's Pate

PeCo
LEVEL 5 R: Touch · D: Momentary · T: Part

This spell causes the target to lose all the hair on his head.

The Cook's Revenge

PeHe
LEVEL 5 R: Touch · D: Momentary · T: Individual

This spell spoils a plate of food.

The Copyist's Puissant Quill

ReAq
LEVEL 5 R: Voice · D: Momentary · T: Group

This craft magic spell causes prepared ink to form words and images on a page. The ink is overlaid on guidelines already present on the page, such as chalk or charcoal sketches left by a copyist, or the result of a spell such as The First Furrow Guides the Second. The Group Target permits multiple colors of ink to be employed. The spell does not distinguish between writing and illustrations, copying both with equal skill. The caster must make an Intelligence + Finesse roll to determine the accuracy of the spell's copying. The Ease Factor is 9 for an easy piece of copying; for example, one color and no illustrations, typical of a book with a Quality of 6 or less. The Ease Factor is higher for more complex or detailed works typical of higher Quality; for a Quality of 7 to 9 the copying Ease Factor is 12, and for a Quality of 10 or more the Ease Factor is 15. If this roll fails, then the ink fails to form letters and simply makes a mess. A botch indicates that the text looks fine but is actually nonsensical, a flaw only discovered when the text is read for the first time; however, characters will not often be rolling stress die for this Finesse roll. Variants of this spell with higher Duration allow a magus to use this spell to make patterns on the page that correspond to the caster's words.

The Dancer's Dame

ReHe
LEVEL 5 R: Touch · D: Concentration · T: Individual

This spell animates a linen gown or dress to dance with the caster, who must maintain concentration while dancing (Ease Factor 9).

The Heady Rush of Magic

CrVi
LEVEL 5 R: Personal · D: Momentary · T: Individual

Patronus has used this spell over many years to warp himself. Each casting inflicts a single Warping Point on the caster, usually not enough to risk Twilight, but enough to produce a steadily increasing Warping Score, which he needs in order to finally achieve transforming himself into a faerie.

The Magic Flute

CrHe
LEVEL 5 R: Touch · D: Concentration · T: Individual

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.

The Many-hued Conflagration

MuIg
LEVEL 5 R: Voice · D: Momentary · T: Individual

Makes a fire burn brightly in shifting colors for an instant. Each being looking at the fire must make a Stamina stress roll against an Ease Factor of 6 or be blinded for one round by the multicolored lights.

The Mended Tear

ReHe
LEVEL 5 R: Touch · D: Momentary · T: Part

The caster lays a piece of linen or cotton thread over a rent in any fabric and runs her finger over it; the cloth or leather is immediately repaired with a neat stitch. This Craft Magic spell requires successful Finesse roll against an Ease Factor of 6.

The Mystic's Forceps

MuCo
LEVEL 5 R: Touch · D: Concentration · T: Unborn Child

Pen +0, 1/day These forceps are using during birth, and temporarily reduce the size of the baby as it travels down the birth canal. This greatly speeds and eases the birth process, which means that there is less opportunity for disease-causing demons to wound either mother or child. If the forceps are used to assist birth, they guarantee the birth of a live baby, and prevent any injury or disease from befalling either mother or child due to the birth. (Effect: Base 3, +1 Touch, +1 Conc; Modifications: None)

The Smokeless Campfire

MuIg
LEVEL 5 R: Voice · D: Sun · T: Individual

This spell changes the nature of a fire so it does not produce smoke.

The Studious Doppleganger

CrIm
LEVEL 5 R: Touch · D: Sun · T: Individual

This spell creates a static copy of the caster, which sits on a stool and appears to be studying a book. The image is only visual.

The Succubus's Trick

MuCo
LEVEL 5 R: Personal · D: Sun · T: Individual

This spell causes a female caster to adopt male physical characteristics. A similar spell (The Incubus's Trick) turns a male caster into a woman. Eye color, hair color, hairstyle, stature, build, and similar characteristics are not changed by this spell, so anyone familiar with the caster's original appearance can easily recognize her after the change (although the enchanted maga is sometimes instead assumed to be her own "twin brother"). The names of these spells derive from demons of lust who can change their gender.

The Treacherous Cloak

ReAn
LEVEL 5 R: Sight · D: Concentration · T: Individual

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.

The Unraveled Seam

PeAn
LEVEL 5 R: Touch · D: Momentary · 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.

The Unseen Arm

ReTe
LEVEL 5 R: Voice · D: Concentration · T: Ind As the spell listed in ArM5

The Weaver's Subtle Art

ReAn
LEVEL 5 R: Touch · D: Momentary · 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.

The Wizard's Parry

ReTe
LEVEL 5 R: Touch · D: Momentary · T: Individual

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.

Tip of the Tongue

PeMe
LEVEL 5 R: Eye · D: Diameter · T: Individual

Causes the target to forget one word of your choosing. The target cannot remember that word for the spell's duration, but afterwards he can come up with the word without assistance by making an Intelligence + Concentration stress roll against an Ease Factor of 9. If the target fails he may try again, but each additional roll adds +1 to the difficulty.

Touch of the Goose Feather

PeCo
LEVEL 5 R: Voice · D: Momentary · T: Individual

The target lets out a loud sneeze. Spellcasters who sneeze must make Intelligence + Concentration stress rolls against an Ease Factor of 12 to maintain concentration, and others get –1 on most activities at the moment of the sneeze.

Touch of the Pearls

InAq
LEVEL 5 R: Touch · D: Momentary · T: Individual

Tells you whether a liquid you hold or touch is poisonous, just as a pearl sometimes does. Safer than Subtle Taste of Poison and Purity, as you don't have to taste the possibly poisonous liquid. In Verdan of Ex Miscellanea's version of the spell, poisonous liquids turn a faint green. According to his sigil, all his spells involve the color green.

Traveler's Foresight

InIm
LEVEL 5 R: Road · D: Concentration · T: Individual The magus can see and hear the nearest person on the road he is traveling.

Tremulous Vault of the Torch's Flame

ReIg
LEVEL 5 R: Voice · D: Mom T: Ind · T:

Causes a fire to guiver a few seconds and then make a leap of up to 10 feet in any direction. A Targeting roll is required to hit a specific target. The flame stays at the spot it hits if it can burn there (see rules for fire damage on page 407). Otherwise, it simply scorches the spot and goes out (doing +5 damage).

Trigger the Distant Power

CrIm
LEVEL 5 R: Arcane Connection · D: Momentary · T: Individual

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.

Unaging Wood

MuHe
LEVEL 5 R: Personal · D: Sun · T: Individual

Pen +0, 2/day constant effect Makes the lyre hard and flexible like good sheet metal. This gives a small penalty of –1 to music rolls. (Effect: Base 4, +2 Sun; +3 levels environmental trigger, +1 level 2/day, for a total of 14 levels)

Unseen Arm

ReTe
LEVEL 5 R: Voice · D: Concentration · T: Individual

Slowly moves a nonliving thing, like a mug, instrument, or small pouch of coins; it cannot oppose intentional resistance. Magi use this spell to manipulate things at a distance, but the spell cannot be used to pull something from a person's hand or to move something that is held. Casting requisites of an appropriate Form for the target are required.

Whispering Fingers

CrMe
LEVEL 5 R: Touch · D: Concentration · T: Individual

This spell lets the caster speak directly into the target's mind for as long as he maintains concentration. Optional Rule: Learning Cantations in Play Most magi don't take the time to teach cantations to apprentices. It is not the most effective use of time and a younger apprentice will be limited in what she can learn. An optional rule is to let the repeated casting of a low level spontaneous spell become a formulaic spell. At some point in the apprentice's mind, casting the same spontaneous spell over and over again eventually becomes "known," the definition of a formulaic spell. Using this rule allows a player to spend adventure experience points on a spontaneous spell his character used in play to turn it into a formulaic. He must use the same spell repeatedly, at least as many times as the level of the spell. If this condition is met, the player can buy the spell with experience points earned from the adventure. The level of the spell determines its cost, at one experience point per level. If you use this rule, it should also be available to adult magi. However, adult magi can invent many cantations in a single season, and thus are unlikely to want to take advantage of the rule very often. The Dream Witches Some mothers threaten their misbehaving children with tales of bogeymen, horrible night creatures that devour bad girls and boys. A fairly common practice, the exact monster invoked differs by region, and depending where the family lives the traditional bogeyman might be goblins, bugbears, elves, or vampires. Apprentices soon realize that these traditional bogeymen are either fairly benign or easily managed through magic, and this psychological tool loses much of its impact. But there are worse creatures in the world than elves and bugbears. Instead of the traditional night creatures, a maga might frighten her misbehaving apprentice with the "dream witches," evil sorceresses in tattered cloaks who sweep into the apprentice's dreams and contort them into horrible nightmares. The threats vary; the dreamer is stripped of all intelligence, or his flesh is rent and torn, or perhaps the nightmare is so terrible that it bursts his heart. Most apprentices forget these tales after childhood. Few remember the horrible stories of their parentes, or if they do they scoff them off as simple children's fancies. But as with many legends in Mythic Europe, the dream witches actually exist, hidden within an esoteric Mystery Cult of the Order of Hermes, with powers not unlike those reputed to them.

Wind At the Back

ReAu
LEVEL 5 R: Touch · D: Spec · T: Individual

An existing breeze follows you until you stop traveling for more than ten minutes. It causes phenomena you pass through (fog, haze) to follow you.

Snap of Awakening

ReMe
LEVEL 7 R: Touch · D: Momentary · T: Individual

Pen 0, 3/day Tetrix can instantly awaken Julia with this power. Since he never sleeps himself, he is always on watch when she is resting. (Base 4, +1 Touch; +2 3/day)

Eyes of the Acolyte

InIg
LEVEL 8 R: Personal · D: Constant · T: Individual

Pen +0, constant effect This effect detects any fires in the laboratory larger than a lantern flame that are not in the fireplace or the product of the Facade of Pentecost power. (Effect: Base 2, +2 Sun; Modifications +1 level 2 uses per day +3 levels environmental trigger)

Know When Tree Is Dry

InHe
LEVEL 8 R: Touch · D: Sun · T: Individual

Pen +0, constant effect This effect can tell when the plant is in need of water.

Mirror of the Frozen Scene

CrIm
LEVEL 8 R: Personal · D: Sun · T: Individual

Pen: 0, 24 uses per day This enchanted item is a mirror. When the device is activated, the image reflected on the mirror surface is frozen until the effect duration ends. This frozen image can be used as symbolic representation of anyone or anything depicted for a +2 Sympathetic Connection. As the reflected image of a character is a species, this spell does not need to Penetrate the Magic Resistance of the depicted characters. Note that strictly the mirror actually creates an image that depicts what it "saw," rather than truly freezing an image. Required Lab Total to invest effect: One Season (16), Two Seasons (12), Three Seasons (11), Four Seasons (10).

The Kraken's Song

MuIm
LEVEL 8 R: Touch · D: Sun · T: Individual

Pen +0, Constant Effect This simple effect changes any vocalizations made by the caster into a loud highpitched click, which allows the vocalizations of his Voice-Ranged spells to carry through the water. See Voices in the Ocean side bar.

The Sound of Sound Sleep

InIm
LEVEL 8 R: Touch · D: Sun · T: Individual

Pen +0, constant effect Listens to the baby in the crib. When the baby starts to scream, the second effect is triggered.

Toll the Equinoxes and the Solstices

ReTe
LEVEL 8 R: Personal · D: Diameter · T: Individual

Pen +0, 1/day This effect tolls the bell at each equinox and solstice through the year. (Effect: Base 2, +2 metal, +1 Diameter; Modifications: +3 triggered by Divine the Heavens' Aspect)

Toll the Phases of the Moon

ReTe
LEVEL 8 R: Personal · D: Diameter · T: Individual

Pen +0, 1/day This effect tolls the bell at each significant phase of the moon, such as new, quarter, and full moons. (Effect: Base 2, +2 metal, +1 Diameter; Modifications: +3 triggered by Divine the Heavens' Aspect)

Censer of the Unseen

CrAu
LEVEL 9 R: Touch · D: Sun · T: Individual

The Censer of the Unseen is an incense censer crafted of rock crystal; this item was opened with eight pawns of vis. It is enchanted with Room of Pleasant Incense, Ascertaining the Absence of Images and Herald of Imperative. There is one pawn of free capacity in this item. Constant effect A pleasant-smelling smoke constantly pours from the censer, filling the room. This smoke can be clearly seen but it can not be smelled by any creature with Magic Resistance. While clearly visible, the smoke does not significantly obscure vision. The smoke fills the target room but does not travel outside of it. (Effect: Base 1, +1 Touch, +2 Sun, +1 complexity; Modifications, +1 level 2 uses per day, +3 levels environmental trigger)

Charm Versus Dampness

ReAq
LEVEL 9 R: Personal · D: Sun (constant) · T: Room

Pen +0, constant effect This power slowly moves any liquids out of the chest over a period of minutes and prevents any liquids from slowly seeping or dripping into the chest (although the power is not strong enough to prevent liquids from being poured into the chest). (Effect: Base 1, +2 Sun, +2 Room; Modifications +1 level 2 activations per day, +3 levels environmental trigger)

Cloak of the Duck's Feathers

ReAq
LEVEL 9 R: Touch · D: Sun · T: Individual

Pen +0, Constant Effect As Cloak of the Duck's Feathers (ArM5, page 124).

Comfort the Weary Traveler

CrIg
LEVEL 9 R: Touch · D: Sun · T: Individual

Pen +0, Constant Effect Warms the wearer, shielding him from winter's harshest weather. Base 2, +2 Sun, +1 Touch; +1 2/day, +3 environmental trigger: sunrise/set)

False Fire

CrIg
LEVEL 9 R: Personal · D: Sun · T: Individual

Pen: +0, Constant Effect These enchanted lamps shine with an unending inner light equivalent to torchlight. The lamps generate neither heat nor smoke, which makes them ideal for lighting the ship. The Hermes has a number of these, as they are cheap and easy to produce, and most magi are able to create multiple lamps in a season, especially given the easily obtainable Laboratory Text. Required Lab Total: 1 season (18), 2 seasons (14), 3 seasons (12) If the effects are enchanted into lamps as described earlier, the project benefits from a +7 bonus to produce light, making the devices very easy to make. Given the low level of the effect, it is recommended that these lamps be lesser enchantments, which avoids the need to open each lamp for enchantment.

Halt Corruption's Work

CrCo
LEVEL 9 R: Touch · D: Sun · T: Ind Pen 0

Any bodily organ placed inside is protected from putrefaction while it remains within the jar.

Sense the Scale of Divine Power

InVi
LEVEL 9 R: Personal · D: Momentary · T: Individual

Pen +0, Constant Effect R: Personal, D: Sun, T: Touch The wand constantly collects information on the prevailing aura surrounding it. Both the supernatural realm and the intensity of the aura is detected through four effects, each dedicated to a particular realm. The information gathered is not relayed directly to the item's wielder but is used instead to trigger a further effect, described below, which avoids the danger of a constant source of Warping. (Effect: Base 2, +1 Touch Target, +2 Sun; Modifications: +1 for 2/day, +3 triggered at sunrise/set) Three other similar effects are also enchanted into the wand to detect Infernal, Magical, and Faerie auras. Know the Power InVi 25 Pen +0, Unlimited This effect is triggered by the four Sense the Scale effects described above. Its sole purpose is to gather the information made available by those effects and make it available to subsequent effects that may then be subsequently triggered by this effect. (Effect: Base 3; Modifications: +12 linked triggers, +10 unlimited use)

Test the Water's Effect

InIg
LEVEL 9 R: Touch · D: Sun · T: Individual

Pen: +0, constant effect This effect determines the temperature in the bath. When the temperature drops below a comfortable bathing temperature, it activates the heating effect Fill the Bath. If the bath is intended to be The Thermal Bath of Scalded Flesh, then this effect is invented to monitor around (and activate the Fill the Bath effect at) the boiling temperature of water. Required Lab Total to invest effect: One Season (18), Two Seasons (14), Three Seasons (12), Four Seasons (12).

The Chorus of the Distressed Hare

CrIm
LEVEL 9 R: Personal · D: Concentration · T: Individual

Pen: 0, 2/day This effect, instilled in any small device, produces terrified rabbit shrieks upon com- mand. Such noise is very effective in drawing curious predators, especially those that eat rabbits. Because the device maintains concentration on the spell it can be commanded to stop, which lets it be set and used in two different locations in a day. The created species of sound need not penetrate a magical creature's Magic Resistance to be heard. Required Lab Total: 1 season (18), 2 seasons (14), 3 & 4 seasons (12)

Voice of Lord Richard of Hallam

MuIm
LEVEL 9 R: Touch · D: Concentration · T: Individual

Pen 0, 2/day This spell works just like Voice of the Leucrota, except that the effect can only duplicate the voice of a single person — that of Lord Richard of Hallam. He has a deep voice with a distinctive Norman accent. The effect can be canceled at will, but can only be activated twice per day. This effect is triggered when the wearer of the ring rubs it and says either trigger word "vir Hallamus" or "mulier Hallamae."

A Day's Worth of Spinning

ReAn
LEVEL 10 R: Touch · D: Momentary · 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.

A Day's Worth of Weaving

ReAn
LEVEL 10 R: Touch · D: Momentary · 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.

A Simple Charm For the Recovery of Misfiled Books

ReAn
LEVEL 10 R: Arcane Connection · D: Concentration · T: Individual

This spell makes a misplaced book fly swiftly to rest on its lectern, in an open bookcase, or to the hand of the caster. The spell requires an Arcane Connection to the book, which is usually the library catalog, although the book's voucher can serve equally well. The book moves about as quickly as a running man, and falls to the ground if the caster's concentration lapses before it arrives. This spell cannot cause books to pass through solid objects, so the book must have a clear path to the magus for the spell to work. Stolen books are usually kept in a chest, or behind a closed door, to prevent this spell's use.

Absent Mind of the Scholar

MuMe
LEVEL 10 R: Touch · D: Sun · T: Individual

This spell changes the target's memory so that he believes that Wizard's War was declared on him one month prior to when it actually was. The intent is that this spell is cast via an Intangible Tunnel-style effect while the Wizard's War is legitimately in progress, and the target (believing that the Wizard's War occurred during the previous month) stops taking protective measures, and leaves the sanctuary of the Aegis of the Hearth. Obviously, this strategy will fail if the target is convinced by another character that their memory is in error. However, it might be very difficult to convince a magus that their memory is incorrect, and to be effective this strategy only requires the magus to make a single absent-minded mistake, such as briefly leaving the Aegis of the Hearth. Required Lab Total to invent spell: One Season (20), Two Seasons (15), Three Seasons (14), Four Seasons (13).

Assume the Stature of the Giants of Eld

MuCo
LEVEL 10 R: Personal · D: Diameter · T: Individual

) ) 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.

Aura of Beguiling Appearance

MuIm
LEVEL 10 R: Touch · D: Sun · T: Individual

This spell is a variant of Aura of Ennobled Presence, except that it causes the target to appear more friendly, conciliatory, and credible. The character gets a +3 on rolls to win trust and make friends. In a debate, the target receives a +3 to Defense Totals based on Charm. The social penalties caused by The Gift are not negated by this spell; the caster merely seems to be suspiciously over-friendly.

Aura of Childlike Innocence

MuIm
LEVEL 10 R: Touch · D: Sun · T: Individual

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 or convince others of his innocence. In a debate, the target receives a +3 to defenses based on Guile. To those affected by the caster's Gift, his apparent innocence and unblemished honor appears sanctimonious and self-righteous.

Aura of Childlike Innocence

MuIm
LEVEL 10 R: Touch · D: Sun · T: Individual

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

Aura of Ennobled Presence

MuIm
LEVEL 10 R: Touch · D: Sun · T: Individual

The target appears more forceful, authoritative, and believable. Numerous subtle changes in appearance bring about this change, including a slight supernatural illumination of the face, a more erect posture, and a louder and smoother voice. The character gets a +3 on rolls to influence, lead, or convince others.

Aura of Enobled Presence

MuIm
LEVEL 10 R: Touch · D: Sun · T: Individual

Pen +0, 1/day The craftsman requires a Workshop Total (see City & Guild, page 65) of 15 or greater in order to enchant this device, and the required craft totals to complete the work in 1 to 4 seasons are listed below. The craftsman's craft total for enchanting the device is based on his Dexterity + Craft Ability + his Workshop Bonus + a bonus from any assistant helping him + an appropriate aura bonus + any bonus afforded by the item's quality. Required Craft Total: 1 season (28), 2 seasons (21), 3 seasons (19), 4 seasons (18)

Avalanche of Flesh and Steel

MuCo
LEVEL 10 R: Touch · D: Concentration · 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.

Bind Wound

CrCo
LEVEL 10 R: Touch · D: Sun · T: Individual

This spell binds the target's wounds, so that he can undertake any activity without the risk of worsening the wounds. He still suffers from the wound penalties, however, and cannot heal naturally while under the influence of this spell. Typically, you place your hands on the target and pass them over his wounds, which magically seal themselves and stop bleeding.

Black Anne's Kiss

PeCo
LEVEL 10 R: Touch · D: Momentary · T: Unborn Child

This spell wounds an unborn child, causing the fetus to abort. A Stamina stress roll against an Ease Factor of 6 must be made for the mother; if it fails she suffers a Medium Wound.

Black Anne's Ointment

PeCo
LEVEL 10 R: Touch · D: Momentary · T: Unborn Child

Pen +0, charged item When this ointment is smeared over the belly of a pregnant woman, it wounds her unborn baby, which kills it. If the mother is more than one month pregnant, a Stamina stress roll against an Ease Factor of 6 must be made for her, and if it fails she suffers a Medium Wound. Otherwise, the woman suffers no physical harm. (Effect: Base 5, +1 Touch; Modifications: None)

Blood of My Enemy

MuCo
LEVEL 10 R: Personal · D: Sun · T: Part

The caster of this spell eats a small piece of bread dipped in the blood of another character, although any Arcane Connection to the other character will work. The spell changes the blood of the character so that he becomes a blood relative of the character from whom the consumed blood came. This effect only lasts for the duration of this spell. This does not stop the character from also being a blood relative to his natural relations. Being a blood relative is worth a +1 Sympathetic Connection (ArM5, page 84). This spell is possible because, although being a blood relative is a part of a character's essential nature, Muto spells can violate a character's essential nature (turn a man into a wolf, for example); the character's true essential nature merely returns when the Muto spell ends. Required Lab Total to invent spell: One Season (20), Two Seasons (15), Three Seasons (14), Four Seasons (13).

Blunting the Iron's Bite

MuTe
LEVEL 10 R: Voice · D: Diameter · T: Individual

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

Break the Oncoming Wave

ReAq
LEVEL 10 R: Personal · D: Concentration · T: Individual

Breaks all waves and torrents of water (including magical ones) just before they touch you. The water either crashes to the ground or flows around you in a truly impressive display. In Ferramentum of Verditius's version of this spell, the water breaks precisely one inch from the target, leaving a very clean line showing where the waves stopped. All of his spells may be recognized by their orderliness.

Break the Shield

PeVi
LEVEL 10 R: Touch · D: Momentary · T: Individual This spell dispels the Parma Magica of the target. The target's Parma Magica Score must be less than (25 + stress die) divided by 5. The target can

Obviously, this spell is only really useful for attacking other magi. Thus, some tribunals may view magi who are known to have invented this spell with suspicion. On the other hand, there are legitimate reasons for knowing this spell — prosecuting Wizard's War and hunting Marched magi are entirely legal and uncontroversial pursuits. Like all spells, this spell must Penetrate to be effective. Higher-level versions of this are possible for attacking targets with greater Parma Magica scores. Note that this spell uses the Perdo Vim guideline, which dispels magic effects of a specific type (ArM5, page 160). Parma Magica is an example of a magical effect of a specific type, which all Hermetic magi are familiar with. This is why Wind of Mundane Silence (ArM5, page 161), which dispels all magical effects is effective against Parma Magica. This spell does not dispel Magic Resistance generated via other sources, nor is this spell effective against any other sorts of magic. Required Lab Total to invent spell: One Season (20), Two Seasons (15), Three Seasons (14), Four Seasons (13).

Breaking the Captain's Baton

PeMe
LEVEL 10 R: Voice · D: Momentary · T: Individual

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.

Carpentry of Brass

MuHe
LEVEL 10 R: Personal · D: Sun · T: Individual

Pen +0 1/day This power transforms the wood of the chest into brass matching the fittings on it. It is triggered by rapping on the chest seven times in rapid succession. (Effect: Base 4, +2 Sun)

Chamber of Summer Breezes

CrAu
LEVEL 10 R: Touch · D: Sun · T: Individual

This spell creates a breeze of fresh, dry, warm air that continually moves throughout a room , keeping the air unpolluted and the humidity and temperature constant. This spell is often cast on armarii and book chests.

Charm Against Putrefaction

CrCo
LEVEL 10 R: Touch · D: Moon · T: Individual

Prevents decay of a human corpse, or of a severed body part. Necromancers use it to preserve their revived corpses.

Chastise the Unruly Fiend

PeVi
LEVEL 10 R: Sight · D: Diameter · T: Individual

The effect of this reinvented spell is practically equivalent to The Demon's Eternal Oblivion, though its cosmetic component makes it appear somewhat differently. A black tentacle, similar to a writhing whip, lashes out from the caster's palm to hit the targeted Infernal creature, reducing its Infernal Might score by 10 points. Brought close to destruction, a demon can be punished, and forced to obey, or at least to take the caster seriously. Note that the caster must be able to perceive or sense a demon to target it, and the spell must penetrate its Magic Resistance to take effect. PeVi 20 Upon penetrating the Magic Resistance of the target, the spell reduces the casting total of the affected victim by 5 levels. The evocation does not hinder the movement or senses of the target in any way, but merely affects all magic that is cast. Note that this spell must be fast cast if it is supposed to take effect before the opponent can act in the first round. (See ArM5, pages 83 and 87.) In Tolides' version of the spell, it appears as if the target is trapped in a dark cocoon of semi-transparent, wildly writhing vapor.

Claw of the Gladiator

PeCo
LEVEL 10 R: Touch · D: Momentary · T: Individual This spell opens a bloody wound on the target

Required Lab Total to invent spell: One Season (20), Two Seasons (15), Three Seasons (14), Four Seasons (13).

Close the Black Gate

PeCo
LEVEL 10 R: Touch · D: Momentary · T: Individual This spell destroys a corpse

Obviously, there are other techniques for communicating with a ghost. However, Whispers Through the Black Gate is the most common such spell in use in the Order. Required Lab Total to invent spell: One Season (20), Two Seasons (15), Three Seasons (14), Four Seasons (13).

Clothe the Naked Form

CrHe
LEVEL 10 R: Touch · D: Sun · T: Individual

Creates an individual garment made of linen or cotton, most commonly undergarments such as the chainse or braies (see the Clothing of the Thirteenth Century insert). A Finesse roll determines the quality of the clothes; an Ease Factor of 6 results in a garment of standard quality. If an Ease Factor of 9 is achieved then the caster can specify the brightness of the dye and any regional variations in style. Julia uses this spell rather than The Tailor's Craft Done in an Instant when she has no cloth at hand.

Comeliness of the Crone

MuIm
LEVEL 10 R: Touch · D: Sun · T: Individual

The target appears less likeable, cute, and attractive. Numerous subtle changes in appearance bring about this change, including a shriller, higher pitched voice, a more crooked posture, and a slightly more bloated and unclean face and figure. The character gets a –3 modifier on all rolls to influence, seduce, or please others. Aurulentus used this spell on his daughters to test whether their suitors were really more interested in personality than looks as they usually proclaimed. He stopped using it after his wife found out and forbade it. He now uses the Bachelor's Door (see Enchanted Items) to test suitors of his daughters — without the knowledge of his wife.

Convergence of Birth

InCo
LEVEL 10 R: Touch · D: Momentary · T: Individual This spell

This spell must Penetrate the Magic Resistance of the target to be effective. This spell is intended to be cast through an Intangible Tunnel. Required Lab Total to invent spell: One Season (20), Two Seasons (15), Three Seasons (14), Four Seasons (13).

Decay Fur and Hide

PeAn
LEVEL 10 R: Voice · D: Momentary · T: Individual

Destroys an object made of animal fur or hide, including wool and leather. Marius of Tremere's version of this spell has the target disappear in an impressive puff of smoke.

Disarm the Warrior

ReTe
LEVEL 10 R: Voice · D: Momentary · T: Individual

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.

Dreadful Bane of the Fae

PeVi
LEVEL 10 R: Voice · D: Momentary · T: Individual

As per Demon's Eternal Oblivion (ArM5, page 160), but affects faeries. This version strips 10 from the Might Score if it penetrates Magic Resistance.

Enemies All Aquiver

ReHe
LEVEL 10 R: Touch · D: Momentary · T: Group

This spell flings the wooden contents of a container into a group of enemies. So that this spell does not require requisites, Severin usually carries a special hip quiver of sharpened, unfletched arrow shafts, although he has lost this in Faerie. A quiver-full of arrows does +8 Damage.

Evaluate the Facing Opponent

InCo
LEVEL 10 R: Eye · D: Momentary · T: Individual

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.

Exactly to Scale

ReAq
LEVEL 10 R: Touch · D: Momentary · T: Individual

This spell, designed by a Tremere Artificer with broader imagination than vocabulary, is used to draw precise pictures of a magus's ideas. The inventor used this spell to draft technical diagrams, but many of his sodales use it for mapmaking. It requires the presence of a pot of ink and a drawing surface, because the spell creates permanent images using mundane materials. The magus requires an Intelligence + Finesse roll of 9+ for the diagram to be legible.

Eyes of the Eons

InTe
LEVEL 10 R: Voice · D: Momentary · T: Individual

Determines the age of any nonliving target to within 10% of its actual age.

Fist of Shattering

PeTe
LEVEL 10 R: Voice · D: Momentary · T: Individual

An object of stone or weaker material up to a pace across breaks apart. The appropriate Form for the target is a casting requisite.

Follower's Bane

ReCo
LEVEL 10 R: Road · D: Sun · T: Individual

The magus can hex someone he senses via normal or magical senses who stands on the same road. The target's legs starts to spasm in a way that makes it impossible to Magic Might: 10 (Imaginem) Characteristics: Int +2, Per 0, Pre +2, Com +3, Str –3, Sta 0, Dex +2, Qik +4 Size: –2 Age: n/a Confidence Score: 2 (5) Virtues and Flaws: Magic Animal; Magical Friend; Great Quickness, Luck, Perfect Balance, Puissant Guile, Self-Confident, Well-Traveled; Wanderlust, Greedy (minor), Nocturnal Magical Qualities and Inferiorities: Ritual Power, Gift of Speech, Improved Characteristics (x2), Improved Abilities (x3), Lesser Power, Personal Power; Reduced Attack Personality Traits: Fox +3, Wanderlust +5, Greedy +3, Carefree +2 Combat: Bite: Init +4, Attack +5, Defense +7, Damage –2 Soak: 0 Fatigue Levels: OK, 0, –1, –3, –5, Unconscious Wound Penalties: –1 (1–3), –3 (4–6), –5 (7– 9), Incapacitated (10–12), Dead (13+) Abilities: Athletics 3 (sprinting), Area Lore (Normandy) 3 (towns), Artes Liberales 1 (reading), Awareness 3 (coins), Bargain 3 (hard sell), Brawl 1 (bite), Carouse 3 (drinking), Charm 3 (first impressions), Folk Ken 3 (peasants), Guile 5+2 (fast talking), High French 5 (peasants), Hunt 3 (birds), Latin 4 (magi), Legerdemain 3 (picking pockets), Magical Lore 3 (forest), Magic Theory 2 (Imaginem), Music 3 (singing), Stealth 3 (hiding), Survival 3 (forest) Bond Scores: Bronze +1, Silver +2, Gold +2 Powers: Perfect Liar, 4 points, Init +1, Corpus: (R: Voice, D: Sun, T: Group) Felix grants himself or someone else a +3 bonus on all Guile rolls. MuCo 20 (base 2, +2 Voice, +2 Sun, +2 Group): Lesser Power (20 levels, +1 Init) Grant Luck, 5 points, Init –6, Imaginem: (R: Touch, D: Mom, T: Ind, Ritual) Felix gives some of his luck to the target, granting him the Luck Virtue. No Hermetic equivalent: Ritual Power Human Form, 1 point, Init +2, Corpus: (R: Pe,r D: Sun, T: Ind) Gives the fox the body of a human. MuCo 20 (base 10, +2 Sun): Personal Power (20 levels, –1 Might cost) Familiar Powers: none Vis: 2 pawns of Imaginem vis located in his twisted tail. Appearance: A small red fox with an exceptionally long, twisted tail. When he transforms into a human he speaks with a smooth voice, has red hair with a red beard, green eyes, and normal stature. Felix stepped into this world with an intense urge to wander, visit the humans, and take part in their lives. In the great city of Paris he improved his skill at lying, gambling, and thieving, and felt as though he was now perfect. But the time away from his Magic aura weakened his powers, and he also attracted some demons who wanted to make him a member of their realm. But luckily Scipio (30 years out of his Gauntlet) found him before he was lured away, saving him from losing more of his powers and becoming Infernal. After this, both traveled to many countries, adventuring and getting into a great deal of trouble that they both survived thanks to their immense luck.

Footsteps On the Sacred Way

InCo
LEVEL 10 R: Road · D: Concentration · T: Individual

Locates the position of the target, which the caster has an Arcane Connection to, along a road. Herakles uses this to detect a person walking along the Sacred Way, but it works on any road.

Gloom of Evening

PeIg
LEVEL 10 R: Touch · D: Diameter · T: Room

The level of light in the target room drops substantially, making the room gloomy, with deep shadows everywhere.

Grasp the Distant Slingstone

ReTe
LEVEL 10 R: Voice · D: Momentary · T: Ind (based on Wielding the Invisible Sling)

The spell "grabs" a nearby object that could be thrown by a normal person (provides it is not held or fastened down), and moves it rapidly to the hand of the caster. Although the title suggests a sling-stone, an alternative use is to attempt to grab a small, shed, portion of an opponent – so that the caster may obtain an Arcane Connection to said opponent. It may help if an obliging shield grog can make the target shed a drop of blood(e.g. nicking it with a weapon). The Arcane Connection can then be used to boost Penetration of spells cast against the opponent. Vis: none, alas. Appearance: A striking young woman with pale skin and raven black hair, which never seems to stay where it should (a mundane problem, which Mari could solve with magic, but does not). While quite given to sneaking around, hooded and cloaked, in dark places, she much prefers company where she can let her good looks show. She is often found in the company of assorted night Faeries, goblin and redcaps and the like, which dayfolk consider unsavory… Recruited by her Merinita parens for her intelligence and magical Gift, she nevertheless has no trace of faerie blood in her veins. It was a source of minor shame to her parens that he had to inflict a small warping spell in order to initiate her into the faerie Mysteries. She is pale and raven haired, in contrast to the ruddy blond, Sidhe-blooded magi around her as she was trained. She is deeply jealous of her sodales in the House, of their ease and grace and good looks, and the common assumptions that faeries are light and fluffy and that Merinita magi should be like that too. She found a strength in the darkness, and discovered more about the dark fae, and the destructive aspects of magic. She is determined to make herself better than those who have the easy option of faerie blood: she studies spells, arts and skills to wield raw power, and even nagged her parens to devise a longevity ritual for her before she even finished her apprenticeship. Having this potion (combined with her genuine youth) has made her seem not to have aged since her gauntlet. [In game terms, she makes her aging rolls as normal, but ignores all results other than "no apparent aging (2 or less)" or "apparent age increases by one year (3 or more)"; she will start to make aging rolls normally after she turns 35.] In her drive, she has also learnt tricks to make herself seem more powerful: elder magi may be so suffused with aspects of their Art as to radiate involuntary effects, and she tries to make it seem as though she does, too. She has learnt minor spells of destruction, and mastered them, so that she might cast them without seeming - one of her favorite tricks is to flounce out "through" a door, shattering it into pieces; or to make plants wilt around her. She also carries an ornately carved staff, which other may take for a talisman, or enchanted device, but which is in truth nothing more than a "stage prop"! If a cast spell is blocked by the magic resistance of an opponent, she will try to obtain a small item, drop of blood, or fallen hair, using her spell Grasp the Distant Slingstone, and using that to boost her Penetration total. If that is not enough, she will draw on reserves of inner strength, and use her own life force to boost the spell casting. So far, this has always proved enough… she may yet fail! She also desires to improve her Penetration ability by study and practice. Her vain desire to remain young, like the faeries, by the artificial means of a powerful longevity ritual, mean that she began her magical career owing a large favor to her parens, above the normal debt of any filia to parens. She has sent small gifts of raw Vis whenever she has managed; should he ask her to perform some task she knows she must obey even though it inconvenience her considerably.

Green Flame Powder

MuIg
LEVEL 10 R: Touch · D: Sun · T: Individual

Pen 0, charged item This charged item is a gritty powder that when thrown into a fire causes it burn with a bright lime green flame. (Effect: Base 3, +1 Touch, +2 Sun) (1 pawn)

Heat of the Searing Forge

CrIg
LEVEL 10 R: Voice · D: Momentary · T: Individual

Heats a piece of metal so that it is too hot to touch. Something the size of a breastplate or helmet does +5 damage if in direct contact with the skin for one round. For each additional round, more damage is done, the amount dropping by two points each round (+3 damage on round two, then +1). Smaller objects do less damage. Most metal armor has leather or cloth underneath that gives the victim a +3 Soak bonus against the heat.

Hornet Fire

MuIg
LEVEL 10 R: Voice · D: Concentration · T: Individual

Turns a fire into a swarm of fireballs, each the size of a large insect, that fly and harass at your command. Their burning touch gives one person within range both a –3 penalty on all rolls and two extra botch dice, but they do not cause actual damage.

Illusion of Cool Flames

PeIm
LEVEL 10 R: Voice · D: Sun · T: Individual

A source of heat, such as a fire, seems to lose its heat and drop to the surrounding temperature. It still, however, has its normal beneficial and harmful effects (that is, glowing coals still cook meat or burn a person's hand, though they do not feel hot).

Illusion of the Shifted Image

ReIm
LEVEL 10 R: Voice · D: Sun · T: Individual

Makes any person or object appear to be a pace away from its actual position. The image cannot be placed in a solid object. As soon as the original or image moves, the spell ends.

Intuition of the Forest

InHe
LEVEL 10 R: Touch · D: Sun · T: Group

You engage in a type of communion with the woods that you are in, giving you an intuitive sense of how to get along in the forest, and how to get the most out of the forest without causing it harm. You get a +3 to all nature-oriented rolls (not including spells) when in a forest or similar area. Causing significant harm to the forest cancels this spell.

Invisible Sling of Vilano

ReTe
LEVEL 10 R: Touch · D: Momentary · T: Individual

Hurl a stone (of a size that could be thrown with a mundane sling) at a target within range. Unlike Wielding the Invisible Sling, this spell hurls the stone as a projectile. An aiming roll is required to hit the intended target, but if it succeeds, Magic Resistance offers no protection. The stone inflicts +5 damage on impact and has a range increment of 20 paces.

Invisible Sling of Vilano

ReTe
LEVEL 10 R: Touch · D: Momentary · T: Individual

Hurl a stone (of a size that could be thrown with a mundane sling) at a target within range. Unlike the standard version of Wielding the Invisible Sling (ArM5, page 155), this spell hurls the stone as a projectile. An aiming roll is required to hit the intended target, but if it succeeds, Magic Resistance offers no protection. The stone inflicts +5 damage on impact and has a range increment of 20 paces.

Jupiter's Resounding Blow

CrAu
LEVEL 10 R: Voice · D: Momentary · T: Individual

Creates a thunderclap, anyone directly underneath must make a Stamina stress roll against an Ease Factor of 9 or be deafened. If deafened, the target gets another Stamina simple roll each minute against the same Ease Factor and recovers on a success. If the first roll botches, the victim is rendered deaf for a month.

Lamp Without Flame

CrIg
LEVEL 10 R: Touch · D: Concentration · T: Individual

This spell creates a steady light as bright as daylight on a cloudy day. The light has no apparent source, but illuminates an area about ten paces across, centered on a point indicated by the caster. This point may be a mobile item.

Leap of the Fire

ReIg
LEVEL 10 R: Voice · D: Momentary · T: Individual

Causes a bonfire to make a leap of up to 10 paces in any direction, where it catches if there is fuel, or burns out if there is none. Make a Targeting roll to hit a target; the flames do +10 damage.

Notes of a Delightful Sound

MuIm
LEVEL 10 R: Touch · D: Sun · T: Room

Causes all sounds in a room, particularly music, to be especially clear and sonorous. The notes are clearer, sharper, and more distinct

One Romantic Evening

CrHe
LEVEL 10 R: Touch · D: Sun · T: Group

Pen 0, charged item When this enchanted rose petal (a charged item) is kissed and thrown to the ground, the ground becomes carpeted in thousands of deep red rose petals. (Effect: Base 1, +1 Touch +2 Sun, +2 Group) (1 pawn)

Palm of Hearing

InIm
LEVEL 10 R: Touch · D: Diameter · T: Hearing The caster can hear from the perspective of the target. This spell must Penetrate in order to sense creatures with Magic Resistance. Ariane has learned this spell to cast down an Intangible Tunnel.

Parental Inquisitiveness

InCo
LEVEL 10 R: Touch · D: Momentary · 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.

Patch of Drought

PeAq
LEVEL 10 R: Voice D: Momentary · D: · 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

Phantasm of the Talking Head

CrIm
LEVEL 10 R: Voice · D: Diameter · T: Individual

Creates an illusory face on a wall or other flat object. The visage can speak during the spell's duration. Individual wizards' sigils can produce very interesting differences in how the voice sounds, how the face looks, and so on.

Phantasmal Minstrels

CrIm
LEVEL 10 R: Personal · D: Concentration · T: Individual

Pen 0, 3/Day Phantasmal Minstrels produces a specific song or melody when activated. The song plays until the magus plucks the same string again, or another string to start a new song. This effect is enchanted multiple times into the lyre, once for each song the magus wishes to hear. Each song is triggered by plucking a different string. Conscientia's effect requires a single pawn of vis to invest, allowing a greater variety of songs in a single lyre (eight for a wooden lyre, which counts as a large wooden object.)

Piercing Shaft of Wood

MuHe
LEVEL 10 R: Voice · D: Momentary · T: Individual

Turns a piece of wood into a sleek, barbed, strong shaft that flies through the air at a target. Damage depends on the size of the item from which the shaft is formed: staff (upper size limit) +10, 2-foot branch +8, wand +5. This spell cannot miss, but it is resisted.

Pose Nona's Question

InCo
LEVEL 10 R: Touch · D: Momentary · T: Individual

Reorder the Contents of the Armarius

ReAn
LEVEL 10 R: Touch · D: Momentary · T: Room

This spell places books in a book chest or closet into a sequence. Sample sequences include the Art or Ability the books concern, the authors' names, size through any dimension, the color of the covers, the binding material, the newness of the books, and their opening sentences. If the books are marked with acquisition or shelf location numbers, then those may also guide the sequence. With a Mentem requisite the magus can shelve books based on whether he has read them or not, how much he liked the books while reading them, how he feels about the authors, or his emotional attachment to the people who gave him the books. Books in chained libraries need to be taken off their rails for this spell to be used.

Repel the Wooden Shafts

ReHe
LEVEL 10 R: Voice · D: Momentary · T: Individual

Deflects a single blow of any weapon made of wood, up to the size of a twohanded club. The attack automatically misses, but the attacker still rolls to see if he or she botches (with two extra botch rolls for melee weapons). If you ordinarily carry a wooden staff, it must be tossed aside for the casting.

Revealed Flaws of Mortal Flesh

InCo
LEVEL 10 R: Touch · D: Momentary · T: Individual

You are able to find any medical defects in a person or being that you are touching. This provides more, and more specific, information than Physician's Eye.

Rise of the Feathery Body

ReCo
LEVEL 10 R: Touch · D: Conc. T: Ind. · T:

Allows the target to float vertically to any height, carrying up to 50 pounds, and rising as fast as smoke rises, slower if carrying a heavy load. The target cannot move horizontally through this spell.

Rough-hewn Servant

ReHe
LEVEL 10 R: Touch · D: Momentary · T: Individual

This is a spell for carving a statue from a single block of wood. The piece of wood can be no larger than one cubic pace. This spell requires a Perception + Finesse roll. If this is botched the statue is ruined. If the roll exceeds the Ease Factor of 6, then the statue is serviceable, if not particularly pretty, and can be animated with the Carved Assassin spell. If the roll is not successful, then a statue is created, but it is too fragile or too blockish to use effectively with the Carved Assassin spell.

Rusted Decay of Ten-score Years

PeTe
LEVEL 10 R: Voice · D: Momentary · T: Individual

After the spell is cast, the metal of the target becomes so thoroughly rusted that it breaks if used in any demanding way (for example, used to strike a blow in combat or to pry open a door). It also loses any sharpness it might once have had.

Saving the Apprentice's Time

PeTe
LEVEL 10 R: Touch · D: Momentary · T: Room

Realizing she could squeeze in a few more precious moments of lab time, Conscentia decided to "cheat" in her chores. With just a wave of the hand, she can have an hour's worth of dusting completed in a minute.

Scintillation of the Phoenix

CrIg
LEVEL 10 R: Personal · D: Month · T: Individual

Pen 0, charged item When triggered, this orange-yellow cloth glows with a light equivalent to torchlight and flickers like a living flame. This cloth is particularly popular among members of House Flambeau, who in the past have commissioned Julia to make ceremonial robes for attending the tribunal.

Sealing the Lips

ReCo
LEVEL 10 R: Voice · D: Sun · T: Individual

The target is rendered unable to speak. It appears that his lips have been stitched together; this is a cosmetic effect.

Sense the Hour

InVi
LEVEL 10 R: Touch · D: Momentary · T: Individual

Measures the astrological time in the area around the magus. Knowing the hour exactly subtracts 3 from the Ease Factor of the Astronomy roll for an Astrological Duration spell. Measuring the conditions at a single point is sufficient, as identical conditions (suitable for Astrological Durations) extend for some 500 paces away from the point (standard Boundary area x 100). Increasing the size of the spell Target serves no purpose, as the measurement area is limited by changes in the astrological conditions, rather than by the magus's spell.

Shackles of the Frozen Ice

ReAq
LEVEL 10 R: Voice · D: Sun · T: Part

Freeze a circular portion of a body of water into solid ice. Anyone wading or swimming in the water is trapped in the ice. Magic Resistance does not prevent the ice from surrounding a character and holding her fast. The area affected by the spell is the same size as a base Individual: a roughly bowl-shaped volume about five paces across and two paces deep at the center. Since the ice is magical, it only inflicts cold damage if it penetrates Magic Resistance. Rules for cold damage are given in ArM5, page 181; the ice created by this spell inflicts a base damage of +1. Characters who are completely encased in ice begin to suffocate (see ArM5, page 180). A trapped character may break free of the ice by making a Strength roll. Characters may also chop their way out of the ice using tools or weapons, but this takes time. Magic, including Perdo Aquam or Creo Ignem spells, may be able to free a character instantly. Extent of Ice Coverage Strength Ease Factor Time to Cut Free ------------------------ ---------------------- ------------------ One foot 6 30 seconds Both feet 9 1 minute To knees 12 3 minutes To waist 15 10 minutes To chest 18 15 minutes To neck 21 20 minutes Completely enclosed 21 depends on depth

Shiver of the Lycanthrope

InAn
LEVEL 10 R: Personal · D: Concentration · T: Touch

You feel a sudden shiver if you are touching a person or beast that is actually a lycanthrope. Variants of this spell detect other types of shapechanger, but not Bjornaer with Heartbeasts.

Show of the Flames and Smoke

MuIg
LEVEL 10 R: Voice · D: Concentration · T: Individual

Causes smoke of different colors, streams of flame, and strange popping and sizzling noises to come from a fire. The effect is so spectacular that onlookers are either entranced or horrified, depending on the circumstances. The pyrotechnics might ignite nearby flammable objects and cause minor burns to those within 2 paces of the fire.

Sight of the Transparent Motive

InMe
LEVEL 10 R: Eye · D: Momentary · T: Individual

Detects the general motive most powerfully influencing the target at the moment. General motives are such things as fear, anger, and greed, not specific things like the desire to look good before one's superiors.

Slap of Absent Magic

PeMe
LEVEL 10 R: Touch · D: Diameter · T: Individual

Snap of Awakening

ReMe
LEVEL 10 R: Voice · D: Momentary · T: Individual

When you snap your fingers you instantly awaken the target from sleep to alert consciousness. Does not work on someone unconscious from Fatiguelevel loss, wounds, or magic.

Snatched Voice

PeIm
LEVEL 10 R: Touch · D: Diameter · T: Individual

The target loses the ability to make sound. If she is a maga and attempts to cast spells, she suffers the penalties for silent casting. Required Lab Total to invent spell: One Season (20), Two Seasons (15), Three Seasons (14), Four Seasons (13).

Soothe the Ferocious Bear

ReAn
LEVEL 10 R: Voice · D: Momentary · T: Individual

Calms an animal until it is threatened or aroused again. You must speak soothingly or musically to it, and something as simple as approaching it may arouse it again.

Statim Sessio

CrHe
LEVEL 10 R: Touch · D: Sun · T: Individual

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

Staunch the Bloody Wound

CrCo
LEVEL 10 R: Touch · D: Month · T: Individual

Pen 0, charged item When triggered, bandages made from this cloth give a +3 to Wound Recovery rolls.

Stench of the Twenty Corpses

CrAu
LEVEL 10 R: Voice · D: Diameter · T: Individual

Creates a horrible stench of rotting corpses. All those within fifty paces of the target point must make Stamina stress rolls against an Ease Factor of 6 or act with a -3 penalty on all rolls. Anyone who botches the roll vomits and is incapacitated for (10 - Stamina) rounds.

Sulfurous Membrane

MuAu
LEVEL 10 R: Touch · D: Sun · T: Part

This effect transforms the air entering the character's lungs into a noxious sulfur vapor that causes +1 damage each round. Required Lab Total to invent spell: One Season (20), Two Seasons (15), Three Seasons (14), Four Seasons (13).

Supple Iron and Rigid Rope

MuTe
LEVEL 10 R: Touch · D: Sun · T: Individual

Makes a flexible object stiff or a stiff object flexible. Casting requisites of Forms appropriate to the materials affected are required. Note that, despite the name, this spell is not high enough level to affect iron.

The Book of Beasts

InAn
LEVEL 10 R: Arcane · D: Concentration · T: Individual

Pen 0, 1 use per day This elaborate book has a picture on every page of a different beast. Each page is a fixed Arcane Connection to an example of that beast, and by holding the page and concentrating hard, the user of the item sees a mental image of the beast. Note that each page is actually a separate InAn 10 magic item. Various editions of the book with different numbers of pages are available. Depending on how long ago the particular edition was made, some of the beasts may be dead. Different editions usually refer to different individual beasts. (Effect: Base 1, +4 Arcane, +1 Concentration) (2 pawns per page)

The Call to Slumber

ReMe
LEVEL 10 R: Voice D: Mom. T: Ind. · D: · T:

The target becomes sleepy and falls asleep within a few seconds.

The Creation of Verdant Grassland

CrHe
LEVEL 10 R: Touch D: Momentary · D: · T: Group · Ritual

This spell covers just under 1.25 acres of land with thick grass about a pace high. Wheat is, of course, a grass. Characters making an island 3 miles across have just over 6000 acres of land. Player characters adding 4 magnitudes to this spell can cover just over 12,000 acres of land.

The Crystal Dart

MuTe
LEVEL 10 R: Voice · D: Momentary · T: Individual

The spell transforms a stone into a 10-inch crystal dart that rises from the ground at your feet, floats into the air, and speeds off like an arrow at a target that is within Voice range. It does +5 damage (because of the sharp edges of the crystal as much as its speed), and always hits its target, although it must Penetrate Magic Resistance to have any real effect.

The Forgiving Earth

ReTe
LEVEL 10 R: Voice · D: Momentary · T: Part

Loosens earth in a 15-pace-by-15-pace area to a depth of one foot, making packed dirt as loose as plowed ground.

The Significance of the Group

InCo
LEVEL 10 R: Voice · D: Momentary · T: Group

The Numerologist instantly divines the number of people in a group. The spell allows any restriction within the parameters that define a standard Group Target; for example, "How many onelegged men are in the crowd?" Numerologists claim to be able to gain insight from such numbers. New Spell Guidelines Intellego (Form) Level 2: Count the number of individuals in the spell Target (a visible property determined just by looking at the target). Level 3: Count the number of individuals in the spell Target, divided into apparent categories. Level 4: Sort the individuals in the spell Target into categories and count them.

The Swordsmith's Art

ReTe
LEVEL 10 R: Touch · D: Momentary · T: Individual Turns a single piece of prepared iron into a blade

The Unseen Porter

ReTe
LEVEL 10 R: Voice · D: Concentration · T: Individual

Like Unseen Arm (ReTe 5), but it can carry large objects such as crates. Roughly speaking, it has the capabilities of a very strong person (Str +5). The heavier the object is, the slower the unseen porter moves. If delicacy is required, high Finesse stress rolls (Ease Factor 12 or so) are needed. The spell can only carry inanimate objects, and cannot carry you. It also cannot lift things more than 6 feet above the ground. Casting requisites of an appropriate Form for the target are required.

The Well-trodden Path

ReTe
LEVEL 10 R: Touch · D: Concentration · T: Part

As the caster walks, this spell shifts the earth underfoot allowing him to travel over rutted paths and uneven roads as though they were flat and even. The earth returns to its prior position after the target of the spell has passed. The spell ends when the caster comes to a stop, such as to rest, or crosses terrain unaffected by this spell, such as a wooden bridge or a ford. This spell has little effect on soft or muddy paths, as the earth must still be able to bear the target's weight. The spell is potent enough to move stones and cobbles in the road. A traveler using this spell does not suffer undue delay for traveling over poor roads. Traveling at speed to cover more ground in the day still costs the stated Long-Term Fatigue level. City & Guild, page 85, provides more detail on travel speeds. Targets affected by this spell use speeds close to the top end of the applicable travel speeds.

The Worldly Halysis

InTe
LEVEL 10 R: Arcane Connection · D: Momentary · T: Ind Pen: +0

This effect informs the caster of the exact distance, expressed in paces, from his current location to the location described by the Arcane Connection. This effect combines well with other spells using the Arcane Line Range, Arcane Circle Target and Arcane Ring Duration (all granted by the Hermetic Geometry Mystery Virtue) as it reduces the time the caster needs to spend calculating the distance between the caster and the target. Using this effect reduces the Distance Level (see The Mysteries Revised Edition, page 95) between the caster and his target by 3. So a target at Distance Level 8 (180 – 225 paces) can be targeted as though he were at Distance Level 5 (75 – 105 paces).

Touch of Falling Feathers

ReMe
LEVEL 10 R: Touch · D: Diameter · T: Individual

The target rapidly falls into a deep sleep. As the spell has a non-Momentary duration, the target cannot be naturally wakened until either this spell is dispelled, or the duration expires. If the target is asleep either at sunrise or at sunset, then his Parma Magica will go down. Required Lab Total to invent spell: One Season (20), Two Seasons (15), Three Seasons (14), Four Seasons (13).

Touch of Hilarity

CrMe
LEVEL 10 R: Touch · D: Diameter · T: Individual

Pen 0, charged item When activated, this coin causes the person who it is touching to burst into uncontrollable laughter. The target hoots, howls, chortles, guffaws, or otherwise expresses loud hilarity. The trigger for this effect is typically a chuckling sound.

Trackless Step

ReTe
LEVEL 10 R: Touch · D: Special · T: Part

You leave no tracks in the earth until you come to a stop, such as to rest or fight. This spell draws on pre-Hermetic traditions, and does not perfectly fit the categories of Hermetic magic.

Transformation of the Thorny Staff

MuHe
LEVEL 10 R: Touch · D: Sun · T: Individual

Causes a length of wood (up to 6 feet in length) to grow thick, sharp thorns at whatever spots you touch. If the spell is cast on a staff, the thorns add +4 to the damage done by the staff.

Trust of Childlike Faith

PeMe
LEVEL 10 R: Eye · D: Diameter · T: Individual

The target loses judgment and believes almost any passable lie for the duration of the spell. An Intelligence stress roll against an Ease Factor of 6 is allowed to resist. Truly incredible lies allow easier resistance rolls.

Unmake This Cloth

PeAn
LEVEL 10 R: Touch · D: Momentary · T: Individual

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.

Unyielding Earth

ReTe
LEVEL 10 R: Voice · D: Momentary · T: Part

Compacts the surface of the ground in a 15-pace-by-15-pace area to a depth of one foot, making it more solid. Mud becomes as soft earth, and soft earth becomes as packed dirt.

Ward Against Rain

ReAu
LEVEL 10 R: Personal · D: Sun · T: Individual

No rain falls on the caster, no matter how bad the weather.

Warmth of the Wood

CrIg
LEVEL 10 R: Touch · D: Sun · T: Part

This spell heats the bark of a tree, the wood of a cart, or even the planks of a house so that it is warm to the touch. This a good effect to help dispel the chill of the night and keep the magus warm without having to build a fire.

Warning Flame

CrIg
LEVEL 10 R: Arcane · D: Momentary · T: Individual This wand ignites a brazier at the end of

Pen +0, 1/day the Sacred Way (just outside the Aegis of the Hearth). The wand is carried by Callista and she lights the brazier to signal to the covenant that there is an emergency in Miletos. When the brazier ignites, the covenfolk find a magus for assistance. Usually Ariane is the most useful as she can easily open an Intangible Tunnel to question Callista.

Wielding the Invisible Sling

ReTe
LEVEL 10 R: Voice · D: Momentary · T: Individual

Hurls any nearby object that could normally be thrown by a person at any target within range. The object must not be held down or otherwise restrained. Damage depends on the object thrown, up to +5 for a fist-sized stone. The object always hits, but it is resisted by Magic Resistance. Casting requisites of an appropriate Form for the target are required.

Winter's Icy Touch

PeIg
LEVEL 10 R: Voice · D: Momentary · T: Individual

Causes the target to feel a chill and lose body heat. The target loses a Fatigue level.

Wizard's Sidestep

ReIm
LEVEL 10 R: Personal · D: Sun · T: Individual

Your image appears up to 1 pace from where you actually are, so attacks aimed there are likely to miss you. Whenever the image is successfully struck, it disappears and reappears in another spot. In combat, early attacks are aimed at the image, and so automatically miss you. Once the image has been hit once, you have a +9 bonus to Defense, as attackers must try to find you in a fairly large area.

Words of the Unbroken Silence

CrMe
LEVEL 10 R: Sight · D: Momentary · T: Individual

Lets you say two words directly to the mind of a target. The target can recognize your voice and knows that the message is of supernatural origin.

Wreaths of Foul Smoke

CrAu
LEVEL 10 R: Voice · D: Diameter · T: Individual

Thick, yellow, sulfurous smoke rises up from the spot you designate, spreading and thinning naturally, but thick enough to block sight in a radius of about five paces around the point of origin. For each round anyone breathes the smoke, a Stamina stress roll against an Ease Factor of 3 must be made or a Fatigue level is lost. Once a character is Unconscious, further failed rolls result in the character taking a Light Wound each time. The area where the spell is cast will be damaged: small plants wilt and die, and tree growth is stunted. A faint stench of sulfur clings for days to anything exposed to the smoke.

A Guardian's Voice

CrIm
LEVEL 11 R: Personal · D: Momentary · T: Individual

Pen +0, unlimited uses/day Emits a quiet, but audible humming, so that the effect Dare Not Touch my Daughter! can use the Range: Voice. PeCo 15 Pen +0, unlimited uses/day R: Touch, D: Mom, T: Ind These nappies are lesser enchanted devices embroidered with Perdo runes, making any magus think twice about using them. They destroy any human excreta that are contained within, thus eliminating the need to wash and replace the nappies often. Aurulentus had to promise to be extra careful while preparing this item, and had to conduct extensive tests before his wife allowed him to use them on any of their children.

Body of the Virile Male

MuCo
LEVEL 11 R: Touch · D: Concentration · T: Ind Pen 0

The target's body assumes male physical characteristics without altering other aspects of appearance. The effect can be canceled at will, but can only be activated twice per day. This effect is triggered when the wearer of the ring rubs it and says the trigger word "mulier Hallamae."

The Changing Expression

MuAn
LEVEL 11 R: Personal · D: Momentary · T: Individual

Pen +0/Unlimited Use Triggered each time Patronus brings the mask to his own face, this effect changes the expression shown on the mask. One time elation, another horror, followed by surprise, and anger, and everything in between.

Sunder Stone

PeTe
LEVEL 12 R: Touch · D: Momentary · T: Individual

Pen 0, 3/day The shears can cut through any mineral substance that they can close around — metal, glass, or stone.

The Spice Wand

InVi
LEVEL 12 R: Touch · D: Momentary · T: Individual

Pen +0, Unlimited This wand vibrates slightly if it touches vis. It is used to search the Arab spice market in Miletos for vis.

Toll the Offices

ReTe
LEVEL 12 R: Personal · D: Diameter · T: Individual

Pen +0, 12/day Designed into this effect are the hours and offices of Longmist. At the time for each, the bell tolls, sounding through the covenant, calling the magi to assemble. (Effect: Base 2, +2 metal, +1 Diameter; Modifications: +4 for 12/day, +3 triggered by Divine the Heavens' Aspect)

Interrogation of Asclepius

InCo
LEVEL 13 R: Touch · D: Momentary · T: Individual

Pen +0, 6 uses/day As the Hermetic spell, Revealed Flaws of Mortal Flesh. Hymn: Iaó Principle: Harmony uses/day)

Lugh-éccnaid's Talisman

ReHe
LEVEL 13 R: Touch · D: Concentration · T: Indi-

Lugh's talisman is a slender staff of rowan wood that has developed a lustrous patina over nearly a century of use. An agate is affixed to the staff's head, bound by strips of leather and resin. It has been opened to 20 pawns of vis so far, and 15 of those pawns have been spent on enchantments. Perfect Circle Pen +0, Unlimited The staff draws a geometrically-perfect standard-sized circle in the ground without the need for the magus to guide the staff, particularly useful when concentrating on other spells or preparing to cast a Circle spell. Note that a magus must still trace the circle by hand to actually cast a Ring or Circle spell (ArM5, page 112). (Effect: Base 3; Modifications: +10 Un- limited Use) Lifting the Dangling Puppet ReCo 40 Pen +20, Unlimited As per the spell in ArM5, page 134. (Effect: Base 4, +2 Voice, +1 Concentration; Modifications: +5 Device maintains concentration, +10 Unlimited Use, +10 for +20 penetration) Invocation of Weariness PeCo 40 Pen +20, Unlimited (Effect: Base 10 +2 Voice; Modifications: +10 Unlimited Use, +10 for +20 penetration) Whispers Through the Black Gate InCo(Me) 25 Pen +0, Unlimited As per the spell in ArM5, page 130. (Effect: Base 5, +1 Touch, +1 Concentration; Modifications: +10 Unlimited Use) The Youthful Visage Mulm 14 Pen +0, 12/day R: Personal, D: Sun, T: Individual Despite Lugh's years, this effect returns his youthful appearance, becoming once more a man in his early thirties. In his vanity, he is rarely seen without this effect in operation, but mindful of additional Warping he suspends the effect when alone. (Effect: Base 4, +1 Concentration; Modifications: +4 for 12/day, +5 device maintains concentration) Attunements: +3 Air Agate: +5 Protection from Storms Agate: +2 Repel things Staff: Staff: +4 Control things at a distance Staff: +4 Destroy things at a distance During his macgnímartha or "beard-less years", he took to traveling with a man called Brea, schooled in spirits. Against his advice, and at the prompting of bravado, Dara summoned a spirit that he could not then control. The spirit, angry and powerful, attacked the pair. While Dara ran and escaped the druid lost his life to the spirit. Dara has not told anyone within Longmist of this secret shame. He respects and fears his parens, and knows about the books that Lugh has written, but does not share Lugh's view of the Order.

Awareness of Fire

InIg
LEVEL 14 R: Touch · D: Sun · T: Room

Constant effect This power detects any fires in the room. When a fire is detected, Protection of Cool and Dark is triggered. (Effect: Base 1, +1 Touch, +2 Sun, +2 Room; Modifications, +1 level 2 activations per day, + 3 levels environmental trigger)

Beatriz's Talisman

MuIm
LEVEL 14 R: Personal · D: Sun · T: Individual As per the spell Disguise Of The New Visage ArM5

Beatriz's talisman is in the form of a simple wooden necklace she wears at all times. The bead is of amber and contains the carefully carved image of a crown. Total Pawns Invested: 7, Total Effect Levels: 54, The Ever Changing Guise Pen +0, 12/day with other people, however. (Effect: Base 4, +2 Sun, 4 Levels 12 Uses a day) her best to use the effect whenever she is

Bracelet of Clandestine Insignificance

MuIm
LEVEL 14 R: Touch · D: Concentration · T: Individual

This simple silver bangle is a Lesser Enchantment created by Persephone to avoid unwanted attention. It cost her two pawns of vis to make. Pen 0, 24/day The visual and auditory species shed by the target acquire an anamorphic nature, tricking the viewer's mind into misinterpreting what he is seeing. As long as the wearer of the bracelet acts in a non-threatening manner and draws no attention to herself, no-one will pay her the slightest notice. Their attention simply glides off her as being mundane and insignificant. For example, she can walk through a crowded room and no-one will notice her passing. But should she stop to talk to anyone, the illusion is lost for that individual. For the illusion to work, the victim must fail a Perception roll with a –3 penalty (since the illusion involves two senses). The Ease Factor for this roll is equal to the sum of a die roll, the victim's Inattentive (or similar) Personality Trait, the wielder's Perception, and the wielder's Finesse score. The victim's total must exceed the Ease Factor by 3 or more to reveal the illusion as false. See Houses of Hermes: Societates, pages 65–66 for more details of anamorphic illusions. Persephone is careful not to wear the bracelet wherever she may be in the company of magi, since she could be accused of scrying if they perceive the illusion.

Evergreen

CrHe
LEVEL 14 R: Personal · D: Sun · T: Individual

Invested 2 Herbam vis, took 1 season to enchant Pen +0, constant effect This effect keeps the tree in perfect health all year round.

Inscribe the Line

ReTe
LEVEL 14 R: Personal · D: Sun · T: Individual

Pen +0, Constant Effect While the stylus is touched to a wax tablet, the stylus is held perpendicular to its surface. When this effect receives information about a regio boundary, the stylus moves and inscribes the line of the regio boundary into the wax tablet.

Note These Landmarks

ReTe
LEVEL 14 R: Personal · D: Momentary · T: Individual

Pen +0, Unlimited Use At the wielder's verbal command, the stylus scribes markings onto the wax tablet that describe distances and landmarks sufficient to make the map of the regio boundary navigable. The stylus understands a set of Latin words, primarily numbers and distances, such as "twenty paces" or "thirteen feet", and landscape features, such as "tree" or "door" and is able to form symbols to match. This effect can be used while the stylus is inscribing a regio boundary without damaging the map. The stylus must be successfully investigated in the laboratory, which then provides a source of insight. Recreating the stylus grants 5 points towards integrating Insight of the Realms. point and tend to localize on that point while growing in strength. The Narixa regiones, however, bleed into each other just as cave tunnels do. The caves are home to swarms of mice, scorpions, and snakes, as well as packs of hyena whose laughter can be heard echoing off the walls from somewhere deep inside. Here and there, human bones jut painfully from the walls, victims caught between a regio and the mundane world. The caves are covered by a level 3 Malevolent Infernal aura and filled with Tartaran regiones (Realms of Power: The Infernal, pages 15 and 16).

Sense the Line

InVi
LEVEL 14 R: Touch · D: Sun · T: Individual

Pen +0, Constant Effect This enchantment detects the line of the Infernal regio boundary. The information it collects is available to the Inscribe the Line effect described below.

Shard of Iron

CrIg
LEVEL 14 R: Personal · D: Sun · T: Individual

Pen +0, constant effect As per the Heat of the Searing Forge spell in ArM5, page 140. (Effect: Base 4, +2 Sun; Modifications: +1 for 2/day, +3 triggered at sunrise/set) 12 Build Points

Soothe the Mother's Anxiety

InIm
LEVEL 14 R: Touch · D: Sun · T: Room

This invested device was created by Aurulentus to calm the many mothers of the Covenant. A number of the devices have been produced over the years. It consists of a small mirror and a separate handle, one being an Arcane Connection to the other. The handle can be put into a room and listens to all noises therein. If a noise louder than a whisper is detected, it triggers the second effect: the mirror displays the image and the noises of the room in which the handle is kept. The mothers are thus able put their babies to sleep and watch them, while still being able to be occupied with other work. Pen +0, constant effect Listens to all sounds in the room that are louder than that of a whisper.

Soothing Shadows

PeIg
LEVEL 14 R: Touch · D: Sun · T: Part

Pen +0, constant effect This item provides a constant effect. The intensity of light close to the head and upper part of the body of the person who carries the enchanted item is greatly reduced. It appears as if deep shadows are cast upon the bearer. A closer look will reveal an unnatural lack of light. (Effect: Base 2, +1 Touch, +2 Sun, +1 Part; +3 environmental trigger, +1 2/day)

Stone Crawler Effect

ReTe
LEVEL 14 R: Personal · D: Sun · T: Individual

Pen: +0, constant effect This effect manipulates the legs of the Stone Harvester, enabling it to move around the crater rim. The Stone Harvester moves constantly, at the pace of a walking man, in a clockwise direction around the crater rim. Required Lab Total to invest effect: One Season (28), Two Seasons (21), Three Seasons (19), Four Seasons (18).

The Agile Shield

MuTe
LEVEL 14 R: Personal · D: Sun · T: Individual

Pen +0, Constant Effect This effect transforms the stone of the giant oyster shell so that it is as hard as the finest steel but as light as beaten tin. (Effect: Base 3, +2 Sun, +1 stone; Modifications: +1 for 2/day, +3 triggered at sunrise/set) Each half has therefore been turned into a long Norman-style kite shield. The magic in the shell reduces the weight, making the shield easy to use and incredibly strong, treating the shield as of Excellent construction and providing a +3 to Defense but with a Load of just 1. The two shields together cost 3 Build Points.

The Face of Paris

PeCo
LEVEL 14 R: Touch · D: Momentary · T: Individual

Pen +0, unlimited uses/day This razor, although blunt, will remove any and all body hair where it touches the skin of a human. The item has no penetration built into it, so a magus has to suppress his Magic Resistance while shaving. Aurulentus' wife had always complained that his beard growth was too strong; after a twilight experience his facial hair growth increased manyfold and Aurulentus invented this lesser enchanted device to keep it under control.

The Girdle of Chang

MuCo
LEVEL 14 R: Touch · D: Sun · T: Individual

Pen 0, constant effect When worn, this girdle changes the apparent sex of the character (male to female, or vice versa). The character appears like his sister (or her brother) would. (Effect: Base 3, +1 Touch, +2 Sun; +1 uses, +3 sunset/sunrise trigger) (3 pawns)

The Master's Chart

InHe
LEVEL 14 R: Touch · D: Momentary · T: Individual

Carles possesses an arcane connection to each ship in the fleet in the form of a carved miniature made from the wood of their frames. When these are individually placed onto this enchanted map, which is the triggering mechanism, the miniatures sail to their appropriate locations. Hilde knows of this map, and Matilda Page suspects, having found a recently cut section of Trinite's keel. Hilde has a copy of the laboratory text for this device, which was commissioned from a magus of Verdi in the Roman Tribunal. The chart has two effects. The first finds the fleet through individual arcane connections to the vessels placed upon the chart. The second uses the information provided by the first to move these wooden tokens to their appropriate place on the chart. The large chart of wood and parchment has been opened with eight pawns of vis and the two enchantments currently use four of those pawns. This device costs 12 Build Points. Finding the Fleet Pen +0, 12/day Provides information on the location of a target ship given an arcane connection to it. (Effect: Base 2, +4 Arcane Connection; Modifications: +4 for 12/day) Mark the Fleet ReHe 11 Pen +0, 12/day Moves the token placed upon the chart to the location indicated by the Finding the Fleet effect. (Effect: Base 3, +1 Touch; Modifications: +4 for 12/day, +3 triggered by Finding the Fleet)

Touch of Ymir

ReAq
LEVEL 14 R: Touch · D: Momentary · T: Ind Pen +0

Wood That Neither Bends Nor Breaks

MuHe
LEVEL 14 R: Personal · D: Sun · T: Individual

Pen n/a, constant effect The haft of the axe becomes as hard as iron, and is virtually unbreakable by mundane means. (Effect: base 4, +2 Sun; Modifications +1 2/day, +3 environmental trigger)

A Place of Recuperation

PeIg
LEVEL 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.

A Simple Test For the Completeness of Books

InAn
LEVEL 15 R: Touch · D: Momentary · T: Individual

This spell allows the magus to check the physical condition and history of a book. It also, through the Herbam requisite, allows the magus to test the quality of the plant-based inks used in its creation.

A Spell to Milk Cattle

ReAn
LEVEL 15 R: Touch · D: Concentration · T: Group

While you wait, the cows are magically milked without further handling, transferring their milk into nearby milkpails. The magus's Perception + Finesse roll substitutes for an Animal Handling roll by a competent farmer; the spell gathers the milk, but if the roll is failed, the cattle may be spooked. Milking cattle is normally Simple (3) if the cattle are accustomed to the process and the milking hand, so the basic Finesse Ease Factor is at least 6, higher if anything disturbs the cows. Cows are initially be disconcerted at being milked by invisible hands, and need soothing (The Gentle Herd is ideal for this task). Unless magically calmed, the Finesse roll is Very Hard (15+) the first time cows are milked by magic, but this Ease Factor reducing over time and successful milking to 12, then 9, until the cows become accustomed to the process (6).

A Window of Singular Direction

MuTe
LEVEL 15 R: Touch · D: Ring · T: Part

This spell, created by the Architects of Tremere, makes a circle of wall transparent, from one side only. It was developed in the early years of the Order, to allow magi protected by temporary fortifications to target their foes. Increase the Base to 4, and the spell level to 20, creates a version that can affect stone walls, which fits the descriptive text better.

Acquire the Connection

ReTe
LEVEL 15 R: Voice · D: Momentary · T: Part

Pen 0, 1/day Upon uttering a command word, this effect transports a pinch of dirt, a cobblestone, or a chip of flagstone (as specified by the creator of the device) from the floor around the magus into the empty bottom compartment of the Phylactery.

Aegis of Unbreakable Wood

MuHe
LEVEL 15 R: Touch · D: Sun · T: Ind.

Makes a wooden shield (or object of comparable dimensions) as strong as iron, increasing its Defense bonus by +1. This is the best benefit magic can provide without increasing the size of the shield. The weight (and Load) of the shield are unchanged. It remains susceptible to fire, but is otherwise nearly indestructible.

Agony of the Beast

PeAn
LEVEL 15 R: Voice · D: Concentration · T: Individual

After you point at the beast and cast this spell, it begins lashing wildly about, upsetting any nearby objects, and howling in great pain. In order to do anything else, the beast must make a Stamina + Size stress roll against an Ease Factor of 9 each round.

An Instant Roof

MuAn
LEVEL 15 R: Personal · D: Concentration · T: Ind Pen +0

When triggered, the cloak expands and reforms into a large tent complete with tentpoles (formed from the polished bone toggle used to fasten the cloak) to keep it rigid. The tent is large enough to allow three to camp inside in relative comfort. The effect is triggered and canceled by a train of tonguetwisting words in Welsh.

Angel Eyes Potion

MuAq
LEVEL 15 R: Touch · D: Sun · T: Individual

Pen 0, charged item, 10 doses The liquid in this vial is mixed into water, which becomes sparkling and glitters. Anyone who drinks the water becomes effectively incapacitated by wild hallucinations. Each dose can affect up to a large barrel worth of water. (Effect: Base 4, +1 Touch, +2 Sun) (10 pawns, for 10 doses)

Aura of the Simple Bard

MuIm
LEVEL 15 R: Touch · D: Sun · T: Individual

Alters the appearance of a person to make him look more innocent and trustworthy. His facial features become softer and more childish. The character receives a +3 on appropri-

Avoiding the Blame

MuMe
LEVEL 15 R: Eye · D: Sun · T: Individual

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.

Banishment of Warmth

PeIg
LEVEL 15 R: Touch · D: Ring · T: Circle

This practical spell expels the warmth from all items that have been set up inside the affected Circle. Lowering the temperature of the Circle to slightly above freezing, Banishment of Warmth can be used to prevent goods related to Animal, Herbam, or Corpus from decaying naturally for a couple of days. The spell is not designed as an offensive weapon, but living creatures that remain in the Circle for an extended period of time do start losing Fatigue due to the cold. Note that the spell must be cast after the targets have been set up inside the Circle; it does not affect items that are placed into the Circle once the spell has been cast. A closer look at the enchanted Circle reveals a translucent waft of vapor over the affected area.

Beast of Outlandish Size

MuAn
LEVEL 15 R: Touch · D: Sun · T: Individual

Changes the Size of an animal by +1. This change modifies Strength by +2, the range for each wound level increases by one, and Quickness falls by one. The new beast is of huge size, and looks much more impressive than its former self. Townspeople may run in fear of it, and there is little doubt among them that it is a creature of magic.

Bitter Taste of Betrayal

InVi
LEVEL 15 R: Personal · D: Sun · T: Taste

If the caster comes under the affect of any active magic he will experience a bitter taste in his mouth. Ongoing affects like Aegis of the Hearth can be ignored, new affects will be noticed. This spell allows Quaesitors to detect that their Parma has been penetrated. The spell provides no other information.

Blade of the Virulent Flame

CrIg
LEVEL 15 R: Touch · D: Diameter · T: Individual

Forms a fire along the length of a metal blade. This flame doubles the weapon damage score for the blade (or adds +5, whichever is greater), and can start fires as well. If the spell is cast repeatedly on the same blade, the blade gets hot enough to melt after half an hour, which ends the spell. Letting the blade cool for half an hour between castings avoids this.

Boil Water

CrIg
LEVEL 15 R: Touch · D: Momentary · T: Ind Pen +0

Book of Images

CrIm
LEVEL 15 R: Touch · D: Ring · T: Individual

This spell creates moving sounds and images that are stored in a circle (such as a drawn circle on paper) as long as it is intact. With this spell it is possible to create a whole book or gallery of fantastic images and talking pictures, but only if proper Finesse rolls are made.

Breath of the Glassworker

CrTe
LEVEL 15 R: Touch · D: Sun · T: Individual

The caster of this spell makes an "O" shape with his thumb and index finger, into which he then blows. This forms and inflates a small glass phial. The phial only lasts for a day, but this is often long enough to hold a sample of some substance until it is either used or taken to the magi's laboratory and repackaged. Required Lab Total to invent spell: One Season (30), Two Seasons (23), Three Seasons (20), Four Seasons (19).

Breath of Winter

ReAq
LEVEL 15 R: Touch · D: Sun · T: Part

Turns a circle of water up to five paces across into snow. The Duration ensures that it will not melt until the spell expires, no matter how warm the weather.

Bridge of Gnomes

CrAu
LEVEL 15 R: Touch · D: Sun · T: Individual

This spell creates a rainbow up to seven miles long. It only works outdoors.

Broom of the Winds

CrAu
LEVEL 15 R: Voice · D: Momentary · T: Individual

Whips up violent, swirling winds around the target. The target must make a Size stress roll against an Ease Factor of 9 to remain standing. If the target is braced or holding onto some support, he may also make a Strength stress roll against an Ease Factor of 9. If both rolls fail, the target is knocked in a random direction. The target may be damaged, depending on whether he strikes anything.

Call of the Rushing Waters

InAq
LEVEL 15 R: Arcane Connection · D: Concentration · T: Individual

Allows you to find any natural body of water for which you have an Arcane Connection (for example, a vial of water from it). Once you cast the spell, you can hear the water while you concentrate. Following the sound eventually brings you to the water, but you must make simple Perception rolls against an Ease Factor of 6 to follow the sound accurately (roll once per day for long journeys). If you break concentration, you must cast the spell again. A body of water that does not move or that makes little noise requires a roll against an Ease Factor of 9 to be traced.

Calm the Motion of the Heart

PeMe
LEVEL 15 R: Voice · D: Momentary · T: Individual

Removes one emotion from the target until it appears again naturally. An angry person stops being angry, and a curious one stops being inquisitive. Many a magus finds this spell useful for keeping his apprentice's nose out of his immediate business.

Catching the Eye

CrMe
LEVEL 15 R: Sight · D: Momentary · T: Individual

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.

Chamber of Muffled Passing

PeIm
LEVEL 15 R: Touch · D: Diameter · T: Room

For the duration of two minutes, all sound inside the affected Room, regardless of its origin and volume, is completely muted. The spell affects mundane actions, such as creaking floor boards or shouting, in much the same way as spell casting that requires a voice. Due to his Quiet Magic, this limitation doesn't impair Tolides much, unless he wants to cast an additional spell with Range Voice while inside the Room, or to affect a target across the threshold. In Tolides' version of the spell, the affected Room is slightly tainted by darkness. Semi-translucent patches of murk slowly crawl along the walls of the Room, greedily devouring all sound from within or outside. Tolides is not very creative when it comes to finding names for his creations, and doesn't care much about the ambiguous name of this spell that also describes the silenced deaths of those in the chamber whom Tolides decides to kill.

Charge of the Angry Winds

CrAu
LEVEL 15 R: Voice · D: Concentration · T: Individual

A wall of wind roars away from you, starting up to 10 paces away and continuing until it dissipates naturally. The wind is confined by any existing barriers, but if unconfined it can be up to a hundred paces wide. All within the area must make a Dexterity + Size stress roll against an Ease Factor of 9 or fall down and be blown along by the winds. The rolls must be made at the start of the gale and each subsequent round that the wind is maintained. You must concentrate on the gale. Missile fire into or out of the gale is futile, and marching against the gale requires a Strength + Size stress roll against an Ease Factor of 15. Failure in this attempt mandates another Dexterity + Size stress roll against an Ease Factor of 12 to keep from falling.

Color Explosion

ReIm
LEVEL 15 R: Voice · D: Diameter · T: Individual

The image of the spell's target seems to explode in a great whirlwind of colors and fragments of the original image. The explosion has a radius of two paces for a human with Size 0, changing appropriately for targets of different Sizes. This makes the target effectively invisible as far as combat is concerned, and no visual clues to his precise location can be picked out of the chaos. For rules for fighting an invisible enemy see Houses of Hermes: Societates, pages 32-33. This spell is best used with Discern Own Illusions.

Comb of Aphrodite

PeAq
LEVEL 15 R: Touch · D: Momentary · T: Individual

Pen +0, unlimited uses/day This comb instantly dries any hair that passes through its teeth. Aurulentus contrived this lesser enchanted device for his wife as a birthday present, after she complained that he should use his magic for more practical purposes.

Concoct Cordage

CrHe
LEVEL 15 R: Touch · D: Moon · T: Individual

Pen +0, unlimited uses The attached vine grows an additional ten feet per activation.

Confusion of the Numbed Will

ReMe
LEVEL 15 R: Eye · D: Sun · T: Individual

Confuses a person, who must make an Intelligence stress roll to take any direct action. A roll of 12+ ends the spell, while a roll of 9+ lets the character take the intended action, but the spell remains in effect. Any lower roll means the character is confused and takes some other type of action. When it is imperative for the victim to take an action, the storyguide should allow an appropriate modifier to the roll. While under this spell, a character always strikes last in combat and gets at least a -1 on all attacking and defending rolls.

Conjure the Ocean's Breath

MuTe
LEVEL 15 R: Touch · D: Moon · T: Part

Developed for the traveling magus who needs a quick, easily tradable resource. Conjure the Ocean's Breath turns a large patch of dirt into salt. It is best that the magus not be around when the spell's duration expires.

Constrain the Shrewish Wife

MuMe
LEVEL 15 R: Touch · D: Moon · T: Individual

Pen 0, charged item When triggered, clothes made from this cloth cause the wearer to become more considerate towards his or her loved ones. Julia occasionally hears of clients who are having trouble at home and make them clothes from this cloth to encourage better behavior.

Create the Flowers of the Moon

CrHe
LEVEL 15 R: Touch · D: Moon · T: Group

Decorates a room with fresh flowers that grow normally and require care and watering. The quality of the floral display is determined by a Finesse roll. The flowers persist until the spell expires, then simply cease to exist.

Creeping Oil

CrAq
LEVEL 15 R: Voice · D: Sun · T: Individual

Saturates a porous material with flammable oil. When casting this spell, you make a flicking motion with your index finger and thumb, as if propelling something at the target. A dot of oil appears on the target after the spell is finished, and slowly spreads over the target, saturating enough cloth to cover a person. If used on a person's clothes and ignited, the oil does +12 damage the first round, +6 the second, and +0 the third.

Despair of the Quivering Manacles

ReCo
LEVEL 15 R: Voice · D: Concentration · T: Individual

Your target shakes vigorously from side to side without falling. Those affected get -3 on rolls requiring physical movement, and -1 to most other rolls.

Discern Own Illusions

InIm
LEVEL 15 R: Personal · D: Sun · T: Vision

This spell makes your own illusions appear largely transparent to you, but still discernible.

Disguise of the New Visage

MuCo
LEVEL 15 R: Touch · D: Sun · T: Part

The target's facial features are transformed to any approximately human configuration you choose. In Cralian of Tremere's version of this spell, the new visage is always as unassuming as possible.

Disguise of the Transformed Image

MuIm
LEVEL 15 R: Touch · D: Sun · T: Individual

Makes someone look, sound, feel, and smell different, though at least passably human.

Doublet of Impenetrable Silk

MuAn
LEVEL 15 R: Touch · D: Sun · T: Ind.

Change an item made of animal material — silk, wool, or leather — so it cannot be cut or penetrated by weapons. A simple cloth doublet becomes the equivalent of armor with no Load and a +3 Soak bonus. Armor made of guilted material or any kind of leather improves its Protection by an additional +3. The magic does not make the armor better at absorbing shock, so this +3 bonus is the limit that can be bestowed without changing the material into something completely different. At the storyguide's option, the bonus given by this spell may not apply against strictly blunt weapons like clubs and staves.

Drawing Up the Siege Ladder

ReHe
LEVEL 15 R: Voice · D: Momentary · T: Group

This spell was originally developed to allow defenders to draw siege ladders over a castle's wall. These could then be used as fuel by the beseiged, or, if soldiers clung to them, dropped from great heights. Librarians use it to rearrange wooden furniture, but it can move any group of wooden objects. Items containing this effect can, for example, be used to stack firewood, move barrels, pile grain sacks, and perform many other useful forms of labor.

Dust to Dust

PeCo
LEVEL 15 R: Voice · D: Momentary · T: Individual

Turns a dead body or mindless undead body to dust in two rounds. The spell doesn't affect those undead possessed by spirits. To do this to an animal corpse requires a Perdo Animal spell.

Ease the Suffering of Childbirth

MuCo
LEVEL 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.

Enchantment of Detachment

PeMe
LEVEL 15 R: Eye · D: Sun · T: Individual

Calms and greatly lowers the intensity of the target's current emotions.

Enchantment of the Pedestrian Pigeon

MuMe
LEVEL 15 R: Eye · D: Moon · T: Individual

After telling a person a piece of information, this spell is cast to occlude the memory of that information. A key phrase or word is also set at the time of casting, and subsequently uttering this phrase unlocks the memory. If the message has not been delivered by the time the Duration expires, then the memory of the information is restored to the target. A spell to read the thoughts of the target does not reveal the protected information unless its Penetration exceeds the spell's level.

Endurance of the Berserkers

ReCo
LEVEL 15 R: Per. D: Conc. T: Ind · D: · T:

Your body acts as though it were unwounded and unfatigued for as long as you concentrate. Keep track of the actual Fatigue levels that the body loses while "berserk," because as soon as the spell wears off, you lose those levels. If you run out of Fatigue levels, the spell terminates immediately and you fall unconscious. A character under the influence of this spell does risk worsening wounds, but he may not notice.

Eyes of the Treacherous Terrain

InTe
LEVEL 15 R: Personal · D: Concentration · T: Vision

You can tell intuitively if any natural terrain you see is treacherous, such as if a rock field is prone to sliding.

Fading Star of Evening

CrVi
LEVEL 15 R: Touch · D: Momentary · T: Individual This spell causes wild

Required Lab Total to invent spell: One Season (30), Two Seasons (23), Three Seasons (20), Four Seasons (19).

Flash of the Scarlet Flames

CrIg
LEVEL 15 R: Voice · D: Momentary · T: Individual

A brilliant red flash explodes in the air where you designate. If you target a person's face the target needs a Stamina stress roll against an Ease Factor of 9 to avoid temporary blindness. If the target botches the roll, he is permanently blinded. If temporarily blinded, he can try to make a simple Stamina roll against an Ease Factor of 9 each minute to recover. The flash is equivalent to looking straight at the sun. In Rose of Jerbiton's version of this spell, there is a faint odor of roses in the area where the flash explodes.

Foras Vim

ReTe
LEVEL 15 R: Voice · D: · T: Group

An easily fast-cast defense against other magi, this spell shoots a choking cloud of dust and gravel at its targets. Those within the cloud are blinded by the dust and grit, and find it difficult to breathe. Casting a spell while in the cloud requires a Stamina + Concentration roll against an Ease Factor of 12. This spell also has uses in detecting invisible opponents. Conscientia has been meaning to get around to mastering this spell so that she can fast cast it ever since she created it. Maybe next season ...

Gather the Essence of the Beast

ReVi
LEVEL 15 R: Touch · D: Momentary · T: Individual

Concentrates the raw vis in a corpse into one part of that corpse, which can then be removed. This spell lets you gather all the raw vis you find without lugging around entire corpses of beasts. Note that the vis in many magical creatures is already concentrated in this manner in some specific organ, though this spell will allow you to relocate that vis if you wish. --- Deeper we venture, into the shadowed grove where a faerie ring glows with ethereal light, and the very air hums with unseen power. The veil between realms thins, as the voice of my mistress rises in incantations that reshape the very fabric of reality. She conjures a shimmering portal, as the local lord watches the unfolding ritual intently, his armored soldiers standing guard silently. With focused concentration, my maga reaches out to the faerie seeming through the swirling gateway, her fingers passing through its shimmering surface, rippling the curtain between worlds. Strange entities gather on the far side, their forms shifting like dreams, their intentions unknowable.

Gift of the Frog's Legs

ReCo
LEVEL 15 R: Touch · D: Momentary · T: Individual

Allows the target to leap up to 15 feet vertically or 25 feet horizontally (2 feet less for every Encumbrance point). The person must make a Dexterity - Encumbrance stress roll against an Ease Factor of 0 to land without injury. A miss indicates that he takes a Light Wound, and a botch indicates a Medium Wound. The target can only leap once for each casting of the spell, and that leap must be made within ten seconds. As with a frog's leap, a running start does not improve the leap.

Growth of the Creeping Things

MuAn
LEVEL 15 R: Touch · D: Sun · T: Ind.

Causes an insect, mouse, toad, or other small (Size -8 or smaller) creature to grow to four times its normal size. If it was venomous before, it is even more venomous now. Semi-venomous creatures, like most spiders, have poison with an Ease Factor of 6 that does a Light Wound.

Hand of the Antiquarian

ReTe
LEVEL 15 R: Touch · D: Sun · T: Individual

The magus traces around a section of stone up to one pace in diameter. That section, to a depth of up to an inch thick, floats out of the wall. While the magus touches the stone, it is effectively weightless.

Hands of the Grasping Earth

ReTe
LEVEL 15 R: Voice · D: Diameter · T: Part

Reg: Muto Earthen hands from beneath the target rise out of the ground, and grasp the target's ankles. To break free requires a Strength stress roll of 15+. (One attempt is allowed per round, and each requires a Fatigue roll.) Each hand can be destroyed by beating its +25 Soak roll (hacking weapons do double normal damage) and inflicting a Light Wound.

Heart of the Lion

CrMe
LEVEL 15 R: Eye · D: Sun · T: Individual

Instill a person with indomitable courage, increasing his Brave Personality Trait by +3. This may, but does not always, lead to acts of recklessness. If you cast this spell on your grogs, be advised that they will lose their fear of you as well as their fear of the enemy.

Hiding the Ill-bred Bard

PeIm
LEVEL 15 R: Personal · D: Sun · T: Individual

Destroys the magus' image species and makes him invisible except for his shadow.

Hiding the Mystic Key

MuTe
LEVEL 15 R: Touch · D: Concentration · T: Part

This spell lets the caster soften a rock, pillar, menhir, tree, or other stone or wooden object so that he can mold a cavity, hide a small item, and then close it over as if it had never been changed. This enables him to embed an item under, but near the surface of, a natural feature of a grove — favored for disguising the location of a Key to the Mystic Veil item. (The cultist touches the pillar or tree just above the hiding place.) Cult of Mercury and Neo-Mercurian Spell Mastery Special Abilities Mercurian magicians excel in Formulaic and Ritual Magic, and have developed an extensive range of Mastery Abilities. These Mastery Abilities were originally described in Houses of Hermes: True Lineages, but for convenience they are repeated here. These Mastery Abilities can be learned by any magus who studies with another who knows the ability — if a magus has studied with a maga who knows a particular special Mastery Ability, then any time the magus earns a level in Spell Mastery, he may opt to choose that special ability instead of those in ArM5. Most magi in the True Lineages prefer to share this specialized knowledge only with their apprentices, although their methods may be written down in books that anyone can read, and it is not impossible for a master to decide to teach a student with very similar goals and loyalties. However, most remain cult secrets, with the exception of Ceremonial Casting (detailed in Chapter 4: Curious Common Magics). Characters who take Mastered Spells during character creation and who have access to these abilities during apprenticeship may spend their mastery points on them if they wish. They are known by both worshipers of the Cult of Mercury and members of the Neo-Mercurians. Adaptive Casting This special ability may only be taken for General spells. The magus may use his mastery score and all the special abilities associated with this spell whenever he casts the same spell at a different level. Ceremonial Casting The maga may use ceremonial methods when casting this spell, increasing the casting time and adding her Artes Liberales and Philosophiae to her total. This cannot be taken for Ritual spells, which always require Ceremonial Casting. Disguised Casting When casting this spell, the magus may suppress or alter his sigil, to hide his identity or make the spell appear to have been cast by someone else. Since this actually changes his sigil, it is impossible for others to recognize the magus from it, although magi might be able to recognize that a fake sigil is not genuine. When the caster mimics the sigil of another magus, he may add his Spell Mastery score to the roll that determines how difficult it is to recognize. Lab Mastery The maga understands the theory of this spell so perfectly that she may add her spell mastery score to her Lab Total when designing effects that are similar to it (see Similar Spells, ArM5, page 101). This is in addition to the standard similar spell bonus. Learn From Mistakes The first time in a session that the magus botches a roll for this spell or fails it by exactly 1 point, he gains 5 experience points toward mastery of this spell. The roll must come up naturally in the course of the story. Stalwart Casting This spell is less exhausting for the maga. If it is a Ritual, she loses normal Fatigue instead of long-term Fatigue when casting it, and half as many Fatigue levels, rounded up (but always at least 1). If it is formulaic, she never loses Fatigue levels because of a low casting total, even if the spell doesn't succeed.

Incantation of Putrid Wine

MuAq
LEVEL 15 R: Touch · D: Sun · T: Room

Makes all liquids within the target room vile, and malodorous. The room where this spell is cast may not lose the stench for weeks or months. Note that this spell only affects liquids that are in the room when it is cast, and they remain malodorous even if removed from the room.

Ink of the Unseen Circle

PeIm
LEVEL 15 R: Personal · D: Moon · T: Individual

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.

Invisibility of the Standing Wizard

PeIm
LEVEL 15 R: Touch · D: Sun · T: Individual

The target becomes invisible, but the spell is broken if the target moves (aside from breathing and shifting slightly in place). He still casts a shadow.

Kiss of the Enigma

CrVi
LEVEL 15 R: Touch · D: Momentary · T: Individual

The target acquires two Warping Points, and, if a Hermetic magus, must check to see whether he enters Twilight in the normal way. Marcus invented this spell primarily to use on caged animals, to see if he could induce monstrous characteristics by infusing their bodies with pure magical energies, but the results were disappointingly random. He had to invent this spell three times before it yielded a breakthrough. The two prior versions both had Side Effects due to experimentation: the first spell changed the color of the target's hair, while the other made the target's skin transparent.

Know the Moon's Influence

InMe
LEVEL 15 R: Sight · D: Momentary · T: Individual Determines the extent to which the moon and its pull upon earthly aether is affecting the target individual. This may reveal

Ladder of Ivy

CrHe
LEVEL 15 R: Voice · D: Sun · T: Individual

This spell creates a sturdy ladder of ivy that the magus or others can use to scale any wall or (low) cliff. The ivy withers at sunrise or sunset, and can reach up about twenty paces.

Lifting the Dangling Puppet

ReCo
LEVEL 15 R: Voice · D: Concentration · T: Individual

Lifts a person of Size +1 or less vertically into the air. Generally, you can make the target rise or descend as fast as smoke rises, but a heavier person rises more slowly and falls more quickly.

Lion of Outlandish Size

MuAn
LEVEL 15 R: Personal · D: Sun · T: Individual (+1 Size)

Causes the caster to increase in Size by 1 point, with an increase in Strength of +2, and a reduction in Quickness of -1.. In Lioness form this gives Lexora a Size of +3. Her Strength increases by +2 to +8, and her Quickness falls by 1 to 0. This chang-\nes her combat statistics in lioness form to Claws: Init +1, Attack +15, Defense +11, Damage +12, Bite: Init +1, Attack +13, Defense +8 Damage +11. A Size +3 lion-\ness is a terrifying sight, and inspires awe and fear. Her fur appears to become tinted with gold, and in this form she is the size of a war horse.

Loss of But a Moment's Memory

PeMe
LEVEL 15 R: Eye · D: Momentary · T: Individual

Removes up to five continuous minutes from a target's memory, leaving a blank. You target the loss of memory to a specific event or time. With an Intelligence stress roll against an Ease Factor of 9, the target realizes that memories of a certain period are missing. This Ease Factor can change, depending on how important the missing memory is and what sort of circumstances surrounded the event. Careful introspection over a period of time can allow reconstruction of much of the memory, but some details are lost forever.

Meet Me At Midnight

CrMe
LEVEL 15 R: Eye · D: Sun · T: Individual

This spell implants a thought in the target's mind to meet the caster at a time and location specified when the spell is cast. The thought lasts until the spell expires.

Numbering the Host

InCo
LEVEL 15 R: Personal · D: Momentary · T: Sight

The Numerologist knows the number of people he can see, and may distinguish them by appearance: men and women, old or young(-looking), and so on.

Ominous Levitation of the Weighty Stone

ReTe
LEVEL 15 R: Voice · D: Concentration · T: Individual

Move a stone through the air as fast as a bird flies. When the caster stops concentrating, the stone immediately falls to the ground. The spell's name suggests one of its common applications: dropping a heavy rock onto someone. Because the stone falls naturally, such an attack is not subject to Magic Resistance. Instead, an aiming roll is required to hit the intended target (see ArM5, page 86). Attacking with this spell normally takes two rounds: one to move the stone over the target, and another to aim and release it. Damage inflicted depends mainly on the size of the stone: +5 for a stone the size of a man's fist, +10 for a typical building-stone, up to +21 for a large boulder (see also the Impact Table on page 181 of ArM5). Particularly large stones can damage structures as well as creatures. The main limitation on this spell's combat effectiveness is the availability of large stones. Vilano himself once lamented that there was never a good rock around when he needed one!

Palm of Seeing

InIm
LEVEL 15 R: Touch · D: Diameter · T: Vision

The caster can see from the perspective of the target. This spell must Penetrate in order to sense creatures with Magic Resistance. Ariane has learned this spell to cast down an Intangible Tunnel.

Panic of the Elephant's Mouse

ReAn
LEVEL 15 R: Eye · D: Concentration · T: Individual

Makes an animal afraid of the target by preying upon its instinctive fears, causing it to attempt escape by the quickest, most feasible means possible. The animal may make a Size stress roll against an Ease Factor of 9 to resist. (The title refers to the elephant's legendary fear of mice, but note that this spell cannot actually affect elephants, as they are too large.)

Panic of the Trembling Heart

CrMe
LEVEL 15 R: Eye · D: Sun · T: Individual

Creates an overpowering fear in one person of a specific object, person, or place.

Perception of the Conflicting Motives

InMe
LEVEL 15 R: Eve · D: Momentary · T: Individual

You can detect the conflicting motives behind one target's actions. Thus you might learn that a guard feels conflict between fear and duty. This spell is often used before application of a Muto or Rego spell, since it is usually easier to change a target's emotions after you've sensed them than it is to create emotions.

Phantasmal Troupe

CrIm
LEVEL 15 R: Voice · D: Concentration · T: Individual

Creates illusionary music from a direction that the caster specifies. A full troupe of musicians can be simulated in this way, with a finesse roll determining the quality of the music. Aurulentus uses this spell to amuse his wife and children. It was originally invented by his parens, Altus, with the same motivation.

Pit of the Gaping Earth

PeTe
LEVEL 15 R: Voice · D: Momentary · T: Part

The dirt in a circle 6 paces across recedes into the ground, leaving a pit 9 feet deep. If the target area contains material other than dirt, that material is not affected.

Porter's Helpers

ReTe
LEVEL 15 R: Touch · D: Concentration · T: Individual

Pen +0, 24/day These handles are activated when clamped to the side of a heavy object, and allow the user to easily move the object (as if he had Str + 5; similar to The Unseen Porter, ArM5, page 156) These assist moving loads at the Miletos warehouses.

Preternatural Growth and Shrinking

MuCo
LEVEL 15 R: Touch · D: Sun · T: Individual

Adds +1 to the target's normal Size or decreases it by up to 2 points.

Push of the Gentle Wave

ReAq
LEVEL 15 R: Voice · D: Conc T: Ind · T:

A low wave is formed to propel a small boat slowly through the water. When casting this spell, you commonly make a pushing gesture. This spell, and other similar ones, pick out a particular current in the body of water and make it behave as desired, and thus have Individual Targets. In Silva of Merinita's version of this spell, the wave occasionally drifts or bobs about, as if it is happy and playful.

Remake the Tailor's Craft

MuAn
LEVEL 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.

Ring of Ever Bloom

ReHe
LEVEL 15 R: Touch · D: Ring · T: Circle

This spell forces the plant or flower to continue to bloom even out of season.

Rising Ire

CrMe
LEVEL 15 R: Eye · D: Sun · T: Individual

Makes the target furious at someone or something of your choice. A stress roll against an Ease Factor of 9 using an appropriate Personality Trait (like Calm) can hold the anger in check, but it is felt strongly regardless of the roll.

Rock of Viscid Clay

MuTe
LEVEL 15 R: Touch · D: Sun · T: Part

Softens rock enough that it may be dug out, molded, and otherwise manipulated in the same way that hard river clay can be. The rock is slightly sticky. The spell affects rock in a roughly spherical shape with a three-foot diameter.

Room of Stale Air

PeAu
LEVEL 15 R: Voice · D: Momentary · T: Room

Makes the air in a room stuffy and uncomfortable. Any creatures that breathe air suffer a –3 penalty on all rolls involving physical exertion. In addition, for each round of exertion a character must make a simple Stamina roll against an Ease Factor of 6 or lose a Fatigue level. This may cause panic in some creatures or people. The speed at which the air refreshes itself depends on how well ventilated the room is.

Rope of Bronze

MuHe
LEVEL 15 R: Touch · D: Sun · T: Individual

Turns a piece of rope (made from plant material) into refined, superior bronze, which does not break under normal circumstances.

Sailor's Foretaste of the Morrow

InAu
LEVEL 15 R: Touch · D: Mom. T: Group · T:

You know precisely what tomorrow's weather will be, and you gain a general impression about the weather for the week ahead. This intuition only applies to the place where you cast the spell, and is based on extrapolating current conditions, so it is occasionally wrong (precise, but inaccurate). Still, it would take something like an interfering magical being, or a volcanic eruption, to throw the prediction off.

Scent of Ash

InAu
LEVEL 15 R: Personal · D: Concentration · T: Smell

The caster can smell and identify, on the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each of the volcanoes he detects. A dormant volcano can be detected in this way from within one league (three miles), a volcano that has erupted within the last 100 years can be detected from within seven leagues (21 miles), and a volcano that has erupted in the last season can be detected from within 100 miles. Dormant volcanoes are detectable in this way because ash from their violent eruption is still present in the environment. The ash may have fallen to the ground, but some small (but detectable via Hermetic magic) fraction has been Of course, the huge plume of ash from a large on-going eruption can easily be identified without the aid of magic from many hundreds of miles away. blown up into the air again.

Seal the Earth

CrTe
LEVEL 15 R: Voice · D: Sun · T: Group

Creates enough dirt to fill in a pit of up to 6 paces across and 3 paces deep.

Shadows of the Fires Past

InIg
LEVEL 15 R: Personal · D: Momentary · T: Vision

Allows you to see where fires have been in the past lunar month. A light red flickering haze appears where the fire was, and you gain an intuitive sense of when the fire was there. This spell does not look into the past, but detects the traces of fire.

Shriek of the Impending Shafts

InHe
LEVEL 15 R: Personal · D: Sun · T: Hearing

Lets you know where anything wooden will be in the immediate future by a shriek that sounds in the air in advance of the wood's coming. A piece of wood that is controlled may change course, so the spell is sometimes wrong. You get a +9 bonus on Defense scores against wooden weapons (provided that you have the freedom to dodge), and you can automatically dodge wooden missiles fired from more than ten paces away. The shriek is only audible to you, and it cannot be simulated by people making noises.

Silent Speech

CrMe
LEVEL 15 R: Touch · D: Momentary · T: Individual

Pen 0, unlimited/day This is actually two effects, one to allow Julia to share words, images, and emotions with her familiar, and one to allow Tetrix to do the same with his maga. apprentice. Julia has also invested two more effects into her familiar bond (2 seasons), and instilled another three effects in her talisman (4 seasons). Finally, she has spent two seasons making the brooch she calls Fruit of the Loom. She has also acquired 110 experience points in Arts and 120 experience points in Abilities.

Step Sideways

ReCo
LEVEL 15 R: Personal · D: Momentary · T: Individual

The caster instantly moves to a location she can see within 50 paces. If a Dexterity + Finesse roll against an Ease Factor of 6 is failed, then something goes slightly awry: she might be facing the wrong way, or appears a foot or two above the ground.

Strike of the Angered Branch

ReHe
LEVEL 15 R: Voice · D: Concentration · T: Part

Causes a large tree branch to swing at a target. The branch's Attack score is equal to your Perception + Finesse. Damage is +10. You may strike repeatedly with the branch, striking once per round for as long as the spell lasts.

Sword from the Unseen Scabbard

CrTe
LEVEL 15 R: Touch · D: Diameter · T: Individual

Conjure a steel longsword. The sword only lasts for two minutes — about 20 combat rounds — but that is usually long enough to defend oneself in a single skirmish. The magically created sword must penetrate in order to harm opponents who have Magic Resistance. Note that creating artificial things with magic requires an Intelligence + Finesse roll, as noted on page 77 of ArM5. An Ease Factor of 6 is sufficient to make a sword of mediocre, but serviceable, workmanship.

Tangle of Wood and Thorns

ReHe
LEVEL 15 R: Voice · D: Concentration · T: Individual

Takes a length of wood that you designate and hurls it at a target (a Targeting roll is required). The wood wraps around and immobilizes the target (assuming that there is enough wood), who must make a Strength stress roll against an Ease Factor of 9 to break free (one attempt per round). If the victim ever botches, he cannot escape without outside help. If the length of wood has thorns, it does +6 damage when it hits, and again each time the target tries to break free, whether successful or not. When the caster stops concentrating, the target can escape on a Strength roll against an Ease Factor of 6.

Test of the Flames

CrIg
LEVEL 15 R: Touch · D: Ring · T: Circle

Waist-high flames fill the target circle. Everything inside the circle takes +5 damage each round. This spell is of ancient origin and is thought to have originated as a ritual ordeal within the Cult of Mithras. It was once used by Flambeau magi as a test of endurance, a kind of alternative to certamen. The people being tested (including, usually, the caster) would stand inside the circle, without using their Parmae Magicae, trying to withstand the flames as long as possible. The last person to leave the circle was considered the winner. Etiquette suggested that if anyone were to fall helpless due to burn damage, someone would break the Ring and end the spell to rescue the unfortunate. This test is little used in 1220 because most Flambeau magi prefer standard certamen; also, some members of House Flambeau (such as the example character page 25 of ArM5) possess a supernatural immunity to fire, giving them an unfair advantage in the test.

The Armorer's Art

ReTe
LEVEL 15 R: Touch · D: Momentary · T: Individual Turns a single piece of prepared iron into a suit of mail

The final act sees the magi of the Trattato set their sights on the player covenant and the Duca di Casalmaggiore set his sights on the nearby city of Verona.

The Carpenter's Keen Eye

InHe
LEVEL 15 R: Voice · D: Momentary · T: Group

The magus learns whether wood is suitable for use in carpentry, with an indication of the treatment needed (e.g. "unseasoned — season it", or "old, brittle, and dry — discard it").

The Copyist's Puissant Quill

ReAq
LEVEL 15 R: Voice · D: Momentary · T: Group

Pen 0, unlimited uses per day This enchantment has the same operation as the spell of the same name, described earlier, and acts on the topmost sheet of the middle stack of blank pages. It is triggered when a page of the book on the left-hand marble slab is turned (that is, after the Lector's Deft Hand effect has acted).

The Earth's Carbuncle

ReTe
LEVEL 15 R: Voice · D: Momentary · T: Part

Causes a 1-pace circle of ground to become jagged stone, just under the surface, and those fragments burst into the air. Anyone standing on the circle is thrown into the air and hit with flying debris. Damage is +10.

The Generous Patron

MuMe
LEVEL 15 R: Voice · D: Sun · T: Individual

This spell changes the common sense (see Art and Academe, page 33) of the target. He cannot estimate the true worth of his belongings and is likely to give more of them for less.

The Instant Breach

PeTe
LEVEL 15 R: Touch · D: Momentary · T: Part

Pen 0, Charged Item Triggered when touching a stone wall, this Charged Item destroys a section of that wall. It destroys 270 cubic feet of stone; enough to make a 6 foot diameter breach in a castle wall that is 10 feet thick, or 10 feet in diameter in wall that is 3 feet thick. The charges are usually placed into separate boulders which are flung in groups by a trebuchet along with ordinary rocks.

The Instant Ring Fort

ReTe
LEVEL 15 R: Touch · D: Momentary · 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.

The Lector's Deft Hand

ReHe
LEVEL 15 R: Touch · D: Momentary · T: Individual

Pen 0, unlimited uses per day This enchantment turns a page of any book placed on the left-hand marble slab. It can turn pages of paper, papyrus, and other plant-based materials as well as parchment and vellum. It is triggered when a sheet of parchment is placed on the right-hand slab (that is, after the Stack the Decorated Page effect has acted).

The Maculate Noblewoman

InCo
LEVEL 15 R: Touch · D: Momentary · T: Individual

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 Oracle's Dredge

PeTe
LEVEL 15 R: Touch · D: Momentary · T: Part

Pen +0, Unlimited This is a long wooden pole (about 20 feet long) with a scoop attached to one end. When activated it destroys the mud that it touches (about 10 cubic paces). The Dredge is used at Miletos to dredge the Lion Harbor, which otherwise fills with sediment from the Meander river. The covenfolk paddle around the Lion Harbor once every month to clear it, otherwise, the harbor will visibly silt up within a season and be unusable within a decade. The mundane authorities and merchants know that the covenant performs this service for Miletos (and has done so for more than two hundred years).

The Phantom Gift

CrVi
LEVEL 15 R: Voice · D: Sun · T: Individual

The target of the spell becomes tainted with magic as most magi are. Beasts and people react to the target as though he were a magus. Those who normally associate with the victim do not become hostile, but do give him or her a wider berth. The spell has no effect on those who already have The Gift, including those blessed with the Gentle Gift.

The Promenade of Caesar

ReCo
LEVEL 15 R: Touch · D: Momentary · T: Unborn Child

This spell transports an unborn child instantly out of his mother's womb, to a distance of up to five paces away. This is normally fatal for the child but does not harm the mother — the spell also removes the placenta. To determine whether the child survives, make a Stamina roll against an Ease Factor of 3 + 3 for each month prior to natural birth. For example, if The Promenade of Caesar is cast on an eight-month-old fetus the Ease Factor is 6. An unborn child has a –4 penalty to his Stamina.

The Rarefied Blade

MuTe
LEVEL 15 R: Personal · D: Sun · T: Individual

Pen +0, 1/day In the hands of its intended owner, and upon the secret incantation being spoken, the sword's property of weight is altered such that it is lighter and more balanced in the hand. This grants +1 to both attack and defense. When the effect is active, the sword has a Penetration of 0 and is resisted by any character or creature with a Magic Resistance of 0 or greater. Required Craft Total: 1 season (30), 2 seasons (23), 3 seasons (20), 4 seasons (19) Learned Magicians In many ways the closest of the hedge magic traditions to Hermetic magi, learned magicians study their own arts, design their own spells, and create their own forms of enchanted devices. The following amulet and chartae effects use the rules presented in Chapter 5 of Hedge Magic: Revised Edition.

The Siege of Constantinople

CrIm
LEVEL 15 R: Personal · D: Sun · T: Individual

Pen 0, unlimited uses This tapestry illustrates the 1204 siege of Constantinople. When activated, the tapestry animates, and acts out the critical battles and events in the siege. Similar tapestries depict other battles and legends. (Effect: Base 1, +2 Sun, +1 moving image, +1 intricacy; +10 unlimited uses) (3 pawns)

The Silvery Miraculous Daffodil Wand

CrHe
LEVEL 15 R: Touch · D: Moon · T: Group

Pen 0, 1 use per day When touched to the earth, this silver wand, delicately wrought as a simulacrum of a daffodil, causes a bed of almost nearly one thousand yellow daffodils to burst from the earth. The daffodils last for a month. (Effect: Base 1, +1 Touch +3 Moon, +2 Group) (3 pawns)

The Spell of Wrought Iron

ReTe
LEVEL 15 R: Touch · D: Momentary · T: Group

The spell transforms raw pig-iron from a furnace into plain bars of wrought iron, as if a blacksmith had worked the iron in his forge. The magus must succeed in a Perception + Finesse roll to work the bars and separate out the slag. The task is normally Easy (6) for a blacksmith, so the base Ease Factor is 9. Failure means the iron and inclusions do not separate; a botch means that the inclusions go unnoticed, and the iron will be flawed and crack under strain.

The Spell of Wrought Iron

ReTe
LEVEL 15 R: Touch · D: Momentary · T: Group The spell transforms raw pig-iron from a furnace into plain bars of wrought iron

As the spell presented in Covenants, page 51.

The Unraveled Clothes

PeAn
LEVEL 15 R: Voice · D: Momentary · 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.

The Voice of the Bjornaer Magus

MuAn
LEVEL 15 R: Personal · D: Sun · T: Individual

This spell allows the caster to speak with a human voice when shapechanged into the form of an animal. The caster must be in animal form to cast this spell because it targets the vocal capacity of that form, and must be able to cast this spell with no words or gestures (usually a –15 penalty), but while under its influence, may use his own voice without penalty to spellcasting.

The Welcome Stranger

CrMe
LEVEL 15 R: Eye · D: Diameter · T: Individual

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.

The White Salve

PeCo
LEVEL 15 R: Touch · D: Moon · T: Individual

This salve of white clay destroys skin flakes and hair that falls or is brushed from the individual in order to prevent the easy acquisition of Arcane Connections to the bearer of the salve. The salve is applied all over the body as where it is not the skin and hair is vulnerable to shedding. The salve fades only at the end of the duration, at which point a new dose must be reapplied. Brighde wears the salve, on average, for less than half the year. This is a charged device and Brighde has a steady supply created for her by House Criamon.

The Wound That Weeps

PeCo
LEVEL 15 R: Voice · D: Momentary · T: Individual

When casting this spell, you point at the victim and a large wound opens on his or her body. The wound is not a deep one, but it bleeds profusely. This is only a Light Wound, but it looks bad.

Then I Was the Craftsman At His Side. I Was Filled with Delight Day After Day

ReHe
LEVEL 15 R: Touch; D: Momentary; T: Individual · D: · T:

Permanently mends a non-living product made of plant materials, sealing rips and tears and reattaching separated parts, though missing pieces are not restored.

Tilled Soil

ReTe
LEVEL 15 R: Voice · D: Momentary · T: Part

This spell instantly tills an amount of soil equal to that of 1000 cubic paces, making it perfect for planting crops or just soft enough to lie down upon comfortably.

Traitor's Coin

PeCo
LEVEL 15 R: Touch · D: Bargain/Momentary · T: Individual

If the target breaks the bargain made when this spell is cast, then a hideous scar, a brand of an ancient Greek coin, appears on his forehead.

Trap of Amber

ReCo
LEVEL 15 R: Touch · D: Diameter · T: Individual

The caster freezes the target in place for the duration of the spell. As well as being unable to move, the target can neither speak nor use gestures in spell casting, and he takes the appropriate penalties if he does try to cast spells regardless. Required Lab Total to invent spell: One Season (30), Two Seasons (23), Three Seasons (20), Four Seasons (19).

Trap of the Entwining Vines

CrHe
LEVEL 15 R: Voice · D: Sun · T: Group

Causes strong, woody vines to grow rapidly from fertile earth. The vines cover a circle 2 paces across and reach 6 feet high. Anything caught within them is immobilized. To avoid the vines, the target must make a Quickness — Encumbrance stress roll against an Ease Factor of 9. To break out requires a Strength stress roll against an Ease Factor of 12 (allowed once a round). Someone not trapped can cut a trapped person free in two rounds, assuming proper tools. The vines weaken and wither to dust at sunrise or sunset.

True Sight of the Air

InAu
LEVEL 15 R: Personal · D: Sun · T: Vision

Lets you see clearly through all manner of obfuscation in the air nearby, including smoke, fog, and dust, even if the obfuscation is magical.

Undoing the Stonemason's Handiwork

PeTe
LEVEL 15 R: Voice · D: Momentary · T: Part

This spell smashes a piece of masonry or pavement into its component bricks or stones. It has no effect on solid stone. The affected volume is one pace wide, one pace high, and up to one pace deep (depending on the thickness of the masonry), and can be a part of a larger piece of stonework. Followers of the School of Vilano sometimes use this spell to produce a large number of loose stones, which they can then use as ammunition. Magi with a knowledge of stonemasonry can use it to weaken or collapse stone structures by damaging load-bearing walls and arches, though solid pillars and the like are immune to its effects.

Verifying the Presence of Artemis' Blessing

InCo
LEVEL 15 R: Touch · D: Sun · T: Individual

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.

Viper's Gaze

ReAn
LEVEL 15 R: Eye · D: Concentration · T: Individual

Holds an animal rigid as long as you maintain eye contact with it and concentrate on it.

Whispering Winds

InAu
LEVEL 15 R: Sight · D: Concentration · T: Individual

The winds bear their tidings to your ears, allowing you to hear words spoken by any group of people within your line of sight, provided no solid barrier (including glass) intervenes. This spell is an adaptation of an effect known to Bjornaer the Founder, and fits poorly into the normal framework of Hermetic magic. (Unique spell)

Whispering Winds

ReAu
LEVEL 15 R: Sight · D: Concontration · T: Individual

Pen +0, 1 use/day This power is activated by the wearer blowing on the medallion. As the Hermetic spell of the same name (ArM5 page 127). This power allows the user to eavesdrop on the conversations of a group of people that are visible. (Effect: Unique)

Whispers Through the Black Gate

InCo
LEVEL 15 R: Touch · D: Conc. T: Ind · T:

You can speak through the barrier — the figurative "gate" — that stands between the dead and the living, to one corpse that has not yet decayed into a skeleton. The corpse cannot have been buried in Church burial, nor have belonged to a spirit that went straight to Heaven (for example, a saint or a crusader). The spirit that you speak with is not compelled to tell the truth; you can, of course, find ways to coerce or trick it into doing so. All those around you can hear the voice of the corpse.

Wizard's Autumn

PeHe
LEVEL 15 R: Touch · D: Momentary · T: Group

All the deciduous leaves (that is, those that normally fall in autumn) on the target plants turn brown and then fall to the ground. The full process takes a minute. This spell can affect a small grove of trees. The trees do not bud again until the next spring.

Wizard's Leap

ReCo
LEVEL 15 R: Personal · D: Momentary · T: Individual

The caster instantly transports himself up to 50 paces in any direction, provided he can see his destination or has an Arcane Connection to it. His Talisman comes with him automatically but casting requisites are required to bring along any other clothing or equipment. This spell is very effective as a fast-cast defense to escape attacks or other mishaps, and can also be used for bypassing obstacles or launching surprise attacks.

Work of a Hundred Querns

ReHe
LEVEL 15 R: Touch · D: Momentary · T: Group

This spell uses Rego craft magic to transform up to 10 bushels of grain into flour. The caster must make an Intelligence + Finesse roll against an Ease Factor of 6 to obtain usable flour, but this is of the poorest quality with pieces of husk still within the bran-heavy flour. An Ease Factor of 12 generates fine white flour instead. An advantage of this spell is that no grit from the millstones end up in the flour regardless of its quality. In Mythic Europe, the right to mill flour is usually protected by law (Lords of Men, page 77), and using this spell could get the magus into a lot of trouble; however, it will save them the The guideline used was published in Covenants (page 51), and permits items made of plant products to be treated. cost of employing a miller.

Your Voice and Mine

CrIm
LEVEL 15 R: Personal · D: Concentration · T: Ind Pen +0

This effect is restricted such that only Yestin is able to trigger it. This effect allows the crwth to join its voice with Yestin's. The crwth sings in harmony with Yestin, as Yestin himself plays and sings. The effect is designed to produce intelligible words. These usually follow Yestin's own words but on some occasions, and for reasons Yestin does not know, the crwth changes words and tone and emphasis. These changes are always in keeping with the song, and serve to enhance the performance rather than detract from it. The best explanation Yestin has heard for this phenomenon is that perhaps a Twilight experience also affected the crwth. Any magus able to explain why the crwth sings so independently would have Yestin's thanks, and may perhaps gain a deeper insight into the nature of enchanted devices. Adelbert the Tyrolean, a Bonisagus of some standing at Yestin's covenant, suggested that a supernatural agent may have been present in Yestin's laboratory when the effect was instilled, and that perhaps this caused the Warped effect. Yestin is unsure how much the Tyrolean suspects about Taliesin, but is disinclined to have others disturb his laboratory in search of evidence of faerie involvement.

Zephaniah's Brazier

InMe
LEVEL 15 R: Veil · D: Momentary · T: Individual

Pen +0, 1/day This brazier is a copper dish about five inches in diameter. The color of the smoke in the brazier can be used to determine whether an individual is dead. To use the brazier it is lit, and the name of the target is spoken into the white smoke spiraling upwards from the dish. If the individual is dead, the smoke changes, becoming acrid and purple in color. The brazier may be used once per day. (Effect: Base 4, +3 Veil)

Box of Stone

CrTe
LEVEL 16 R: Touch · D: Sun · T: Individual

2/day When this effect is triggered, the floor, walls, and ceiling of the room containing the enchanted device are covered by a foot of stone. This stone interposes itself between the contents of the room and the walls, floor, and ceiling. The Pebble of the Stone Prison is deployed resting against a wall or the floor of a room so the created stone walls interpose themselves between the device and the targets that the designers hoped to catch. Objects affixed to the outside of the rooms such as tapestries and rugs end up outside of the stone. Objects resting on the floor or walls, such as people, tables, or tapestries, are pushed a foot toward the center of the room by the stone. Creatures and objects with Magic Resistance are not pushed by the stone box; rather the box grows around them and is created with holes at the locations of the protected creatures or objects. This stone box is self-supporting and will not collapse under its own staggering weight, but the environment must be able to support it. Therefore, this justiciar can only be safely employed in a few rooms on the foundation level of Coeris without triggering a collapse of the building. Hermanus's use of this device in his laboratory was unwise, but he was overwhelmed by paranoia by the time he set it up. Fortunately, it was not triggered before the laboratory was ripped into the Twilight Void, and the room is now resting on the seabed. (Effect: Base 3, +1 Touch, +2 Sun, +1 size; Modifications, +1 level 2 uses per day)

Chamber of Thorns

CrHe
LEVEL 16 R: Touch · D: Sun · T: Group

2/day The room where this enchantment is triggered is filled with woody, thorny bushes that grow from the walls, floor, and ceiling to completely occupy all of the open space in the room within the flash of an eye. The vines grow around creatures and other objects that occupy the room, leaving only a fraction of an inch of free space between the thorns and any creatures and objects. These plants are unnaturally resilient, having +15 Soak. They can be cut by edged weapons only. Cutting through requires inflicting a Heavy wound for every pace of distance. Bodily forcing one's way through the plants requires a Strength stress roll against an Ease Factor of 9 for every pace moved and does +15 damage (soaked normally) whether the attempt succeeds or fails. If the roll botches, an additional 5 points of damage are suffered. (Effect: Base 1, +1 Touch, +2 Sun, +2 Group, +1 unnatural; Modifications, +1 level 2 activations per day)

Shriek of the Impending Shafts

InHe
LEVEL 16 R: Personal · D: Conc T: Hearing · T:

Pen +0, 2x/day, item maintains concentration With the above exceptions, this effect functions as the spell Shriek of the Impending Shafts (ArM5, page 136). (Effect: Base 2, +1 Concentration, +3 Hearing; Modifications +5 levels item maintains concentration, +1 level 2 uses per day)

Veil of Invisibility

PeIm
LEVEL 16 R: Personal · D: Concentration · T:

Pen +0, 2/day T: Individual Effects as per the spell described in ArM5, page 146.

Clarion Call

ReTe
LEVEL 17 R: Personal · D: Momentary · T: Individual

Pen: 0, unlimited uses This effect rings the bell. The frequency of the ringing increases as the eruption time nears, and in the final hours the bell urgently rings every few seconds. Required Lab Total to invest effect: One Season (34), Two Seasons (26), Three Seasons (23), Four Seasons (22).

Clarion Call

ReTe
LEVEL 17 R: Personal · D: Momentary · T: Individual This effect rings the bell continuously

Pen: 0, unlimited uses Required Lab Total to invest effect: One Season (34), Two Seasons (26), Three Seasons (23), Four Seasons (22).

The Gaze of Others

CrIg
LEVEL 17 R: Personal · D: Concentration · T: Individual

Triggered by The Invisible Eye Revealed also installed in the talisman. When The Invisible Eye Revealed effect detects a scrying attempt, several of the white inscriptions on the staff glow with a soft light. The effect is subtle and barely noticeable in daylight, but Petalichus is a suspicious man and always keeps a watchful eye on his talisman when he doesn't have it in his hand.

From Across the Room

InIm
LEVEL 18 R: Personal · D: Concentration · T:

Pen +0, 6/day T: Hearing Enhances Lucia's hearing such that she can listen in to whispered conversations conducted across the room. She has fine control over this and is able to focus on the conversation she is interested in. seems to appear at the heart of some trouble or other and then disappear to nobody knows where, like a scorpion sinking back into the sand. If the magi recognize this, his scorpion-like nature could be exploited to weaken his covenant.

Read the Words

InIm
LEVEL 18 R: Touch · D: Con · T: Ind Pen +0

When activated, the object senses the iconic species of whatever it's touching.

Bath Rock

CrIg
LEVEL 19 R: Touch · D: Sun · T: Room

Pen +0, constant effect This rock heats the waters of the baths at the covenant.

Foreboding of Stones

InTe
LEVEL 19 R: Pers · D: Sun · T: Hearing

Constant use The laboratory room detects the approach of any solid object that is likely to hit the room with enough force to damage it. The laboratory then triggers Skin of the Sapphire Tortoise. (Effect: Base 2, +2 Sun, +3 Hearing; Modifications, +1 level 2 uses per day +3 levels environmental trigger)

Nourish the Displaced Vines

CrHe
LEVEL 19 R: Touch · D: Sun · T: Group

Pen 0, constant effect Permits up to a hundred plants of Size +3 (or an equivalent volume, such as a thousand plants of Size +0 or ten trees of Size +6) to grow well regardless of the climate and soil conditions, although they may still be affected by disease. The plants must be growing close enough to each other for their roots or branches to touch, else they are not considered to be part of the same group. Plants affected by this spell for a year always produce their maximum yield of fruits, nuts, or seeds. A single bush of Size +3 produces anywhere between half to one bushel of produce, depending on the type of plant. A tree of Size +6 can bear five to ten bushels.

Projecting the Watchman's Gaze

CrIm
LEVEL 19 R: Arcane Connection · D: Sun · T: Individual

Pen: +0, Constant Effect The images detected through the power of sight granted by the previous effect are projected onto the mirror associated with the bronze shard held by the grotesque. The mirror shows exactly what the grotesque "sees" at that moment and the image fills the mirror's surface. There is no restriction on the size of the mirror, and the larger it is, the more detail it displays. Given the weakness of the stone watchman's vision, potential threats with strong magical resistance will not be relayed to the mirror. But the nature of the magical vision means that a silhouette within the image will be apparent, allowing an astute observer to make assumptions about what happens to be there. Required Lab Total: 1 season (38), 2 seasons (29), 3 seasons (26), 4 seasons (24) The lab total receives a bonus of +1 thanks to the prior Imaginem effect.

Quench the Flames

PeIg
LEVEL 19 R: Voice · D: Momentary · T: Group

Pen 0, 12/day The bulky cart makes this difficult to deploy, requiring two mules or cart horses to move. So long as the water tank is full, the pump can extinguish any flames its water jet is directed upon. It quenches an area five paces across with a Perdo Ignem Level 20 effect. Even magical flames are affected. (Effect: Base 3, +2 Voice, +2 Group; Modifications: 12/day +4) (Level: 7)

Reveal the Ocean's Secrets

InAq
LEVEL 19 R: Touch · D: Sun · T: Part

Pen +0, Constant Effect Reveal the Ocean's Secrets senses the motion, speed, and boundaries of the ocean up to 1500 feet in all directions. Tides, currents, obstacles, depth, and other such information are constantly gathered by this spell. Pen +0, Constant Effect R: Touch, D: Sun, T: Ind This effect produces an image of the information gathered by Reveal the Ocean's Secrets in the form of a constantly updating, highly detailed map. The map uses a form of notation developed by Maris, and is not easily understood by those who are not taught their meanings.

Stone Wealth

InTe
LEVEL 19 R: Personal · D: Sun · T: Smell

Pen: +0, constant effect This effect grants the Stone Harvester the sense to smell whether a particular sort of stone, metal, or mineral is nearby (within about 5 paces). The Stone Harvester contains a small compartment and it targets materials that match the material in the compartment. If there is no material in the compartment the Stone Harvester continues to move about the crater rim, but will obviously not find any matching material. The Stone Harvester only identifies Terram based objects, but of course additional effects could be invented to allow the Stone Harvester to identify and manipulate Animal, Aquam, Corpus, or Herbam objects. This sense allows the harvester to smell

The Sands of Time

InVi
LEVEL 19 R: Touch · D: Sun · T: Individual

This large three-chambered hourglass, standing one foot in height, indicates whether a Magic aura is waxing, waning, or is stable. If the aura is waning the sand flows through the hourglass into the lower chamber. If the aura is waxing the reverse is true and the sands run upwards. If the aura is essentially stable then the sands collect in the middle chamber. The only example left in the sanctum is broken, its glass chambers smashed and the sand blown away. However, the wooden frame survives and the device can be reforged by a skilled Verditius. If the device were working it would provide a bonus of +3 to an insight roll. In its current state it provides no bonus but does provide 4 points towards integrating Insight of the Realms.

Theurge's Trumpet

CrAu
LEVEL 19 R: Voice · D: Momentary · T: Room

Pen 0, 12/day The device requires at least 15 minutes to recharge after each use. At its maximum effect, the targets must make a Stamina stress roll against an Ease Factor of 9 or be unable to act in the next round. A target who fails may make additional Stamina simple rolls each round thereafter against the same Ease Factor, and recovers if successful. If the first roll botches, the sound knocks the victim unconscious. (Effect: Base 3, +2 Voice, +2 Room; Modifications: 12/day +4) (Level: 9)

Warm Water

CrIg
LEVEL 19 R: +1 Touch · D: Concentration · T: Individual The blooms warm all water that touches them

Pen +0, unlimited uses

Who Touches My Daughter?

InCo
LEVEL 19 R: Touch · D: Sun · T: Individual

Pen +0, constant effect Detects if the wearer is touched by a man, and then triggers the second effect.

A Bridge Without Wood

ReCo
LEVEL 20 R: Touch · D: Momentary · T: Individual

Instantly transports the target to a point up to 50 paces away. The caster must be able to clearly see the destination. This effect can be used to cross rivers and even scale cliffs if a suitable arrival point can be seen. If enchanted into a device, this effect could be used in place of a bridge, and has the additional benefit that it can be easily removed to prevent enemies from using it.

A Network Reminiscent of Rome

CrTe
LEVEL 20 R: Touch · D: Momentary · T: Individual · Ritual

Medieval roads vary in design, so in this spell the road is based, roughly, on the dimensions of Roman roads, which are just under three paces wide. For simplicity's sake, the road is assumed to crown slightly, but average half a pace thick. In Hermetic magic, all permanent creations spells are rituals, and all rituals are, at minimum, level 20. This means that for a simple shape, like a road, it's no easier to create a permanent road ten paces long than one of the maximum length for this spell, which is 3.78 miles. If the road's design is complex enough to require an extra magnitude, then either increase the level of the ritual, or shorten the road to 0.4 miles. Generally creating a bridge is not sufficiently complex to require an extra magnitude (there is none, for example in Bridge of Wood, Ars Magica page 135) but at the troupe's discretion, creating a system that has many bridges may require one.

A Spell to Kill Weeds

PeHe
LEVEL 20 R: Touch · D: Momentary · T: Group

The magus touches a weed, and it and all similar plants within a 15-pace range — up to 10 cubic paces of plant material — are weeded out.

A System of Narrow Canals

CrTe
LEVEL 20 R: Touch · D: Momentary · T: Individual · Ritual

In this spell, it is assumed that the canal is stone-lined, 2 paces deep and 5 paces wide. It has straight sides, and has no locks. The wall of the canal is half a pace thick. Due to the Hermetic restriction which makes all rituals level 20 spells, there's no advantage to a magus who chooses to create canal network of less than maximum length, which is 1.26 miles. Slightly more powerful spells can create far larger canal systems. A level 25 spell creates 12.62 miles of canals, a level 30 spell creates 126.26 miles of canals, and so on. Note that this spell can also be used to create irrigation ditches and roadside drains. Players who have chosen clay fill for their island must make their own calculations, as a clay bottom is waterproof and does not need to be lined with stone. Player who have chosen stone fill for their island can reclaim some of their material by including canals.

Anat's Search in the Miry Abyss

InMe
LEVEL 20 R: Veil · D: Diameter · T: Individual

This spell senses a specific person in the world of the dead. If a person cannot be sensed, then she is either alive or beyond the reach of the spell. The only reason that a dead person

Appliance of Wrath

PeCo
LEVEL 20 R: Touch · D: Momentary · T: Individual

Pen +10, 24/day When activated by quickly flicking it in the wielder's wrist, this dagger works as a medium for the embedded spell of destruction. Upon touching its target, the narrow blade deals a Light Wound in addition to any damage that is caused by the physical aspect of the weapon. (Effect: Base 5, +1 Touch; +5 penetration, +5 24/day)

Arachne's Tuition

ReCo
LEVEL 20 R: Eye · D: Sun · T: Individual

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.

Ariadne's Thread

InCo
LEVEL 20 R: Arcane Connection · D: Momentary · T: Ind Pen 0

Arm of the Infant

MuCo
LEVEL 20 R: Voice · D: Sun · T: Part

Shrinks a person's arm to half its original length and makes it pudgy, like an infant's.

Armatura Vitrea

MuTe
LEVEL 20 R: Voice · D: Diameter · T: Individual

Designed for those who fear the threat of armor-wearing assailants, Armatura Vitrea transforms one attacker's armor into glass. The armor now provides a protection of 2, and a load of 3. If struck with a weapon, the glass armor shatters sending razor-sharp shards everywhere, adding an additional simple die to the attack's damage. This, of course, destroys the armor.

Aura of Rightful Authority

ReMe
LEVEL 20 R: Eye · D: Sun · T: Individual

The target of the spell is strongly inclined to obey you, as if you were his natural superior.

Auram Blight

PeAu
LEVEL 20 R: Touch · D: Momentary · T: Boundary

A large-scale version of Room of Stale Air (ArM5, page 128), anyone standing in an Aquam miasma has difficulty breathing and suffers a –3 penalty on all rolls involving physical activity. For each round a character exerts himself, the player must succeed at a simple Stamina roll vs. an Ease Factor of 6 or the character loses a Fatigue Level. In April, on the fist new moon of the Spring season, Auram spells stop working unless empowered by vis during their casting. By this time, without the Herbam miasmas crisscrossing the land, plants have begun to blossom and grow. Without Corpus miasmas spreading Corpus Blight, humanity might find a foothold for survival. Many are still as dumb as beasts, however, a condition that lingers well after Mentem miasmas disappear. An interesting side note is that any children born of parents afflicted with the Mentem Blight are not under the spell's effects. Parents so afflicted can raise children, who will certainly be feral, but far from stupid.

Bag of Teeth

MuAq
LEVEL 20 R: Touch · D: Moon · T: Individual

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.

Basalt Cage

CrTe
LEVEL 20 R: Touch · D: Momentary · T: Individual · Ritual

This ritual creates a large cage made out of basalt stone with a single gate (also made of basalt) that can be opened and shut. The cage is large enough to hold ten man-sized creatures. Individuals in the cage may find it difficult to escape, if the gate is somehow locked or barred. However, the main purpose of the ritual is to create a cage which is subsequently enchanted as an item with the effect The Entrapped Flame. Note that, if your character is talented at Rego magics, he may find it easier to use a Rego Terram craft effect to sculpt such a cage from a hunk of basalt. However, remember to consider that the magus must make a Finesse roll against an Ease Factor of 24 to succeed in casting such a Rego craft effect, as it would be hard for a mundane craftsman to sculpt such an item and it would take him a long time to do so (see Covenants page 49). Required Lab Total to invent spell:

Be Rid the Tell Tale Smoke

PeAu
LEVEL 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.

Beast of Minuscule Proportions

MuAn
LEVEL 20 R: Voice · D: Sun · T: Individual

Reduces the size of an animal by 2. This modifies Strength by -4, reduces the range for each wound type by two points, and increases Quickness by +2. The beast appears to be the runt of its litter.

Bequeathing Salome's Request

CrCo
LEVEL 20 R: Touch · D: Momentary · T: Part · Ritual

This spell creates a human head, complete with skin, eyes, teeth, and hair. The particulars of the head's appearance are up to the spell's inventor. Castor of Sicily's version of the spell makes created heads look like his own. The spell is named after Salome, the stepdaughter of King Herod, who asked for and received the head of John the Baptist, according to Biblical history. Base Level Interpretation: According to Magi of Hermes, page 84, the base level to create part of a corpse is the same as the base level to create the whole corpse, adjusted by the increased Target: Part. Required Lab Total: 1 season (40), 2 seasons (30), 3 seasons (27), 4 seasons (25)

Blunt the Viper's Fangs

PeAn
LEVEL 20 R: Voice · D: Momentary · T: Individual

Blunt the claws, teeth, talons, or other natural weapons of a beast. Only sharp weapons may be affected: this spell does not affect a weapon such as a horse's hoof or a giant snake's coils. The blunted weapon has its total damage (including Attack Advantage) reduced to half (round up). The beast may recover from the effect as if it were a Light Wound. The spell may affect animals of size up to +4.

Breeze from Within

CrAu
LEVEL 20 R: Touch · D: Sun · T: Individual

A very minor breeze is generated in the nose of the target, allowing him access to all of the air that he requires for breathing. While underwater, the target of this spell exhales a constant stream of bubbles that cannot be stopped by the target for more than a second by holding their mouth and nose closed. The breeze cannot be halted without the spell being dispelled or expiring. The breeze makes the manipulation of especially small and light objects by the target difficult.

Bridge of Wood

CrHe
LEVEL 20 R: Touch · D: Sun · T: Individual

Creates a bridge made from living leaves, vines, and wood. The bridge can reach up to 20 paces, and is five paces wide. It is sturdy enough to support creatures of up to Size +4.

Broken Word Broken Sword

PeTe
LEVEL 20 R: Touch · D: Bargain/Momentary · T: Individual

If the target breaks the bargain made when this spell is cast, then his sword (or other metal weapon) is catastrophically weakened, and when next the weapon strikes (or parries) a blow it shatters. The weapon must be named by the caster, and carried by the target, at the time that the bargain is made.

Canals That Accommodate Seagoing Vessels

CrTe
LEVEL 20 R: Touch · D: Momentary · T: Individual · Ritual

The average seagoing vessel in the northern waters of Mythic Europe carries 20 tons of cargo. It has a draft of about 2 paces, although larger and heavily laden vessels may have a draft of just over 3 paces. It is about 6 paces wide, although far larger ships are known. A canal which could accept such a vessel, (14 paces wide to allow vessels to pass each other, 4 paces deep and half a pace thick), created by this spell, can be up to 909 paces long. An added magnitude creates a canal just over 5 miles long, two added magnitudes creates a channel 51 miles long, and so on. This spell can also be used to create stone lined riverbeds.

Captured By Höðr's Shackles

ReAq
LEVEL 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.

Carve Domain

PeTe
LEVEL 20 R: Touch · D: Momentary · T: Part

Carve Domain destroys a channel of up to 10,000 cubic feet of earth. This can be used, among other things, as a defensive emplacement, to channel a river, to expand irrigation, or to develop a makeshift moat. A Finesse roll is required for more-complex designs.

Carved Assassin

ReHe
LEVEL 20 R: Touch · D: Sun T: Ind · T:

This highly useful spell animates a wooden object so that it follows simple commands, and solves simple problems, without the direct oversight of the magus. The object must be wooden, and no larger than a pace square. Severin often makes statues that suit his needs with the Rough-Hewn Servant spell, also given here.

Circling Winds of Protection

CrAu
LEVEL 20 R: Touch · D: Concentration · T: Individual

Surrounds you with winds that circle at great speed. Since the wind picks up dust and other small, loose objects, you may be obscured. Anyone standing near enough to attack you with a hand weapon must make a Size stress roll against an Ease Factor of 9 at the beginning of each round or be blown back. Melee Attack rolls against you are at –3, and missile or thrown attacks are at –9.

Cloak of Darkness

PeIg
LEVEL 20 R: Sight · D: Diameter · T: Part

All light around the head of the target is completely extinguished, leaving the victim mobile and unhampered, but engulfed in a tight-fitting cloak of darkness — an aurora of opaque, black flame that moves with the target for the duration of the spell. The target is blind, unless affected by a spell that permits the caster to see in complete darkness, such as Eyes of the Bat.

Coerce the Spirit of Anger

ReMe
LEVEL 20 R: Voice · D: Concentration · T: Individual

This spell makes a spirit of anger obey the caster as long as he can coerce it with threats. The more lurid and dramatic the threats, the more cooperative the spirit is. If the spell penetrates the spirit's Magic Resistance, make a stress roll of Communication + Leadership to see how effective the threats are. The storyguide should always give a bonus or penalty depending on the potency of the threat, but note that any roll other than a botch compels at least minimal obedience, while increasing rolls indicate a more cooperative spirit. Note that the caster must be capable of sensing the spirit to use this spell, unless it is reinvented at Range Arcane Connection.

Coerce the Spirit of Fire

ReIg
LEVEL 20 R: Voice · D: Concentration · T: Individual

Makes a fiery spirit obey the caster as long as she can coerce it with threats. The more lurid and dramatic her threats, the more cooperative the spirit is. If the spell penetrates the spirit's Magic Resistance, make a stress roll of Com + Leadership to see how effective the maga's threats are. The storyguide should always give a bonus or penalty depending on the potency of the threats, but note that any roll other than a botch compels at least minimal obedience, while increasing rolls indicate a more cooperative spirit.

Coerce the Spirits of the Night

ReMe
LEVEL 20 R: Voice · D: Concentration · T: Individual

Makes a ghost obey you as long as you can coerce it with threats, such as a threat to defile its grave or to banish it to Hell. The more lurid and dramatic the threat, the more cooperative the ghost is. If the spell penetrates the ghost's Magic Resistance, roll Communication + Leadership to see how effective your threats are. The storyguide should always give a bonus or penalty that depends on the potency of the threat, and any roll other than a botch will compel at least minimal obedience.

Coils of the Entangling Plants

ReHe
LEVEL 20 R: Voice · D: Concentration · T: Group

Animates all the grass and small plants within a field delineated from side to side by your outstretched arms and in front by no more than 15 paces of distance. The plants grab and wrap themselves around the people nearest to them (Strength stress roll of 9+ to break free, rolled once per minute). If a roll to break free ever botches, the victim cannot escape on his or her own. With a Concentration roll of 6+, you can release one individual a round.

Commune with Mercury

InVi
LEVEL 20 R: Personal · D: Concentration · T: Individual · Ritual

This ritual, cast within a consecrated temple of Mercury, allows the character to communicate in their mind with the god Mercury; or at least someone claiming that he is. Whether the god has anything useful to say is up to the troupe. The god exists somewhere in the Magic realm and seemingly has no knowledge of Mythic Europe since the adoption of Christianity by the Emperor Constantine in 313 AD, and has only a hazy understanding of Mythic Europe under the pagan Roman Empire. The god is conscious and if contacted several times he remembers the earlier contacts, although he seems to experience the passage of time differently from the characters. Depending on the needs of your saga, the god could have an agenda, such as the re-establishment of a pagan empire or the recovery of artifacts. Alternatively, the god may not care much at all about the world and activities of the player characters. Note that this ritual does not need to Penetrate to have an effect.

Conjure the Colossus

CrCo
LEVEL 20 R: Touch · D: Momentary · T: Ind · Ritual

This ritual creates a huge human corpse of Size +4. It is similar to a regular conjured corpse in every way except size. Spells designed to control a colossus must also take into account its larger Size. Required Lab Total: 1 season (40), 2 seasons (30), 3 seasons (27), 4 seasons (25)

Constructing the Memory Palace

CrMe
LEVEL 20 R: Touch · D: Momentary · T: Ind · Ritual

The Target of the spell may construct an extremely detailed locus in her memory palace, as in Enhance the Memory Palace. As ritual Creo magic, the locus becomes a natural, permanent part of the target's memory, which remains after the spell ends. This ritual may create loci outside and above the normal limit of five per room, number of rooms limited to Art of Memory score; for example, the locus may stand in a normal room, but obviously distinct from the others, or may have a new room created for it, away from the "courtyard." Count magically-created and normally-memorized rooms and loci separately from each other.

Cool the Lover's Ardor

ReMe
LEVEL 20 R: Eye · D: Sun · T: Individual

The lover is caught for a moment by Joia's eye, and thinks better of making any advances toward her until dusk or dawn. They know she will not welcome them.

Create a Dead Turb

CrCo
LEVEL 20 R: Touch · D: Momentary · T: Group · Ritual

Required Lab Total: 1 season (40), 2 seasons (30), 3 seasons (27), 4 seasons (25)

Create a Human Corpse

CrCo
LEVEL 20 R: Touch · D: Momentary · T: Ind · Ritual

Required Lab Total: 1 season (40), 2 seasons (30), 3 seasons (27), 4 seasons (25)

Creation of the Walls of Simple Cottages

CrTe
LEVEL 20 R: Touch · D: Momentary · T: Individual · Ritual

This spell creates a series of identical stone enclosures each suitable, once roofed, shuttered, and portaled, for housing a family. Assuming each cottage is internally 30 feet long, 15 feet wide, and has walls that average 6 feet high and 1 foot thick, each requires 540 cubic feet of stone. That is 20 cubic paces of stone (although that makes no allowance for doorways or windows). Hermetic magic requires that spells of permanent creation be rituals, and that all rituals be 4th magnitude. This spell requires a magnitude for doing complex things, because it creates multiple objects in a precise series. This means that it's as simple to create one cottage in this manner as to create the maximum possible, which given the amount of stone produced is 5. Every magnitude added to the spell multiplies the number of cottages produced by ten.

Creo Vim

CrVi
LEVEL 20 R: Voice · D: Sun · T: Individual

Fanning the Infernal Flames CrVi Gen R: Voice, D: Sun, T: Ind This spell magically restores some of a demon's Infernal Might, adding (the spell's level – 10) to the demon's Might Pool as long as the effect penetrates the demon's Magic Resistance. These additional Might Points cannot exceed the demon's Might Score. This spell is known to exist among infernalist magi, and is only mentioned to students of the Infernal so that they may know what to expect. Story Hook: A Dish Served Very Cold The characters come across an ancient circle created by Circular Ward Against Demons, perhaps in a long-abandoned covenant. The circle seems to be empty, and it is possible that the characters do not even see it inscribed on the floor. The circle contains a demon, who is currently in spiritual form, and thus invisible to mortal sight. The demon has been here for a long time, and is eager for escape and revenge. Plucking the Hair from the Billy Goat's Chin This spell creates a temporary Arcane Connection to a specific demon within range of the caster's voice, allowing him to penetrate its Magic Resistance more easily with additional spells. This connection is intangible, a sort of conduit rather than a physical object, and so it cannot be fixed in the laboratory and does not itself convey any Penetration bonus. Thus, forcing a demon to teach the magus its True Name is even better.

Crest of the Earth Wave

ReTe
LEVEL 20 R: Voice · D: Momentary · T: Part

Creates a wave in the earth that starts at your feet and travels out to the range of your Voice in a designated direction. It starts as a narrow ripple and within 5 paces reaches its full size of 5 feet high and 30 paces wide. It moves about 50 paces per round. Those caught in its path must make Dexterity stress rolls against an Ease Factor of 12 to leap over the wave, or they are tossed aside and take +10 Damage. The wave overturns trees and damages buildings in its path.

Defender Swords

ReTe
LEVEL 20 R: Touch · D: Concentration · T: Individual

Pen +0, Unlimited An active Defender Sword allows the wielder to automatically "parry" incoming blows from metal weapons. The wielder must be aware of the incoming attack, so he can still be stabbed in the back. However, in normal melee he can automatically "parry" any number of blows in a round. The wielder must maintain concentration to use the item, but maintaining his awareness of incoming melee blows does not require a Concentration roll (as that is how the item is designed to be used). On the other hand, if the wielder attempts to do something else in the round he must make a Concentration roll (see ArM5, page 82). Maintaining concentration while attacking in the same round requires a Concentration roll against an Ease Factor of 15. The Didyma turb often fight in pairs, and one grog uses a Defender Sword to defend his partner (see ArM5, page 173). The defended grog can thus freely attack, while the defender "parries" all the blows aimed at the pair. The covenant has ten of these swords. Five are usually carried by the warehouse garrison, while the others are kept at the covenant.

Detect the Gift

InVi
LEVEL 20 R: Personal · D: Concentration · T: Touch Joia found the process of locating a suitable apprentice difficult

Divining the True Heir

InCo
LEVEL 20 R: Touch · D: Momentary · T: Group

With the various claimants present the magus casts the spell upon the group and learns the relative relationships between the targets of the spell and the target bloodline as represented by an Arcane Connection or known member of the familial line. The caster learns how many generations separate the individuals, who are cousins, and how much of the line's blood runs in their veins. Again, this spell is limited as it cannot differentiate between legitimate and illegitimate children, nor can it gain any information about those not present, a crucial part of inheritance law. So this spell is useful for assisting in determining a potential heir from within a group rather than identifying one outright.

Ears of a Grateful Father

PeIm
LEVEL 20 R: Touch · D: Concentration · T: Group

All voices emitted by a group of individuals will be decreased in volume to that of a normal conversation. Aurulentus invented this spell after he had to babysit ten screaming infants.

Earth That Breaks No More

MuTe
LEVEL 20 R: Touch · D: Sun · T: Part

Turns a volume of packed dirt up to ten cubic paces into stone.

Edge of the Razor

MuTe
LEVEL 20 R: Touch · D: Sun · T: Individual

Sharpens any metal edge to a degree unequaled by manual methods. An edged or pointed weapon gains a +2 bonus to Damage. Good-natured magi reward grogs by enchanting their weapons in this way, although since the resulting sword is resisted by Magic Resistance they rarely do this for all their grogs.

Elixir of Morning's Afterthought

CrCo
LEVEL 20 R: Touch · D: Momentary · T: Individual

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

Embroidering the Wizard's Robes

ReHe
LEVEL 20 R: Touch · D: Momentary · T: Individual

The caster traces out a design on a piece of cloth, and a piece of thread follows her finger and is embroidered into the cloth. A Finesse roll of Ease Factor 9 is required for simple designs, but a 12 is needed for intricate embroidery. Failure to achieve this Ease Factor results in a tangled mess that needs to be unpicked by hand. Julia often "signs" any cloth or clothes she makes using this spell.

Enhance the Memory Palace

CrMe
LEVEL 20 R: Personal · D: Moon · T: Individual

This spell magically constructs an extremely detailed locus in the caster's memory palace. The subject of the locus must be observed while the spell is being cast. The subject can be a single object, all the objects in a particular location, a discrete scene or event, or any written material less than a complete text. While the spell lasts, the caster can recall even obscure details by spending several minutes in reflection, "exploring" the locus. Multiple instances of this spell cannot be cast on the same subject. For example, a magus cannot use Enhance the Memory Palace to memorize an entire text by casting the spell on one page at a time. The locus can be destroyed with Perdo Mentem magic. When the spell ends, so does the memory. The magus may permanently memorize the information by spending seven days in meditation and succeeding in a roll of Intelligence + Art of Memory vs. an Ease Factor of 9 (Average). There is also a Ritual version of this spell, which creates a permanent memory locus. Magically created loci may exceed the limit on loci in memory: count them separately from normal loci. However, if the caster wishes to permanently memorize the locus to last beyond the spell, it must fall within all normal limits.

Everlasting Music

ReHe
LEVEL 20 R: Touch · D: While (being carried) · T: Individual

This spell makes a stringed, wooden instrument play music. The spell lasts until the instrument is put down, which, if it is tied to someone's belt, might not be for a very long time. The Animal requisite is for the strings of such an instrument.

Eyes from the Wizard Torn

MuCo
LEVEL 20 R: Touch · D: Year · T: Ind · Ritual

Mu(In, Re)Co(Im) 15 R: Per, D: Conc, T: Part This macabre variation on Image from the Wizard Torn and Prying Eyes actually removes the caster's eyes and has them fly to the location of interest where they transmit the information that they see. At the end of the spell, the caster's eyes are restored to their proper place. This spell did not result in a breakthrough, although Marcus has found it useful. The Rego requisite is required to allow the eyes to fly, but does not incur additional magnitudes. During the casting of this ritual spell, the target's heart is cut out and replaced with the heart of a bull. The surgery causes no damage as long as the spell is cast correctly, and it grants the target the Reserves of Strength Virtue throughout the duration of the spell. At the end of the year, the caster can replace the original heart of the target with no ill effects if it has been preserved sufficiently well. If this is not done, the target dies. This spell results from an Insight (see Ancient Magic, pages 8–9) Marcus received after investigating the catacombs under the ruined palace of Knossos. There he found ritual objects belonging to the Minoan Cult of the Bull who practiced a magic similar to that he was trying to achieve. His ability to read the memories of a sacrificial knife (thanks to the third station of the Path of Seeming, see Houses of Hermes: Mystery Cults, pages 64–65) gave him the requisite insight to allow him to invent this non-standard spell. He has created an enchanted item called a Canopic Jar to preserve the heart of his experimental subjects (see Enchantments, below).

Eyes of Danibus

InAq
LEVEL 20 R: Arcane · D: Concentration · T: Individual

Trajan can see from any vantage point along a river that he holds an Arcane Connection to. He can see the river itself, anything on or in the river, and anything within a pace of the river banks (subject to the normal limitations of sight).

Eyes of the Housecats

MuCo
LEVEL 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.

Fatal Register

MuAn
LEVEL 20 R: Personal · D: Dia · T: Individual

This spell changes the book's register, its bookmark ribbon, into a venomous serpent. Cobras are traditional. It is typically vested in a single-use charged object, activated when the book is stolen from a library. Most librarians prefer this Animal form, but many others exist, due to the various specializations of magi. The exploding bookplate is perennially popular, as are bookplates that drive the thief into a penitent mania.

Fill the Capacious Silo

CrHe
LEVEL 20 R: Touch · D: Momentary · T: Group · Ritual

Creates a silo of grain. A base Individual of Herbam is about twenty bushels of grain, so this spell creates about twenty thousand bushels, or 30 tons of grain (640 bushels to a ton). This would fill a cylindrical silo 8 paces in diameter and 20 paces high, or a barn 20 paces by 10 paces to a depth of 15 feet. This spell is underoptimized, in that it could create a hundred times more grain for the same spell level (since all Ritual spells have a minimum level of 20); however, that amount of grain would be virtually impossible to store. In a time of famine, that may not be a difficulty.

Fist of Crippling

PeCo
LEVEL 20 R: Touch · D: Momentary · T: Individual This spell inflicts a Heavy Wound on the target.

Required Lab Total to invent spell: One Season (40), Two Seasons (30), Three Seasons (27), Four Seasons (25).

For They Are Life to Those Who Find Them, and Healing to All Their Flesh

MuCo
LEVEL 20 R: Personal; D: Sabbath; T: Individual Makes the body more resistant to damage · D: · T:

CrCo 20 (Ritual). Put on the whole armor of God, that you may be able to stand against the schemes of the Devil

Form of the (temperament) Heartbeast

MuAn
LEVEL 20 R: Personal · D: Sun · T: Individual

There are four versions of this spell, one for each of the sanguine, choleric, melancholic, and phlegmatic temperaments. These spells must be cast in animal form because they enhance the correspondences to the temperament of that form, whereas humans naturally have a more balanced temperament than animals. A Bjornaer magus may revert to human form after casting this spell and still retain its effects. It is not required that the animal form he takes take matches the temperament listed in the spell's name; however, if the two do match, all bonuses granted by the spell are increased by one. Only one of these spells may be cast on the same character at any one time; they operate by influencing the bodily humors, and only one humor at a time may be influenced in this way. Sanguine: +1 Qik; +3 to all rolls to negate the natural fear the caster instills (as a wild animal with The Gift); temporarily acquires the Cheerful Personality Trait at +3 (or increases preexisting trait by 3) Choleric: +1 Dex; +3 to all rolls to follow a trail or find something deliberately hidden; temporarily acquires the Brave Personality Trait at +3 (or increases preexisting trait by 3) Melancholic: +1 Sta; +3 to all rolls to communicate across a language barrier, through empathy, via sign language, and so forth; temporarily acquires the Creative Personality Trait at +3 (or increases preexisting trait by 3) Phlegmatic: +1 Str; +3 to all rolls involving intuition and memory; temporarily acquires the Cool-Headed Personality Trait at +3 (or increases preexisting trait by 3)

Frosted Timber

PeIg
LEVEL 20 R: Touch · D: Sun · T: Part

This spell cools the bark of a tree, the wood of a cart, or even the planks of a house so that it is cool to the touch. This a good effect to help dispel the heat of the night and keep the magus cool during the hotter seasons.

Frosty Breath of the Spoken Lie

InMe
LEVEL 20 R: Eye · D: Concentration · T: Individual

For as long as you maintain this spell, the target exhales a misty breath with each spoken lie. Small bits of ice form on the person's lips if the lie is particularly severe. In winter, when breath is visible anyway, lies produce a greater than normal amount of mist (the mist actually billows out). A target who makes a Communication + Guile stress roll against an Ease Factor of 15 can determine whether any given statement will be taken by the spell as a lie. The spell can be defeated through extensive and judicious application of Creo Auram and Perdo Auram spells, and a demon is able to manipulate it in any way it wishes, as demons are the embodiment of deception and are never caught in a lie if they do not wish to be. House Guernicus brought the Order this spell, and it is a very poor Quaesitor who is without it.

Fury of the Charging Bull

ReAn
LEVEL 20 R: Voice · D: Momentary · T: Individual

The target animal (which may be as large as Size +3) becomes angry and must make a Personality roll using a trait such as Angry or Fierce (or perhaps others, at the storyguide's discretion). If the roll exceeds an Ease Factor of 9, the animal flies into a rage. Once the animal is aroused, it calms down normally. Docile animals such as ewes or oxen calm down almost immediately, while especially aggressive animals like boars or wolves may go on a rampage lasting several minutes. While angry, the animal tries to drive away people or other animals that are nearby, and may attack those who do not flee from it. Some magi who follow the School of Vilano use this spell to make animals attack their enemies. In practice, its effects are unpredictable \ the animal is just as likely to attack a bystander as the intended target, and there is nothing to prevent it from turning on the caster!

Gentle Touch of the Purified Body

CrCo
LEVEL 20 R: Touch · D: Momentary · T: Ind · Ritual

The target is cured of a Light Wound caused by poison or disease. This spell does not heal damage caused by injury.

Heal Thy Broken Voice

CrHe
LEVEL 20 R: Touch · D: Momentary · T: Ind · Ritual

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

Helm of Zotikos

InCo
LEVEL 20 R: Touch · D: Diameter · T: Hearing As the Hermetic spell (ArM5

This bronze helm is an invested item made by the magus Nicodemus for his goblin servant Zotikos (Philip's grandfather), and inherited by Philip. It was opened for enchantment with 15 pawns of vis (4 slots used), and has two effects: Death Speaker Pen +0, 24/day By looking into the eyes of a corpse the wearer can speak to the deceased's spirit (similar to Whispers Through the Black Gate, ArM5, page 130). Shriek of the Impending Shafts InHe 20 Pen +0, 24/day Hearing; +5 24 uses)

High Tree Or Small Boulder

MuCo
LEVEL 20 R: Voice · D: Sun · T: Individual

The spell's target either grows to three paces tall or shrinks to only a half pace in height, but his mass isn't affected. As a result, the target is either a thin giant who cannot control his body parts normally, or he is a tiny, fat dwarf who rather rolls than walks.

Image Phantom

MuIm
LEVEL 20 R: Touch · D: Sun · T: Individual

Any one thing, including a living thing, can be made to appear as if it were something else of approximately the same shape and size. The illusion cannot be cast on things that have a shape or size improper to the final appearance. If the target moves or is moved in such a way that the illusion is inappropriate, it looks very strange indeed.

Inner Darkness Unleashed

PeCo
LEVEL 20 R: Sight · D: Momentary · T: Individual

The effect of this spell is similar to The Wound That Weeps (ArM5, page 133), though its cosmetic component and modified Range

Invisible Hand of the Thief

ReTe
LEVEL 20 R: Voice · D: Momentary · T: Individual

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.

Invocation of Weariness

PeCo
LEVEL 20 R: Voice · D: Momentary · T: Individual

The target loses a Fatigue level. The phrases used with this spell are usually singsong melodies, which lull the victim into drowsiness.

It Will Be Health to Your Flesh, and Strength to Your Bones

ReCo
LEVEL 20 R: Personal; D: Momentary; T: Individual · D: · T:

The target's body acts as if unwounded and unfatigued. Wound and fatigue penalties do not apply until the spell expires, and wounds may worsen but this will not be apparent until the spell ends, when accumulated Fatigue takes effect (and may leave the target unconscious). Consecutive castings delay the end of the spell, putting off the time until the accumulated wounds take effect — but the body can only take a number of consecutive castings equal to its Size + 2. Further castings have no effect. (Base 10 Transcendence/Purity; +2 Sun) That I may come unto you with joy by the will of God, and may with you be refreshed ReCo 25 Your faith in God immediately restores a single lost Fatigue level, something impossible for Hermetic magic.

Jump of the Lynx

ReCo
LEVEL 20 R: Personal · D: Diameter · T: Individual Like Gift of the Frog's Legs

Kiss of Aging

PeCo
LEVEL 20 R: Touch · D: Momentary · T: Individual The target instantly ages five years. If the target is age 35 or older for any of these accelerated years

Required Lab Total to invent spell: One Season (40), Two Seasons (30), Three Seasons (27), Four Seasons (25).

Lay Your Burdens On Me

ReMe
LEVEL 20 R: Eye · D: Sun · T: Individual

This spell brings the target's secrets bubbling to the top of his consciousness, playing on his mind and making him more inclined to disclose them. For the purposes of this spell, secrets are those things that gnaw at the target's conscience in the face of questioning those things that the target would normally strive to keep hidden because of guilt or shame or fear. Secrets kept for noble reasons are not affected by this spell, which was a conscious design decision made by Yestin. This spell does not make the target susceptible to questioning on other matters, and so cannot be used to assist directed interrogation. At the end of the spell's duration, the target must make a personality roll against an Ease Factor of 6. If the target succeeds, she maintains control over her secret and keeps it hidden. The troupe should agree which Personality trait the target uses in the roll. For each subsequent day that the spell is cast on the target, the Ease Factor increases by 1. Virtues and Flaws may modify Magi of Hermes the roll and/or the Ease Factor, with the Storyguide's agreement. If the personality check fails, the target falls prey to his conscience and seeks someone to confide in. That person may not necessarily be the caster of the spell, and will most likely be someone the target feels he can trust. The Infernal and the Dominion have a strong impact on this spell, dealing as they do with the moral aspects of human life. If the target spends time in the Dominion, the light of the Lord helps to release the truth and the level of the aura is subtracted from the target's roll. The aura's Temper (see Realms of Power: The Divine, page 38) also has an effect with Brave, Wise, Strong, or Just Tempers, increasing the aura's effect by 1. If the target spends the duration of the spell within an Infernal aura, the corrupting influence of the aura reinforces the target's resolve to keep the secret. The level of the aura is added to the target's roll. The Storyguide may impose a further bonus to the roll based on any Tarnish or Corruption of the Infernal aura (see Realms of Power: The Infernal, page 13). Yestin invented this spell as a means to more easily solve those mysteries that the spirit Taliesin led him into; mysteries often solved by knowing what those involved wished to hide.

Light Shaft of the Night

ReIg
LEVEL 20 R: Voice · D: Concentration · T: Group

Collects moonbeams and starlight into a single vertical shaft of soft, silvery light that moves under your control. It illuminates an area 15 paces across with light nearly equal to sunlight (if the moon is out) or moonlight (if the moon is not out). If the sky is overcast, the spell does not work. Can only be cast under the night sky.

Loss of a Lasting Day's Memory

PeMe
LEVEL 20 R: Eye · D: Momentary · T: Individual

This spell removes a specific event from a target's memory. The event can be up to a day in length and may involve multiple elements.

Lungs of Drowning

CrAq
LEVEL 20 R: Touch · D: Diameter · T: Part

This spell fills the target's lungs with water, causing him to experience the sensation of drowning. The character begins to suffer deprivation due to lack of air (see ArM5, page 180), but as the spell only lasts for Diameter duration (two minutes), the character is unlikely

Lungs of the Fish

MuAq
LEVEL 20 R: Touch · D: Sun · T: Part

Turns water into air as it enters your lungs, allowing you to breathe water as you do air. This spell puzzles Hermetic theoreticians, as it behaves like a dynamic container target despite not being a container target. All known attempts to create analogous effects have failed, even though analysis of this spell has not revealed any sign of non-Hermetic influence, or integrated experimentation. Most magi just point to it as an example of how Hermetic magic is not fully understood, and get on with their lives.

Madder, Woad, and Weld

MuAn
LEVEL 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.

Memory of the Distant Dream

CrMe
LEVEL 20 R: Eye · D: Sun · T: Individual

Inserts a full and complete memory into a person's mind. If the target gives the memory some thought and concentration, and makes an Intelligence roll against an Ease Factor of 9, the memory is revealed as false. When the duration expires, the memory vanishes, although the subject may remember remembering it.

Mend Thy Broken Strings

ReHe
LEVEL 20 R: Touch · D: Momentary · T: Individual

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.

Mercury's Winged Sandals

ReCo
LEVEL 20 R: Personal · D: Concentration · T: Individual

The caster can fly. He must make an Intelligence + Finesse roll to change direction or speed; with an Ease Factor related to his current speed — Ease Factor 3 for walking pace, Ease Factor 9 at moderate speed, Ease Factor 12 at maximum speed. He can move at a maximum speed as fast as a running horse — about forty miles an hour — but this is reduced by one mile an hour for every point of Load he carries. He cannot physically carry a load which inflicts a Burden more than five points greater than his Strength (i.e. 15 points of Load for a character with Strength 0, 10 points of Load for a character with Strength –1, etc.). A second, unencumbered individual is a Load of 21 on average (see Grogs, Chapter 4). Concentration Duration is better than Sun Duration for this spell since in the former case the caster can end it at will, but the effect is often enchanted into an item that maintains concentration for the caster, for added safety.

Mighty Torrent of Water

CrAq
LEVEL 20 R: Voice · D: Momentary · T: Individual

A 3-foot-diameter jet of water sprays from your outstretched arms towards your target. The target of this gusher of water takes +10 damage and must make a Strength + Size stress roll against an Ease Factor of 9 or be sent flying back. Marbaid of Flambeau's wizard's sigil is connected to his obsession with blood. In his version of the spell the target is hit by a gush of blood, and the stains do not go away until sunrise/sunset. This does not require a requisite, as it is a purely cosmetic effect.

Movement of the Toys

ReHe
LEVEL 20 R: Personal · D: Diameter · T: Individual

Pen +0, unlimited uses/day Enchants the wooden parts of the toys such that they are capable of small, controlled movements.

My Old and Dear Friend

MuMe
LEVEL 20 R: Eye · D: Sun · T: Individual

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.

Night-time Thunder

ReMe
LEVEL 20 R: Touch · D: Diameter · T: Individual

Pen +12, 12/day This effect is triggered when the wearer of the gauntlet strikes a being with his thumb between his ring and little fingers. The target falls asleep, and cannot be naturally awakened until the effect's duration has expired. (Effect: Base 4, +1 Touch, +1 Diam; Modifications +4 12/day, +6 Penetration)

Numbering the Flock

InAn
LEVEL 20 R: Personal · D: Momentary · T: Sight

The Numerologist instantly knows the number of animals she can see, and how many of each kind. The pattern of such numbers is considered to be far more significant than the details of the numbers. Numerologists often use this spell in connection with Casual Augury (Numerology) to interpret the numbers.

Numbness of the Gift

InVi
LEVEL 20 R: Personal · D: Concentration · T: Touch

When the caster places his hand on another character who has The Gift his hand feels numb. This effect must penetrate the magic resistance (if any) of the target, and if the target is a member of the Order of Hermes casting this spell normally counts as scrying (which is prohibited by the Code). This spell is based on the "detect the traces of powerful magic" guideline. If the target has the Blatant or Gentle Gift the spell still works.

Obedient Sunlight

CrIg
LEVEL 20 R: Personal · D: Concentration · T: Individual

Unlimited uses, item maintains concentration When commanded, the orb glows with bright light. This light is more than sufficient to illuminate the laboratory. Hermanus used this item as the source of illumination for his laboratory in order to eliminate the risk of fire, and the defensive risk that he saw in unprotected, open windows. (Effect: Base 4, +1 Concentration; Modifications, +10 levels unlimited uses per day, +5 levels item maintains concentration)

Object of Increased Size

MuTe
LEVEL 20 R: Touch · D: Sun · T: Individual

This spell enlarges an inanimate object originally no bigger than a large chest. The object doubles in each dimension and increases its weight eight times. The size increase is based on the object's original, natural size, so casting the spell more than once on an object has no effect. Noble elements like gold, silver, and gems, are not affected by this spell. If any part of the item resists growth, the item as a whole does not grow. Casting requisites are required for the appropriate Form for the target.

Obliteration of the Metallic Barrier

PeTe
LEVEL 20 R: Touch · D: Momentary · T: Individual

Reg: Rego Shatters a barrier of metal or stone up to one foot thick. Those within one pace of the barrier, on the opposite side from you, take +10 Damage. Alchemically refined and magical metals may be able to withstand this spell.

Obliteration of the Traveler's Barrier

PeTe
LEVEL 20 R: Road (Faerie Range) · D: Momentary · T: Individual

Using the Faerie "Road" range carries the spell beyond the range of the caster's voice (useful if casting quietly!) so long as there is a path directly to the object. A barrier laid across a road is the most obvious example of such, hence the name of the spell, although the spell can destroy any object (up to 10 Individuals in size) of wood, stone, metal or similar material, not just a barrier.

Orb of Darkness

PeIg
LEVEL 20 R: Voice · D: Diameter · T: Part

This spell represents a larger variant of the Cloak of Darkness, and removes all light from the designated target area. The effect manifests in the form of a irregular sphere of writhing darkness that contains everything within three paces of the affected target. Anyone inside the affected space is effectively blind. To see through the area from either side, a spell that permits the target to see in complete darkness, like Eyes of the Bat, is required. The spell must be targeted at an object, individual, or other specific point in space. This location functions as a focus for the effect only, as the spell targets the light within the Part of space surrounding the focus, rather than the focus itself. Thus, the spell does not have to penetrate the Magic Resistance of anyone inside the target area, but only the resistance of the focus. If it fails to penetrate, the spell fails. If the focus is an individual or object that moves, the created darkness moves along with it. For example, if the spell is cast on a pebble, and that pebble is thrown into a lake, the blob of darkness will sink to the bottom.

Orpheus' Ballad

CrMe
LEVEL 20 R: Voice · D: Momentary · 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.

Pains of the Perpetual Worry

CrMe
LEVEL 20 R: Eye · D: Moon · T: Individual

Gives someone a nagging, taunting, painful emotion — a recurrent sense of anxiety, a fear of something he or she does not know, a fear of everything, and a fear of nothing. To have this spell cast on you is truly a curse.

Paralysis of the Gift

PeVi
LEVEL 20 R: Touch · D: Diameter · T: Individual The target feels The Gift becoming dull and moribund. Reduce all the Casting Totals of the target by 10.

Required Lab Total to invent spell: One Season (40), Two Seasons (30), Three Seasons (27), Four Seasons (25).

Parching Wind

PeAq
LEVEL 20 R: Voice · D: Momentary · T: Part

Removes most of the water from any object, including plants (with a Herbam requisite), possibly making the object brittle and fragile. With a Corpus or Animal requisite, the spell can affect humans or animals. This causes +10 damage, against which armor is no defense, and makes the target extremely thirsty.

Phantasmal Animal

CrIm
LEVEL 20 R: Voice · D: Diameter · T: Individual

Creates an image of any animal or beast up to the size of a pony (Size +1). Under your direct mental command, it moves about (within range) and makes appropriate noises. You need to be able to concentrate, and be within range, whenever you wish to direct the illusion to move in some manner. If you move out of range or stop concentrating, the illusion just freezes in place. The image does smell like an animal, but it has absolutely no effect on the sense of touch. Of course, a magus may not use this spell to create the image of an animal he or she does not know exists.

Phantasmal Fire

CrIm
LEVEL 20 R: Voice · D: Sun · T: Individual

Makes an image of a fire (up to the size of a large campfire) that dances, illuminates, crackles, and (apparently) warms. It does not spread, burn, or protect against cold. Makes a great joke at gatherings of House Flambeau, although creating a real fire is even more popular.

Piercing the Faerie Veil

InVi
LEVEL 20 R: Personal · D: Concentration · T: Vision

This spell allows the caster to see through the boundaries of Faerie regiones, and therefore divine the path to the next level (more details about regiones are given on page 420). There are separate but related spells for Divine, Magical and Infernal regiones.

Pilum of Fire

CrIg
LEVEL 20 R: Voice · D: Momentary · T: Individual

A 2-foot, thick, spear-shaped jet of fire flies from your palms, doing +15 damage to the individual it hits.

Plant the Bountiful Feast

CrHe
LEVEL 20 R: Touch · D: Momentary · 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.

Plant's Withering Bane

PeHe
LEVEL 20 R: Voice · D: Momentary · T: Individual

Withers and destroys one living plant, up to and including a plant the size of a small tree.

Posing the Silent Question

InMe
LEVEL 20 R: Eye · D: Momentary · T: Individual

You can ask one silent mental question of the target, then detect the answer. The truth of the answer is limited by the knowledge of the target. Questions to the effect of "What would you do if ...?" often receive inaccurate replies. You are likely to get what the target thinks he would do, not necessarily what he would really do. The target of this spell does not notice the questioning unless he or she resists the spell, in which case they notice the attempt.

Potion of Vulcan's Appeasement

PeIg
LEVEL 20 R: Touch · D: Momentary · T: Individual

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.

Prison of Flames

MuIg
LEVEL 20 R: Voice · D: Sun · T: Individual

Turns a bonfire into a prison shaped like a miniature castle. A person thrown into the middle is not burned, but takes +15 damage if he or she tries to escape.

Pull of Blood

InCo
LEVEL 20 R: Touch · D: Momentary · T: Bloodline

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.

Purification of the Festering Wounds

CrCo
LEVEL 20 R: Touch · D: Moon · T: Individual

The target gains a +9 bonus to Recovery rolls, as long as he has 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, any previous time is ignored.

Quench the Raging Conflagration

PeIg
LEVEL 20 R: Voice · D: Momentary · T: Individual

Extinguish any fire up to the size of a house fire. Many Flambeau magi learn this spell, or carry items enchanted with a similar effect, to control any incidental fires caused by errant Creo Ignem magic.

Quiet the Raging Winds

PeAu
LEVEL 20 R: Touch · D: Momentary · T: Group

Stops all wind from blowing, leaving only calm air. This spell is not powerful enough to affect winds caused by Ritual magic, and only affects winds blowing on the caster when it is cast. Under normal circumstances, the winds will not pick up again for at least an hour or so.

Rain of Stones

MuAu
LEVEL 20 R: Voice · D: Sun · T: Individual

Reg: Terram Turns rain into stones as it falls, causing +0 damage every two rounds (they're small stones), and maybe less if the rain is very light. People under cover are not affected. The stones revert to water when the spell expires. If it stops raining before the spell ends, no more rain is transformed, even if a different rain storm starts.

Remain Within Those Walls

ReCo
LEVEL 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.

Removal of the Conspicuous Sigil

PeIm
LEVEL 20 R: Touch · D: Sun · T: Part

Grooves, runes, writings, and similar markings are obscured so that they are not visible, but the overall shape of the medium remains constant. For example, runes carved into a sword blade can be made invisible, making the sword appear normal.

Remove the Unsightly Mess

PeCo
LEVEL 20 R: Touch · D: Momentary · T: Individual

Pen +0, unlimited uses All human waste, and all associated un-

Repair Cracks and Tears

CrAn
LEVEL 20 R: Touch · D: Momentary · T: Ind · Ritual

This spell allows a magus to heal cracks and tears in the parchment and leather of a book. It is a comparatively expensive way to repair books, so it is only used when the covenant lacks skilled craftsmen, or on books of such historical significance that their owners prefer they are not repaired by human hands. For example, if one of the holographic diaries of Bonisagus is damaged, it is repaired in this way, rather than by having a scribe create a replacement page, because it preserves the handwriting of the Founder.

Return to the Earth

MuTe
LEVEL 20 R: Voice · D: Momentary · T: Ind Pen 10

A metal or stone object targeted by this effect is momentarily transformed into sand. This is sufficient to destroy most handheld weapons, as they become metal grains around the feet of the wielder. But if the object remains undisturbed, it is unaffected when it becomes metal again moments later. The effect can target any single object that can be carried in one hand, such as a sword. The effect is triggered by pointing the butt of the staff at the target in a short jabbing motion while speaking the command word.

Safe Haven

MuIm
LEVEL 20 R: Touch · D: Moon · T: Structure

Changes the image of a building, even one quite extravagant like a small wizard's tower, to a that of a poor and small hut.

Scent of Peaceful Slumber

ReMe
LEVEL 20 R: Voice · D: Momentary · T: Room

Everyone in the room falls asleep over a few seconds, with the smell of lilacs in their nostrils

Sculpt the Stone Machine

CrTe
LEVEL 20 R: Touch · D: Momentary · T: Individual · Ritual

This ritual creates a machine made of stone that is suitable for use as the invested item Stone Harvester. The machine appears to be a large stone beetle about one pace in length. Until it is invested with the Stone Harvester suite of effects, the machine is merely a very elaborate statue. Required Lab Total to invent ritual: One Season (40), Two Seasons (30), Three Seasons (27), Four Seasons (25).

Seeking the Thread of Power

InVi
LEVEL 20 R: Touch · D: Concentration · T: Individual

This spell indicates the arcane connection between two objects, allowing the magus to sense the mystical link that connects the smaller to the larger. Once this Arcane Connection has been discovered, it can be destroyed, to prevent future contagions. Doing so prevents the Great Pestilence from targeting that aura or regio with any effects, permanently blocking the Great Pestilence and saving that particular plot of land. Snipping the arcane connection to the Magic Realm is as easy as destroying any Arcane Connection. Cutting this magical connection does not destroy an area's Magic aura, although

Shearing the Unseen Sheep

CrAn
LEVEL 20 R: Touch · D: Sun · T: Individual

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.

Sight of the Astrological Hour

InVi
LEVEL 20 R: Sight · D: Momentary · T: Individual

Measures the astrological time in the area around a point the caster can see.

Silence of the Smothered Sound

PeIm
LEVEL 20 R: Voice · D: Sun · T: Individual

Makes one being or object incapable of producing sound. Magi who cannot utter their magic words suffer the normal penalties to their spellcasting rolls.

Sinister Road

ReMe
LEVEL 20 R: Road · D: Moon · T: Individual

Someone walking on the road whom the caster can sense is imbued with a bad feeling about what lies before him; he usually turns away from the road and walks back. This spell works similarly to The Shrouded Glen.

Soothe Pains of the Beast

CrAn
LEVEL 20 R: Touch · D: Momentary · T: Ind · Ritual

This spell looks much like a ritualistic "laying on of hands" seen in many churches. You kneel and press your hands to the wound while reciting a quiet incantation. The spell cures one Light Wound suffered by the animal. Asaron of Flambeau believes his mission in life is to repopulate the world so there will be more to kill, and thus spends seasons healing animals and people throughout Europe. In his version of this spell, a black patch in the shape of a tongue of fire is left where the wound was. A symbolic flame is seen in almost all of Asaron's spells, making it his wizard's sigil.

Soothe the Raging Flames

PeIg
LEVEL 20 R: Voice · D: Momentary · T: Individual

Eradicates the heat of a bonfire, which, however, continues to burn until the fuel already covered in flame is consumed. The flames do not spread, or harm anything beyond what they were already burning. If the fire is extinguished and relit, it will burn hot again, as it is now a different fire.

Sounds of the Toys

CrIm
LEVEL 20 R: Personal · D: Diameter · T: Individual

Pen +0, unlimited uses/day Creates sounds appropriate for the toy. Full speech is not possible at this level of detail, so the soldiers just shout and yell rather than speak.

Stack the Decorated Page

ReHe
LEVEL 20 R: Voice · D: Momentary · T: Individual

Pen 0, unlimited uses per day This enchantment moves a sheet of parchment, paper, or other animal or plantderived writing medium from the stack on the middle marble slab and places it on the right-hand slab. Note that the pages produced by the Scrinium are totally dry; there is no wet ink. It is triggered when the topmost sheet on the middle stack has been written on (that is, after the Copyist's Puissant Quill effect has acted).

Stone to Falling Dust

PeTe
LEVEL 20 R: Sight · D: Momentary · T: Individual

One solid non-living object turns to a pile of dust. The object must be a base Individual or smaller, so a stone item can be a pace across while a metal item can only be one tenth that size in total. A casting requisite may be required, of the Form appropriate to the target.

Swallowed By the Mist

ReAq
LEVEL 20 R: Voice · D: Momentary · 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.

Sword Ward

ReTe
LEVEL 20 R: Personal · D: Diameter · T: Individual Wards the caster against metal weapons. (Base 5

Talons of the Winds

MuAu
LEVEL 20 R: Voice · D: Diameter · T: Individual

Transforms a wind into an abrasive medium that tears and claws at everything in its path. Soft materials like leaves and cloth are shredded, and people take +4 damage from innumerable bloody cuts and abrasions. This spell cannot be cast if there is not a breeze of some sort blowing, thus making it difficult to use effectively indoors. The caster is not affected by the spell, even if the wind is blowing directly at him. In Ossium of Bjornaer's version of this spell a strange keening can be heard in the air as it cuts through targets. Ossium's wizard's sigil manifests by making many of his spells eerie or frightening.

Terram Blight

PeTe
LEVEL 20 R: Touch · D: Momentary · T: Boundary

This spell-like effect destroys the topsoil and upper dirt of an area, permanently removing the dirt and leaving a pit 9 feet deep. Wooden buildings and small trees collapse on a simple roll against an Ease Factor of 3. Wooden fortifications, small stone buildings, and medium-sized trees fall on a simple roll against an Ease Factor of 6. For stone fortifications, castles and cathedrals, and large trees, the Ease Factor is 9. Terram Blight only affects dirt, not stone. If a wind doesn't blow a Terram miasma away from an area immediately, it keeps destroying the dirt it covers and quickly sinks into the ground at the rate of 3 paces per combat round (6 seconds). In a minute it destroys 30 paces of dirt. At some point the miasma hits bedrock and stops descending. How deep the bedrock lies depends on the type of area. Mountainous areas have bedrock closer to the surface, while grassy valleys and fields have bedrock laying much deeper, and in some swampy areas the bedrock could lie 100 or more paces below the surface. If a wind doesn't move a Terram miasma within seconds after it is spawned, the Terram miasma digs a deep pit in the ground. In this case, structures and trees both collapse into the pit. After two minutes of destroying dirt, the miasma sinks below ground and only comes to rest once it hits bedrock. Even hurricane-strength winds will not move a Terram miasma submerged below ground level. Aging rolls made this Winter are penalized by a cumulative –10 for 5 active types of miasmas: Vim (active for half the previous year), Aquam, Auram, Animal, and Imaginem. Since the new moon happens after the winter solstice, the Terram miasma is not included in the Aging roll modifier. On February's new moon Terram spells cease functioning.

Thaumaturgical Transformation of Plants to Iron

MuHe
LEVEL 20 R: Touch · D: Sun · T: Ind Reg: Terram

Makes any plant, dead or alive, as hard as iron. Affects any amount of continuous plant material up to the size of a small tree. Sharp-edged plants can become deadly when they are made this hard.

The Animate Attire

ReHe
LEVEL 20 R: Voice · D: Concentration · T: Individual

One item of clothing starts to writhe and thrash under the direction of the caster. The clothing causes a major distraction to its wearer and can trip him up; he suffers a –3 to all actions, and rolls 3 extra botch dice while under the effect of this spell. While thirteenth century clothes are predominantly made of wool, underclothes are made of linen and this spell produces the best effect when cast on the victim's chainse or braies.

The Chirurgeon's Healing Touch

CrCo
LEVEL 20 R: Touch · D: Momentary · T: Ind · Ritual

This spell heals a single Light Wound suffered by the person touched. This spell does not heal damage from poison or disease.

The Creation of Acorns Aplenty

CrHe
LEVEL 20 R: Touch D: Momentary · D: · T: Group · Ritual

This spell creates a vast pile of acorns, totaling 1 000 cubic paces in volume. An added magnitude (or reduction of the volume to one tenth) allows the maga to precisely mix the varieties of seeds she creates. The maga may use other Creo spells – not rituals this time – to mature each tree, or can use a vast ritual to mature every plant within the Boundary the wall creates.

The Ear For Distant Voices

InIm
LEVEL 20 R: Arcane Connection · D: Concentration · T: Room

You can hear what is happening in the place you designate. You must have an Arcane Connection with the place or with a person there.

The Elfin Baker

ReHe
LEVEL 20 R: Touch · D: Momentary · T: Group

This spell uses Rego craft magic to create a batch of 12 dozen loaves of bread in an instant from sufficient raw ingredients of flour, water, and yeast. The spell can even use raw grain rather than flour; if used at its maximum capacity it requires 10 bushels of either. Making basic bread is a Simple (Ease Factor 3) task for a baker, so the magus must make an Intelligence + Finesse roll against an Ease Factor of 6 to succeed; otherwise the result is an inedible mess of spoiled dough. If this roll achieves an Ease Factor of 9 the bread is particularly good; an Ease Factor of 12 produces pandemayne, the finest white table bread. The guideline used was published in Covenants (page 51), and permits items made of plant products to be treated and processed. A similar spell — The Elfin Brewer — can create 12 dozen pints of ale from grain, water, yeast, and gruit (herbs used for flavor).

The Factor's Roll Call

InMe
LEVEL 20 R: Eye · D: Momentary · T: Individual

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.

The Far-speaking Voice

CrMe
LEVEL 20 R: Arcane Connection · D: Diameter · T: Individual

The caster can deliver two minutes of conversation directly into the mind of the person to whom he holds an Arcane Connection, although the target cannot communicate back. This spell is often placed within an enchantment (either a charged item or one with an effect which expires) with the caster's own Arcane Connection, allowing a spy to communicate with him.

The Fool's Fate

PeCo
LEVEL 20 R: Touch · D: Momentary · T: Individual

Pen +0, 3/day When the pin is driven into the flesh of the target, black ripples spread from the puncture and run along the victim's body, thereby causing a Medium Wound. The artifact does not include any Penetration, and is thus not of much use against targets with Magic Resistance. (Effect: Base 10, +1 Touch, free cosmetic effect; +3 effect use, +2 3/day)

The Freshwater Barrel

PeAq
LEVEL 20 R: Touch · D: Momentary · T: Individual This barrel

Pen +0, 1/day Both Carles and Hilde each have one of these devices and the Laboratory Text is available. (Effect: Base 15, +1 Touch) These devices together cost 16 Build Points.

The Fur That Turns Blades

MuAn
LEVEL 20 R: Personal · D: Diameter · T: Individual (+1 Size)

Endurance of the Lion ReAn 20 As Endurance of the Berserkers (ArM5 page 134), but works in animal form. Lexora's eyes take on a golden sheen as the spell takes effect, and her fur grows warm as if in direct sunlight.

The Gentle Herd

ReAn
LEVEL 20 R: Touch · D: Concentration · T: Group

A group of animals are rendered calm and placid, even while unusual events occur, such as invisible hands milking them.

The Gift of Vigor

ReCo
LEVEL 20 R: Touch · D: Momentary · T: Individual

Transfers bodily energy from you to any target who is at a lower Fatigue level than you. You are thus at the target's current Fatigue level, and he or she assumes your previous level. If you lose a Fatigue level from casting this spell, the loss comes after the transfer. Magi have long looked for a way to restore their energy in order to cast more spells. This is the closest they've come.

The Guardian of the Tombs

MuCo
LEVEL 20 R: Personal · D: Sun · T: Individual

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.

The Inexorable Search

InCo
LEVEL 20 R: Arcane Connection · D: Concentration · T: Individual

Determines the location of a specific person. To cast the spell you need a map and an Arcane Connection. After casting the spell, you can move your finger over the map at the rate of one hour per square foot of map. When your finger passes over the person's location as represented on the map, you sense the person's presence. (If the person is not in the area covered by the map, no sensations result.) You can locate the person to within a thumb's width on the map. A similar spell allows you to search for a dead body (Tracing the Trail of Death's Stench).

The Miner's Keen Eye

InTe
LEVEL 20 R: Personal · D: Concentration · T: Vision

You can see any one type of mineral (gold, diamond, sand), specified at the time of casting, through up to 3 paces of intervening material. You have a good idea of how much is there and how pure it is, if appropriate.

The Obedient Fire

ReIg
LEVEL 20 R: Voice · D: Concentration · T: Individual

Control the rate and direction in which a fire spreads. The caster may make the fire spread across combustible surfaces as fast as a man walks. It can leap most gaps as much as one pace across but cannot cross even the tiniest trickle of water. The caster can prevent the fire from spreading in certain directions but cannot actually keep it from burning things it touches. He could, for instance, make a fire spread into the shape of a circle and then expand outward, or keep the fire away from himself while it follows his enemies around the room. If the fire surrounds a person, its heat is non-magical and so bypasses Magic Resistance. An aiming roll is required to get the fire close enough to do damage.

The Phantom Blacksmith

ReTe
LEVEL 20 R: Touch · D: Momentary · T: Group

The magus transforms iron bars (or other ready iron) into a crafted and formed result, as if a blacksmith had worked to the magus's instructions. The magus must succeed in a Perception + Finesse roll substituting for the smith's Craft: Blacksmith roll, with +3 to any Ease Factor. Failure means that the device also fails to function; a botch means it has hidden flaws.

The Riches of Carthage

CrTe
LEVEL 20 R: Touch · D: Momentary · T: Individual · Ritual

As the Touch of Midas ritual (ArM5, page 153) but creates a lump of silver instead of gold, which is easier to slip into the local economy.

The Scrying Pool

InIm
LEVEL 20 R: Arcane · D: Concentration/Special · T: Individual · Ritual

This ritual allows the caster to see an image of the target and his immediate surroundings in the surface of the pool of water in the Scrying Office (in the Basillica). The ritual is specifically designed for this pool; another similar pool cannot be used. If Wizard's Communion is used to cast this ritual, then it only expires when all of the casting magi cease to concentrate. Individual magi may cease concentrating and rejoin later. In this way, by taking shifts, the ritual may be prolonged for hours, days, potentially even years. Only magi who participated in the Wizard's Communion may join or rejoin the ritual. This effect is a special feature of how this ritual was originally designed to interact with Wizard's Communion, these rules do not apply to other spells. Casting this spell on a member of Order of Hermes is illegal scrying. Of course, the casters might not be bothered by this.

The Shattered Goblet

CrTe
LEVEL 20 R: Touch · D: Momentary · T: Group · Ritual

At the conclusion of this ritual, the caster throws a glass goblet onto the ground which splits into thousands of sharp glass shards, with many times the volume of the original goblet (about 1,000 cubic paces). If spread about on the ground, the glass shards cause +5 damage to anyone who walks over the ground, but this damage can be totally avoided by wearing hard-soled boots or shoes. The glass can cover an area about 60 paces across in glass 1 foot deep. The glass shards are intended to be used with the Crystal Rain spell. The glass shards can be reduced in size to be more easily carried, using the Miniaturist of Venice spell.

The Subtle Burn of Desire

CrMe
LEVEL 20 R: Eye · D: Moon · T: Individual

This spell instills in the target a simmering physical desire for one person, most often Lucia herself. This gives the target a temporary Personality Trait "Desire for Lucia" at +2, which influences the target's behavior throughout the spell's duration.

The Thirsty Dagger

CrTe
LEVEL 20 R: Touch · D: Momentary · T: Individual · Ritual

This ritual creates a metal dagger. The blade contains cleverly designed gutters that feed into a reservoir in the hilt. This means that if anyone is injured by the dagger (takes a Wound), then a sample of their blood is collected in the dagger's hilt. A version of this ritual could be created with as a spell with a duration (such as Sun) for use in emergency circumstances. However, the dagger created with the ritual is not magical, so it does not need to Penetrate Magic Resistance to harm a target (which a spell with a non-Momentary duration would need to do). The dagger can be used as either a thrown or melee weapon. It is less useful in Defense than a normal dagger, and less aerodynamic than a throwing knife. In both cases, this is because The Thirsty Dagger is oddly weighted due to the blood reservoir. The dagger's weapon characteristics are: Ability: Brawl, Init: +0, Atk: +2, Dfn: –1, Dam: +3, Str: –1, Load: 0 Ability: Thrown, Init: –1, Atk: 0, Dfn: –1, Dam: +2, Str: –1, Load: 0

The Travelers' Fortress of Cloth

CrHe
LEVEL 20 R: Touch · D: Sun · T: Group

This spell creates a tent of waterproof canvas and wooden poles that is large enough to sleep 10 people. The canvas sides appear to grow out of surrounding vegetation, and erect and fasten themselves together. A Finesse roll determines the complexity and comfort of the tent; if the basic Ease Factor of 6 cannot be achieved then the tent leaks and has a musty smell, whereas an Ease Factor of 9 results in a pavilion of superior quality.

The Vis Net

ReVi
LEVEL 20 R: Touch · D: Momentary · T: Individual When this net is cast into water containing vis

Pen +0, 24/day

The Wakeful Nightmare

ReMe
LEVEL 20 R: Touch · D: Moon · T: Individual

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.

The Whole from the Part

InCo
LEVEL 20 R: Touch · D: Concentration · T: Individual

This spell needs to be cast on a current Arcane Connection to a human (or human like creature). This spell gives the caster a mental image of the subject's essential nature. Thus the caster sees the subject without clothes, tattoos, scars or other mutilations. The spell does not target the actual subject; it only probes the arcane connection itself. Thus the spell does not need to penetrate the real subject's Magic Resistance.

This Heart of Darkness

InVi
LEVEL 20 R: Touch · D: Momentary · T: Room

Cast within an Infernal aura, this spell reveals whether actions taken within this room were responsible for drawing in the Infernal. This could be through a personal evil or sin, or an Infernal ritual. Any event that induces a corruption roll (Realms of Power: The Infernal, page 11) taints the location and is equivalent to a tether. This spell cannot provide information about the evil that took place, nor even how long ago it was committed.

Told Story

CrIm
LEVEL 20 R: Voice · D: Performance · T: Individual Creates the images and sounds of a story sung by the bard

Tomb of Kaineus

ReHe
LEVEL 20 R: Voice · D: Momentary · T: Group

This spell collects a tremendous weight of wood, grass, straw, and other plant material and dumps it on the target, burying that target completely. This spell needs to be aimed, but has a +12 bonus on the Aiming roll because of the sheer quantity of material involved, at slightly over one hundred cubic paces. It is designed to immobilize enemies who cannot be hurt directly because of their Magic Resistance. The name of the spell refers to the death of an ancient Greek hero with unbreakable skin. His enemies defeated him by piling tree trunks upon him until he could not move, and he suffocated.

Tongue of the Fishes

InAn
LEVEL 20 R: Eye · D: Concentration · T:

T: Individual This spell allows Trajan to speak with any animal whose natural habitat is the river. Despite the spell name this includes animals other than fishes.

Touch of Midas

CrTe
LEVEL 20 R: Touch · D: Momentary · T: Ind · Ritual

This spell creates a roughly spherical lump of gold about six inches across. This weighs about eighty pounds, and is enough money to keep a peasant family in comfort for about three hundred years.

Touch of the Blessed Virgin

CrCo
LEVEL 20 R: Touch · D: Momentary · 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.

Touch of the Wild

MuAn
LEVEL 20 R: Touch · D: Moon · T: Individual

The target animal reverts to a feral form and throws off all its training and domesti-

Trail of Ember

InTe
LEVEL 20 R: Arcane · D: Momentary · T: Individual The caster of this spell throws a piece of volcanic rock onto a map. The rock lands on the location of the volcano it was expelled from. If the volcano's location is not bounded by the map

If the rock thrown onto the map is not volcanic, then it just lands somewhere at random. The caster can confirm this by casting the spell several times: a volcanic rock will always land on the same spot on the map. Note that a volcanic rock created via Creo Terram magic will not reveal what volcano it came from when thrown onto the map with the Trail of Ember spell. This is because such a magically created volcanic rock did not in fact come from a volcano. Required Lab Total to invent spell: One Season (40), Two Seasons (30), Three Seasons (27), Four Seasons (25).

True Rest of the Injured Brute

CrAn
LEVEL 20 R: Touch · D: Moon · T: Individual

The injured target gets a +9 bonus to all Recovery rolls made while the spell is in effect.

Trust Me

ReMe
LEVEL 20 R: Eye · D: Sun · T: Individual

Occasionally a Quaesitor may need to question mundanes directly, typically grogs and companions. This spell can be used to make the process less effort and more productive. The effect simply creates a counter-balancing force on the subject's mind. The Gift itself is not affected in any way, only the subject's mind is. The spell is as powerful as Aura of Rightful Authority, but more subtle. The spell only acts to level the subject's attitude to the caster, not make them obedient or unnaturally well-disposed. Since the affected person retains free will, this effect does not count as scrying. Questioning using Aura of Rightful Authority does count as scrying.

Veil of Invisibility

PeIm
LEVEL 20 R: Touch · D: Sun · T: Individual

The target becomes completely undetectable to normal sight, regardless of what it does, but still casts a shadow.

Veneficus Enigma

CrIm
LEVEL 20 R: Touch · D: Concentration · T: Individual

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

Vis Divining Rods

InVi
LEVEL 20 R: Touch · D: Concentration · T: Hearing This pair of silver rods is activated by being held outstretched

Pen +0, Unlimited

Vision of Heat's Light

InIg
LEVEL 20 R: Personal · D: Sun · T: Vision

Allows you to see the heat of objects that are of human body temperature or hotter. Excellent for use in the dark, but it doesn't give true vision. You can see well enough to use a weapon, even a missile weapon, without penalty, but recognizing people is very difficult.

Vulcan's Glass

InTe
LEVEL 20 R: Touch · D: Concentration · T: Vision

Pen: 0, 1 use per day This enchanted mirror allows the user to identify the volcanoes in a mountain range. The user turns his back to the mountains, and studies the reflected image of the mountain range in the mirror. The reflected images of the volcanoes glow with a red aura. This spell works because whether or not a particular mountain is a volcano is a visible property that can be distinguished by someone with appropriate skill. This spell compensates for the lack of appropriate skill in the observer. Required Lab Total to invest effect: One Season (40), Two Seasons (30), Three Seasons (27), Four Seasons (25).

Wall of Thorns

CrHe
LEVEL 20 R: Voice · D: Sun · T: Group

Within seconds, this spell creates a straight wall of woody, thorny bushes up to 20 paces long, 1 pace thick, and 4 paces high. The thorns, which are unnaturally resilient, have a +15 Soak, are cut by edged weapons only, and cutting through requires inflicting a Heavy Wound. Bodily forcing one's way through the wall requires a Strength stress roll against an Ease Factor of 9 and does +15 damage whether the attempt succeeds or fails. If the roll botches, an additional 5 points of damage are suffered. The wall grows out of existing bushes or fertile soil. A Dexterity + Athletics stress roll against an Ease Factor of 9 allows a character to scale the wall, but the character takes +10 damage in the process.

Ward Against Faeries Which Creep and Crawl

ReAn
LEVEL 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)

Ward Against Heat and Flames

ReIg
LEVEL 20 R: Personal · D: Sun · T: Individual Pen +0

As per the spell effect described on ArM5, page 143, this spell keeps heat and flames away from the wearer, which provides a +15 Soak bonus against heat or flame damage.

Ward Against Water

ReAq
LEVEL 20 R: Touch · D: Ring · T: Circle

No water may enter or leave the protected circle. Characters who are wearing wet clothing or perspiring are slowed when entering or leaving a protected area as the excess liquid is stripped from their bodies and possessions. Hermanus cast this ward using forceless casting (Houses of Hermes: True Lineages page 72), so the ward surrounding his laboratory complex has a Penetration of zero, allowing liquids carried by magi and creatures with Magic Resistance to pass through unimpeded.

Ward the Cruel Touch of Pestilence

CrCo
LEVEL 20 R: Touch · D: Moon · T: Individual

The target gains a +9 bonus to Stamina rolls to avoid contracting diseases (see ArM5, Debilitation, page 180).

Weaver's Trap of Threads

CrHe
LEVEL 20 R: Voice · D: Sun · T: Group

A huge net of thick threads grows in the indicated area, filling a space 5 paces by 5 paces by 6 feet high. With supports the nets can hang vertically, forming a wall, otherwise they act just like a fishing net. Everyone caught in the area is captured within the nets. Getting free requires a Strength stress roll against an Ease Factor of 9; or else someone who is not trapped may use an edged weapon to free a victim, which takes three rounds. Fire is exceptionally effective against the nets, but risks burning anyone caught within. The nets are not sticky, and cannot trap anyone who stumbles into them. This spell is a deliberate reference to the better-known spell Weaver's Trap of Webs, but the thought of emulating a spider is abhorrent to the arachnophobic Julia. Consequently, her version of this spell is less potent, as linen threads are less strong than spider's silk.

Woolen Steed of Araby

ReAn
LEVEL 20 R: Touch · D: Sun · T: Individual

Imbues a woolen rug or animal pelt with the power of flight. A person sitting on the rug is lifted along with it, and the caster may make Intelligence + Finesse rolls to change direction or speed. The Ease Factor is related to current speed — Ease Factor 6 for walking pace, Ease Factor 12 at moderate speed, Ease Factor 15 at maximum speed of forty miles an hour. (Note that these Ease Factors are higher than for Mercury's Winged Sandals due to the increased difficulty of moving an object rather than oneself directly). The rug can only support the caster and his clothes; he can have no more than one point of Encumbrance or else the spell cannot lift him. The passenger is not protected from falling off the flying rug, so impressive aerial maneuvers are not recommended, nor is flying through strong winds. The extra magnitudes have been added to this spell by analogy with the Rego Corpus guidelines.

Communication of the Lovers

InIm
LEVEL 21 R: Arcane Connection · D: Concentration · T: Individual

Pen +0, 2/day Two matching silver amulets, each being an Arcane Connection to the other. When activated, this lesser enchanted device allows one to see and hear the person holding the matching amulet. Aurulentus uses these to communicate with his wife when they are separated. Because the device has no Penetration, Aurulentus must suppress his Parma in order to for his wife to be able to see him. The remaining problem, that both sides need to activate the amulets at the same time, was solved by casting a small CrIm spell at R: Arc, to indicate to his wife that he had the time to talk to her. Due to the hazards of leaving Arcane Connections in other persons' hands and the constant scrying danger, few other magi think such devices are a good idea.

Fell the Faerie

PeVi
LEVEL 23 R: Touch · D: Momentary · T: Individual

Pen 20, 6/day This effect is triggered when the wielder of the axe says "ferrum et fraxinus" ("iron and ash") when striking a creature with the haft; but it only affects entities with Faerie Might. If the effect penetrates, the creature loses 15 Might. (Effect: Base 5, +1 Touch; Modifications +10 Penetration, +3 6/day)

Harden the Eldritch Bond

MuAq
LEVEL 23 R: Touch · D: Sun · T: Ind Pen +0

When blood is placed within the enchanted fitting, it's transformed into an attractive polished stone. This doesn't alter the blood's Arcane Connection, which is part of its essential nature and will still last for years.

Hew the Hell-beast

PeVi
LEVEL 23 R: Touch · D: Momentary · T: Individual

Pen 20, 6/day This effect is triggered when the wielder of the axe says "os et orichalcum" ("bone and brass") when striking a creature with the haft; but it only affects entities with Infernal Might. If the effect penetrates, the creature loses 15 Might. (Effect: Base 5, +1 Touch; Modifications +10 Penetration, +3 6/day)

Lifting Apollo's Curse

CrCo
LEVEL 23 R: Touch · D: Moon · T: Individual

Pen +0, 6 uses/day As the Hermetic spell, Purification of the Festering Wounds. Hymn: Semesilam Principle: Good health levels uses/day)

Move the Limbs

ReHe
LEVEL 23 R: Personal · D: Concentration · T: Individual

Pen 0, unlimited uses This effect moves the puppet at the puppeteer's direction. If the skill of this direction needs to be determined use the puppeteer's Finesse Score in any relevant rolls. (Effect: Base 4, +1 Concentration; +5 item maintains Concentration, +10 unlimited uses, +3 Linked trigger)

Move Water

ReAq
LEVEL 23 R: Touch · D: Diameter · T: Individual

Enchanted Item, 3 pawns of Aquam vis, 1 Season spent to invest Pen +0, unlimited uses A person has only to take hold of one of the buds along the spell's vines and give the mental command, and a small steady stream of water pours out of the buds for a total of two minutes.

Protection of the Bright Lightener

CrCo
LEVEL 23 R: Touch · D: Momentary · T: Individual

Re(In)Co(An, Me) 64 Pen +20, 2 uses/day, constant effect This Power prevents creatures with ill intent from touching or otherwise damaging the relic, in particular creatures associated with the Infernal realm that have an Infernal Might of 20 or less. This also affects humans and animals without a Might score. Hymn: Azai Principle: Defence (Base Gen 20, +1 Touch, +2 Sun, +3 requisites, +1 level uses/day, +10 levels Penetration, +3 levels environ- mental trigger) Apollo's Soothing Relief Pen +0, 6 uses/day As the Hermetic spell, Gentle Touch of the Purified Body. Hymn: Semesilam Principle: Good health

Brooch of Lungs of the Fish

MuAq
LEVEL 24 R: Touch · D: Sun · T: Part

Pen +0, Constant Effect This brooch affects the wearer as per the Lungs of the Fish spell described in ArM5, page 122. The effect is constantly active and so the user simply needs to wear it to benefit. The covenant has only one of these at present but the Laboratory Text is available. (Effect: Base 4, +1 Touch, +2 Sun, +1 Part; Modifications: +1 for 2/day, +3 triggered at sunrise/set) This device costs 10 Build Points.

Chamber of Void

PeIg
LEVEL 24 R: Touch · D: Constant · T: Room

Pen +0, constant effect This enchantment is instilled in a tiny, obsidian figurine that resembles an ugly humanoid with folded wings. The effect of the enchantment completely and entirely extinguishes all light in the Room it is placed into for as long as the item remains in it. All perception based on vision is effectively impossible, unless the occupant is able to see in complete darkness. If the item is moved to a new room, the effect is transferred to that room. If the figurine is not in a room, or is in a room too large for it to affect, the effect is temporarily suppressed. (Effect: Base 3, +1 Touch, +2 Sun; +2 Room; +1 2/day, +3 environmental trigger)

Chest of Good Food

CrAn
LEVEL 24 R: Touch · D: Sun · T: Group

Pen +0, constant effect This enchanted item is a large chest carved with scenes of feasting. Food made from animal or plant products, when placed in the chest, is preserved while it remains in the chest. The food will not putrefy, rot, or decay in any way. When it is full, the chest contains one man-month worth of food. It is expected that characters who eat from the zenodochium's supplies will restock the chest before leaving.

Chime of a Sunken Spring Day

CrIg
LEVEL 24 R: Touch · D: Sun · T: Structure

Pen +0, 1/day Ringing this handbell and setting it against the wall of a structure fills the structure with warmth equivalent a pleasant, balmy, late spring afternoon. (Effect: 2, +1 Touch, +2 Sun, +3 Struct; +1 for 2/day use, +3 Environmental Trigger: Sunrise/set)

Cleanse the Undine's Tears

PeAq
LEVEL 24 R: Touch · D: Momentary · T: Individual

Pen: +0, 2 uses per day This effect eliminates the salt in the water in the well. This effect is triggered by the Fill the Well power, and is activated one round later. Note that the salinity of the water will not return once it has been removed. This is because salt is not part of the essential nature of water. Required Lab Total to invest effect: One Season (48), Two Seasons (36), Three Seasons (32), Four Seasons (30).

Convenient Warehouse

MuHe
LEVEL 24 R: Personal · D: Day (constant) · T: Room Any item consisting entirely of plant material that is placed completely within the chest is shrunken to the size of a grain of wheat until it is removed from the chest. Linen bags filled with grain

Pen +0, constant effect certain bag colors to particular contents. This

Gorget of Salty Breath

MuAq
LEVEL 24 R: Touch · D: Sun · T: Part

This gorget allows the wearer to function normally underwater. Water turns to breathable air, the body strengthens to withstand the crushing weight of the deep, and the voice of the wearer will be carried far and wide. Pen +0, Constant Effect As Lungs of the Fish (ArM5, page 122). However, this still does not allow you enough air to fully vocalize the required words to cast spells underwater. See Voices in the Ocean side bar.

Hat That Grants the Over-anxious Father Peace of Mind

InCo
LEVEL 24 R: Touch · D: Sun · T: Individual

Pen 0, constant effect This delicate lady's hat can only be worn by a virgin. The hat detects whether the wearer is a virgin, and if she is not, the hat falls off. (Effect: Base 5, +1 Touch, +2 Sun; +1 uses, +3 sunset/sunrise trigger) (4 pawns)

Helios' Companionship

CrIg
LEVEL 24 R: Personal · D: Sun · T: Room

Pen +0, Constant Effect The lower deck of the Paregro Mare has been enchanted to produce enough light to brighten the hold to the equivalent of torchlight, and to heat it to be as warm as a pleasant summer's eve. Not only is this extremely convenient as well as comfortable, if you are using the optional rules from Covenants this grants the laboratory the Free Supernatural Virtue: Magical Lighting (Superior) and the Free Supernatural Virtue: Magical Heating (Superior) (pages 118-119). Base 3, +2 Sun; +2 Room, +1 Heat; +1 2/day, +3 environmental trigger: sunrise/set)

Hospitaller's Vigil

CrCo
LEVEL 24 R: Touch · D: Sun · T: Individual

Pen +0, Constant Effect If the Shroud of the Healed Body is worn for the duration of a wound or sickness, the wearer adds +12 to his recovery checks.

Identify the Lecherous Suitor

InMe
LEVEL 24 R: Touch · D: Sun · T: Individual

Pen +0, constant effect Reads the emotions of any person passing through the doorway. If strong feelings of lust towards a female in the room are sensed, the second effect, Bar the Lecherous Suitor is triggered.

Insubstantial Wooden Foundation

ReHe
LEVEL 24 R: Touch · D: Sun · T: Individual

Constant effect This spell holds the block of wood created by Chamber of Heartwood in its location. Insubstantial Wooden Foundation prevents the block of wood created by Chamber of Heartwood from exerting any weight on the floor of the target room. This power is always active upon the block of wood that is created by Chamber of Heartwood. (Effect: Base 3, +1 Touch, +2 Sun, +2 size; Modifications, +1 level 2 uses per day +3 levels environmental trigger)

Perceive the Presence of Magic

InVi
LEVEL 24 R: Touch · D: Sun · T: Room

Pen: 0, Constant effect This spell detects if magic of the sixth magnitude or higher (level 30) has recently been cast in the targeted room. Its intent is to notice when the spell-like effect, An Orb for the Spectral Sovereign, is activated, at which point it will activate its two linked powers in the crown. There is a chance that it notices other spells. If so, it activates its linked powers and the corpse is again animated. Since the corpse is already animated, there is no visible effect. Required Lab Total: 1 season (48), 2 seasons (36), 3 seasons (32), 4 seasons (30) This effect costs 3 pawns to instill. Combined with the previous two powers, it costs 12 pawns to animate the corpse. A gold crown has 20 available slots for vis (gold material [10] times small size [2]). All five spell-like effects could be instilled within a single item, which would need to be able to contain 23 pawns of vis. Remember that the previous examples will work against a ghost whose Magic Might is lower than 30. A more powerful ghost will require a binding spell with higher Penetration, which will increase the number of pawns needed to enchant the device.

Perceive the Presence of Magic

InVi
LEVEL 24 R: Touch · D: Sun · T: Room

Pen: 0, Constant effect This is the same linked trigger described previously. The power The Turquoise Stone-Soul will activate this effect, which will in turn activate both Rousing the Receiving Fleshy Host and Grant Control to the Ghost. Required Lab Total: 1 season (48), 2 seasons (36), 3 seasons (32), 4 seasons (30) This effect costs 3 pawns to instill. The total cost of all five spell-like effects is 27 pawns of vis. After the book is enchanted, the necromancer creates a revenant using a ritual spell. He ties the book to the revenant and commands it to lie on the floor facedown, so that the book touches both it and the floor. He then summons a specific ghost. As soon as the ghost enters the chamber, the linking trigger Detect the Presence of the Specter detects the ghost and activates The Turquoise Soul-Stone, which imprisons the ghost in the turquoise gem. Perceive the Presence of Magic detects the activation of the effect The Turquoise Soul-Stone, and activates Rousing the Receiving Fleshy Host and Grant Control to the Ghost. Once completed, the living corpse is a combination of the summoned ghost and the revenant. The living corpse's Magic Resistance is the ghost's. Both ghost and revenant have Magic Resistance prior to combining the two into a living corpse, but after the living corpse is created, the ghost's Magic Resistance supersedes the revenant's Magic Resistance. The ghost is bound in the Grimoire, so its Magic Resistance protects the book, just like a magus' Parma Magica protects his clothes and worn personal items. Because the revenant is wearing the book, it too is covered by the ghost's Magic Resistance. If the living corpse detaches the book, the revenant is

The Animated Corpse

ReCo
LEVEL 24 R: Personal · D: Sun · T: Individual

Pen +0, Constant Effect A season spent taming Alfgeir's skeletal form, which can be achieved as a five-day distraction, imparts a Dexterity equal to the controller's Intelligence and a Single Weapon Ability equal to the controller's Finesse as the controller impresses their will upon the corpse. All other characteristics and Ability scores are considered to be zero and/or normal for a typical human. (Effect: Base 10, +2 Sun; Modifications: +1 for 2/day, +3 triggered at sunrise/set) The corpse may dutifully carry out simple instructions, but it is unknown whether this is simply the vis at work or whether there is something more insidious behind it. This vis costs 3 Build Points.

The Cloak of Authority

ReMe
LEVEL 24 R: Eye · D: Sun · T: Ind Pen +0

This exquisite ceremonial cloak, embroidered with majestic and astrological iconography, was designed for a mundane noble who, in the way of Byzantine politics, was uncertain of the loyalty of those around him. The cloak is invested with The Aura of Rightful Authority (ArM5, page 151) with 12 uses per

The Soak

ReAq
LEVEL 24 R: Touch · D: Sun · T: Structure

Pen: +0, Constant Effect This wooden sewer grate about the size of a large shield is installed in the deepest point of the boat shed. It draws all uncontained water currently within the structure to it, where it falls through the grate and into the sewer to be flushed away. The effect is subtle, so as not to unnerve the craftsmen and laborers who work in the boathouse. The effect is also restricted to the inside of the boat shed so that rainfall is not unnaturally affected. The device needs three pawns of Rego or Aquam vis and a laboratory total of 48 to complete in a single season as a lesser enchanted device, otherwise the device needs to be opened for enchantment with eight pawns of vis. Required Lab Total: 1 season (48), 2 seasons (36), 3 seasons (32), 4 seasons (30) The laboratory at this point provides a +1 bonus to Aquam effects, which benefits this device. Experimentation may provide a bonus given that the side effects are likely to be inconvenient rather than dangerous. At the end of this period, the cost of upkeep has been reduced to 15 pounds

Traveller's Comfort

ReAu
LEVEL 24 R: Touch · D: Sun · T: Individual

Pen +0, constant effect This sturdy and nondescript travelling cloak protects the wearer from rain and keeps him comfortably warm by keeping bodily warmth inside the cloak. Aurulentus invented the cloak as an invested item after his wife caught a cold from walking in the rain to visit him.

Vermin Ward

ReAn
LEVEL 24 R: Touch · D: Sun · T: Structure

Pen +0, constant effect This enchanted item, a carved statue of a mutilated rat, keeps all animals without Magic Resistance out of the Structure. This means that an unoccupied zenodochium will not be ruined by marauding animals.

Warmth of the Wood

CrIg
LEVEL 24 R: Touch · D: Sun · T: Structure

Pen +0, constant effect This effect keeps the covenant warm during the winter. (See the new spell, earlier.)

A Comparison of the Positions of the Fixed Stars

InVi
LEVEL 25 R: Sight · D: Momentary · T: Individual

This spell charts the course of the light emanating from the fixed stars. It then compares the angles between these lines, to provide a unique pair of numbers, representing the array. This is the Ptolemaic coordinate for the caster's position, provided that the caster knows the array at origin. A magus is unable to hold coordinates in her mind with sufficient precision to represent a circle less than 500 paces across. Notebooks or devices with coordinates in them allow greater precision.

A Mightier Channel

PeTe
LEVEL 25 R: Touch · D: Momentary · T: Part

On casting this spell while touching the river bank, the river is dredged, deepening and widening it as required by the casting magus. A single casting is enough to prepare a small waterway to take a large

A Night's Passion

CrMe
LEVEL 25 R: Touch · D: Moon · T: Individual

Usually cast upon a sleeping target, often slumbering due to Lucia's Call to Slumber spell, this spell creates the lasting memory of a nightlong sexual encounter with Lucia, the content of which is decided by Lucia at the time of casting, though her target is free to embellish or exaggerate upon the memory in due course. Targets who make an Intelligence roll against an Ease Factor of 9 realize the memory is false, but those already under another of Lucia's lasting enchantments have a –3 penalty to this roll. Once cast, the memory remains for Moon duration, long enough for the memory to settle and fade, making the loss of it less jarring. She has used this spell on Federico many times, and if the player characters detect, and understand, it they may come to wonder whether she has ever actually slept with him. One drawback to this spell is that it is an active magical effect, detectable to those using Intellego Vim spells.

A Season's Inning

ReTe
LEVEL 25 R: Touch · D: Momentary · T: Boundary · Ritual

Some waterways, especially those near estuaries, are surrounded by marshland. However, there are techniques for building up and draining the land. This can take many seasons of work, with a large team of laborers working in very difficult conditions. The draining of marshland through the digging of drainage channels and the building of dykes is known as inning. This ritual allows the magus to drain an area 300 by 300 paces to the point that it is dry and stable, as though a season had been spent inning the land. The Aquam requisite is used to move the standing water outside the spell boundary, which makes the inning work easier than normal. This spell uses the rules for Rego Craft Magic (Covenants, page 49) and as such the river barge, or a larger waterway to take a Required Lab Total: 1 season (50), 2 seasons (38), 3 seasons (34), 4 seasons (32) magus must make a Perception + Finesse roll to determine the success and quality of his work. In this case, the Ease Factor is 15 (base 9 + 6 for a season's work). Failure means that, while the drainage ditches may have been dug, they are either too shallow or too few to drain the land. If left, the land is likely to remain waterlogged and building on it is impossible. Required Lab Total: 1 season (50), 2 seasons (38), 3 seasons (34), 4 seasons (32) Remote Shipyards buss or cog. to affect stone) Some magi or covenants may choose to build or enchant a ship, either without a shipyard or with a shipyard built some way distant from a waterway. While this makes things more complicated, Hermetic magic can overcome most difficulties. There are many reasons for building ships away from rivers and the sea. For one, it allows the construction work to be carried out unseen by curious eyes, and for another, the magus is less restricted with regards to Magical auras. A secluded lake allows the Hermetic shipwright to test the boats he makes, and there are almost certainly streams and rivers that drain the lake that can be

Abyssal Touch

PeIg
LEVEL 25 R: Voice · D: Diameter · T: Group

Adopt the Sister's Face

MuCo
LEVEL 25 R: Touch · D: Concentration · T: Part Pen 0

The target's face is changed to be that of Persephone of Tytalus. The face is always that of Persephone's current appearance due to the presence of the indefinite Arcane Connection wrapped around the ring. The Vim requisite in this effect taints the target with magic, so that she also appears to have The Gift by those who investigate her magically, although the wearer temporarily gains the Magical Air Flaw. The effect is triggered by kissing the ring.

Alchemist's Revenge

CrAq
LEVEL 25 R: Voice · D: Momentary · T: Individual

Splashes a target with acid, inflicting +15 damage if it penetrates Magic Resistance. At the storyguide's option, the acid may damage the target's equipment.

Arc of Fiery Ribbons

CrIg
LEVEL 25 R: Voice · D: Momentary · T: Group

A dozen multi-hued ribbons of flame leap from your hands and fly out as far as your voice carries, covering a 60-degree arc. All those in the arc take +10 damage.

Arms of Neptune

CrTe
LEVEL 25 R: Touch · D: Diameter · T: Group

This spell creates, in Trajan's outstretched hands, an intricately wrought trident and a metal shield engraved with the image of a raging river. The weapons have standard game statistics. When the spell is cast make an Intelligence + Finesse roll against an Ease Factor of 6. If the roll succeeds the weapons are beautiful, if it fails the weapons are serviceable but ugly. If the Finesse roll botches the weapons are flawed and break when used. Record the Penetration of this spell, as the weapons must Penetrate the Magic Resistance of opponents.

Aura of Inconsequence

ReMe
LEVEL 25 R: Touch · D: Sun · T: Spec

Occasionally a Quaesitor may need to conduct investigations in mundane society. Inspired by the non-Hermetic Veil all Eyes ritual (see below), this spell can be used to aid avoiding mundane attention. This spell can be cast on either the magus himself or an ally; this individual is the recipient. At any point during the spell's duration, individuals enter the influence of this spell by looking at the recipient. The spell stops influencing people as soon as they look away. The spell's target is rated at T: Structure. The Penetration of the spell should be noted when cast, as this applies throughout the duration. This spell simply deflects casual attention away from the recipient. Unless the recipient calls attention to himself or an observer is actively watchful, people will pay him no mind. If a character has some reason to be alert they are allowed a Per + Awareness roll of 12+ to noticed the recipient. The Blatant Gift reduces the Ease Factor to 9+. If the magus takes care to be inconspicuous this Ease Factor may be increased. Quaesitors with effective companions often cast this spell on themselves to avoid compromising mundane investigations with their presence. However, animals still react to the magus as normal.

Awaken the Slumbering Corpse

ReCo
LEVEL 25 R: Voice · D: Concentration · T: Individual

Causes a corpse to function at your verbal command. Commands have to be very simple, like "attack anyone who comes through here." The corpse used cannot have been buried by Church ceremony.

Bane of the Decrepit Body

PeCo
LEVEL 25 R: Voice · D: Mom. T: Ind · T:

The target ages 5 years. Determine effects normally. This spell does not work on children younger than age 16.

Blessing of Childlike Bliss

PeMe
LEVEL 25 R: Eye · D: Sun · T: Individual

Reduces an adult mind to a child's level. The target solves problems, reasons, and expresses emotions as would a three-year-old. Magi affected cannot cast spells. At first, anyway, the target is likely to be happy at having lost a world of cares and troubles that are no longer imaginable.

Blind the Insurgent Pack

PeCo
LEVEL 25 R: Voice · D: Momentary · T: Group

Black, oily tears appear in the eyes of all individuals of the affected Group, burning and blurring their vision. With their eyesight blurred, and all sources of light reduced to unrecognizable sparkles, affected targets are considerably hindered while performing actions that depend on eyesight. They are subject to a –3 penalty to all rolls that involve sight (see Poor Eyesight Flaw, ArM5, page 58). If left to themselves, the victims' blurred vision heals as a Light Wound.

Boil Water

CrIg
LEVEL 25 R: Touch · D: Concentration · T: Individual The blooms boil all water that touches them

Pen +0, unlimited uses

Books That Scream in Pain

InAn
LEVEL 25 R: Touch · D: Momentary · T: Individual

This spell allows the magus to check every book in a room for a physical or historical property. The name of the spell comes from the habit of an early librarian at Durenmar of making the books in the collection cry out if they were damaged, but the sigil of the caster determines the appearance of the spell's signal. The spell's Herbam requisite allows it to detect words in the books, provided they have a plant-based ink or binding agent, like gum arabic.

Breaching the Wall

PeTe
LEVEL 25 R: Touch · D: Momentary · T: Part

Breaking the Shield

PeVi
LEVEL 25 R: Sight · D: Momentary · T: Individual This spell is designed to permanently cancel an existing Aegis of the Hearth ritual with a level less than 30 (i.e. the level of this spell +1 magnitude) + a Stress Die

As this spell is cast against an Aegis, the effect must first penetrate the level of that Aegis. This version of the spell has been designed to tear down at least a sixth magnitude Aegis, and so must penetrate a resistance of at least 30. To help with this feat, Al-'Aqrab has taught versions of the Wizards Communion spell to the other magi in his new covenant, which helps them to cast their spells and Rituals at sufficiently high level and penetration. Casting this spell requires that Al- 'Aqrab be within sight of the target's boundary, though of course the Aegis itself does not need to be made visible.

Burst of the Sweeping Flames

ReIg
LEVEL 25 R: Sight · D: Momentary · T: Individual

This spell causes a fire to explode outwards from its source along the ground, as if a giant wind were blowing on it from above. The fire travels for no more than 10 paces, but it ferociously ignites anything in its path. The original fire is left dead, but in all probability a number of new fires will be started. The flames cause +5 to +15 damage, depending on the intensity of the original fire.

Chamber of Invisibility

PeIm
LEVEL 25 R: Touch · D: Sun · T: Group

Causes a Group of creatures to become invisible. Any affected character who moves or is touched makes everyone visible. All members of the Group still cast shadows.

Chimes to Mark the True Time

CrIg
LEVEL 25 R: Touch · D: Sun · T: Structure

Pen +0, 1/day Ringing this handbell and setting it against the wall of a structure fills it with soft light equivalent to torchlight. A covenant would probably desire two of these items to help maintain a schedule underground, but the second would only need to be level 20, as the light provided would be no greater than

Closing the Earth's Gate

PeAq
LEVEL 25 R: Touch · D: Momentary · T: Individual

Dries a single spring, so that it never flows again. This spell targets the spring, not the water in it at a particular time, so the spring does not start to flow again later.

Clouds of Rain and Thunder

CrAu
LEVEL 25 R: Sight · D: Concentration · T: Group

Creates a small but severe rainstorm, including lightning and winds. The storm gathers and breaks in a few seconds as the caster concentrates, and dissipates with similar speed when he stops doing so. Note that reducing the Range for this spell makes the storm increasingly unnatural, so versions of this spell with lower Range still have the same level.

Clouds of Summer Snow

CrAu
LEVEL 25 R: Sight · D: Concentration · T: Group

Creates clouds that drop snow over an area about half a mile across. The clouds gather over a few seconds at the beginning of the spell, and dissipate over the same sort of time when the caster stops concentrating. The spell does not affect temperature.

Coat of Flame

CrIg
LEVEL 25 R: Voice · D: Diameter · T: Individual

The target is swathed in fire, and takes +5 damage every round while the spell is in effect. That is, the damage must be rolled against Soak twenty times during the spell. The Rego requisite ensures that the fire does not spread.

Conjuration of the Indubitable Cold

PeIg
LEVEL 25 R: Voice · D: Momentary · T: Part

Cools the air within ten paces of the target, leaving it slightly below freezing. All nonliving things are chilled thoroughly, not just on the surface. All living things (except you, if you cast with a Rego requisite) lose one Fatigue level. House fires become as small as campfires, bonfires become as small as torch fires, and campfires and smaller fires go out.

Conjure a Dead Army

CrCo
LEVEL 25 R: Touch · D: Momentary · T: Group · Ritual

Required Lab Total: 1 season (50), 2 seasons (38), 3 seasons (34), 4 seasons (32)

Conjure the Mighty Barn

CrHe
LEVEL 25 R: Touch · D: Momentary · T: Ind · Ritual

Required Lab Total: 1 season (50), 2 seasons (38), 3 seasons (34), 4 seasons (32)

Controlled Growth

ReHe
LEVEL 25 R: Touch · D: Year · T: Individual · Ritual

Using this spell, the magus can shape the growth of a plant over the course of the next year, as if he were properly pruning it, caring for it, and so on. The eventual shape of the plant is determined when the spell is cast and it can be as simple or as complex as the magus desires, although truly complicated designs, such as making a bush grow in the shape of someone's face, may require a Finesse check. Once the plant reaches the shape and dimensions that the magus wishes, it stops growing until the spell ends or a new spell is cast upon it. Once the spell ends, the plant will then grow normally, but it still retains its magically 'pruned' shape, until it grows naturally out of it. Fast grow spells, or other methods used to accelerate the growth of plants, will still work, but until this spell ends the plant will not grow past the design limits originally set. This spell does not change the essential nature of the plant nor give it anything that an exceptionally good gardener couldn't.

Converse with Plant and Tree

InHe
LEVEL 25 R: Touch · D: Concentration · T: Individual

You can speak with a plant for one conversation. The level of conversation depends on the type of plants; longer-lived and more noble plants have more to say. A single question and response takes ten to thirty minutes, with slower-growing plants speaking more slowly. Typically, plants can talk about the soil and about other plants around them, but have limited awareness of more momentary events, such as the passing of animals or people, unless that passing has a direct bearing on the plant (for example, a person cut its trunk). News can spread quickly through a forest when it has to, called from tree to tree on the wind. Bystanders cannot understand your conversation.

Creeping Earth

ReTe
LEVEL 25 R: Touch · D: Moon · T: Part

The caster of this spell stamps his foot on the ground and a patch of earth, centered on his position and 35 paces across, slowly but inexorably rises up for the duration of the spell. The earth rises at a rate of about one inch per day (up to three feet over the spell duration). This is fast enough for people to observe if they watch the earth for more than a Diameter, and the movement can destroy buildings and other structures — even the strongest castle walls run the risk of collapse. This spell only works when cast within a league of a volcano (three miles). This is because this movement is only a slightly unnatural property of the earth in such regions, whereas it is a grossly unnatural property of earth elsewhere. Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).

Cripple the Howling Wolf

PeAn
LEVEL 25 R: Voice · D: Momentary · T: Individual

When casting this spell, you commonly make an abrupt snapping motion with your hands. One of the target's legs breaks cleanly. The animal cannot walk on that leg, but the damage heals as a Medium Wound. Note that the target need not be a wolf, and that you cannot choose which leg.

Curse of the Desert

PeAq
LEVEL 25 R: Voice · D: Momentary · T: Part

Removes virtually all the fluid from the target's body, doing +15 damage, which armor does not protect against. The target must drink within a few minutes of being struck with this spell, or it dies. Casting requisites are Animal for beasts, and Corpus for humans.

Curse of the Evil Humors

MuAu
LEVEL 25 R: Voice · D: Diameter · T: Part

Converts clean air into foul humors that can cause disease. The humors form a cloud about 20 paces across and ten paces high. They are invisible but foul-smelling and noxious. Characters who breathe the befouled air must make Stamina roll against an Ease Factor of 6 or contract malaria (roll once, the first time a character is exposed). This disease, whose name is Italian for "bad air," causes a Medium Wound. Once a character has contracted the disease, further exposure to this spell has no effect. The foul humors dissipate when the spell Duration expires. A brisk breeze can disperse the humors within two or three rounds, and strong winds make the spell unusable.

Curse of the Leprous Flesh

PeCo
LEVEL 25 R: Touch · D: Momentary · T: Individual

This spell inflicts leprosy on the target, which causes a person's flesh to rot off in a matter of weeks a truly hideous sight. Much of the target's flesh literally hangs from his or her frame, and there is a pungent rotting smell about him at all times. The target takes an Incapacitating Wound from the disease, and must roll as normal to recover. The target also loses a point of Stamina by the time the disease ends. If the victim somehow survives this curse, he is shunned by mundane communities. If the victim succeeds in a Stamina roll against an Ease Factor of 6 when the spell is cast, he shakes off the disease, although he still feels unwell for a few days, and may have problems if an astute doctor realizes he is leprous.

Determine the Location of the Absent Volume

InAn
LEVEL 25 R: Arcane Connection · D: Concentration · T: Individual

This spell allows the caster to determine the location of a missing book by having the magus's sigil appear on a map. Library floor plans on tablets are often used in conjunction with this spell. With a Creo requisite, the magus can project an image of the book's location on a mirror, and hand-held magic items using this variant are often employed in libraries that encourage visitors. (Based on The Inexorable Search, +1 requisite)

Diamond of Hermes

InVi
LEVEL 25 R: Touch · D: Momentary · T: Individual When this diamond is touched by a Gifted person it glows brightly.

Pen +0, Unlimited Nikola made this item to aid her duties as a tutor on the Tribunal's Treasury Council, and it is also used to identify Gifted Branchidae. Nikola allows the Redcaps from the covenant of Alexandria to borrow the diamond to confirm rumors of Gifted children.

Discriminating Flames

ReIg
LEVEL 25 R: Voice · D: Sun · T: Individual

This spell controls a fire, preventing it from directly heating or burning a particular substance (such as human flesh or the wood of the elm tree) chosen by the caster at the time of casting. The caster must either have a sample of the material to be protected, or must cast the spell with an appropriate casting requisite. Ranulf frequently casts this spell several times upon the same fire in order to make the fire safe for specific environments. The spell only affects the fire that it is cast upon. Other fires, including fires that have been lit from the subject of this spell, are not affected. Fires up to ten times the size of a hearth fire can be targeted with this spell.

End of the Mighty Castle

PeTe
LEVEL 25 R: Voice · D: Momentary · T: Str

A single stone structure, such as a castle keep or manor house, crumbles to dust and small pebbles. Anyone inside at the time takes +10 damage from falling and having stones land on them, possibly more if the structure is particularly large.

Epona's Bane

ReAn
LEVEL 25 R: Voice · D: Momentary · 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.

Eyes of the Bat

InAu
LEVEL 25 R: Personal · D: Sun · T: Hearing

You can move about confidently in complete darkness by sensing air and its boundaries (for example, where solid objects are). You 'hear' the boundaries of the air, so it does not permit fine discriminations. On the other hand, you can 'hear' boundaries behind you.

Eyes of the Eagle

InIm
LEVEL 25 R: Personal · D: Sun · T: Vision

You see distant things clearly. No matter how far away something is, you can make out details as if it were only a foot or so from you. Things do not all appear to be a foot away; you can simply make out details as well as if they were. You can still judge distance accurately; in fact, more accurately than normal, to within an inch or so at a distance of several miles, since you can see as clearly as if you were judging distance a foot away.

Failure to Fall

ReCo
LEVEL 25 R: Touch · D: Diameter · T: Individual This power is activated by free fall.

Pen 0, unlimited/day This power gently lowers a falling person toward the ground for two minutes. The character falls at a steady rate of about one foot per second, without accelerating. The effect lasts three minutes, so the character can fall safely for 120 feet. If, at the end of this distance the character begins to freefall again, the device reactivates. Each time the device activates, there is a momentary lull in the scent of frying onions, and some covenfolk, back when the castle was still inhabited, claimed they could determine their fall distance using this as a measure. (Effect: Base 5, +1 Touch, +1 Diameter; Modifications +10 unlimited uses per day.)

Flame Tongue

ReAq
LEVEL 25 R: Voice · D: Momentary · T: Part

This spell causes a glutinous glob of lava (from a lake or river of magma) to leap out and hit something. The volume of lava moved is about 2 cubic feet, and it can be moved to hit any location within Voice range. Whatever the lava hits takes between +15 and +60 damage, depend- The heat of the lava is also sufficient to ignite anything flammable that it hits. Flame Tongue is an Aimed spell, with a +6 bonus to hit due to the size of the volume of lava. If the caster tries to totally immerse a person with the lava projectile, there is a –6 penalty to the Aiming Roll (effectively canceling the +6 size bonus). There is no penalty to the Aiming Roll if the objective is to merely splash someone. In some circumstances, the storyguide may decide that a missed attack to immerse a character results in a splash. Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).

Flight Perfected

CrAn
LEVEL 25 R: Touch · D: Sun · T: Individual

Creates a dove in the hands of the caster. The bird acts like a normal bird for the duration of the spell. This spell provided Marcus with no breakthrough.

Follow the Route I Command

ReTe
LEVEL 25 R: Touch · D: Momentary · T: Part

This spell carves a new channel in the ground with both ends connected to an existing waterway. As the spell completes, the water flushes into this new section and the spoil from the work starts to fill the old channel. The magus must be touching the ground that he wants the new channel to pass through. The movement of a large amount of earth, while time-consuming, requires little skill. A Perception + Finesse roll against Ease Factor 12 is needed. Failure means that the channel is incomplete, or the old route is still flooded. If the Finesse roll botches, the work appears complete but the land is now liable to flooding, causing damage to crops and homes alike. Required Lab Total: 1 season (50), 2 seasons (38), 3 seasons (34), 4 seasons (32)

Form the Hermetic Boundary

CrTe
LEVEL 25 R: Touch · D: Moon · T: Individual

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.

Gift of the Bear's Fortitude

MuCo
LEVEL 25 R: Personal · D: Sun · T: Individual

Your flesh becomes resistant to physical damage. You get +3 to your Soak. Your flesh is tough and insensitive; any rolls that involve a sensitive touch (such as for picking a lock) are at -1.

Gift of the Bear's Fortitude

MuCo
LEVEL 25 R: Personal · D: Sun · T: Individual Pen +0

Makes the wearer's skin tough and resistant to damage, providing a +3 to Soak, as described in ArM5, page 131.

Gigantic Growth

MuHe
LEVEL 25 R: Touch · D: Sun · T: Individual

This spell instantly increases the size of any plant by a factor of 100, turning bushes into barriers and saplings into mighty oaks. The plants instantly return to normal size at the end of the spell's duration. Larger plants only grow to 100 times the size of a base Individual, but they can be affected.

Grip of the Choking Hand

PeCo
LEVEL 25 R: Voice · D: Concentration · T: Individual

The target feels an invisible, strangling hand on the throat. Each round, the target loses a Fatigue level. Once the target falls unconscious, the spell has no further effect. The spell works by seriously constricting the target's windpipe, hence the feeling. This constriction is not quite enough to kill, however.

Halt the Piercing Shafts

ReHe
LEVEL 25 R: Personal · D: Diameter · T: Individual

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.

Hardness of Adamantine

MuTe
LEVEL 25 R: Touch · D: Sun · T: Individual

This spell instills a metal object with supernatural strength and hardness. Even weak metals like gold or lead can be affected. The object becomes nearly unbreakable by mundane means. If used on chain mail or metal scale armor, the Protection value of the armor is increased by +2. If used on an edged or pointed weapon, the weapon gains +1 to damage. This bonus can be combined with that from Edge of the Razor or other spells.

How God Created Them

MuHe
LEVEL 25 R: Voice · D: Momentary · T: Group

All the clothes worn by one person that are made out of animal or plant products become larger and slippery, and slide down to the ground leaving the victim of the spell naked.

Imaginem Blight

PeIm
LEVEL 25 R: Touch · D: Momentary · T: Boundary

This spell-like effect destroys an object's ability to affect sight, and the object immediately stops producing an image. Escaping an Imaginem miasma is difficult once engulfed. Without sight, the primary sense of direction, a man must stumble around searching for an exit using his other senses. Ironically, magi are not affected due to their Magic Resistance, and still produce an image. They serve as beacons for those lost within the miasma. Imaginem miasmas are more nuisance than anything else, although those trapped within a large miasma could hurt themselves as they wander blindly. Finally, in October, Imaginem spells cease working unless empowered by vis.

Let This Fire Sing You to Sleep

MuIg
LEVEL 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.

Links of Stone

InTe
LEVEL 25 R: Arcane Connection · D: Momentary · T: Individual

The caster holds a piece of stone in her hands and receives a brief mental image of the surroundings of the object that this stone is an Arcane Connection to. This spell could be used to find the statue that a fragment came from, or the quarry that the blocks of a castle were chiseled from. If the stone is an Arcane Connection to several things, then the newest Arcane Connection, or the closest, is revealed.

Living Fire

MuIm
LEVEL 25 R: Voice · D: Fire · T: Individual

This spell alters the image, sound, and smell of campfire or bonfire to something the caster chooses, such as a dancing woman or a dragon's head. The real flame is not changed, so you won't be burned by the parts of the image that extend outside of it, like the flaming breath of the dragon's head.

Lord of the Trees

ReHe
LEVEL 25 R: Voice · D: Concentration · T: Individual

Causes a tree to move its branches and bend its trunk in any way you mentally direct. A large tree striking with branches has Initiative +5, Attack +7, and Damage +10. Normal weapons are practically useless against large trees.

Mastering the Unruly Beast

ReAn
LEVEL 25 R: Touch · D: Concentration · T: Individual

You can make an animal perform any act it is capable of. You can only issue new commands while touching the animal, but the animal will carry them out without requiring constant contact. Further, the animal will allow you to touch it throughout the duration of the spell. It is difficult to maintain control of particularly stubborn or fierce animals, such as mules or boars — creatures with appropriate Personality Traits may roll against an Ease Factor of 12 each round. When Chavin of Tytalus casts this spell, the creature acts surly and unfriendly while going about its tasks, even when Chavin doesn't specifically tell it to act that way.

Memory Palace of the Sage

CrMe
LEVEL 25 R: Personal · D: Momentary · T: Ind · Ritual

Creates a locus for the contents of an entire text in the target's memory palace. Once the locus is in place, the magus can recite the entire text and replicate any illustrations. Perdo Mentem magic can destroy this locus. As with Constructing the Memory Palace, a magical locus may exceed the normal locus-count limit. As the spell is cast, the magus magically reads through the book, reading the entire text (no matter the length) in the exact time it takes to cast the spell. The pages seem to rustle by as if caught in the wind. Once memorized, the magus does not require an actual copy of the text to study or transcribe it. The Library of Durenmar is permanently enchanted to prevent this Ritual from being performed within its walls, although only the Primus of the House knows how this was achieved. Additionally, rumors exist of texts that contain traps against such memorization, even fatal ones, and of the dangers of memorizing a text written by an incomprehensible Criamon or an author close to Final Twilight.

Mercury's Blessing

CrVi
LEVEL 25 R: Touch · D: Year · T: Ind · Ritual

This ritual imbues the target with a kind of supernatural aura, similar to Might, which improves the chances that children conceived and born during its duration will have The Gift or heroic qualities. It is said that this magic is a sign the gods are watching over the subject, and it is often incorporated into wedding and fertility ceremonies of those within the Cult of Heroes. (Mercurian Ritual)

Movement Within the Sirocco

ReAu
LEVEL 25 R: Touch · D: Sun · T: Individual

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.

Nature's Kindest Seat

ReTe
LEVEL 25 R: Touch · D: Sun · T: Group

This spell conjures a group of seats from the ground, centered on the point the user touches. The number of chairs the spell produces can be controlled by the caster, summoning up to ten. The chairs rise from the ground and each molds itself to the nearest person as he sits back. Each chair is always at least passably comfortable, but notably more so when cast in a meadow with lush grass. Each chair sinks slowly back into the ground, leaving no trace, as the spell nears the end of its duration. The spell only works on sand or soil, a limitation Yestin aims to fix some time in the future. Yestin decided that, to better capture an audience and draw them into the music, there was nothing like a little peripheral magic to increase anticipation. Yestin has never been shy about using his magic. Yestin's sigil manifesting in this spell can occasionally take his audience by surprise, as at first nothing seems to happen … and then the chairs spring from the ground.

Opening the Intangible Tunnel

ReVi
LEVEL 25 R: Arcane Connection · D: Concentration · T: Ind Pen 0

As the spell of the same name, except that the talisman takes the strain of concentrating on the Intangible Tunnel. Spells up to 20th level can be carried to the target of the Arcane Connection, which is commonly Kore. The effect is triggered by moving the ring from its customary position on the ring finger of the left hand, over to the middle finger.

Opening the Tome of the Animal's Mind

InAn
LEVEL 25 R: Touch · D: Concentration · T: Individual

You touch the head of the animal in question and read its memories of the past day. The further the animal is from human, the harder it is to read its memories accurately. If you simply scan the beast's memories, not looking for anything special, you get the memories the beast thinks are most important. If you are trying to get a specific fact, you need a Perception + Finesse stress roll against an Ease Factor of 6, or 12 if the fact is obscure. Since normal animals are sensitive to magic, they resist your touch and try to shy away from you both when the spell is cast and while the spell continues to function. This can be quite a problem with larger animals.

Passion's Lost Feeling

PeMe
LEVEL 25 R: Eye · D: Concentration · T: Individual

The target is unable to feel any sort of emotion and acts listlessly, without motivation or cares.

Phantasm of the Human Form

CrIm
LEVEL 25 R: Voice · D: Sun · T: Individual

Makes an image of a clothed and equipped person that can make noise. Under your direct, unspoken command, the person can move about, speak, and behave as a human does.

Phantasm of the Talking Head

CrIm
LEVEL 25 R: Arcane · D: Concentration · T: Individual

Pen 0, 24/day As the spell of the same name found in ArM5, page 145. It is activated by touching the circlet with one hand at the forehead and one at the back.

Potion of Creation

CrCo
LEVEL 25 R: Personal · D: Sun · T: Unborn Child

Pen +0, charged item When a fertile woman drinks this potion she is guaranteed to conceive if she has intercourse with a fertile man within a day. If the man is not human (a faerie, for example), then the woman still conceives if a Stamina stress roll against an Ease Factor of 9 is made for her; such a child inherits some traits from his father. (Effect: Base 15, +2 Sun; Modifications: None)

Razor Thorns

MuHe
LEVEL 25 R: Voice · D: Diameter · T: Group

This spell causes razor-sharp thorns to spring out of every plant or plant-made product in an area within the range of the caster's voice. These thorns deal +10 damage to up to a standard group of people (up to ten). The thorns eventually retreat, but they remain for roughly two minutes and can still act as a viable deterrent as the thorns are still just as sharp as a knife.

Restoration of the Defiled Body

CrCo
LEVEL 25 R: Touch · D: Momentary · T: Ind · Ritual

Removes the crippling or malignant after-effects of any injury, poison, or disease, or of premature aging. The effects of natural aging cannot be undone by this or any spell. This spell does not heal wounds, only extra effects.

Ring of Highland Ken

InTe
LEVEL 25 R: Touch · D: Sun · T: Vision

Pen 0, constant effect This ring, when worn, works as the Hermetic spell Eyes of the Treacherous Terrain, ArM5 page 153. This ring was a gift from her parens when she completed her Gauntlet.

Robed in Angelic Beauty

CrMe
LEVEL 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.

Sense the Tide's Boundaries

InAq
LEVEL 25 R: Touch · D: Sun · T: Individual

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.

Shape of the Woodland Prowler

MuCo
LEVEL 25 R: Touch · D: Sun · T: Individual

You place a wolf skin over yourself or another, and the target changes into a wolf. The target may change back at will, ending the spell. Before casting this spell, you must first, of course, acquire the skin of a wolf, if you want to be able to end the spell early.

Short Step of the Ghost

MuTe
LEVEL 25 R: Touch · D: Momentary · 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.

Sight of the Molting Magus

InCo
LEVEL 25 R: Personal · D: Concentration · T: Vision

This spell allows the caster to spot Corpus material (hair, blood, etc.) within his line of sight. Such material appears to glow with a reddish hue. The spell also allows the magus to estimate how long ago the item parted company from its owner by the brightness of the glow. This spell is used to place suspects in a particular time and place. The spell The Whole from the Part (see above) is often used to identify who the item belonged to.

Silent Forest

PeIm
LEVEL 25 R: Voice · D: Diameter · T: Part

Pen +0, constant effect This effect destroys all sound species that a plant could make for the duration of the spell, but it does not affect any sound species produced by the magus.

Snip the Thread of a Faerie's Might

PeVi
LEVEL 25 R: Voice · D: Momentary · T: Individual

Pen 20, 24/day Weakens a faerie. If the effect penetrates the Faerie's Might then it loses 10 points of Might.

Stench of Magic

InVi
LEVEL 25 R: Personal · D: Concentration · T: Smell

The caster can smell the presence of spell traces down to magnitude zero. See Detecting Spell Traces insert.

Stillness of the Dead

ReCo
LEVEL 25 R: Touch · D: Sun · T: Individual

The target is rendered completely immobile for the duration of the spell. This spell will work on both humans and animals, and Marcus developed it for use on targets affected by his various bizarre ritual spells that remove or exchange body parts.

Stir the Slumbering Tree

MuHe
LEVEL 25 R: Touch · D: Sun · T: Individual

Raises any tree into a state of consciousness resembling that of a human. Such a tree can see and hear what is going on around it, and at a normal human level of perception. Such a tree may share some mental attributes or personality traits with the caster. The tree can rearrange its branches over the course of several hours, though too slowly for people to observe the movement from second to second. Most trees in magical areas are already awake.

Strings of the Unwilling Marionette

ReCo
LEVEL 25 R: Voice · D: Concentration · T: Individual

You can control the physical movements of a person, such as walking, standing, and turning. If the target resists the control, the movements are jerky. The target can yell, but you can prevent intelligible speech by controlling the target's mouth. The target must be conscious to be moved about.

Summoning the Distant Image

InIm
LEVEL 25 R: Arcane Connection · D: Concentration · T: Room

You can see and hear what is happening in a distant place if you have some sort of Arcane Connection to either the location or a person there.

Summoning the Distant Image

InIm
LEVEL 25 R: Arcane Connection · D: Concentration · T: Room

Pen 0, 1/day As the spell of the same name (ArM5, page 145); using the Arcane Connection residing in the bottom compartment of the Phylactery. The images appear in the mirrored lid of the box. Note that the effect will not work if the Arcane Connection is not to a well-defined room. Plaustrum Pertinax Magic Might: 0 (Herbam) Season: Spring Characteristics: Cun 0, Per +2, Pre +1, Com –6, Str +5, Sta +6, Dex +2, Qik –5 Size: +3 Warping Score: 5 (2) Virtues and Flaws: Magic Thing; Transformed Thing; Essential Virtue\, Tough, Well-Traveled; Magical Monster; Lesser Malediction (moving parts sometimes temporarily fuse)\, Oversensitive (orders from magi)\ \ from Warping Magical Qualities and Inferiorities: Personal Power, Terram Resistance; Reduced Attack, Reduced Initiative Personality Traits: Stubborn +6, Disobedient to Magi +3, Wagon\ +2, Hard to Topple (Dexterity)\ +3 \ Essential Trait Combat: Bludgeon: Init –7, Attack +6, Defense –1, Damage +7 Soak: +15 Fatigue Levels: OK, 0, –1, –3, –5, Unconscious Wound Penalties: –1 (1–8), –3 (8– 16), –5 (17–24), Incapacitated (25–32), Dead (33+) Abilities: Animal Handling 3 (dray animals), Area Lore 4 (routes), Athletics 2 (avoiding potholes), Awareness 1 (roads traveled before), Brawl 3 (bludgeon), Concentration 2 (Immovable Object power), Living Language 2 (drover's slang), Terram Resistance 2 (wear and tear) Powers: Immovable Object, 0 points, Init –3, Herbam: The wagon can fix itself in place, and prove completely immobile. Any attempt to move the wagon while this power is in operation risks damaging it. None of its contents may be removed either. ReHe 10 (Base 3, +1 Conc, +1 size, +1 extra force) Personal Power (10 levels, –2 Might cost, +1 Init) Vis: none Appearance: A flat-bedded fourwheeled wagon, big enough to carry six people, plus two on the driver's bench, or an equivalent load. An optional canvas canopy can be raised to keep the contents protected from the weather. The wagon requires two beasts of burden to pull it, or four when fully laden. This wagon has been the property of a covenant for decades, maybe over a century. It became heavily warped after the covenant developed spells for instant transportation. At least once per week it was ported all around Mythic Europe, and eventually a botched casting of the transportation spell granted it the Transformed Thing Virtue (Realms of Power: Magic, page 47). Known now as the Stubborn Wagon (Plaustrum Pertinax), this Magic Thing is viewed with a certain affection by some of the covenfolk, who enjoy its petty disobedience towards the covenant's magi. Its axles seize at inopportune moments, and it often throws a wheel rim close to an inn favored by the grogs. Despite this, it will always be an outsider, a freak generated by magic. It is capable of slow movement even without dray animals, but hasn't shown anyone this ability yet. When in a helpful mood, it can use its own Animal Handling in place of that of its driver. You might wish to use the rules for Damaging Objects on page 77 of City & Guild rather than using Soak and Wound Penalties. In this case, the Plaustrum Pertinax has 10 damage levels, and when an event could damage it, make a stress roll + 5 (Wondrous item) + Profession: Drover or Animal Handling of the operator. If the result is equal to or greater than the Ease Factor of 15, the wagon avoids losing a damage level. Damage levels do not impose penalties, they simply indicate how much punishment an object can take until it is broken beyond use. Damage levels can be restored by a competent carpenter or wheelwright, although if the wagon is completely broken it may not still be a Magic Thing once repaired.

Sunder Warrior

PeTe
LEVEL 25 R: Touch · D: Momentary · T: Ind Pen +0

Upon activation, a metal or wooden item touching the hammer is utterly destroyed.

Take Me Home

ReMe
LEVEL 25 R: Touch · D: Moon · T: Individual

Pen 0, charged item When activated, this amulet causes the person who it is touching to have a nagging desire to travel to a place that is designated when the item is made. The sensation persists throughout the effect's duration, and a week of this is usually sufficient to prompt the target to manufacture a reason to make the journey. The trigger for this effect is typically the buzz of a bee, which can be caused remotely using Persephone's Triggering the Distant Power spell.

The Beast Remade

MuAn
LEVEL 25 R: Touch · D: Sun · T: Individual

Gives one land beast a human form, though its intellect remains the same. Some feature of the animal is retained in the human form. A former dog might have an exceptionally hairy human body, and a former cat might let loose an occasional "meow." Once transformed, the beast is disoriented for a while before it becomes used to its new body.

The Blessing of Starkad

MuCo
LEVEL 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.

The Brand to Ward Off Rustlers

CrMe
LEVEL 25 R: Touch · D: Sun · T: Individual

Pen: 0, unlimited uses The brand protects a beast from a mundane thief. When a human hand touches the beast, the brand creates an overpowering fear of the beast in the person's mind, hopefully causing him to flee. The effect has no penetration, so that the maga can easily handle the animal herself when necessary. Required Lab Total: 1 season (50), 2 seasons (38), 3 seasons (34), 4 seasons (32)

The Convenient Door

ReTe
LEVEL 25 R: Touch · D: Diameter · T: Structure Pen: +0

The small cloth chalk bag hanging on Petalichus' belt is another of his enchantments. By using the chalk from the bag to draw an outline on a wall, the magi triggers an effect that opens up a hole in that wall or structure by moving the Terram or Herbem components of the wall aside. The result is a direct line of sight between the caster and open air or to some substance that is not part of the structure. Minor obstacles such as chairs, tables, or other furniture do not obstruct the effect. The effect is strong enough to affect stone and glass but not metal. The size of the holes created by the effect are determined by the size of the chalk outline, but they cannot be made larger than is necessary for the caster to step comfortably through. The Structure Target allows the effect to force holes through several walls in the same casting. This effect works no matter which surface the outline is drawn on — whether a wall, a ceiling, or a floor (though of course lead roofs cause this spell to fail at the last). The chalk in the bag is non-magical and is incidental, being used simply to activate the effect. The effect itself is generated by the bag, which is decorated with images of doors on each of its four panels.

The Desert Wanderer

MuCo
LEVEL 25 R: Personal · D: Sun · T: Individual

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.

The Falcon's Hood

PeAn
LEVEL 25 R: Touch · D: Momentary · T: Individual

Destroys an animal's vision. The blindness heals as if it is a Medium Wound. The title refers to the hood used to cover a falcon's eyes when it is not hunting. When cast by Asaron of Flambeau, this spell causes the animals it targets to bear a faint silhouette of a flame in their eves.

The Gentle Beast

ReAn
LEVEL 25 R: Eye · D: Concentration · T: Individual

Calms an animal, making it nearly fearless. It does not resist being ridden, shaved, or whatever else you can think of. If the animal enters combat, is extremely frightened, or incurs any kind of wound, the spell ends. The animal must be Size +4 or less.

The Gift of Moonlight

CrIg
LEVEL 25 R: Voice · D: Momentary · T: Individual Similar to the common spell The Enigma's Gift (ArM5

This demonstrates greater power than simple CrIg spells that just create light; the light created is moonlight carrying the aether that so affects people. Endurance of the Witch Moon Cr(Mu)Vi 35 This effect is inspired by observing the Witch Moon endured by a subject Folk Witch. If you are not using the Hedge Magic: Revised Edition rules, then the following should suffice: The target immediately develops a fever, treated as a Medium Wound. For the period of a month, the target is unable to draw upon their Gift either to use Supernatural Abilities or to cast spells. This potentially disrupts laboratory work, although the use of enchanted devices is unaffected. At the end of the month, make a roll to see if the Witch Moon has passed: To End Witch Moon: Stamina – Warping Score + stress die vs Ease Factor 6 If this roll fails, then the target gains another Warping Point and the Witch Moon lasts for another month, inflicting another Medium Wound on the due to fever. Roll again at the end of the second month and so forth, until the target recovers. If the roll to end the Witch Moon is botched, the target gains an additional number of Warping Points equal to the number of 0s of the botch die. Note that the penalties due to wounds do not affect this roll.

The Good Witness

CrMe
LEVEL 25 R: Touch · D: Sun · T: Individual

Refreshes a day's memory within the mind of the subject; as long as some fragment of it remains this spell will restore it. The subject is asked to recall some event within the day in question as the spell is cast. Events that day are remembered as if they had occurred only an hour before. Depending on how long ago the day was, any particular event may have completely disappeared, depending on how memorable the event was. Thus some details may be recalled perfectly and others will be entirely missing.

The Great Rot

PeHe
LEVEL 25 R: Voice · D: Momentary · T: Group

Rots and destroys a large amount of dead wood, up to the amount found in a wooden house or small inn. Wooden structures creak and groan mightily for about a minute before collapsing.

The Heart That Could Move Stone

ReTe
LEVEL 25 R: Touch · D: Diameter · T: Structure

The caster can move stone buildings with incredible force. This usually causes the stone building to collapse, as it is torn from its foundations. Anyone inside takes +10 damage from the falling structure. However, if the building is floating (through the Repulsion of Earth effect, for example), then the character can push the building to a new location. Characters inside the building when it is being moved must make Dexterity rolls against an Ease Factor of 6, each round, or lose their footing. Unless special precautions are taken, laboratories inside the building are disrupted by the movement, which ruins any laboratory activities being conducted that season. It takes a season to reorganize a laboratory disrupted in this way. Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).

The Invisible Eye Revealed

InVi
LEVEL 25 R: Touch · D: Concentration · T: Individual As per the spell of the same name in ArM5

Pen +0, 1/day (Effect: Base 20, +1 Concentration) Whispers Through The Black Gate InCo(Me) 15 Pen +0, 1/day (Effect: Base 5, +1 Concentration, +1 Touch,) The talisman also has the following attunements: +3 Corpus +4 affect breathing and speaking +4 affect Dead Wood Beatriz is under the influence of a -5 longevity ritual.

The Laborer's Rest

ReTe
LEVEL 25 R: Voice · D: Concentration · T: Individual

Pen: +0, Unlimited Use This small wooden wand allows the wielder to move blocks of stone with the power of his voice. The blocks are hefted into the air by magical forces, following their master's commands. Use of this device adds +1 to the mason's Craft: Mason when determining how long construction takes. Required Lab Total: 1 season (50), 2 seasons (38), 3 seasons (34), 4 seasons (32) The wand provides a +4 bonus to control things at a distance. Experimentation may distort the effect, so that any one stone block can only be targeted once, or the effect might be restricted to certain types of stone.

The Lancet of Good Health

CrCo
LEVEL 25 R: Touch · D: Moon · T: Individual

Pen 0, 24/day Anyone whose blood is let by this sharp scalpel receives a +6 to any Disease Recovery rolls for a Moon's Duration.

The Librarian's Buckle

ReCo
LEVEL 25 R: Touch · D: Concentration · T: Individual

Pen +0, 24/day This enchanted buckle allows the wearer to move with freedom in any direction, even unsupported into the air. It was designed for and awarded to the librarian of a nowdissolved covenant and became a symbol of the office, passed down through generations of librarians. That covenant had a library built in a tall narrow tower, with the most valuable books and scrolls stored in a chamber near the roof that was inaccessible without using the buckle.

The Mystical Carpenter

ReHe
LEVEL 25 R: Touch · D: Momentary · T: Group

The magus selects a pile of wood, and the spell cuts, splits, carves, and joins the wood into the desired form. Any nails needed must be supplied, but wooden dowels can be formed from the supplied wood. The magus must make a Perception + Finesse roll to determine the success of the process, substituting for a Craft: Carpenter roll, and if this fails, the results is just a mess of chopped-up wood. The Ease Factor is at least 3 higher than a carpenter's Craft roll would require, so the simplest basic items have an Ease Factor of 6, increasing as the task gets harder. If the magus chooses inappropriate wood (such as green, unseasoned wood), the spell still acts — as if an unwilling carpenter worked against his better judgment — but the resulting goods will undoubtedly split and warp later. The magus's choice of wood can be improved by The Carpenter's Keen Eye, or the advice of a real carpenter.

The Ob of Mot

CrMe
LEVEL 25 R: Veil · D: Concentration · T: Group

This spell allows those about the caster to speak with a specific person in the world of the dead — to them it appears that the caster is speaking with the voice of the dead person. The caster is effectively acting as a temporary container or vessel for the dead spirit, and botches of this spell might cause the caster to become possessed by a malevolent spirit. The caster must either have an Arcane Connection to, or otherwise be able to sense, the target, and the target must be in the world of the dead; that is, neither alive nor in Heaven. The dead person is compelled neither to speak nor be truthful. The

The Prodigal Returns

ReTe
LEVEL 25 R: Sight · D: Concentration · T: Individual This spell causes a metal weapon (such as a sword or dagger) to fly through the air

Required Lab Total to invent spell: One Season (50), Two Seasons (38), Three Seasons (34), Four Seasons (32).

The Severed Limb Made Whole

CrCo
LEVEL 25 R: Touch · D: Momentary · T: Ind · Ritual

A limb that has been detached from the body can be reattached, but any decay that has occurred on the severed limb remains after the limb is reattached. After a day of decomposition, a limb is weak. After seven days, it is nearly useless and infects the character on whom it is replaced (Stamina stress roll against an Ease Factor of 6 or take a Medium Wound). If it's been severed for more than two weeks, the limb is completely useless.

The Tillerman

ReHe
LEVEL 25 R: Touch · D: Sun · T: Individual

Pen: +0, Constant Effect The Hermes is fitted with a large rudder controlled by a sturdy tiller under the rear castle. Ordinarily, the tiller is manned with the tillerman taking commands from the captain or mate forward of the mast. But this effect allows the ship to take control of the rudder. By default, this effect keeps the tiller in the last position it was manually moved to. But this effect is unusual in that it is linked to and controlled by two other enchantments. The tiller is controlled according to the headings determined by both the Unerring Navigator and the Follow the Coast effects, shifting the rudder to keep The Hermes on course to its destination. While the tiller is being controlled by these effects the ship's crew gain +3 to navigation and/or sailing rolls to reach the specified location, and +1 to navigate in relation to it. It has been enchanted as a constant effect but the additional control mechanisms have also been accounted for in the effect design. This effect allows The Hermes to sail with a smaller crew than normal without penalty to the ship's handling. This effect has been enchanted into The Hermes as the rudder is often vulnerable and prone to damage in difficult waters. This allows the rudder to be replaced without losing the magic. Required Lab Total: 1 season (50), 2 seasons (38), 3 seasons (34), 4 seasons (32) Bonuses of +10 (ships), +5 (sailing), and +1 (Rego) apply to this enchantment, as does a bonus of +2 for prior Rego and/ or Herbam effects.

The Treacherous Spear

ReHe
LEVEL 25 R: Voice · D: Diameter · T: Individual

This spell animates a wooden or wooden-hafted melee weapon in someone else's hand, and makes that weapon attack its holder until the wielder is dead or the weapon is destroyed. When the spell is cast, the weapon tries to break its wielder's hold (Quickness – Encumbrance stress roll against an Ease Factor of 9 to hang on). On subsequent rounds, the wielder hangs on by making Strength stress rolls against an Ease Factor of 6, allowed once per round. If a roll to hold on ever botches, the wielder loses control of the weapon and is hit by it automatically (see below). While still in its wielder's grip, the weapon does not strike him or her, but does not strike on the wielder's behalf either. Once the weapon breaks free or is released, it attacks its wielder, using his Attack and Damage scores. The former wielder may fight the rebellious weapon. The weapon uses its defense rating as its Defense total. It has no Soak, and is 'killed' after it takes a wound depending on its size. One-handed weapons must take a Medium Wound, while two-handed weapons must take a Heavy Wound. The damage of thrusting and missile weapons is halved when attacking the renegade weapon.

The Weightless Transportation of Books

PeAn
LEVEL 25 R: Touch · D: Sun · T: Group

This spell makes the books within a chest almost weightless. This allows library staff or Redcaps to easily carry a collection of books to a new loca- tion. This spell does not make the book chest itself weightless; that requires an Herbam requisite, and adds five levels to the spell's difficulty. This spell is also used, enchanted into book cases, to make a library weigh less, which is important if the covenant has a growing library and no desire to replace the timber floors on the upper levels of its towers.

The Wisdom of Sleep

InTe
LEVEL 25 R: Touch · D: Momentary · T: Individual

The caster sleeps with the target object beneath his pillow, and his dreams then inform him of all mundane properties of that object. The magic is of Momentary Duration, but the sleeping mind is more able to assimilate the huge amount of information that might be called up, weaving it into the caster's dreams throughout the night. Note that this spell does not allow the caster to actually talk with the object or divine any secrets that the object may store in whatever passes for its intelligence. This spell uses Terram in its all-encompassing form referencing all solid objects, and requires casting requisites appropriate for the target object. The Vim requisite allows the spell to inform the caster of any active or any recent magical effects on the object. This spell is restricted to effects originating from the Magic Realm. Enchantments inherent to the object are not learned beyond a knowledge that some form of enchantment exists. Yestin's version of this spell sees him conversing with the object within his dreams, wherein the object adopts a persona (or rather, Yestin's dream ascribes a personality to the object). Multiple castings of this spell on multiple objects are possible, though the caster's pillow as well as his dreams may become a little crowded. The quirkiness of the spell effect is due to experimentation. Yestin had intended for a more conventional spell, but he found towards the end of his experiments that the spell's incantation wasn't complete until the caster fell asleep. His Laboratory Text for this spell carries the same flaw. It's possible that practitioners and researchers of Dream Magic may be interested in Yestin's text for this spell, as it may further their own magical aims.

Thoughts Within Babble

InMe
LEVEL 25 R: Personal · D: Concentration · T: Hearing

You can understand the speech of those within the target area. Perception or Communication stress rolls are needed for difficult exchanges. You also understand people who misuse a language that you do speak; you know what they meant to say, as well as hearing what they actually said.

Tracks of the Faerie Glow

InTe
LEVEL 25 R: Personal · D: Concentration · T: Vision

Causes even faintly perceptible tracks of a specific being to glow with a faint magic light, making them stand out when you are within 30 paces of them. The glow provides a bonus to Tracking rolls, which depends on the relationship between the target being tracked and the terrain. If the target is magically related to the terrain, +2; native to the terrain, +4; neutral to the terrain, +6; inimical to the terrain, +8. Tracking at night without a light source doubles the bonus. The more faint the tracks are, the more dimly they glow, so the storyguide may also modify the bonus based on the length of time since the target passed.

Transformation of the Ravenous Beast to the Torpid Toad

MuAn
LEVEL 25 R: Voice · D: Sun · T: Individual

Turns any animal into a toad. A newly created toad will hold a certain terror for peasants and serfs, because many believe toads exude a poisonous substance from their skin.

Trapping the Fire

MuIg
LEVEL 25 R: Voice · D: Sun · T: Individual

This spell turns the heat and flames of a large campfire into a small, very hard object, such as a gem or a piece of metal. If the object is broken, the flame returns, but dies if there is nothing to burn.

Traveler's Cloak

MuTe
LEVEL 25 R: Touch · D: Sun · T: Part Pen +0

This handy cloak is a favorite among the Redcaps, as well as grogs who routinely sleep under the stars. When placed upon the ground, the cloak transforms the earth underneath so that it is soft and warm like a mattress. This effect ends at sunrise, assuring a hasty awakening. This effect alters the earth under the cloak, softening it and warming it to the touch.

Tree Top Walk

ReHe
LEVEL 25 R: Voice · D: Concentration · T: Group

This spell moves the branches of nearby trees so that the magus can literally walk from one tree to the next without ever touching the ground. The trees do not uproot themselves, but they do bend in unnatural ways to help the magus reach them and walk unhindered from branch to branch. Of course, the trees' branches still need to be strong enough to support the magus' weight.

Turb of Giants

MuCo
LEVEL 25 R: Touch · D: Diameter · 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,

Twist the Living Tree

ReHe
LEVEL 25 R: Touch · D: Sun · T: Individual

You make a living tree bend into unusual positions. Depending on your needs, you can make a cage, a shelter, or a wall. Even the leaves can be commanded, maybe to form a solid roof that sheds rain. Takes one to ten minutes to complete (depending on the complexity of the new shape), during which time you must maintain concentration.

Ualgrimm's Pelt

MuCo
LEVEL 25 R: Touch · D: Concentration · T: Individual

This is the covenant's Cathach. It has the power to turn the wearer into a wolf, similar to the common Hermetic spell Shape Of The Woodland Prowler, a power it supposedly gained through warping at Ualgrimm's last stand. Pen +0, 1/day This power is triggered by placing the pelt over the target, and that target is transformed into a wolf. The target may change back at will, ending the effect. The effect is a physical transformation and the target's mind and character are unchanged. (Effect: Base 10, +1 Touch, +1 Concentration; Modifications: +5 device maintains concentration) The pelt costs 10 Build Points.

Veil of Invisibility

PeIm
LEVEL 25 R: Touch · D: Sun · T: Individual

Pen +0, 24 uses/day This power is activated by the wearer saying the Latin word for word "help". As the Hermetic spell of the same name (ArM5, page 146). This power makes the user invisible, despite motion. The scent of frying onions—sigil of the Verditius who created the medallion—accompanies the character for the duration of the effect. (Effect: Base 4, +1 Touch, +2 Sun, +1 moving; Modifications +5 24 uses/day)

Voice of the Lake

InAq
LEVEL 25 R: Touch · D: Concentration · T: Individual

You can hold a conversation with a body of water. A body of water usually knows about things directly in contact with it, such as boats and fish. Genuine lakes are too complex for this spell to affect; they are not Individuals of Aquam.

Voices from Hollow Spaces

ReMe
LEVEL 25 R: Voice · D: Ring · T: Individual

This spell binds ghosts to objects or places. Traditional sites include mirrors, skulls and graves. It does not compel trapped ghosts to serve willingly, but members of House Tremere threaten or bribe their ghosts into compliance.

Wall of Living Wood

CrHe
LEVEL 25 R: Voice · D: Sun · T: Individual

A straight wall of living oak is created, growing quickly from nearby trees, other plant growth, or fertile earth. The wall is 20 paces long, 1 pace thick, and 5 paces high. It can be scaled with a Dexterity + Athletics stress roll against an Ease Factor of 9.

Wall of Protecting Stone

CrTe
LEVEL 25 R: Voice · D: Sun · T: Individual

Makes a wall of granite up to 25 paces wide, 4 paces high, and 1 pace thick. One needs miner's tools to break through it, though it can be toppled if it is not connected to a support on its side or top.

Ward Against Heat and Flames

ReIg
LEVEL 25 R: Touch · D: Sun · T: Individual

Keeps heat and fire at bay, unable to approach within a couple of inches of the target. This renders the target immune to damage from flames or heat of intensity less than that of molten iron. The target gets a +15 Soak against all fire-related damage. Any fire doing less than +15 damage per round doesn't penetrate the ward. Such fires simply dim at the protected person's passing and flare back up after he or she is gone. ---

Ward Against the Sirocco

ReAu
LEVEL 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.

Ward Against Wood

ReHe
LEVEL 25 R: Personal · D: Sun · T: Individual

The caster is protected from nonenchanted wood, so that none of it can contact his body. If he is walking on a wooden surface, he is actually suspended very slightly above it.

Weight of a Thousand Hells

CrMe
LEVEL 25 R: Eye · D: Moon · T: Individual

Causes the victim to feel the despair, anguish, pain, and sorrow of a thousand sinners in Hell. This is a horrible spell, for the victim loses almost all motivation and earthly cares. All he can feel is his own pain – endless, inexorable, and searing. Appropriate Personality Trait rolls suffer a harmful adjustment of –5, and the target suffers –2 on any rolls that require thought or concentration. The target has a strong tendency to do nothing but brood.

Well Without Light

PeIg
LEVEL 25 R: Touch · D: Sun · T: Str

Removes light from the target structure. Only spells greater than level 25 can create light within this area. When casting this spell, magi typically clench a hand into a fist, and the light flows into the fist like a living entity, until the entire area is dark.

Impart the Words

CrMe
LEVEL 26 R: Touch · D: Concentration · T: Ind Pen +0

Transmits the images sensed by the object to the user's mind.

Man the Sails

ReHe
LEVEL 26 R: Touch · D: Momentary · T: Group

Pen: +0, Unlimited Use When a crewman calls out his commands loudly and clearly, The Hermes obeys and draws the sails into the desired configuration. The target of the effect is whatever sails and rigging, treated as a Group, are rigged to the mast. Sails can be raised, lowered, or close-hauled, allowing the ship to tack through the wind. The crewman must make a Perception + Finesse Stress Roll against Ease Factor 6 to complete the action successfully. Use of this effect allows The Hermes to sail with a smaller crew than would otherwise be needed, and makes manipulating the sails quicker than mundane vessels, which also helps to make her more maneuverable. This effect is also controlled through the two navigational effects described earlier and the cost of the triggers for both of these are accommodated in the effect design. Required Lab Total: 1 season (52), 2 seasons (39), 3 seasons (35), 4 seasons (33) Assuming this effect is enchanted within the Hermetic Shipyard, the magus receives the following bonuses to his Lab Total: +10 for ships, +5 for sailing, +1 for Rego, and +3 for prior Rego and/or Herbam effects.

Neither Rock Nor Steel

PeTe
LEVEL 26 R: Touch · D: Momentary · T: Part Pen +22

This Perdo Terram effect is able to destroy rock or metal on contact, and is what gives the weapon its name. According to legend, Lleu Llaw Gyffes, seeking revenge on Gronw Pebr for attempting to kill him with a spear, allowed Gronw to hold a great rock between him and Lleu's spear. But so hard did Lleu throw his spear that it tore through the rock and killed Gronw where he stood. The effect is triggered by being plunged into metal armor. The target armor is instantly weakened, rusting and fracturing in the blink of an eye, and the spear pierces the armor and ignores its contribution to Soak. Against subsequent attacks, the armor has its Soak bonus reduced to half. The Target for this spell is Part, allowing it to affect a quantity of material equivalent to Individual, even where the whole is larger than a standard Individual — a great giant's stone armor for instance.

The Gift of Far-sighted Apollo

InIm
LEVEL 26 R: Personal · D: Sun · T: Vision

Pen +0, 2 uses/day As Interrogation of Asclepius, above. Hymn: Iaó Principle: Sight

Wand of Horses

MuAn
LEVEL 26 R: Voice · D: Sun · T: Individual

Pen 0, 2 uses per day This silver wand changes vermin (mice, rats, and so forth) into horses for a day. This item can target non-mammalian vermin (for example, frogs and insects) too. (Effect: Base 5, +2 Voice, +2 Sun; +1 uses) (4 pawns)

Surfeit of Fuel

CrHe
LEVEL 27 R: Touch · D: Sun · T: Group (+2 size)

Pen +0, 3/day This effect conjures a pile of dry wood containing the mass of several large trees. While Ranulf does occasionally use this effect to provide an abundance of firewood, he more frequently finds the creation of a large pile of wood to be valuable for other reasons. (Effect: Base 4 +1 Touch +2 Sun, +2 size; Modifications +2 levels 3 uses per day)

Blessing of the Body of Light

CrCo
LEVEL 28 R: Touch · D: Momentary · T: Individual

Pen +0, 6 uses/day As the Hermetic spell. Restoration of the Defiled Body. Hymn: Semesilam Principle: Good health

Feed the Hungry

CrHe
LEVEL 28 R: Touch · D: Diameter · T: Group Pen +3

Every two minutes, this bowl fills itself with a specific food (determined when the item is enchanted). When the duration ends, any remaining pieces of food disappear and the bowl refills.

Fill the Bath Effect

ReAq
LEVEL 28 R: Sight · D: Diameter · T: Individual

Pen: +0, unlimited uses per day This effect causes the water in the bath to move through the air, pass over a volcanically heated region, and then back in a circle into the bath. The water travels in its circuit as a gentle stream suspended in the air at about waist height. The water returns to the bath warmed and dissolved in the water are a number of beneficial mineral salts. If the bath is being controlled to a comfortable bathing temperature, then any characters who bathe once a day for most of the year receives a +1 Living Condition modifier to their Aging Rolls for that year, and a +1 Modifier to any Recovery Rolls they make during the year (see ArM5, pages 168 and 179). This modifier cannot be increased by more frequent bathing. These beneficial effects come from the mineral salts that are entrained in the water. The beneficial effects are not magical in origin, and a character who constantly uses the bath in this way does not gain Warping Points. The bath does not need to be able to detect the mineral salts as they are naturally present in the volcano. If for some reason, the mineral salts are lacking from the volcano (which would be highly unusual) then the bath has no beneficial effects on the bather — apart from cleanliness, of course! If the bath is being controlled to a scalding temperature, then any character immersed in the bath takes +12 damage each round due to the elevated temperature. Required Lab Total to invest effect: One Season (56), Two Seasons (42), Three Seasons (38), Four Seasons (35).

Infidelity Ignored

PeMe
LEVEL 28 R: Touch · D: Momentary · T: Room

Pen +0, 1 use/day Expiry: 7 years This effect removes the memory of concerns about Lady Gracia's pregnancy from anyone in the room at noon each day. This has had the desired effect of preventing the town's opinion makers and leaders from believing any scandalous rumors. The device fails immediately if it is within the sound of wedding bells. This item has not affected Lady Gracia, whose memories and concerns about the event are much deeper. charismatic, everyone assumes Vital is an extremely talented musician, but no one has realized that he is a powerful faerie. Vital is absolutely intent on ensuring that his Faerie nature is kept secret, and the Infiltrator Virtue he possesses (described in Realms of Power: Faerie page 52) allows him to pass as human and act appropriately around people, even appearing normally to those with Second Sight. Sir Vital is a boon companion of Sir Galafre, and has long subtly used his Faerie Power of Guide (see Realms of Power: Faerie page 59) to direct Galafre in increasingly heinous acts to follow his plan to recreate the Cuckoo Child story. These acts would rarely seem sensibly planned to a human, but Galafre fails to realize this. The fact he has covered his tracks so badly should, however, raise suspicions in the magi. Sir Vital has little understanding of Hermetic magic, and fails to realize that the magical devices that Galafre has littered the town with at his instigation are deeply ineffectual and will eventually give the whole plan away. Once it is clear to him that Galafre's plan has been discovered by powerful magicians, Vital approaches them (still posing as a mortal troubadour), reveal that he was with Galafre on the night of the conception, and betray his crime, even offering to testify against him at a trial or Tribunal (although Vital will actually flee). Galafre has outlived his usefulness as a pawn, and Sir Vital wants him out of the way — he will even slay him himself while accompanying the characters if it will preserve the secret that Sir Vital is a faerie. If Vital's nature is discovered, he flees, and even if slain he still has one chance to return. Sir Vital's statistics appear at the end of this chapter. Sir Vital has one terrible weakness, his Sovereign Ward. He is completely unable to use his powers when church bells are ringing, and for every ten minutes within their sound he takes +10 damage and suffers horrendous agony, as if burned by the sound. This makes it very hard for him to enter most towns, but given Galafre's Vulnerable Magic flaw, which makes his magic end permanently and even worse be utterly undone (even if from an enchanted device) if within the sound of church bells, the two have clumsily conspired to silence the church bell at Montcuq. In doing so they may have inadvertently revealed their weakness to the characters, but Vital does not think like a human.

Protection of Cool and Dark

PeIg
LEVEL 28 R: Touch D: Momentary T: Room Extinguishes all fires in the room that do +5 damage per exposure or less (see ArM5 page 181). · D: · T:

Unlimited uses (Effect: Base 4, +1 Touch, +2 Room; Modifications, +10 levels unlimited uses, +3 linked trigger)

Protection of the Mason's Vision

ReTe
LEVEL 28 R: Pers · D: Momentary · T: Special

Unlimited uses Any portion of the laboratory room's structure that is removed or misplaced is moved back into position. Bricks are replaced, broken pieces of the ceiling return to their original positions, and so on. Note that if the room is destroyed this enchantment ceases to function. The room can not reassemble itself from a pile of rubble. The special target covers just the structure of the room, not its contents, and allows the magic to affect parts of the structure that fall outside of the room but remain within 5 paces. (Effect: Base 3, +3 special based on room +1, +1 Herbam requisite; Modifications, +10 levels unlimited uses, +3 levels environmental trigger)

Track the Heavens

ReTe
LEVEL 28 R: Pers · D: Momentary · T: Group

Pen +0, unlimited uses The armillary sphere keeps adjusting itself back to the current local astrological time. The two effects combined consume seven spaces and seven pawns of vis, leaving spaces for other enchantments should the magus wish.

What Disturbs Sound Sleep?

CrIm
LEVEL 28 R: Touch · D: Diameter · T: Individual

Pen +0, unlimited uses/day Displays the images and sounds of the room scryed into by the triggering effect on the mirror.

Bowl of the Honest Traveler

ReMe
LEVEL 29 R: Touch · D: Sun · T: Structure

Pen 0, constant effect. This enchanted pauper's bowl, resting on a shelf in the zenodochium, inclines all who are within the structure to scrupulous honesty. This is usually enough to prevent opportunistic thieving from the zenodochium, in much the same way that The Shrouded Glen (ArM5, page 152) prevents casual discovery of a location. If a character is determined to steal from the zenodochium, make a Personality Roll (using a suitable Personality trait) against an Ease Factor of 12. If the Personality Roll is failed, the character's conscience prevents him from stealing from the zenodochium. Obviously, as this item has no Penetration, it does not prevent magi and other characters with Magic Resistance from stealing from zenodochia.

Chamber of Heartwood

CrHe
LEVEL 29 R: Touch D: Sun T: Ind · D: · T:

Constant effect The effect is triggered by touching the door of a room with the charm. A single block of wood completely fills the target room, fitting snugly around any objects that were in the room previously, but not moving them. This power is kept active upon all of the vaults in Coeris. Any person who opens a door to a vault will find a tremendous block of wood between himself and the rest of the room's contents. (Effect: Base 3, +1 Touch, +2 Sun, +2 size, +1 complexity; Modifications, +1 level 2 uses per day +3 levels environmental trigger)

Controlled Growth

ReHe
LEVEL 29 R: Personal · D: Sun · T: Individual

Invested 3 Herbam vis, took 1 season to enchant Pen +0, constant effect This effect keeps the tree from growing beyond its original design and thereby invalidating the enchantments already put upon it. (Effect: Base 4, +2 Sun; +1 lvl for 2 uses a day, +3 lvls for environmental trigger (sunrise/sunset), +3 Size)

Divine the Heavens' Aspect

InVi
LEVEL 29 R: Touch · D: Sun · T: Individual

Pen +0, Constant Effect As per the effect detailed in The Mysteries: Revised Edition, page 51, the bell has the ability to "watch the heavens" and take constant measurements as to the movement of the sun and the moon through the day and night, the phase of the moon, the seasons, and the year. This provides enough information to trigger the other effects invested within the bell. (Effect: Base 10, +1 Touch, +2 Sun; Modifications: +1 for 2/day, +3 triggered at sunrise/set)

Gigantic Growth

MuHe
LEVEL 29 R: Personal · D: Sun · T: Individual

Enchanted Item, 3 pawns of Herbam vis, 1 Season spent to invest Pen +0, constant effect As the new spell (see earlier), but with a constant effect so that the vines do not shrink.

Herald of Imperative

ReVi
LEVEL 29 R: Touch · D: Momentary · T: Room

50/day This effect simulates a single specific triggering action on all objects in the target room. Because this effect is designed to be triggered by a thoughtless enchanted device rather than a person, the specific triggering action must be selected at the time of enchantment. All of the justiciar-enchanted devices in Coeris use the same triggering action (described later). (Effect: Base 5, +1 Touch, +2 Room; Modifications +6 levels 50 uses per day, +3 levels linked trigger) justiciars were designed to be used in the covenant itself, where people lived and worked, rather than to defend the vaults, they are mostly non-lethal and serve only to imprison their targets. Within Coeris there are several devices that detect the triggering of sentinel and justiciar devices, so even if a justiciar does not have sufficient Penetration to affect a target, it still serves a purpose by alerting the defenders of the covenant.

Inverted Water Wheel

ReAq
LEVEL 29 R: Touch · D: Sun · T: Part

Pen 0, constant effect This item seems to be an ordinary water wheel, but when it is placed in flowing water, it forces the water back upstream against the flow. The wheel can affect either an entire stream or a part of a larger body of water. (Effect: Base 4, +1 Touch, +2 Sun, +1 Part, +1 unnatural; +1 uses, +3 sunset/sunrise trigger) (4 pawns)

Preserved Connection

CrVi
LEVEL 29 R: Touch · D: Const · T: Individual

Pen +0, constant effect When the Ribbon of Arcane Preservation is tied around an object, the magics in the ribbon work to delay the degradation of any Arcane Connections that the object has. Arcane Connections affected by the Effect will decay as if they had a duration two levels higher on the Arcane Connection chart (ArM5 page 84). Arcane Connections that

Soften Earth and Plants

MuTe
LEVEL 29 R: Touch · D: Sun · T: Part

Pen +0, constant effect This effect makes the earth and hard wooden floors of the tree fortress soft and perfect for sleeping upon.

The Flying Buttress

ReTe
LEVEL 29 R: Personal · D: Sun · T: Individual

Pen: +0, Constant Effect One distinctive feature of cathedrals across Mythic Europe is the set of external supports, or buttresses, that help strengthen and support the structure's walls. These work by distributing the weight, load, and lateral forces placed on the structure by its own mass and, in particular, the roof. Buttresses in mundane buildings need to be anchored firmly into the ground to disperse the forces, but this is impossible with the Great Tower. In this case, the buttresses must support themselves through Rego magic. These devices take the form of small pillars external to the Great Tower. They are connected through stonework built out from the tower to the buttress, usually in a sweeping arch, but a straight bridge of stone may be used. Each buttress is enchanted such that the pillar floats in mid-air and resists all attempts to move it from its position. This provides a +1 modifier to stress checks against events that threaten to damage the tower. The Great Tower can benefit from a number of these devices equal to the master mason's Craft: Mason score. The buttress may be used for other purposes, such as a supporting a watchtower, though building any more than a simple room on top of the pillar detracts from its primary purpose and negates the +1 bonus. The additional magnitudes for size in the effect design ensure that the buttress resists the weight of the tower bearing down on it. Required Lab Total: 1 season (58), 2 seasons (44), 3 seasons (39), 4 seasons (37) The relatively low lab totals required for this device means that it could be enchanted as a lesser device in a single season. The resulting lab text makes subsequent copies easier still.

The Invisible Eye Revealed (variant)

InVi
LEVEL 29 R: Personal · D: Sun · T: Touch Pen: +0

As Petalichus enchanted this effect into his talisman, he feels the effect of the spell each time he takes up or carries his staff.

Vulcan's Favor

CrTe
LEVEL 29 R: Personal · D: Sun · T: Individual

Pen +0, Constant Effect Constantly repairs the enchanted item, extending the item's life and returning it to usefulness. The item always seems brand new.

Ward Against Humans

ReCo
LEVEL 29 R: Personal · D: Sun · T: Individual

Pen +0, Constant Effect This ward, enchanted into the armor, prevents any mundane human unprotected by Magic Resistance from taking any harmful action against the wearer. On the battlefield this essentially means that Avedutus' enemies cannot make attacks of any kind against him. He has specifically omitted a Penetration score from the design as he will test himself against those who carry some form of Magic Resistance. This effect is a means to simply drive his mundane opponents before him, ensuring he can cross the battlefield and pick his targets.

A Day's Grace

ReVi
LEVEL 30 R: Touch D: Hours T: Individual · D: · T:

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.

A Pocketful of Soldiers

MuHe
LEVEL 30 R: Touch · D: Diameter · T: Group

This Animae Magic spell creates a horde of ten Herbam-based faeries each with a Faerie Might of 1 by transforming a large group of wooden items. A woodcutter's pile or a thatched roof is enough. Patronus uses these faeries to sow instant confusion or to attack specified targets (anyone not wearing red, for instance). Enough of these capricious creatures stay on-task to make a decent threat, while others engage in harmless tomfoolery. The faeries only last for a diameter and then they fall to the ground, turning back into their original forms, when the spell expires. No larger than a human hand, these faeries pose little threat individually, but they engage in combat as a swarm of creatures. See the With the election of the new duke due to take place tomorrow, the town of Casalmaggiore is busy with numerous knights, merchants, clerics, and others gathered to witness or participate in the election and coronation. There is nowhere left to stay in the town, but Giuliano offers the magi and companions one of several standing chambers within the palace. Their grogs join the other lower retainers and sleep in whatever space is given to them, most likely on floors or in outbuildings. Giuliano is greeted by loyal courtiers who receive his magical guests with a degree of trepidation and distrust, with the magi overhearing some of their misgivings.

Apollo's Fearful Gaze

MuMe
LEVEL 30 R: Voice · D: Sun · T: Individual

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

Arms of the Salamander

CrCo
LEVEL 30 R: Touch · D: Momentary · T: Individual · Ritual

This ritual, written on a casting tablet, instantly restores a character's lost limb. If the character has been without the limb for more than a season, it takes him about a week to become used to its presence again (rolls that require the limb are at a –3 penalty for the week). Casting this ritual requires 6 pawns of vis. Note that, unlike The Severed Limb Made Whole, this ritual does not need the original limb. If the target is missing several limbs, the most recently detached is restored by this ritual.

Aura of Regal Authority

ReMe
LEVEL 30 R: Personal · D: Diameter · T: Spectacle

Androcles developed this spell, and instils a sense of subservience to authority similar to the deference one might give a king in all who can see the caster. In Lexora's version, those affected by the spell see her as always illuminated by the sun; during the day, this is literal, but at night Lexora simply looks impressive to them in a way that they naturally describe as being in sunlight. adopting Cathar beliefs. Within his own Tradition, Xenophanes has advanced to the third station upon the Path of Walking Backwards, The Avenue of Adulation and the Station of Expression, and can use his Enigmatic Wisdom skill to replace Craft: Flower Arranging rolls. See Houses of Hermes: Mystery Cults pages 70–71 for a full description of Xenophanes' Path based abilities. His Silver Cord link to Hypatia gives him some defense against his stupidity, and his nocturnal and somewhat reclusive habits prevent him being too much of a liability. Hypatia generally keeps him safe and sensible, and he trusts her judgment. Xenophanes' sigil is a feeling of bliss, a soft emotion that gives gentle pleasure. Even objects effected by his spells seem somehow contented, and those handling them may feel the sigil manifest.

Betraying Whispers of the Jealous Mind

InMe
LEVEL 30 R: Personal · D: Concentration · T: Hearing

This spell allows the caster to hear the dominant emotion regarding himself from those who come within his earshot. He does not sense any emotions other than those which pertain to himself, and each emotion manifests as a muffled voice in his head, repeating again and again a word or short phrase which indicates that emotion. Thus, if his rival is jealous of his reputation, the caster might hear "Your fame should be mine" whispered over and over. The volume of the voice indicates the proximity of the emotion. By concentrating, the caster can single out one voice among any others within earshot; as the caster approaches the owner of that emotion, he hears an increase in the volume of the voice.

Blessing of Mercury

CrVi
LEVEL 30 R: Touch · D: Year · T: Individual · Ritual

This ritual may only be cast in a consecrated temple dedicated to Mercury (see Consecration of Mercury's House). The target gains +3 to all Casting and Laboratory totals for the duration of the spell. If a character is already affected by this ritual, successive casting have no effect except to reset the duration.

Blissful Messenger

MuMe
LEVEL 30 R: Touch · D: Until · T: Individual · 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.

Blissful Sensations

CrCo
LEVEL 30 R: Touch · D: Sun · T: Individual

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.

Borrow the Eyes of Another

InMe
LEVEL 30 R: Arc; D: Conc; T: Ind · D: · T:

The caster can see through the eyes of anyone to whom he has an Arcane Connection (Art & Academe, page 33).

Bridge of Frost

ReAq
LEVEL 30 R: Voice · D: Sun · T: Part

Causes a thick layer of frost (firm enough to walk on) to form on the surface of a body of water. The frost can take any shape up to fifteen paces in any direction. In Cralian of Tremere's version of this spell, the frost is so crystal clear that it can hardly be seen. All of his spells are very subtle.

Burning Issue of the Day

ReMe
LEVEL 30 R: Eye · D: Sun · T: Group

After casting this spell, the caster utters a piece of information (true or false) to the target Group, and must speak in a language that the targets understand. The members of the Group are then strongly inclined to repeat that information to anyone they meet for the Duration of the spell.

Cage of Bronze

CrIm
LEVEL 30 R: Voice · D: Sun · T: Individual

This Glamour spell (see page 101 in Houses of Hermes: Mystery Cults) creates a big bronze cage around the target, capturing it

Chaos of the Angry Waves

ReAq
LEVEL 30 R: Voice · D: Concentration · T: Part

Causes water to churn wildly, overturning small water craft and forcing Swim rolls at -6, in a circular area 20 paces across.

Cheating the Reaper

CrCo
LEVEL 30 R: Touch · D: Momentary · T: Ind · Ritual

Resolves a major (or less severe) crisis caused by aging. The target still requires rest for the remainder of the season to recover fully. Note that each application of this spell causes Warping. See page 392 for details on crises.

Circular Wall of Shields

ReTe
LEVEL 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.

Cloak of Black Feathers

MuCo
LEVEL 30 R: Personal · D: Sun · T: Individual

You hang a small cape of raven feathers on your back and transform into a raven. You can resume human form at will, but doing so ends the spell.

Clouds of Obscuring Sand

CrAu
LEVEL 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.

Clouds of Thunderous Might

ReAu
LEVEL 30 R: Sight · D: Concentration · T: Group

Gathers pre-existing clouds and winds into a small storm. The storm gathers at a normal speed, but is under the caster's control as long as he can see it. The caster may use the control granted by this spell to dissipate small storms as well. If the caster does not dissipate the storm before stopping concentrating, the storm continues as normal.

Commanding the Harnessed Beast

ReAn
LEVEL 30 R: Touch · D: Sun · T: Individual

You implant a complicated command into an animal, which it carries out to the best of its abilities. The command must involve completing a certain task, such as finding a certain person. Vague orders, like "protect me," do not work. If the animal does not complete the task before the end of the spell approaches, it becomes desperately ferocious, especially at night. ---

Commune with the Fire Soul

InTe
LEVEL 30 R: Touch · D: Concentration · T: Individual The caster plunges his hands into lava (which will cause damage if he is not protected) and communes with the spirit of the volcano. If the volcano's spirit is a creature with Might

Seasons (27), Four Seasons (25). The length of time a conversation with a volcano spirit takes is highly variable, and depends on the activity of the volcano. The spell allows the caster to perceive and participate in the conversation at either great speed or very slowly, as appropriate. A conversation of a few simple sentences with a dormant volcano could take many days, and would therefore require either a spell with a different duration or magical effects similar

Confusion of the Insane Vibrations

ReIm
LEVEL 30 R: Touch · D: Concentration · T: Vision

The target of the spell sees everything vibrate back and forth at varying high speeds. In addition, sounds are displaced and seem to come from the wrong areas. Anyone trying to fight in these circumstances suffers –3 on Attack and Defense scores, and must roll two extra botch dice. The target is likely to become desperate and terribly confused. Navigation is exceedingly difficult. The visual effects of this spell are negated if the target is in complete darkness or if they close their eyes.

Conjure the Horde of the Dead

CrCo
LEVEL 30 R: Touch · D: Momentary · T: Ind · Ritual

Required Lab Total: 1 season (60), 2 seasons (45), 3 seasons (40), 4 seasons (38)

Creation of a Legion of Appointed Cottages

CrTe
LEVEL 30 R: Touch · D: Momentary · T: Individual · Ritual

This spell creates a series of identical houses, each fitted with a stone roof two inches thick, a stone floor a foot thick, and stone doors and shutters each an inch thick. The moving parts are on stone pivot points. Each house has stone plumbing for water and sewage. Each cottage requires 110 cubic paces of stone, allowing the construction of 9 cottages. Every additional magnitude multiplies the number of cottages by 10. An additional magnitude allows the characters to create a mass of non-identical cottages.

Creation of a Well-appointed Town

CrTe
LEVEL 30 R: Touch · D: Momentary · T: Individual · Ritual

This spell creates the well-appointed cottages described in an earlier spell, the road between them, and the sewage and water pipes which are contained within the road. At this level, the spell creates 8 cottages. Every additional magnitude multiplies the number of cottages by 10. An added magnitude allows the magus to create a series of cottages which are non-identical, creating a town less regimented in appearance.

Creeping Chasm

ReTe
LEVEL 30 R: Voice · D: Momentary · T: Part

Creates a chasm that runs from the ground in front of your feet towards some target within range that you designate. The chasm travels about 4 paces per round, growing wider as it travels, reaching a maximum width of 20 feet at a distance of 30 paces. The chasm is 20 to 30 feet deep, and the sides are likely to collapse, so any caught in it are in a bit of a bind. To avoid the growing chasm, a target must make a Quickness stress roll against an Ease Factor of 9. The spell effect lasts a moment, creating the stresses that then open the chasm over a few rounds. The normal forces of the earth tend to close the chasm in a week or so, but may not in some locations.

Crystal Rain

ReTe
LEVEL 30 R: Sight · D: Momentary · T: Group

This spell causes a vast cloud of sharp shards of glass fly to a point in the sky, and then fall to the earth. From a distance, as the light refracts through the plunging glass, it looks like a curious sort of localized rain. The area covered by the falling glass is about 10 paces across, and anyone in (or passing through) the area takes +10 damage. If a wound is caused, blood from the victim falls onto the earth. This is an Aimed spell that consequently bypasses Magic Resistance, and there is a +12 bonus to the Aiming roll to hit due to the number of glass shards (see ArM5, page 86). This Aiming bonus is for a cloud of shards that contains 100 cubic paces of glass. If the cloud of shards contains only 10 cubic paces of glass, the Aiming bonus is reduced to only +6. Remember to count Defense bonuses because of shields. This spell requires that the caster has large collection of sharp glass shards, which need to be mundane in order to bypass Magic Resistance in this way. The shards could be created using a momentary Creo Terram ritual (such as The Shattered Goblet), or they could be acquired from a mundane craftsman, although this is probably more expensive and inconvenient for most magi. As long as the fallen glass shards remain within Sight range of the caster, the same shards can be used to cast the effect again in a subsequent round. Required Lab Total to invent spell: One Season (60), Two Seasons (45), Three Seasons (40), Four Seasons (38).

Curse of Circe

MuCo
LEVEL 30 R: Voice · D: Sun · T: Individual

Turns a person into a pig.

Dancing Mania

ReMe
LEVEL 30 R: Voice · D: Concentration · T: Individual

Dare Not Touch My Daughter!

PeMe
LEVEL 30 R: Voice · D: Sun · T: Individual

Pen +0, 3/day Once triggered by the first effect, this effect renders the target completely bereft of lust — he will no longer feel indecent passions towards the wearer of the necklace, or indeed, any woman.

Deny Them the Bridge

ReTe
LEVEL 30 R: Touch · D: Concentration · T: Structure

This spell lifts a stone bridge, including its foundations, clear of the river and places it in some spot that the magus can see. A Perception + Finesse Stress roll is required against a base Ease Factor of 9. Larger bridges, up to the maximum size manageable with this variant, increase the Ease Factor by +3. Failing the roll means one check for damage as per City & Guild, page 77, for each point by which the casting roll failed. Use of this spell allows the magus to withdraw major bridges from the enemy, controlling their ability to cross rivers in numbers.

Divine Heaven's Aspect

InVi
LEVEL 30 R: Arcane · D: Momentary · T: Individual

Reports all aspects of the astrological conditions (minute, hour, day, sign, planets) at a point that the caster can see, or to which he has an Arcane Connection. Identical conditions extend for some 500 paces away from this point (100 standard Boundaries).

Draw On Diana's Hounds

InCo
LEVEL 30 R: Unlimited · D: Concentration · T: Ind · Ritual

Locates any person named in the Ritual on a map. Before the Ritual begins, the caster must create a figurine of the target of the spell. The caster then places the figurine on a map. At the completion of the Ritual, the figurine moves toward the person's location at the rate of one inch per minute. When the figurine reaches the location, it spins rapidly. The target is located somewhere within the area covered by the spinning figurine. If the quarry's location is not on the map used, the figurine does not move. Although only one map is required to cast the spell, multiple maps of various scales provide the best results. A character may draw a map for use in the spell with a successful Dexterity + Area Lore roll against an Ease Factor of 6. If the roll is unsuccessful, the figurine does not move. The figurine is the focus of the spell and, as long as the magus maintains concentration, the figurine may be placed on any number of maps. A Dexterity + Craft roll of 9 is required to create the figurine depicting the quarry. The figurine created is approximately three inches tall. To determine the location of the target more precisely, the caster may create a smaller figurine. For each halving of the size of the figurine, increase the Ease Factor by 3. Darius wants to create a spell that replicates The Leap of Homecoming, but allows the caster to travel anywhere. Because the range for the base spell is Personal, but it requires an Arcane Connection, the Unlimited Range Breakthrough allows the Arcane Connection to be replaced by a +2 sympathetic connection and adds +2 magnitudes to the final level of the spell.

Ear of Truth

InMe
LEVEL 30 R: Personal · D: Concentration · T: Hearing

The caster can tell if he is hearing the truth or not. If a speaker's Magic Resistance blocks the enhanced sense, the caster is aware of it as an absence. Many Quaesitors develop a high level of mastery of this spell and use it with the Acute Sense ability to great effect.

Earth Shock

ReTe
LEVEL 30 R: Voice · D: Momentary · T: Part

Shakes the ground in a 100 pace radius. All affected by this spell must make a Quickness - Encumbrance stress roll against an Ease Factor of 10 or fall. Apply these modifiers: standing still, +2; on solid stone, +2; moving slowly, +0; on earth, +0; running, -2; standing on a narrow bridge, -6.

Enchantment of the Scrying Pool

InAq
LEVEL 30 R: Touch · D: Year · T: Ind · Ritual

Turns a body of water into a scrying pool. Innately magical people (including most companions with mystical powers) who look into the pool can see any spot they know of that is within sight of some natural body of water. The view you get is the same view that someone would have from a low boat on the water either close to shore or far from shore, as desired. Maximum range for scrying is 500 miles; the range of the spell is the range to the pool when the spell is cast. This ritual is not entirely of Hermetic magic, and does not conform to the normal InAq guidelines. It is an old Mercurian ritual that has become known throughout the Order, and which appears to use one body of water as an Arcane Connection to any other body of water. A number of theoreticians would like to make that work more generally, but so far this has not proved possible. (Special spell)

Endless Laughter

ReMe
LEVEL 30 R: Voice · D: Concentration · T: Individual The target's body is shaken by loud

False Prophecy

MuMe
LEVEL 30 R: Arcane · D: Moon · T: Individual

This spell alters the victim's memories of their dreams, so that they recall a persistent nightmare. The magus crafts this nightmare, but usually includes material designed to influence the victim's decisions.

Familial Secrets

InMe
LEVEL 30 R: Personal · D: Momentary · T: Bloodline

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).

Fast Grow

CrHe
LEVEL 30 R: Touch · D: Sun · T: Individual

This spell brings a plant to full maturity in a single day or night. Note that the spell must be cast soon after sunrise or sunset for the duration to be long enough for its effect.

Flesh Crawls At the Intangible Touch

InVi
LEVEL 30 R: Personal · D: Diameter · T: Touch

Flight Divorced

CrAn
LEVEL 30 R: Touch · D: Sun · T: Part

Creates a pair of bird wings, joined at their base. The wings flap frantically in ran-

Follow the Coast

InTe
LEVEL 30 R: Personal · D: Concentration · T: Vision

Pen: +0, Unlimited Use Activated by a crewman with clear sight of the coast, The Hermes can be commanded to follow the indicated coastline at a given distance. The coast must be sighted initially for targeting purposes, but does not thereafter need to be kept in sight by the crewman, as the enchantment grants this limited sensory ability to the vessel itself. The effect ends either by command by any of the crew or when the ship sails out of sight of the targeted coastline. The effect works by determining the direction and distance to the coast throughout the effect's duration, which The Hermes itself maintains. As a navigational effect, it provides no bonuses or benefit to the crew unless used together with the Tillerman enchantment. Required Lab Total: 1 season (60), 2 seasons (45), 3 seasons (40), 4 seasons (38) Enchanted in the Hermetic Shipyard, this effect benefits from the usual +10 for ships, and the effect is so closely linked to sailing that the shape bonus of +5 to sailing also applies here. In addition, there are prior effects that include Intellego and/ or Terram effects, so the laboratory total gains an additional +2 bonus. Potential side effects from experimentation might see the effect misjudging the distance to the coast or recognizing only certain types of coastline, such as beaches, harbors, or cliffs.

Freeing the Striding Tree

ReHe
LEVEL 30 R: Voice · D: Concentration · T: Individual

Like Lord of the Trees, above, but the tree can walk half as fast as a human can. If you botch a Concentration roll to maintain control, the tree attacks you, having been awakened and disturbed by this spell.

From This Line Descended

InCo
LEVEL 30 R: Arcane Connection · D: Momentary · T: Individual

This spell reveals whether the target represented by the Arcane Connection is descended from a particular bloodline also represented by either a further connection or a known member of that bloodline in the caster's presence. The connection or member of the bloodline is treated as the root of the family tree and the caster gains knowledge of how strong that blood is within the veins of the target. This helps the caster to judge the validity of any claims to inheritance. What it can't do is confirm a target's right to inherit, as this is dependent on other factors, not least the existence of other claimants and the inheritance laws in question.

Gentle Caress of Aesclepius

CrCo
LEVEL 30 R: Touch · D: Momentary · T: Ind · Ritual

All of the target's wounds immediately improve by one level of severity; an Incapacitating Wound becomes a Heavy Wound, a Heavy Wound becomes a Medium Wound, and so forth. Light Wounds are healed instantly.

Gift of the Minotaur

MuCo
LEVEL 30 R: Touch · D: Sun · T: Part

The target of this spell gains the head of

Glass Broom

ReTe
LEVEL 30 R: Sight · D: Concentration · T: Group

This spell moves a lot of glass objects around. The spell can be used to move around glass created by The Shattered Goblet. It can also be used to move other glass around. If a Finesse Roll against an Ease Factor of 9 is failed, then the glass is broken during transit (which is not a problem if the glass is just glass shards). Required Lab Total to invent spell: One Season (60), Two Seasons (45), Three Seasons (40), Four Seasons (38).

Hauberk of Sublime Lightness

PeTe
LEVEL 30 R: Touch · D: Sun · T: Individual

Render a suit of metal armor nearly weightless. Armor made from metal-reinforced leather, metal scale, or chain mail has its Load reduced to 1 for a partial suit or 2 for a full suit. The spell eliminates the weight of the armor, but not its bulk.

Herbam Blight

PeHe
LEVEL 30 R: Touch · D: Momentary · T: Boundary

This spell destroys any plant that falls within the confines of the miasma. It affects every plant, from a blade of grass to a towering oak. Visually, plants become blighted and rot within a matter of minutes. As the miasma touches the area, the entire bounded zone withers and dies. A miasma is a magical creation, an accidental result of the Great Pestilence's contamination of a Magic aura and regio, and not specifically created by the Great Pestilence creature. A miasma does not have a Might score, or Intelligence, or any other Characteristic. It has one power that operates continually with a Penetration Total of 0. The miasma has the rough circumference of the Magic aura in which it was created, and is about 60 paces tall. This correlates to a cloud of 10 to 100 times the size of a base Auram Individual target. See the insert "Miasma Sizes" to determine how large a particular miasma is and if an incoming spell needs to be adjusted due to the miasma's size. Every Magic aura and regio produces a Herbam miasma. In the years to come, this same phenomenon will repeat with every new stage of infection. Every four new moons, every Magic aura and magic regio produces a noxious Form-aligned miasma. A miasma has a life span of 1 year. A miasma does not stay in the aura it was created in, but moves according to the prevailing winds. On the third new moon hundreds, if not thousands of Herbam miasmas are created, which destroy the plants in the immediate area, and are then blown around Mythic Europe. An area will likely be affected by several Herbam miasmas as they circulate across Mythic Europe. Besides the direct damage done, each miasma penalizes Aging rolls by –2. When it is time to make Aging rolls in your saga, often done at the beginning of the Winter season, impose a –2 penalty for every active cycle of Formtype miasmas circulating through Mythic Europe at that time. Generated near the end of the spring season, when most of an area's cereal crops have been planted and are just showing signs of growth, a Herbam miasma will devastate an area. A stagnant miasma continually targets an area of land with the Herbam Blight, preventing new plants from growing. However. natural winds carry the majority of miasmas across the countryside, ruining many fields. Cattle and herd animals used to grazing on fresh grass need fodder, forcing farmers to use any hay they may still have on hand. Miasmas generated in urban Magic aura lacunas continually ricochet within the city walls, blown about by small winds until a strong enough gale forces it over the city's walls. Most if not all urban dwellers grow small vegetable gardens to supplement their diet, and the roving Herbam miasma ruins these plots. The Order of Hermes immediately sees the connection between the Herbam miasma, the loss of Herbam vis, and diseased magical beings. On the other hand, mundane society sees the poor harvests as a sign of the Almighty's displeasure. Most cities are prepared to handle a year's crop loss, with stored grains and managed prices that allow the majority of the population to survive. Bellies will not starve the first winter after the Herbam miasma, only grumble at times, but the situation will steadily deteriorate. Farmers begin a desperate race to find new pastures. New grass will grow in areas laid waste, but only on their natural cycle. A pasture wasted in the summer may grow new grass by the autumn, but is just as susceptible to a roving Herbam miasma as it was last year.

Hold Chur

ReCo
LEVEL 30 R: Voice · D: Sun · T: Individual

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-

House Arrest of the Unruly Child

ReCo
LEVEL 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.

Hunter's Sense

InAn
LEVEL 30 R: Personal · D: Sun · T: Hearing

You sense the shapes and primary motivations of all animals above a certain size that you can hear, or could hear if they were making a noise. You decide the size threshold when you cast the spell, such as "all animals larger than a fox." The 'noise' of an animal's shape is louder the larger it is, while the 'noise' of its motivations increases depending on how intense the motivation is. A rabbit fleeing from a fox would sound fearful, very loudly. The fox's motivation might be fairly quiet, especially if recent hunting had been good.

Ignem Blight

PeIg
LEVEL 30 R: Touch · D: Momentary · T: Boundary

This spell-like effect covers everything it touches in frost, chilling living thing and killing small plants. Animals and humans take +5 damage. Unprotected men and women take +5 damage per round that they are inside an Ignem miasma. Animals are also similarly harmed. Plants are chilled, and some small plants die from the frost. Larger plants like trees can survive. A month later, under June's new moon, the Ignem Form stops working, unless cast spells use vis.

Impression of the Faded Sigil

InVi
LEVEL 30 R: Personal · D: Momentary · T: Touch

This spell allows the magus to examine magic of positive magnitude. If more than one effect trace is present on the touched object, the magus can identify one per casting. In the case of Hermetic effects, this spell gives the Technique and Form, the rough details of the effect and the casting sigil of wizard responsible. It can also detect if a Hermetic effect was generated by a spell or invested device. If the effect was non-Hermetic, similar information is provided, but a Quaesitor without knowledge of that sort of magic may not be able to interpret it. This spell is commonly mastered and combined with Quaesitorial training gives a good chance to detect magical deceptions.

Incantation of the Milky Eyes

PeCo
LEVEL 30 R: Voice · D: Momentary · T: Individual

Blinds a target, leaving the eyes milky with cataracts. This heals as a Heavy Wound.

Intellego Vim

InVi
LEVEL 30 R: Arcane Connection · D: Concentration · T: Individual

Sulfurous Whispers The caster may speak with any demon to which he has an Arcane Connection. For the duration of the spell, it may see and hear him as if he were standing before it, just as he can see and hear it. Nothing about the demon's surroundings, or the caster's, are transmitted, and each must speak aloud to be heard by the other. Apotropaic Guidelines Creo Vim General: Restore a demon's Might Pool by (the level of the spell + 10), as long as the spell penetrates its Magic Resistance. Level 4: Create a temporary Arcane Connection to a demon within range. Intellego Vim Level 5: Speak with a demon. Muto Vim General: Bind a demon with Might equal to (the level of the spell + 10) to a person or object. Perdo Vim General: Reduce the Casting Total for a specific type of magic (such as Infernal Powers) cast by the target by the (level + 2 magnitudes) of the spell. (Note that Voice Range adds two magnitudes to a spell level, so that this is a penalty equal to spell level for a Voice Range spell.)If two or more such spells affect one target, only the highest has any effect; the penalties do not add. The spell must penetrate the target's Magic Resistance in order to have any effect. - Reduce a target's Might Pool by (the level of the spell + 10), as long as the spell penetrates the creature's Magic Resistance. Rego Vim Level 5: Command a demon to do the caster's will. Level 15: Summon a demon.

It's Raining Men

ReCo
LEVEL 30 R: Voice · D: Momentary · 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.

Listen to the Bells

InTe
LEVEL 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. Required Lab Total to invent spell: One Season (60), Two Seasons (45), Three Seasons (40), Four Seasons (38).

Love Potion

ReMe
LEVEL 30 R: Touch · D: Moon · T: Individual

Pen 0, charged item This potion, which contains one dose, causes the drinker to fall madly in love with the first person he or she sees after consuming the potion. (Effect: Base 10, +1 Touch, +3 Moon) (2 pawns)

Maintaining the Unstable Conjuration

ReVi
LEVEL 30 R: Personal · D: Ring · T: Circle

Pen +16, 3/day This enchanted circle sustains a target spell of level 15 or less cast within the circle. Importantly, in support of Conciatta's research, this effect also works on the non-Hermetic magic of the Learned Magicians. The spell is canceled if the target of the spell moves outside the circle or any other spell is cast within it. The laboratory notes describing this effect suggest that this is one of four effects to be enchanted into this Greater Enchanted Device. While this effect is aligned to the Magic realm, the others not only targeted effects of the other three realms but also the non-Hermetic effects of supernatural spirits. Astute readers will realize the implication that Infernal spirits must, at some point, have contributed to Conciatta's research. The ring itself is described as a large iron construction, made in pieces and riveted with brass rivets to the floor, opened with 20 pawns of vis. Characteristics: Int +1, Per +2, Pre 0, Com 0, Str 0, Sta 0, Dex +2, Qik 0 Size: 0 Age: 17 (17) Warping Score: 1 (5) Confidence: N/A Virtues and Flaws: Peasant; Sense Holiness and Unholiness, Puissant Sense Holiness and Unholiness; Enfeebled\, Plagued by Supernatural Entity (Spirit of Conciatta), Monastic Vows; Visions\ Personality Traits: Fearful of being alone +3, Confident –2, Strong-Willed –1 Combat: Dodge: Init +0, Attack N/A, Defense +0, Damage N/A Fist: Init +0, Attack +2, Defense +0, Damage +0 Soak: 0 Fatigue Levels: OK, 0, –1, –3, –5, Unconscious Wound Penalties: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20), Dead (21+) Abilities: Artes Liberales 1 (music), Music 1 (sing), Church Lore 1 (the convent), Profession: Scribe 1 (copying), Chirurgy 2 (minor wounds), Castilian 5 (poetry), Charm 2 (first impressions), Concentration 2 (prayers), Farmer 2 (almonds), Folk Ken 2 (clergy), Sense Holiness and Unholiness 4+2 (the unseen), Latin 4 (church ceremonies), Swim 1 (short distances), Theology 3 (biblical knowledge) Appearance: Immaculada is a small girl of 17 years old. Her skin is washed out and tear-streaked, her eyes red through crying. Her hair has been shorn and her habit replaced with a grubby white smock and cap. Her fingernails are picked and bitten raw. \ Imposed by the spirit of Conciatta Immaculada is only the latest in a long line of novices that Conciatta has inhabited, but she is faring the worst. With the exception of the flaws imposed on her by Conciatta, the game statistics here represent Immaculada as she should be. In her possessed and enfeebled state she rarely sleeps, so is constantly at a –3 Fatigue penalty. Her Warping Score is Divine in origin.

Mask of the Predator

InTe
LEVEL 30 R: Touch · D: Momentary · T: Part

This is a terrifying mask made from the skull of a wolf, with occult symbols inlaid in silver. It was created by Wolfgang of Bjornaer and granted to his favorite filia, Ulvisa, to help her follow in his footsteps in the Seat of the Predator. It was prepared with 15 pawns of vis, as the sum of the medium sized skull of bone and a tiny amount of silver decorations, and filled with only 8 pawns worth of effects. Several of the users of this mask have, through the centuries, developed spells to meld the bone mask to their bodies to be able to bring it along when changing shape, but have yet to add this as an effect in the device. Its cost is 26 Build Points. Immediate Sense of What Treads the Surface Pen 0, unlimited uses The user has an instant sense of all creatures touching the ground within 1000 paces, with no more detail than rough mass, speed, and direction. It is activated by closing one's eyes and touching the ear of the mask to the ground. (Effect: Base 4, +1 Touch, +1 Part, +2 Size; Modifications +10 unlimited use)

Mentem Blight

PeMe
LEVEL 30 R: Touch · D: Momentary · T: Boundary

This spell-like effect reduces the mental capabilities of every person within the miasma, effectively diminishing them to animal-like intelligence. Substitute Cunning for Intelligence to those affected. Characters cannot use any Ability that combines with Intelligence. Without magical assistance, this condition is irreversible. Magi are unaffected, as are those with any other type of Magic Resistance. Mentem miasmas signal the likely end of human civilization. Those that survived the Great Corpus Pestilence are reduced to savages, groups of men and women with beast-like intelligence who react to the world through anger and fear. Such people are extremely dangerous. Finally, during March, the last new moon in the Winter season brings the end of the Mentem Form, and like Herbam and Corpus spells, Mentem spells can only be cast if the caster uses vis in the casting.

Mind of the Beast

MuMe
LEVEL 30 R: Eye · D: Sun · T: Individual

You turn the mind of the target into that of an animal of your choice. The victim acts and thinks like that animal as much as possible; a person who thinks he is a bird will try to fly, but will not be able to. This can be dangerous for the target.

Mold the Earth Within Sight

ReTe
LEVEL 30 R: Sight · D: Momentary · T: Part

Using this spell, the magus can shape an amount of earth equal to the mass of a hundred men into any form that he likes, although truly complicated forms may require a Finesse check. This spell was originally invented to help build quick walls or boundaries (even hasty circles), but its applications could be broader. This spell only works on dirt, rock, and stone; other more-exotic forms of Terram (metal, diamonds, gemstones, etc.) are unaffected.

Odor of Lingering Magic

InVi
LEVEL 30 R: Personal · D: Concentration · T: Smell

This spell allows the magus to smell active magic or traces of –1 magnitude or more. With time and patience, all active spells and fresh traces can be located. Once located other magics can be used to refresh and investigate them. Increasing the magnitude of this basic design allows negative magnitude traces to be seen. The highest nonritual version (Level 50) allows traces of –5 magnitude to be discovered. However, to detect a –9 magnitude trace requires a Level 70 ritual.

Ogre's Stench

MuIm
LEVEL 30 R: Voice · D: Sun · T: Group

You change the targets' smell (up to 100 people) in such a disgusting and awful way that they and every person near them must make Stamina rolls against an Ease Factor of 6 or act with a –3 penalty to all rolls. If they botch, they throw up.

Parting the Waves

ReAq
LEVEL 30 R: Touch · D: Concentration · T: Group

Parts a body of water, revealing a dry path 5 paces wide along the bottom. Very large bodies of water are too large for the Group target, and are thus unaffected.

Peering Into the Mortal Mind

InMe
LEVEL 30 R: Eye · D: Momentary · T: Individual

You can thoroughly probe and understand the contents of the mind of the target, including his or her immediate and long-term motives, personal strengths and weaknesses, and other pertinent information.

Pests of <sup>a</sup> Colossal Size

MuAn
LEVEL 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.

Phantasmal Horse

CrIm
LEVEL 30 R: Touch · D: Sun · T: Individual

This Glamour spell (see page 101 in Houses of Hermes: Mystery Cults) creates a magical and beautiful riding horse. Due to their faerie nature, such horses are always strangely colored or behave in some other ridiculous way. Scipio's horses are always red and curious.

Poseidon's Chariot

ReHe
LEVEL 30 R: Personal · D: Concentration · T: Structure This effect allows the ship to be commanded to sink into the sea

Pen: +0, Unlimited Use Required Lab Total: 1 season (44), 2 seasons (33), 3 seasons (30), 4 seasons (28) If enchanted in the Hermetic Shipyard, the usual bonuses apply (+10 ships, +1 Rego), as do +5 sailing and +4 to affect dead wood, which both come from the ship itself. Experimentation may influence the way in which the ship plunges into or rises from the sea, perhaps violently or even dangerously.

Prison Floral

ReHe
LEVEL 30 R: Touch · D: Ring · T: Circle

In an effort to protect his grogs, Gwidion developed this spell after discovering that many of his enchanted plants were starting to Warp under his magical effects. A circle is drawn around many of the aggressively Warped plants to help contain them and protect others from their more-bizarre effects. The spell imprisons the plant within the circle.

Pull of the Skybound Winds

CrAu
LEVEL 30 R: Voice · D: Concentration · T: Individual

Makes winds rise upward, pulling one object, creature, or person up to 50 feet into the sky before letting that target drop. Even a small building can be torn from its foundation, though such a building can be no larger than 20 feet to a side, and cannot be built out of a material heavier than stout wood. Uprooted objects fall randomly, unless you make a Finesse stress roll against an Ease Factor of 12 to choose where the objects will fall.

Rainbow Bridge

MuAu
LEVEL 30 R: Touch · D: Sun · T: Individual

This spell gives an existing rainbow the hardness of good stone or iron. It is still colorful and you can see through it; only the hardness is changed. With rainbows like these you can build bridges into the sky that can be used by creatures other than gnomes.

Reveal the Lurking Watchers

InVi
LEVEL 30 R: Personal · D: Concentration · T: Vision

This spell allows the caster to see any creatures of the Magic realm within his field of view and identify them as possessing Magic Might. The spell does not distinguish between what is spiritual and what is not, so if a spirit has an animal form, the caster may mistake it for a magical animal. The caster receives no information about the type of creature except that which can be deduced from its appearance. This spell must penetrate the Magic Resistance of the creature; if it fails to penetrate a spirit's Might, then the spirit cannot be seen by the caster. An Aspect of Zelos Magic Might: 20 Characteristics: Int +3, Per +4, Pre +2, Com +2, Str 0, Sta +1, Dex +1, Qik +2 Virtues and Flaws: Puissant Intrigue Personality Traits: Sly +3 Abilities: Folk Ken 4 (rivalries), Intrigue 6+2 (competition) Powers: Incorporeal, 0 points, Init Constant, Mentem: The spirit is both invisible and intangible, and cannot be influenced by the physical world. Magic may only directly target the spirit if the caster can sense its existence. The physical characteristics of the spirit are only used when dealing with other incorporeal creatures. Grant Incorporeality, 5 points, Init +1, Corpus: Zelos can share his incorporeal nature with another; this Power lasts until he breaks contact with the target. This Power must penetrate, so a magus usually has to drop his Parma for it to work. Navigate Contention's Ocean, 2 points, Init +5, Mentem: The spirit can perceive all the plots currently surrounding an individual, and instantly travel to the location of any active rival. He can take any incorporeal being with him when he travels in this way. Appearance: Zelos appears as a Greek youth dressed in a simple tunic, with a huge pair of black-feathered wings. He holds a laurel crown. Zelos is the Daimon of rivalry, envy, and competition, and as such he never assists a character to resolve a conflict with another, but he has no difficulty with providing assistance to propagate contention. To Zelos, the network of rivalry and jealousy around a person appears as a web of intrigue, and he can follow those threads back to their sources.

Running Repairs

CrHe
LEVEL 30 R: Touch · D: Momentary · T: Structure · Ritual

This ritual repairs a single damage level to a vessel, represented by the magus identifying and targeting the damaged area of the ship. This ritual may be cast on a ship that has lost multiple damage levels, but only one of those levels will be repaired. A Terram requisite is required to mend or replace bolts, nails, and other fixtures. If cast on a ship with at least one remaining damage level, any enchantments in the ship are preserved. If the ship has no damage levels remaining, then the enchantments are lost. Required Lab Total: 1 season (60), 2 seasons (45), 3 seasons (40), 4 seasons (38)

Scent of Loose Purses

InMe
LEVEL 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.

See the Light of Magic

InVi
LEVEL 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. Required Lab Total to invent spell: One Season (60), Two Seasons (45), Three Seasons (40), Four Seasons (38).

See the Spirits of the Night

InMe
LEVEL 30 R: Personal · D: Concentration · T: Vision

The caster is able to see Mentembased spirits (ghosts) that are normally invisible to the living. For spirits that are not in close proximity to the caster, a successful Perception roll may be required to locate them. For example, ghosts hidden behind intervening walls are not visible, and a ghost amid a large crowd may not be immediately obvious. This spell does not allow the caster to communicate with the dead, only to see a ghost. This spell must penetrate the Magic Resistance of the invisible ghost to be successful. (New Base 5 [Sense any Mentem spirit], +1 Conc, +4 Vision)

Self Immolation

CrIg
LEVEL 30 R: Personal · D: Diameter · T: Individual

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.

Sense of the Lingering Magic

InVi
LEVEL 30 R: Personal · D: Concentration · T: Hearing

This spell can detect the presence of many magical residues, even from weak spells, as well as giving the presence and power of active spells. It does not grant any information apart from the power, however. The residue must be of at least zero magnitude.

Sense the Feet That Thread the Earth

InTe
LEVEL 30 R: Touch · D: Concentration · T: Part

You touch the earth and feel what is moving along the ground within a mile of where you stand. You can tell the direction, distance, weight, number, and manner of movement of moving things. For instance, you might sense "a single 50-stone creature slithering toward us, a hundred rods in that direction." This spell is derived from the Terram tradition from which Guernicus the Founder came, and does not fit well into Hermetic theory.

Sense the Hearts of Fire

InIg
LEVEL 30 R: Personal · D: Sun · T: Vision

The caster detects whether creatures he can see have an Ignem Form Might. This is a magical property of a creature made of flame. It has no effect on creatures that are not made of Ignem, regardless of whether they have a Might or not. Creatures apparently made of flame (creatures of another Form, illusions, or the effects of Hermetic Rego Ignem magic) who do not have an Ignem Form Might are also not detected by this effect. Obviously, this spell needs to Penetrate the Magic Resistance of the detected creatures.

Seven-league Stride

ReCo
LEVEL 30 R: Personal · D: Momentary · T: Individual

Transports you to any place within seven leagues either that you can see or that you have an Arcane Connection with. If you fail an Intelligence + Finesse stress roll against an Ease Factor of 9, your arrival goes slightly awry. For instance, you might fall when you appear, or just be facing the wrong way. A botch means you appear in the wrong place, perhaps even in a wall. Praefactus of Bonisagus's version of this spell always allows him to appear in a safe, unembarrassing place (assuming he doesn't fail his Finesse roll). All Praefactus's spells make him seem as dignified as possible - manifesting his wizard's sigil.

Silvery Scales of the Knight

CrTe
LEVEL 30 R: Touch · D: Sun · T: Individual

Conjure a suit of full chain mail armor. The Animal requisite is required to create the armor's leather straps, woolen padding, and gambeson — without these elements, the armor would not be effective. The styling of the armor, including any crest that appears on the helmet, depends on your Wizard's Sigil. The armor is magical, so its wearer cannot punch or grapple a magic-resistant creature while wearing the gauntlets. The armor has the same Load as non-magical armor, and it takes just as long to put on (several minutes at least). An Intelligence + Finesse roll against an Ease Factor of 9 is required to make armor of average quality; a failed roll may result in reduced Protection and/or increased Load, at the storyguide's discretion.

Staff of Denial

ReVi
LEVEL 30 R: Touch · D: Sun · T: Special

Pen +16, 1/day This device is a staff made from dogwood, shod with lead, and with a chain of iron shackles secured at the top. When the staff is dragged in a line on any surface, no faerie with Might of 15 or less may cross that line. This warding effect is less powerful than a circular ward, but drawing the line requires no concentration and is usually sufficient to create a lesser ward across an opening or tunnel. It has been designed with a base effect of 4; we are using the base effect normally associated with a standard ward against Might 15 creatures and reworking it for different effect parameters. (Effect: Base 4, +1 Touch, +2 Sun, +1 Special Target; Modifications: +2 for 6/day, +8 for +16 Penetration)

Stench of Hate

InMe
LEVEL 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.

Stone Tell of the Mind That Sits

InTe
LEVEL 30 R: Touch · D: Concentration · T: Individual

Allows you to talk with natural stone. A stone's answers feel slow and ponderous, but do not actually take any longer than a normal conversation. Though a stone is usually willing to talk, its direction sense and awareness of quickly moving things (such as people) are limited.

Strength Extinguished

CrAn
LEVEL 30 R: Touch · D: Sun · T: Part

Creates a bull's heart. This spell provided Marcus with no breakthrough.

Sturdy Mantle of the Traveler

CrAn
LEVEL 30 R: Touch · D: Sun · T: Individual

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.

Sublimation of Flame

MuIg
LEVEL 30 R: Voice · D: Diameter · T: Individual

This spell changes a fire elemental (or another creature made of fire) into air for a short period of time. This renders the fire elemental incapable of using many of its powers for the duration of the spell. If the target is in a well-ventilated area (such as outside), then the air that forms its body disperses. This inflicts an Incapacitating Wound on the fire elemental, and when its body returns to fire, numerous small fires erupt throughout the volume it has filled (about 50 paces across). These small fires cause +3 damage to anyone in the volume, and ignite flammable materials. If the target is in an enclosed area (such as inside a room), then the air is closely contained, and the creature suffers no damage. When the fire elemental's body returns to flame anyone else remaining within the room immediately takes either +10 or +Might damage (whichever is greater) as the elemental's incandescent body of flame coalesces. This spell must Penetrate the Magic Resistance of the fire elemental. This spell is able to affect creatures of up to Size +6 (this includes fire elementals of up to Might 25)

Summer's Blessing

MuIg
LEVEL 30 R: Voice · D: Sun · T: Individual

This spell turns the heat and flames of a large campfire into a small, very hard object, such as a gem or a piece of metal. If the object is broken the flame returns, but it dies if there is nothing to burn. While the spell lasts, the object is constantly emitting heat equal to a warm summer's day; this heat warms everything within a few paces.

Summoning the Distant Image

InIm
LEVEL 30 R: Arcane · D: Concentration · T: Individual

Pen 0, 24/day As the spell of the same name found in ArM5, page 145. It is activated by touching the circlet with both hands while crossing the arms. Amadeus noted that the use of this effect without the following one could constitute scrying if a magus is present. (Effect: Base 2, +4 Arc, +1 Conc, +2 Room; Modifications +5 uses/day)

Surviving the Deep

MuCo
LEVEL 30 R: Touch · D: Sun · T: Individual

Pen +0, 1/day This effect strengthens the body, increasing its mass and allowing it to resist the great pressures of the deep ocean, as well as providing a +3 to soak. See the Voices in the Ocean sidebar.

Talisman

ReAq
LEVEL 30 R: Touch · D: Momentary · T: Individual As the spell described in ArM5

Carles' talisman is a kilij, a single-edged sword with curved iron blade. It is of Turkish origin and is adorned with Islamic designs with a golden hilt containing an embedded topaz. The talisman has been opened for enchantment with 14 pawns of vis and contains the following effects: Waves of Drowning and Smashing Pen +0, 1/day (Effect: Base 10, +3 Sight, +1 size) Wizard's Leap ReCo (Animal, Herbam, Terram) 18 Pen +0, 6/day The caster is instantly transported up to 50 paces in any direction, provided he can see his destination or has an Arcane Connection to it. His Talisman and any equipment associated with the forms of Animal, Herbam, and Terram comes with him. Otherwise, as per the description in Houses of Hermes: Societates, page 36. (Effect: Base 15; Modifications: +3 for 6/day) The Wound that Weeps PeCo 30 Pen +24, 6/day Rusted Decay of Ten Score Years PeTe 20 Pen +24, 6/day (Effect: Base 2, +1 Touch, +2 metal; Modifications: +3 for 6/day, +12 for +24 Penetration) The laboratory texts for effects enchanted into this talisman have not been translated and are not available to the covenant. Attunements: Topaz: Iron: +7 harm or repel faeries Sword: +4 harm human and animal bodies +4 leadership Topaz: +4 strength, courage, pride Six magi sail the Northern Seas, two of which are experienced and represent the driving forces behind the covenant, while the remaining four are young and starting out in their magical careers. These four younger magi make for good player characters as none have taken familiars, enchanted talismans, or significantly modified their laboratories, leaving players with scope in those areas.

The Brand of Ownership

CrIm
LEVEL 30 R: Touch · D: Dia · T: Individual

Pen: +30, unlimited uses This brand creates an illusory image of the beast's owner, sitting atop or standing next to the creature. The illusion looks like the owner and announces his name repeatedly until the effect ends. It is activated whenever anyone touches the beast. The owner should be aware that this brand is a blatant display of magical power, and might not work in areas where subtlety is preferred. Required Lab Total: 1 season (60), 2 seasons (45), 3 seasons (40), 4 seasons (38)

The Captive Voice

ReIm
LEVEL 30 R: Voice · D: Sun · T: Part

Captures a person's voice and places it in a bag. The person may not speak unless the bag is open, in which case the voice comes from the bag, not the victim's mouth. If the victim screams while the bag is shut, the bag vibrates visibly.

The Chariot of Zeus

MuCo
LEVEL 30 R: Personal · D: Momentary · T: Individual

Transforms the caster into a thunderbolt (equivalent to an insubstantial object). In this form he can move literally at the speed of lightning to any location he can see. There must be an unobstructed path between the caster and his destination. Upon arrival the caster transforms back into his normal shape with a mighty crack of thunder. Anyone within 2 paces of his destination must make a Size stress roll against an Ease Factor of 6 to remain standing. The caster can choose the location of another person as his destination, in which case he inflicts +30 damage to that individual and arrives standing next to her. If he strikes a building he arrives on the roof, and the building must make a stress check (City & Guild, page 77) or take six damage levels; wooden buildings catch fire even if they survive. The Duration of this spell cannot be extended beyond Momentary, since bolts of lightning exist only for a moment; furthermore it can only be used outside. Note also that, no matter what your ruling on casting requisites for Rego spells, Muto spells definitely require them. What About The Hermes' Portal? The Order is in possession of a powerful Mercurian Ritual that allows unlimited instantaneous travel between two points over the course of its year-long duration — the Hermes' Portal (ArM5, page 156). House Mercere guard a secret lab procedure to make Mercere's Portals, which act just like a Hermes' Portal but are permanent (Houses of Hermes: True Lineages, pages 80, 100–101). However, these methods have several disadvantages compared to devices like the Gate of Countless Vistas. Both Hermes' Portals and Mercere's Portals link two places through mutual Arcane Connections, and once cast or created, this location cannot be altered. A Hermes' Portal requires two casters (or groups using Wizard's Communion) who can cast a 75th level Ritual spell, and it lasts just a year. The Mercere's Portals are slightly easier to create and are permanent creations, but still constitute a 65th level enchantment and, again, must be made as a pair. The total cost in vis is less than for a Hermes' Portal, but the requisite Lab Total is harder to achieve than the Casting Total for the Ritual spell, even if Laboratory Texts are available. There are some advantages to these two approaches over devices like the Gate of Countless Vistas. The first is Warping: neither the Hermes' Portal or a Mercere's Portal grant Warping points to those transported, since the target of the spell is the other end of the portal, not the transported individual. This is not true for Rego Corpus spells such as The Leap of Homecoming, which directly target the individual being transported and inflict a warping point for being a powerful mystical effect. Devices like the Gate of Countless Vistas can be designed to partially overcome this limit, but every user needs their own enchantment to be safe from Warping. The second advantage is that both the Hermes' Portal and a Mercere's Portal will transport any object — person, living creature or plant, or inanimate object. This gives them an enhanced utility over spells of instant transportation that must be invented for each type of object transported.

The Conscientious Carpenter

ReHe
LEVEL 30 R: Touch · D: Momentary · T: Group

Pen: +0, Unlimited Use One advantage of Rego craft magic is that Finesse can be taught to anyone, Gifted or not. This means an enchanted device in the hands of a Finesse-trained mundane craftsman can be put to work as effectively as a magus casting the spell himself. When touched to pile of wood, this wand cleans, cuts, and shapes the wood into the strakes that make up a ship's hull. The wand is limited to creating strakes and cannot be used to work other parts of the ship. Use of this wand throughout the building of a ship adds +1 to the shipwrights Profession: Shipwright ability for the purposes of deciding how long the ship takes to complete (City & Guild, page 68). Required Lab Total: 1 season (60), 2 seasons (45), 3 seasons (40), 4 seasons (38) Appropriate laboratory bonuses apply to this effect (+1 Rego) as does a further +4 bonus as the wand is made of wood.

The Dove Hat

CrAn
LEVEL 30 R: Touch · D: Diameter · T: Individual

Pen 0, Unlimited uses While reaching into this large hat, the user of this item says the command word "volo" and plucks out a pure white dove. At the end of one Diameter, the dove disappears. (Effect: Base 10, +1 Touch, +1 Diameter; +10 Unlimited Uses) (5 pawns)

The Earth Split Asunder

ReTe
LEVEL 30 R: Voice · D: Spec · T: Part

Creates a 5-foot-wide, 60-foot-long, 10-footdeep crack in the ground. It opens on one round, stays open for another round, and closes at the start of a third round, crushing all within it for +25 damage. You must maintain concentration for all three rounds, or the pit slowly closes, over an hour's time, rather than shutting quickly and violently. To avoid the pit, those in its vicinity other than the caster must make a Quickness stress roll against an Ease Factor of 9. Falling in incurs +5 damage. To escape, another such roll is made. Unless outside help is provided, people in the pit only get one chance to escape.

The Enchanted Door

InVi
LEVEL 30 R: Touch · D: Momentary · T: Vision

Pen +0, unlimited use This door installed into a wall in the lesser tower opens into the greater tower by spanning the regio boundary. This allows covenfolk without Second Sight to move freely between the regio layers by simply touching the door, which reveals the regio. Movement through the door does not cause Warping. The door costs 12 Build Points.

The Enigma's Gift

CrVi
LEVEL 30 R: Voice · D: Momentary · T: Individual

The target of the spell gains four Warping Points (plus the normal one for being affected by a powerful supernatural effect, in most cases) and, if a Hermetic magus, must check to see whether he enters Twilight in the normal way. Although the burst of magic that causes the Warping lasts but a moment, the resulting Warping is permanent.

The Eye of the Sage

InCo
LEVEL 30 R: Arcane Connection · D: Concentration · T: Individual

Lets you see a specific person and what is within one pace of that person. The image is clear enough to allow reading.

The Fates Denied

CrCo
LEVEL 30 R: Touch · D: Momentary · T: Individual

Pen +0, 1 use/day As the Hermetic spell, Cheating the Reaper. Hymn: Pentiterouni Principle: Aging

The Invisible Predator

PeMe
LEVEL 30 R: Personal · D: Sun · T: Spectacle

The subjects simply disregard the caster of the spell, as if she is not there, their minds altered to remove any thought of her. This spell only works on intelligent creatures, those with Cunning require Animal as the Form. Those affected by Lexora's spell feel the kiss of the sun on their skin, and at night in particular this may alert them something is wrong. This spell was invented by Androcles, and Lexora rarely uses it owing to the difficulty she has casting it reliably.

The Light of Fell Disease

PeCo
LEVEL 30 R: Touch · D: Momentary · T: Room Pen: +0

Byzantine politics can be as swift and brutal as any in Venice or Rome, and on more than one occasion Petalichus has resorted to baser measures to dispose of those who might stand in his way. This enchanted candle (created as a charged device with one charge per candle), when lit, unleashes the deadly disease Variola (Small Pox), affecting all in the same room as the candle. This version of the device has no Penetration, so cannot affect any potential targets with Magic Resistance. And as the Duration is Momentary, the disease is not communicable (however, in their weakened state, victims may become infected with further plagues and these may be passed on to others). All those affected by the effect must make a Stamina + Living Conditions Modifier + Wound Penalty + stress die roll against an Ease Factor of 9. Failing the roll means the target has contracted the disease. Each week that the target is attended to by a physician, he makes a Stamina + Medicine + (the worse of the Fatigue or Wound Penalty) + stress die roll against an Ease Factor of 9 to remain stable, or 15 to improve. If the target's condition worsens, he loses a Long-term Fatigue level that cannot be regained except through medical treatment. An improvement is represented by regaining a Long-term Fatigue Level. If the character goes beyond the Unconscious level, there is nothing more that can be done except to call for a priest. The candles that carry this effect are easily spotted by those who know what to look for. They bear small inscriptions that spiral up the shaft of the candle that may be recognized as having Perdo Corpus resonances, but to the untrained eye they may simply look more elaborate than is necessary for a simple candle. Quaesitor Valeria of the covenant of Donum Chanuti uncovered evidence that Petalichus had used such a device in the murder of Thomas Roxbury, a notary in the employ of House Guernicus, when his pursuit of Solar Magnus led him to Canterbury.

The Mania of Others

ReMe
LEVEL 30 R: Touch · D: Moon · T: Individual

This spell moves the mania or other mental illness from one individual to another for Moon Duration. The two individuals must have different dominant humors (Sanguine, Choleric, Melancholic, and Phlegmatic) for the effect. The mania returns to the originating individual after this point. This provides the magus with an understanding of how shifts in these humors, as might be induced by the movement of the heavens, affect the mind. to then affect that aether with further spells. (Base 3, +1, +4 Vision)

The Oneiropomp's Treasure

CrIm
LEVEL 30 R: Touch · D: Momentary · T: Individual

A small object (up to Size –3 — the size of a baby or a cat), is given real substance, and appears in the real world. The spell can only be used by a spiritual traveler; since he is in dream, the spell can in fact be a spontaneous ritual — but it must use real-world vis, either on the caster's body, accessible through the Arcane Connection from dreamer to body, or brought in by a physical traveler. The real-world vis must be either Creo or Imaginem vis, or the Form of the real-world object created. The caster's score in the real-world Form determines the number of pawns of Form vis his body can use, limited in this ritual by his score in Imaginem as if a requisite on the realworld Form. A copy of the object given substance appears by the side of the entranced body of the magus casting this ritual. Rego Terram Level 15, Mystery: Send an inanimate object, including any enchantments, through a portal into dream. The spell must have enough range for the caster to encompass both the dreamer and the object. The object ceases to exist in the dream if the dreamer wakes, but reappears in the dream when the dreamer returns to sleep. (Requisite: Mentem, Muto; requisites for the Form(s) of object transferred, Vim requisite if the object is magical. The spell level must at least equal the level of the strongest enchantment in the object.) The spell level needs to be increased if the real-world object is greater than normal size for its Form. For example, a boat is a Group of Herbam items: roughly ten cubic paces of wood and linen. This adds 2 magnitudes to a spell needed to send a boat into a dream.

The Penitent's Confession

ReMe
LEVEL 30 R: Eye · D: Concentration · T: Individual

The target will truthfully and willingly relate his involvement in anything the magus questions him about. The subject will do his best to inform the magus as fully as possible; he will not ramble in inane detail, be overly literal or in any other way evasive. He may bring up related matters not asked about specifically if he genuinely believes it might be of interest. This effect qualifies as scrying and causes warping, so very few magi will voluntary submit to it. Magi may allow this spell to be used on their servants however.

The Scandal Forgotten

PeMe
LEVEL 30 R: Touch · D: Momentary · T: Room

Pen +0, unlimited uses Expiry: 7 years The shield removes any memory of how long the Comte has been away, permanently. If the target is reminded of the date of his departure, or if wedding bells are heard, the memory is restored until the victim passes though the gate again. is safer to fetch it with a pole from the walls, as it lies on the roof ridge. This item ensures that no-one in the castle has concerns about the pregnancy for very long.

The Scrying Bowls

InAq
LEVEL 30 R: Arcane · D: Concentration · T: Individual

Pen 0, unlimited uses This item is two bowls that are each Arcane Connections to the other. Both bowls should be filled with water and while looking into one bowl the user recites a short poem. While the user recites the poem he sees reflected in his bowl the reflection that appears in the other bowl (and his reflection appears in the other bowl). The bowls can be used to scry or communicate (visually, only) across large distances. (Effect: Base 3, +4 Arcane, +1 Concentration; +10 unlimited uses) (4 pawns each bowl)

The Shadow On the Sand

MuCo
LEVEL 30 R: Personal · D: Sun · T: Individual

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.

The Unwelcoming Room

CrMe
LEVEL 30 R: Line · D: Concentration · 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.

The Wheel

ReHe
LEVEL 30 R: Touch · D: Concentration · T: Individual

Pen: +0, Unlimited Use This is a horse-driven wheel connected to a number of chains, ropes, and pulleys that feed into the main boat shed. These ropes can be connected to the vari- ous cranes and winches that are used to lift and move the great wooden beams from which the ship is formed. The wheel provides motive power, which allows fewer craftsmen than normal to construct the ship, which in turn adds +1 to the ships specialization, and adds +1 to a Rego specialization. The horse is entirely incidental; it is there simply because mundane visitors would expect it. Required Lab Total: 1 season (60), 2 seasons (45), 3 seasons (40), 4 seasons (38) Three pawns of Rego or Herbam vis and a laboratory total of 60 is required in order to create this as a lesser enchanted device. The alternative is to open the device for enchantment with eight pawns of vis. Acquiring the equipment, tools, and installing the wheel device increases the laboratory's Upkeep and costs 24 pounds of silver initially and 45 pounds of silver each year. The Wheel is installed as a Minor Feature, which gives the laboratory the following statistics: Virtues and Flaws: Greater Expansion, Greater Feature: boat shed, Lesser Feature: Wheel, Spacious, Superior Equipment, Superior Tools; Greater Focus: ships, Exposed, Missing Sanctum Marker Enchantments: The Soak (+1 Health), The Wheel (+1 ships, +1 Rego) Characteristics: Size +6 (+5), Refinement 0, General Quality +1, Upkeep +9, Safety –2, Warping 0, Health –3, Aesthetics 0 Specializations: +10 Ships, +1 Enchanting Items, +1 Rego, +1 Aquam, +1 Auram

This Room Is Mine to Command

ReTe
LEVEL 30 R: Touch · D: Concentration · T: Room Allows Conchobor to remotely manipulate items in his environment as though he had Strength +5. Particularly fine control requires Finesse stress rolls against Ease Factors of 12 or more.

Pen +0, unlimited use (Effect: Base 3, +1 Touch, +1 Concentration, +2 Room; Modifications: +5 device maintains concentration, +10 unlimited use)

Thoughts Within Speech

InMe
LEVEL 30 R: Eye · D: Momentary · T: Individual

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."

To Mark with Umbrage

CrIm
LEVEL 30 R: Sight · D: Sun · T: Group

This spell marks every member in a force mundanes, so that, in the confusion of battle, they can tell friend from foe. The mark is a large visual representation of the sigil of the magus. The spell's creator had a shadowy sigil, so the grogs she marked appeared dark and featureless, giving the spell its name. The spell can be cast on any group of people, and can project any sort of visual mark, so Tremere magi also use it for processions and sport. Any Awareness roll concerning the location of forces has a +3 bonus while this spell is in effect. Examples include selecting areas of the battlefield to target with destructive spells, selecting victims for missile fire, finding groups to rally to when separated from the army in the swirl of battle. This version of the spell is able to mark up to a thousand individuals, in groups within the magus's Sight. Some younger magi prefer a version of the spell suited for smaller units of grogs. This version is level 25, is effective to Voice range, and can only affect a group of about ten. Others don't bother because grogs from House covenants usually have a covenant symbol (called a badge) or color on their clothes.

To See What Binds This Magical Place

InVi
LEVEL 30 R: Personal · D: Diameter · T: Vision

Tread of Fellow Travelers

InMe
LEVEL 30 R: Road · D: Diameter · T: Group

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).

Treading the Ashen Path

PeHe
LEVEL 30 R: Touch · D: Momentary · T: Group

As you walk through a forest after casting this spell, all the plant material 10 paces in front of you and 5 paces to either side withers and dies. Trees are reduced to bare trunks, while their leaves and all smaller plants turn to ash. You can walk for 7 miles with each casting of this spell. Use of this spell in faerie woods is not recommended. This spell was originally invented by a magus of House Flambeau, and he was awarded a prize for it by his primus.

True Falsework

ReHe
LEVEL 30 R: Touch · D: Momentary · T: Group

Pen: +0, 24/day A character using this enchanted leather glove is able to build a discrete section of falsework, scaffolding, shoring, or centering in a moment by touching the glove to a pile of wood and rope. Wooden dowels are formed to pin the joints together, which are strengthened with the rope to provide a stable structure. The falsework can be of any design. The standard Rego craft magic Perception + Finesse stress roll is required against a variable Ease Factor: ase Fac tor ---------------- 9 12 15 Particularly elaborate falsework may have higher Ease Factors. Having one or more characters use the glove for a year adds +1 to the mason's Craft: Mason score for the purposes of determining how much is achieved during that year. Required Lab Total: 1 season (60), 2 seasons (45), 3 seasons (40), 4 seasons (38) The Lab Total benefits from a +4 bo- nus for affecting things by touch, due to its Shape and Material bonus as the effect is enchanted into a glove.

Twist of the Tongue

PeCo
LEVEL 30 R: Voice · D: Momentary · T: Part

Twists the target's tongue into a spiral, completely destroying the ability to speak. A grave offense to a magus. The damage heals as a Medium Wound.

Vaulting Lightning

ReCo
LEVEL 30 R: Touch · D: Momentary · T: Individual

Pen +12, 12/day This effect is triggered when the wearer of the gauntlet strikes a being with his thumb between his middle and ring fingers. The target is propelled backwards with incredible force, traveling up to 5 paces. Upon landing, the target suffers +8 damage. The damage is doubled if the target strikes a hard object such as a wall before the range of 5 paces is reached, or if the target lands on a hard surface such as flagstones. (Effect: Base 15, +1 Touch; Modifications +4 12/day, +6 Penetration)

Vessel of the Clouds

ReHe
LEVEL 30 R: Touch · D: Sun · T: Individual

Imbues a small boat such as a coracle with the power of flight. The boat and all its contents are lifted into the air, and the caster may make Intelligence + Finesse rolls to change direction or speed. For typical Ease Factors, see The Woolen Steed of Araby, earlier. The maximum speed is forty miles an hour. The rigid nature of wood allows the boat to carry a substantial burden; in addition to being lifted itself, the boat can contain a Load of 50. Note that an average person has a Load of 21, so the boat can carry perhaps two people and their equipment. Adding a Size modifier to this spell lifts a larger boat: each additional Size modifier modifier multiplies the maximum additional Load by a factor of 10. A boat made of metal (or other metal object) could be made to fly using the Rego Terram base guideline of 2. Metal is even more rigid than wood, and can bear an extra 75 points of Load in addition to itself. As before, Size modifiers lift ten times as much metal and thus ten times as much Load. The extra magnitudes have been added to this spell by analogy with the Rego Corpus guidelines.

Visions of the Infernal Terrors

ReMe
LEVEL 30 R: Voice · D: Sun · T: Individual

Causes everything the target sees to look and sound terrifying. The world looks basically the same, save that everything is hideously transformed somehow. The target must roll a stress die, adding his Stamina and adding or subtracting an appropriate Personality Trait to see what the effects are. The nature of the Personality Trait used determines how it affects the Stamina roll. A Trait like Brave makes you resistant to fear, while one like Cowardly reduces the result of your roll. Roll Result --------- ------------------------------------------------------------------------------- 0 or less Scared to death (literally) 1–5 Incapacitated with fear, permanent –1 to Stamina 6–9 Incapacitated with fear 10–15 Flee, fight at –6 if cornered or obstructed 16+ Carry on, -3 on all rolls

Waves of Drowning and Smashing

ReAq
LEVEL 30 R: Sight · D: Momentary · T: Individual

Raises a wave 5 feet high and 30 paces wide, which can submerge swimmers, overturn rowboats, and damage sailing ships. It starts as a small, curved wave and grows for the first 10 paces, at which point it reaches maximum size. If it travels 100 paces without striking an object large enough to break it up, it dissipates.

Wings of the Soaring Wind

CrAu
LEVEL 30 R: Touch · D: Concentration · T: Individual

Generates a massive gust of air around you that supports and pushes you along through the air at speeds up to 40 miles per hour. Hovering in place is difficult, and requires a Finesse roll against an Ease Factor of 9 per round. It is dangerous for extended travel, because if you lose concentration, you are likely to sustain serious injuries (+15 damage, on average, although it may be more if the magus was very high up).

Wizard's Icy Grip

PeIg
LEVEL 30 R: Voice · D: Momentary · T: Individual

Chills a single target so that it takes +20 damage. If this is enough to kill, the target is frozen solid. Armor does not add to Soak against this spell.

Woodshed of Plenty

CrHe
LEVEL 30 R: Touch · D: Moon · T: Group

Pen 0, Unlimited use During the first generation of Collem Leonis it saddened Adler of Bjornaer to use the covenant's rights to logging, so she created this magical woodshed. Subsequent users have remarked upon its ridiculously overpowered production. Opening and closing the door fills the shed with ten cubic paces of wood in nice, fireplace sized logs. As a result there was little reason to touch the forest, as all the needs for wood for fuel could be met. The duration of Moon is even enough to barter the wood to the nearest villages for local food products; by trading frequently and only small amounts at a time the magi ensure that the wood is used before mystically disappearing. The forest stays as thick as ever. Adler wrote that anyone activating the shed before it was wholly emptied of the previous production of wood should be flogged with a whip made from their own skin. Records do not elaborate on whether this has ever actually happened. If using the economic system of Covenants, pages 56–71, this device results in cost savings equal to three laborers. Its cost is 12 Build Points. (Effect: Base 2, +1 Touch, +3 Moon, +2 Group; Modifications +10 unlimited use)

Zeus' Arm

ReTe
LEVEL 30 R: Touch · D: Concentration · T: Individual

Pen +0, Unlimited This wooden crane is enchanted with an effect to easily allow bulky objects to be lifted in and out of the covenant-basin. The objects rest on a square platform with an area of about 50 square feet, and a weight of up to 100 tons can be lifted.

Dull the Stamina of the Wolf

PeAn
LEVEL 31 R: Touch · D: Momentary · T: Individual

Pen +40, 6/day Triggered when the linked Death with Each Blow effect penetrates, this effect fatigues the target animal, causing the beast to lose a Fatigue Level. The sparra costs 28 Build Points. is a translation of works written before the birth of Christ. It contains descriptions of the old magic: objects of virtue, rituals that produce vis, and powerful shape and material bonuses for using the sixteen characters of the Boibel Loth alphabet. No magus has so far integrated these ancient ways into Hermetic magic. Aelfric, De Initio Creaturae, Dominion Lore Tractatus, Quality 9. Part of a volume that also provides a Tractatus on Infernal Lore. (9BP) The Monks of Llancarfan, The Llancarfan Saints' Lives, Dominion Lore Tractatus, Quality 6. As a twelfth-century book, this is evidence that trade was still occurring in the last fifty or so years. (6BP) Fergus of Merinita, The Manor of the Túatha Dé Danann, Faerie Lore Tractatus, Quality 7. Concerning the Túatha Dé Danann, but in particular Ruadan. (7BP) Eochaidh Ollamh Foghla, Lebor Feasa Runda\, Faerie Lore Tractatus, Quality 10, and Magic Lore Tractatus, Level 10. Written by an ancient High King of Ireland, this is a most valued possession. (20BP) Aelfric, De Initio Creaturae, Infernal Lore Tractatus, Quality 9. Part of a volume that also provides a Tractatus on Dominion Lore. (9BP) Michael Psellos, De Operationes Daemonum Dialogus, Infernal Lore Summa, Level 5, Quality 12. A small book and clearly old. Apparently written by many different hands (a strange affliction that affects any copy made of this book). (27BP) Fergus of Merinita, The Wisdom of Fionntan, Magic Lore Tractatus, Quality 6. This is a Latin recording of a discussion Fergus held with an old druid. It touches upon the old magic used across Hibernia. (6BP) Callum of the Younger House, Remembered Ways\, Sihr Tractatus, Quality 8. Old and annotated by many subsequent hands. (8BP) Brea Mac Boru, Lebor Liathanach\, Sihr Tractatus, Quality 8. This book is less than 25 years old and is clearly not written by a Hermetic magus. (8BP) Lugh-éccnaid, The Ascendence of Hermetic Ways\, Sihr Tractatus, Quality 10. Argues that the ancient ways of summoning are now eclipsed by Hermetic methods. (10BP) Cearnach of Verditius, In innectis de phylacterium, Magic Theory Tractatus, Quality 8. Casts Magic Theory in the role of mechanism, made up of the constituent Arts. Describes the Mysteries as mere application of that mechanism. (8BP) Calvacius of Tytalus, Bonisagi Apocrypha, Magic Theory Tractatus, Quality 8. Expresses the opinion that covenants should research their own enhancements outside of Bonisagus control. (8BP) Tadhg an Tuir of Verditius, Codex of Enchantments, Magic Theory Tractatus, Quality 9. Demonstrates principles of Magic Theory by examples of simple device enchantments known across the Order. The work makes reference to calculations and formulae apparently provided in another text, now sadly missing. This makes the book harder to work with and costs a three day distraction. (9BP) Niall of the Younger House, Ars Accuratio, Finesse Tractatus, Quality 7. (7BP) Calvacius of Tytalus, Per de Delicatum, Finesse Tractatus, Quality 8. The reader suffers from the Slow Caster Flaw during the season of study as they emulate Calvacius' techniques. (8BP) Niall of the Younger House, In Demonstratio Vi, Penetration Tractatus, Quality 7. (7BP) Marcus Cordo of House Flambeau, Libro Fortitudo, Penetration Tractatus, Quality 8. (8BP) Hannewalt of Tytalus, Scutum Quod Protegit Nobis, Parma Magica Tractatus, Quality 8. Written as a guide to practice, requiring two magi to study at the same time. (8BP) Marcus Cordo of Flambeau, In Praesidia Praebuit Per Magica Formae, Parma Magica Tractatus, Quality 8. On harmonizing Parma Magica with the Hermetic Forms. (8BP) Dáire Boircech of Vigil, Occulta Magicis, Faerie Magic Tractatus, Quality 7. Concerns ranges, durations, and targets of Faerie Magic. (7BP) Anonymous, Nympharum Magicae, Faerie Magic Tractatus, Quality 6. Concerns the magic of the wee folk, not the Túatha Dé Danann. (6BP) Calvacius of Tytalus, Destruet Extremum Preiudicium, Demon's Eternal Oblivion Spell Mastery, Quality 8. (8BP) Cearnach of Verditius, Magister Crystállum Pilum, The Crystal Dart Spell Mastery, Qual- Marcus Cordo, Multa Partum Vulnera, The Wound that Weeps Spell Mastery, Quality 8. (8BP)

The Bodily Halysis

InCo
LEVEL 32 R: Arcane Connection D: Momentary T: Individual · D: · T:

Pen: +30, 3/Day As The Worldly Halysis except that this effect operates through the form of Corpus and informs the caster of the exact number of paces between the caster and the target described by the Arcane Connection.

Bar the Lecherous Suitor

ReCo
LEVEL 33 R: Touch · D: Concentration · T: Individual

Pen +0, 1/day If this effect penetrates, then no human target may pass the doorway into the antechamber.

Beguile the Gathering

CrMe
LEVEL 33 R: Voice · D: Concentration · T: Group

Pen 6, 3/day The Aeolipile requires an extensive set up. Bringing the properly prepared water in the cauldron to a boil and bringing the whirling device up to speed takes about 15 minutes. Once started, the Aeolipile functions until the water boils dry or the user's concentration is broken. Those entering the area of effect become curious and stay to watch for the duration of the effect. A stress roll against an Ease Factor of 9 using an appropriate Personality Trait (like Impatient) can break the hold. (Effect: Base 4, +2 Voice, +1 Conc, +2 Group; Modifications: +3 Pen, 3/day +5) (Level: 13)

Catching the Tidal Winds

ReHe
LEVEL 33 R: Personal · D: Concentration · T: Structure This effect propels the ship through

Pen: +0, Unlimited Use the water, riding the undersea currents as though the sails had caught a wind. The movement of the ship is controlled by both the rudder and the sails, allowing the crew to sail the ship under water just as they would on it. As with the previous effect, this effect is activated when the vessel plunges into the sea under the power of Poseidon's Chariot. Required Lab Total: 1 season (66), 2 seasons (50), 3 seasons (44), 4 seasons (42) The Hermetic Shipyard provides bonuses of +10 for ships and +1 for Rego. The ship itself provides bonuses of +4 to affect dead wood and +5 for sailing. And as the ship has been enchanted with two prior Rego effects, a further +2 is gained.

Crush the Adversary's Limb

PeCo
LEVEL 33 R: Touch · D: Momentary · T: Individual

Pen +10, 6/day This item can be used six times per day, for seven years after the first use. After activating the item by bouncing it longitudinally and successfully hitting a human target, the rod cripples the touched limb of that target. The affected limb appears as if crushed by black patches of darkness that ripple along it, and that dissipate as soon as the body part is broken and rendered useless. The victim of a broken leg is considered to suffer from the Lame Flaw (ArM5, page 55), while two broken legs effectively Cripple (ArM5, page 52) a person. One or two broken hands are equivalent to Missing Hand (ArM5, page 56), or No Hands (ArM5, page 56), respectively. Limbs damaged by the rod heal as a Medium Wound. (Effect: Base 15, +1 Touch, +1 Part, free cosmetic effect; +5 penetration, +3 6/day)

Mastering the Unruly Beast

ReAn
LEVEL 33 R: Touch · D: Concentration · T: Ind Pen 16

As the spell of the same name. The effect is triggered by pointing the bull-head at the creature and slowly lowering it.

Mixed Compost

ReTe
LEVEL 33 R: Touch · D: Sun · T: Circle

Pen +0, 1/day This effect to mixes the dirt, waste, and plant material at night until it becomes natural compost. The compost is then removed during the day and fresh dirt is added.

Sight of the Wolf

InAn
LEVEL 33 R: Touch · D: Sun · T: Special

This effect treats an enclosed paddock or sheepcote as the equivalent of a room and the size increase allows for an area ten times the size of a standard room. The effect detects the presence of wolves within this space, which may then trigger a number of secondary effects. The Target is based on Room +1, as described in ArM5, page 114.

Stone Hammer Effect

PeTe
LEVEL 33 R: Sight · D: Momentary · T: Part

Pen: +0, unlimited uses This effect is activated when the Stone Harvester detects that its target material is beneath the surface of the earth. The Stone Hammer effect loosens up to one cubic pace of intervening stone or dirt. This allows the target material to be lifted out of the ground. Required Lab Total to invest effect: One Season (66), Two Seasons (50), Three Seasons (44), Four Seasons (42).

The Lodestone

InVi
LEVEL 33 R: Touch · D: Sun · T: Individual

This small palm-sized silver device contains a pointer beneath a glass lens. When exposed to a Magic aura the pointer aligns in the direction of the closest supernatural tether currently anchoring the aura. If the aura is diffuse and has no anchor the pointer moves with the casing and aligns to no particular direction. Given the simplicity of its working, the lodestone provides no bonus to the insight roll. Recreating the effect grants 7 points towards integrating Insight of the Realms.

Ward the Drowning Waves

ReAq
LEVEL 33 R: Touch · D: Concentration · T: Room

Pen +0, 6/day Upon activation, Ward the Drowning Waves expels all water from the lower hold of the ship and keeps it out. This serves as a temporary fix long enough to conduct some quick repairs.

Ascertaining the Absence of Images

InIm
LEVEL 34 R: Touch · D: Sun · T: Room

Constant effect The enchantment determines if there is an area within the room that is not filled with either the image of smoke (presumably from the Room of Pleasant Incense effect) or the image of some other object. This effect triggers the Herald of Imperative (see "The Laboratory of Hermanus and Surrounding Structures" earlier) if there is a volume of space within the room where there is no image, such as the location of an invisible creature or object. This effect also triggers the Herald of Imperative if all of the smoke is removed from the room. (Effect: Base 4 as InAu, InCo, and InHe, +1 Touch, +2 Room, +2 Sun, +1 complexity; Modifications +1 level 2 uses per day, +3 levels environmental trigger)

Bed of Rapid Convalescence

CrCo
LEVEL 34 R: Touch · D: Sun · T: Individual

Pen +0, constant effect A leather sick-bed engraved with Creo and Corpus runes, as well as symbols of Apollon, the Greek god of healing. Anyone resting in this bed receives a +18 bonus to his recovery rolls, as long as he remains in the bed for the whole of the recovery period. Aurulentus created this item as a lesser enchanted device.

Beyond Reach of the Sea

ReAq
LEVEL 34 R: Touch · D: Sun · T: Part

Constant effect Water is prevented from coming within 6 paces of the ring. This not only prevents the wearer from drowning; the wearer cannot drink water and his sweat is thrown from his body. On muddy ground, a circle of moisture is thrown up at 6 paces from the wearer. (Effect: Base 10, +1 Touch, +2 Sun, +1 part; Modifications, +1 level 2 uses per day, + 3 levels environmental trigger)

Covenant of the Dragon

PeAu
LEVEL 34 R: Touch · D: Sun · T: Individual

Mu(Re)Co(Te)(Ig) 85 This ritual changes the blood of a Group of up to 100 individuals into lava. This has the same effect on each member of the Group as the ritual Dragon's Blood. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see ArM5, page 168). Required Lab Total to invent spell: One Season (170), Two Seasons (128), Three Seasons (114), Four Seasons (107). Pen: +0, constant effect This mask is made from porous volcanic rock and it destroys the toxic properties of any air that passes through it. This allows the wearer of the mask to breathe without trouble in the heart of a volcanic crater, or on a river of lava. The air affected by the mask tastes slightly unpleasant, but this does not cause any damage to the wearer. Although the mask is constantly active, once the toxicity of the air has been removed, the air itself is no longer the subject of a magical effect. This means that the air is not resisted by characters with Magic Resistance, so magi can breathe using the mask without lowering their Parma Magica. Note that Muto effects which change the air to be non-toxic are of little value to magi, as the effect only lasts as long as the spell duration. This means that when the magus tries to breathe the magically changed air, his Magic Resistance will resist the air as it is the subject of a magical effect. So the magus must either asphyxiate or lower his Parma Magica — both options are hazardous. This spell is based on the Perdo Aquam guideline to destroy a property of a liquid, and applied by analogy to the Auram Form. Required Lab Total to invest effect: One Season (68), Two Seasons (51), Three Seasons (46), Four Seasons (43).

Evergreen

CrHe
LEVEL 34 R: Touch · D: Sun · T: Structure

Pen +0, constant effect This Effect keeps a Plant in perfect health all year round. (Effect: Base 1, +1 Touch,+2 Sun, +3 Structure, +3 Size; +3 lvls Environmental Trigger (Sunrise/Sunset), +1 lvls 2/day)

Eyes of the Bat

InAu
LEVEL 34 R: Touch · D: Sun · T: Hearing

Pen 0, 12/day As the spell of the same name found in ArM5, page 127. It is activated by closing one's eyes and tilting one's head rapidly once each to the left and to the right. (Effect: Base 4, +1 Touch +1 Conc +3 Hearing; Modifications +5 maintains concentration, +4 uses/day)

Masking the Odor of Magic

PeVi
LEVEL 34 R: Touch · D: Sun · T: Group

Pen 0, constant effect Prevents the detection of any of the effects in this item by magic, unless the Intellego Vim spell is greater than 30th level. A character with the Magic Sensitivity Supernatural Ability must have a score of 6 or greater to detect the magic of this item.

Pestilence Ward

ReVi
LEVEL 34 R: Touch · D: Sun · T: Structure

Pen +12, constant effect These wards prevents minor demons of Might 10 and less from entering the Structure to cause illness and damage. These wards protect the Miletos warehouses. The covenant has the following books (a total of 1125 Build Points), housed in the library, in the Temple of Apollo. Except where otherwise noted all books are written in Classical Greek. Books marked with an asterisk (\) are original to Didyma.

Plants of Iron

MuHe
LEVEL 34 R: Personal · D: Sun · T: Individual

Invested 4 Herbam vis, took 1 Season to enchant Pen +0, constant effect This effect makes the plant's trunk and branches as strong and hard as iron. (Effect: Base 4, +2 Sun, +3 Size, +1 Terram Requisite; +1 lvl for 2 uses a day, +3 lvls for environmental trigger (sunrise/sunset)

Plants of Iron

MuHe
LEVEL 34 R: Personal · D: Sun · T: Individual

Invested 4 Herbam vis, took 1 season to enchant Pen +0, constant effect This effect makes the tree's trunk and branches as strong as iron.

Read Surface Thoughts

InMe
LEVEL 34 R: Touch · D: Concentration · T: Individual

Pen +0, constant effect This effect reads the surface thoughts of all those touching the buds.

Read Surface Thoughts

InMe
LEVEL 34 R: Touch · D: Concentration · T: Individual

Invested 3 Intellego vis, took 1 season to enchant Pen +0, constant effect This effect reads the surface thoughts of all those touching the tree.

Recovery Effect

CrCo
LEVEL 34 R: Touch · D: Sun · T: Structure

Pen +0, Constant Effect This effect gives characters within the Structure a +9 bonus to Recovery Rolls. (Base 4, +1 Touch, +2 Sun, +3 Structure; +4 Constant Effect)

Sight of the Pythian Oracle

InIm
LEVEL 34 R: Arcane Connection · D: Sun · T: Room

Pen +0, 2 uses/day, constant effect A variation of the Hermetic spell, Summoning the Distant Image. The user of this Power must possess an Arcane Connection to the place she wishes to see. Hymn: Iaó Principle: Sight constant effect)

Single Root System

MuHe
LEVEL 34 R: Touch · D: Sun · T: Individual

Pen +0, constant effect The plant grows large, but in an altered way. Its roots snake out through the dirt and shoot up many stalks that create apparently separate individual plants growing about an area. Although it may appear that there are many plants about, there in fact is just one single plant connected through a network of roots.

The Bridle of Obedience

ReAn
LEVEL 34 R: Touch · D: Sun · T: Individual

Pen +0, constant effect Triggered when the bridle is put onto a horse, the effect places the animal completely under the rider's control regardless of whether that rider has The Gift or is unknown to the horse. The horse becomes fearless on the field of battle no matter what magic it witnesses or how many men bear down upon it. Designed by Avedutus for use in battle, the bridle is large and robust, but the constant application of magic to the animal induces magical Warping, assuming the horse survives Avedutus' battles for long enough.

The Greave of Reveille

ReCo
LEVEL 34 R: Touch · D: Sun · T: Individual

Pen: 0, Constant Effect This iron leg armor is instilled with the spell Animate the Slumbering Corpse, which will animate the non-magical corpse wearing it. The command, "Stand at attention," is issued as soon as the magic activates. Required Lab Total: 1 season (68), 2 seasons (51), 3 seasons (46), 4 seasons (43) This effect costs 4 pawns of vis.

The Spider's Gift

ReTe
LEVEL 34 R: Touch · D: Sun · T: Individual

Pen: +0, Constant Effect This is the effect that allows the Wall Crawler both to cling to the wall with no danger of falling, and to move itself under direction from the occupants of the carriage trailing behind the great iron spider. Required Lab Total: 1 season (68), 2 seasons (51), 3 seasons (46), 4 seasons (43) The shape of the spider provides a bonus of +5 to effects concerning climbing.

The Telling Blow

PeCo
LEVEL 34 R: Touch · D: Momentary · T: Ind Pen +22

Also enchanted into the Spear of Lleu, this effect inflicts a Heavy Wound on a human or humanoid target of up to Size +1. It is triggered when the blade comes into contact with a target and the haft is twisted in the wielder's hands. The blade does not have to draw blood, meaning that great care must be taken when carrying this weapon.

Ward Against Rot

PeAq
LEVEL 34 R: Touch · D: Sun · T: Structure

Pen +0, constant effect These wards (carved stone irises) are used at the Miletos warehouses to prevent stored goods from rotting.

(mental Characteristic) of the Followers

CrMe
LEVEL 35 R: Touch · D: Momentary · T: Ind · Ritual

There are four variations of this lesser version of (Mental Characteristic) of the Heroes (CrMe60), which permanently increase a mental Characteristic (Intelligence, Perception, Presence or Communication) by one, but to no more than 0. During these minor rituals, followers of the Cult of Heroes are purified and anointed with oil, and have their innate weaknesses magically removed, making them truer to their ideal forms, to prepare them for the other, greater rituals.

(physical Characteristic) of the Followers

CrCo
LEVEL 35 R: Touch · D: Momentary · T: Ind · Ritual

There are four variations of this lesser version of (Physical Characteristic) of the Heroes (CrCo60), which permanently increase a physical Characteristic (Strength, Stamina, Dexterity or Quickness) by one, but to no more than 0. During these minor rituals, followers of the Cult of Heroes are purified and anointed with oil, and have their innate weaknesses magically removed, making them truer to their ideal forms, to prepare them for the other, greater rituals.

A House Already Abandoned

MuIm
LEVEL 35 R: Touch · D: Moon · T: Structure

From outside the structure, the targeted structure appears empty and crumbling, and there are no signs of movement inside. Anyone within the structure seems to be nothing more than a scurrying insect, and any furnishings seem to be rubble. The sounds, sights, and smells of anyone inside are masked and hidden.

A Pile of Rotting Beef

CrAn
LEVEL 35 R: Touch · D: Sun · T: Group

Bees, which are vital for the production of most crops, are generated by the decay of the corpses of cows. Player characters who create too many bees before they have flowers must watch them starve, but players who have flowers, and no bees, must watch them wither. Fortunately, things generated by magically created animals persist even if the spell's duration ends. Clever magi can simply strew their island with dead cows, using Sun duration spells like this one, and the bees which arise from these corpses are natural. This spell creates ten cow carcasses. Magi wanting to absolutely ensure they have bees can add a Perdo requisite, to make the corpses rot as they wish. Alternatively they can use spells like Growth of Creeping Things, bees being one of the insects created when destroying beef. Story Seeds: Stolen Things of Natural Beauty Some areas of fantastic appeal are tethered to the Magic Realm, and skilful magi can simply steal these areas and move them to their island. Doing this may provoke various forms of resistance: - Many magical sites have spirits which dwell in, and protect them. - Characters moving chunks of countryside are creating and crossing boundaries, and providing unique opportunities for faeries. - The owner of the land is likely to treasure it, and may seek out the thieves of his land. - Some beautiful sites are hermit retreats, so the player character, riding his stolen hill, may find he has company. A Careful Removal of a Perfect Landscape ReTe 35\ Ritual R: Touch, D: Moon, T: Boundary\ This spell slices off a piece of the countryside, and allows the magus to float it through the air, at the speed of a running horse. The magus can ride on the piece of land, if he wishes. (Base 3, +1 Touch, +3 Moon, +4 Boundary, \ remember to add further magnitudes to increase Boundary size.) Story Seeds: Acquiring Ancient Structures Many ancient structures might suit the player characters, but most are valued, and therefore guarded, by the magi of the surrounding Tribunals. A few exceptions exist, and player characters who make a Magic Lore or Area Lore roll against an Ease Factor of 9 can describe them to their sodales. The Stone of London In a street in the middle of London is a stone which is said to be linked to the prosperity of the city. It was an altar to Diana, used by Brutus, prince of the Trojans, when he landed on the island that now bears his name. This means that it is a portable object associated with the founding of nations and sovereignty magic, that is at least ten centuries old. Stealing it is one of the easiest ways of gaining a powerful tether for the new island. There are several powerful forces that resist the theft of the stone. These include: - The Redcaps of London, who are likely to resist its removal, and blame any downturn in their trade on its loss. - The faerie spirits of London, who see it as the true center of the town, on which all binding promises are made, so its loss shatters the local courts and ignites a general war among the faerie nobility. - The Romans, who saw it as the stone from which every distance in Roman Britain was measured; now the ghosts of the Romans — and whatever vestiges of the spirits they served that remain —prize the stone and its significance. Stonehenge Stonehenge has already been moved once. The Giants' Dance, as it was originally called, since it is made of petrified giants, was originally in Ireland. The sorcerer Merlin moved it, to act as the grave marker of Uther Pendragon. Player characters might take inspiration from this, and move it a second time. The Second Remove of the Giant's Dance ReTe 35, Ritual R: Touch, D: Moon, T: Structure This spell allows the magus to uproot a structure and float it through the air, at the speed of a running horse. The magus can ride the structure, if it is sufficiently strong to take his weight. (Base 3, +1 stone, +1 Touch, +3 Moon, +3 Structure) Story Seeds for the Residue of Great Magic The residues of great magic can come to the island in two ways. Player characters can seek out ruined sites of great mystical significance and transport them to the magic land. They might instead attract magi who perform great works. Theft of a Place of Great Works When moving the superficial features of a place which contains the residue of great magic, the aura is usually left behind. This is because the spirit of the place is tied not to a particular physical feature, but to the location itself. This can be overcome by a Rego Vim spell, or a Vim requisite as part of a larger Rego Terram spell which moved the landscape's features. This spell is usually complicated enough to require a ritual, which is opposed by the Spirit of Place with all its power. Spirits of Place, listed under the Latin name of Genius Loci, are described on page 106 of Realms of Power: Magic. Magi who Perform Great Works Player characters can ask great magi from other Tribunals to travel to the island, and perform great works while guests. The player characters may lobby other covenants in their Tribunal to accept a Dedication, a legal recognition of the covenant as a place given a particular task. This draws specialists in the field, or at least their apprentices, from across the Order. This eventually allows the creation of new rituals, which as they are tested create magical residue, tethers and an aura.

A Simple Method For Rapid Vallation

CrTe
LEVEL 35 R: Voice · D: Sun · T: Individual

The sciences of vallation, surrounding your forces with walls, and countervallation, surrounding your enemies with a wall to cut off their supply lines, were well understood by the Romans. They could not, however, accomplish these feat as easily as a Tremere Architect. This spell makes a wall of granite up to 500 paces wide, 5 paces high, and 1 pace thick. One needs miner's tools to break through it, though it can be toppled if it is not connected to a support on its side or top. The wall this spell creates has a walkway, protected by crenellations, along one side. Architects who plan to use this spell often master it, because during the Corruption of Tytalus, a Tremere magus had the misfortune to botch this spell. The walkway appeared on the enemy side.

Aerial Dancer

ReCo
LEVEL 35 R: Touch · D: Sun · T: Individual.

Pen +0, unlimited/day This power is activated by the medallion's wearer speaking the word "Thomae". This effect allows the user to move at running pace through the air in any direction he wishes. It can be reactivated an unlimited number of times per day. Thomae's bodyguards developed a strange, three-dimensional martial art based on the use of this power. The scent of frying onions—sigil of the Verditius who created the medallion— accompanies the character for the duration of the effect. (Effect: Base 10, +1 Touch, +2 Sun; Modifications +10 unlimited uses per day.) The other medallions provide flight for two minutes, but at the speed of a running horse.

Animate the Slumbering Corpse

ReCo
LEVEL 35 R: Voice · D: Sun · T: Individual

A variant of Awaken the Slumbering Corpse (ArM5, page 134), this spell allows a caster to control a corpse through mental, rather than verbal, commands. Required Lab Total: 1 season (70), 2 seasons (53), 3 seasons (47), 4 seasons (44)

Aquam Blight

PeAq
LEVEL 35 R: Touch · D: Momentary · T: Boundary

This spell-like effect destroys any water that the miasma touches. Water in lakes and seas is replenished from the same larger body of water. Rivers will have portions of them destroyed, but once the miasma moves on new water coming from the river's source refills the river. Aquam miasmas make finding potable water harder, but not impossible. Springs and small rivers are permanently destroyed, but larger rivers refill once the miasma passes. The remnants of mundane society, small groups of savages with animal-like intelligence, shift again as the groups chase after fresh water. In November, the last month of the Autumn season, the Aquam Form dies and Aquam spells can only be cast if empowered by vis. The initial Aquam miasma might destroy the covenant's source of water. If so, a second source of drinkable water floats in the sky above. A rain cloud ready to spill its contents can be wrestled to the ground with Rego Auram spells and its life-giving water wrung from its pillowy body. Rain clouds lie 2,000 to 3,000 paces above, well within Range: Sight, and can tower 15,000 to 20,000 feet in height. Bringing one down is noticeable for miles around, but considering the consequences of the previous miasmas, it is unlikely the covenant has any living neighbors.

Awaken the Colossus

ReCo
LEVEL 35 R: Voice · D: Sun · T: Individual

This spells causes the Size +4 colossus corpse to animate and follow the caster's verbal commands. Required Lab Total: 1 season (70), 2 seasons (53), 3 seasons (47), 4 seasons (44)

Bag of Feathers

MuHe
LEVEL 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.

Ball of Abysmal Flame

CrIg
LEVEL 35 R: Voice · D: Momentary · T: Individual

A ball of flame shoots from your hand to strike a single target, doing +30 damage. Marius of Tremere's version of the spell causes the ball to make a loud bang when it hits the target. His sigil is a gaudiness in his spells.

Bring Forth the Lord of Knives

CrTe
LEVEL 35 R: Touch · D: Diameter · T: Individual

This Animae Magic spell conjures a slender faerie made of black iron with rusted squeaky joints and long knives for fingers. The menacing creature has a Faerie Might of 10. Brought forth only when Patronus has need of a bodyguard, the Lord of Knives defends its master viciously and to its own destruction. See the nearby insert for this faerie's statistics. Created through transient magic, although the Lord of Knives has its own Might Score, Patronus' Penetration total on conjuring this faerie needs to beat the Magic Resistance of this faerie's opponents if it is to do them harm. That being the case, it is most useful against unprotected mundanes.

Carnivorous House

ReHe
LEVEL 35 R: Touch · D: Sun T: Structure · T:

This spell, designed to torment Severin's beloved rival and then discovered to be effective in combat, allows him to animate wooden buildings. The building can accept simple commands, and follow them with some intelligence, without the oversight of the magus. Animate houses can appear to be haunted, because they creak and shift, while doors slam and furniture moves around of its own volition. In battle, a building moves at half the walking pace of a human, but can absorb a great deal of damage if constructed properly. Severin often prepares the house by packing it with statues, using the Rough-Hewn Servant spell, also given here. This spell also allows Severin to animate other large wooden objects, like carriages, huge statues, and ships.

Circle of Encompassing Flames

CrIg
LEVEL 35 R: Voice · D: Concentration · T: Individual

Creates a circle of flames 6 feet high. The circle begins at a 1-pace radius, but you can make it shrink to a pillar or grow to a 3-pace radius as you concentrate if you cast with a Rego requisite. Anyone moving through the flames takes +20 damage. You cannot move the center of the circle.

Cloak of Fins and Scales

MuCo
LEVEL 35 R: Touch · D: Sun · T: Individual

The caster hangs a small cape of fish scales on the back of the target and the target transforms into a naturally occurring fish of the same approximate size as the original target. The target may choose to change back to human form at any time, but doing so ends the spell. Fish and other naturally aquatic creatures do not suffer any penalties due to pressure.

Cloak of Nessus

MuAn
LEVEL 35 R: Voice · D: Diameter · 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.

Conjuring the Mystic Tower

CrTe
LEVEL 35 R: Touch · D: Momentary · T: Ind · Ritual

An elaborately carved tower, formed from a single block of stone, rises out of the ground. The tower stands 80 feet high and is 30 feet wide, with a foundation set 20 feet into the ground. You determine the design of the chambers within.

Control the Reckless Vessel

ReAq
LEVEL 35 R: Touch · D: Concentration · T: Individual

Pen +0, 24/day This effect fills the Paregro Mare's sails with a stiff breeze, as well as controlling the currents around the hull of the boat to drive the Paregro Mare with a speed and agility unknown to other boats of this type. This effect can be maintained while Maris is elsewhere, although it will only keep its last heading and speed. Controlling the winds and the seas allows the Paregro Mare to accomplish feats most other sailors can only dream of. The Paregro Mare can even maintain course Base 4, +1 Touch, +1 Conc, +2 Size, + 1 Req.; +5 24/day, +5 item maintains concentration)

Dance Horror

ReMe
LEVEL 35 R: Voice · D: Sun · T: Individual

Pen +0, 12/day Makes the target dance until he has no Fatigue levels or the duration ends. Every round he has to make an Stamina roll against an Ease Factor of 6, or lose a Fatigue level. (Effect: Base 15, +2 Voice, +2 Sun; +4 12/day, for a total of 39 levels)

Danibus' Favor

ReAq
LEVEL 35 R: Touch · D: Sun · T: Structure

Wards a building against flooding. Trajan can use this spell to save a building from the worst of the Wizard's Flood damage.

Donning the Mask of Another

MuMe
LEVEL 35 R: Touch · D: Year · T: Ind · Ritual

This spell creates a persona from the identity of another (henceforth called the donor). The donor must be present during the Ritual spell, but need not be willing or even conscious for the correct operation of the spell, though it must penetrate any Magic Resistance as usual. The caster acquires the full memories and personality of the donor as a deep cover disguise with a Reputation score of 3, but which offers no reduction in the social penalty of the caster's Gift. This spell can also be used on characters who have established a deep cover disguise of their own, in which case it confers the Reputation at the same score as the donor's, with the same reduction in The Gift's effects that he enjoyed. If, in the year that the caster maintains this foreign identity, he is able to apply at least 5 experience points to the Reputation, then the Reputation persists once the spell's Duration expires. The caster must employ further magic to acquire the physical resemblance of the persona. The caster could even fool close friends and family, if his physical disguise is good enough. This spell inflicts one Warping Point on both the caster and donor when it is cast (from the powerful mystical effect), and the caster suffers an additional Warping Point at the end of the spell's duration (from the constant mystical effect).

Eternal Repetition in a Bottomless Pool

CrIm
LEVEL 35 R: Arcane Connection · D: Sun · T: Individual

This spell uses enchanted mirrors to display the text of a book to which the magus has an Arcane Connection. The magus commanding the mirror can navigate the book by vocal command. For example, "next page" and "the first bit about marsh fronds " are both legitimate commands. The spell's name is a vestige of the early order, when mir- rors were more expensive and the spell was enchanted into clay vessels, read by pouring black ink into them.

Eyes of the Flame

InIg
LEVEL 35 R: Arcane Connection · D: Concentration · T: Individual

Lets you see a fire to which you have an Arcane Connection. You can also see all those things which the fire illuminates.

Flames of Sculpted Ice

MuIg
LEVEL 35 R: Voice · D: Sun · T: Individual

Turns a fire up to the size of a small house into ice. The ice forms beautiful sculptures of leaping flame, until it begins to melt. When the ice has melted halfway, the flames start again, but probably won't spread, because of wet surroundings.

Forcing the Undecided's Decision

ReMe
LEVEL 35 R: Eye · D: Sun · T: Individual

This spell allows the caster to implant a complex suggestion into the target's mind, which the target then completes to the best of his ability.

Form of the Aquatic Predator

MuCo
LEVEL 35 R: Personal · D: Sun · T: Individual

The caster hangs a small cape of Shark scales on his back and transforms into a large shark of size +2 as described in the accompanying sidebar. The caster may choose to change back to human form at any time but doing so ends the spell. Fish and other naturally aquatic creatures do not suffer any penalties due to pressure.

Gift of Reason

CrMe
LEVEL 35 R: Touch · D: Momentary · T: Ind · Ritual

Permanently increases the target's Intelligence by 1 point, to no higher than 0.

Haunt of the Living Ghost

CrIm
LEVEL 35 R: Arcane Connection · D: Concentration · T: Individual

With this spell, you can instantly project your own image and voice to any designated spot that you have an Arcane Connection to (though troupes may wish to limit this range to some absolute distance like 300 miles). You can see and hear through the image. The image must appear in some medium, such as a fire, mirror, or pool. Some magi use this spell to attend inter-covenant councils without traveling the intervening distance. Because other magi can see you, this spell is not held to constitute scrying by magic. Using it through another covenant's Aegis counts as showing off, however.

Heighten the Mind

PeMe
LEVEL 35 R: Voice · D: Moon · T: Individual

Removes four points of Personality Traits from the individual, which return one-by-one across the Duration. They are taken from weakest Personality Trait first. When that reaches zero, the next least prominent Trait is affected. Negative Traits are similarly affected, but their scores are increased toward zero. This has the effect of removing the checks and balances afforded by the lesser Personality Traits, leaving the mind influenced by its most prominent Traits only.

Ice of Drowning

ReAq
LEVEL 35 R: Voice · D: Concentration · T: Part

Turns part of the water in a circle 10 paces across into large, jagged chunks of ice and drives them to pound against anything on the water's surface. The ice can punch holes in small boats but does not damage ships. Any swimmers in the area take +15 damage, and suffer -6 and two extra botch checks on Swim rolls.

Image from the Wizard Torn

ReIm
LEVEL 35 R: Personal · D: Concentration · T: Individual

Your image separates from your body. It can speak whatever you say and do so in your voice, and you can see through its eyes. You must make an Int + Concentration stress roll for each solid object the image passes through and for each mile it travels. If you wish the image to be able to leave your sight, you must use an Arcane Connection to yourself (for example, a fingernail or a lock of hair) when you cast the spell. That connection becomes an integral part of the image, and when the spell ends, it falls to the ground wherever the image was located. As your image is away from your body, you are invisible and silent at your actual location. The image is your image, so while you may move it in space you may not have it sit down if you are standing. Further, it appears as if illuminated by whatever light is falling on you, no matter what the level of illumination is at the image.

Integration Effects

MuCo
LEVEL 35 R: Touch · D: Year · T: Individual · Ritual

Suitable laboratory projects that may be produced from Insights towards this breakthrough include: Stout Potion CrCo Level 60 Pen +0, charged item. The character who drinks this dark, bitter potion has his Stamina increased by 1 to a maximum of +5. (Effect: Base 55, +1 Touch) New Virtue: Sense of the Mystic Major Hermetic Virtue Intellego effects cast or invented by this magus that grant magic senses (see ArM5, page 113) do not need to penetrate the Magic Resistance of the sensed creatures. The effect must still penetrate the Magic Resistance (if any) of the person who is granted the sense. Note that this only applies to effects that have a Sense Target. Story Seed: Waking the Oragon The magi learn this breakthrough, and when they return home they discover to their surprise that their covenant is home to a sleeping dragon (this could be an Unknown Monster Hook). The dragon is invisible while sleeping, and has not yet been disturbed by the activities of the magi. However, it is unclear how long the dragon has been sleeping. Maybe it arrived recently, or perhaps it predates the foundation of the covenant. Now that they know it exists, can the magi resist the temptation to wake the dragon? The dragon is within the Aegis of the Hearth. Oil of Prometheus Crlg Level 60 Pen +0, charged item. This oil is carefully poured onto the ground at a Boundary — a city wall, or the edge of a forest, for example — which erupts into flame. From the site of ignition, which is about a pace in diameter, the conflagration rapidly spreads through the Boundary doubling in diameter every round until it covers an area up to 60 miles in diameter. The fire burns incredibly fiercely (+20 damage) for the Duration of the effect — even stones burn and iron melts. When the effect expires the fire no longer spreads with supernatural speed or heat, but any fires begun continue to burn naturally. The potion must be poured on the edge of a defined Boundary to have an effect (see ArM5, page 113). (Effect: Base 15, +1 Touch, +1 Diameter, +4 Boundary, +3 Size) Dram of the Lion Pen +0, charged item. Drinking this potion causes the character to change into a lion for a year. When the character returns to normal, he may temporarily retain some leonine aspect. (Effect: Base 10, +1 Touch, +4 Year)

Know the Quality of the Man

InCo
LEVEL 35 R: Touch · D: Year · T: Individual · Ritual

Love's Unfaithful Witness

InTe
LEVEL 35 R: Touch · D: Concentration · T: Individual

This spell is used to question jewelry about its wearer's activities. The sympathies of the largest gemstone determine the personality of a piece of jewelry. Rubies tend to be bloodthirsty, garnets sanguine and so on, as represented by the Materials Table in Ars Magica (page 110). Unadorned silver is treacherous and unadorned gold is pious, judgmental and accusatory.

Oath Breaker's Confession

InMe
LEVEL 35 R: Eye · D: Bargain & Momentary · T: Individual

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.

Opinions of the Masses

InMe
LEVEL 35 R: Personal · D: Concentration · T: Hearing When this spell is cast

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.

Past of Another

MuMe
LEVEL 35 R: Eye · D: Year · T: Ind · Ritual

The target's memories are completely rewritten, and he is unable to remember his actual life until the effect is dispelled or expires.

Pull of the Watery Grave

ReAq
LEVEL 35 R: Sight · D: Concentration · T: Individual

Creates a strong undertow that pulls any object smaller than a rowboat 25 fathoms (150 feet) into the depths. Each of those caught in the undercurrent must make a Strength + Swim stress roll against an Ease Factor of 9 to avoid being dragged down. A roll is made each round that the spell is maintained.

Raising the Auxiliaries For a Day

CrMe
LEVEL 35 R: Voice · D: Sun · T: Group · Ritual

This ritual cast from the porch of a consecrated temple of Mercury (see Consecration of Mercury's House), on a group of up to 100 characters, gives the characters a +1 bonus to Attack and Defense rolls and allows the characters to fight together in trained groups, assuming that there are sufficient officers available to lead the groups. Characters who are already affected by this ritual do not gain additional benefit from subsequent castings.

Rapacious Hand of the Highwayman

ReTe
LEVEL 35 R: Voice · D: Momentary · T: Individual

Transports a wagon and its contents from within range to a location three miles away. An Intelligence + Finesse stress roll against an Ease Factor of 9 ensures that the wagon is deposited on all four wheels, otherwise it tips over upon landing and may spill its contents. Note that since this uses the Terram guidelines to transport non-living objects, anyone riding in the wagon is left behind. Without requisites, substantial amounts of liquid or animals are also left behind. This spell has become commonly used in the Normandy Tribunal, where stealing the supplies of another covenant is not forbidden by the Peripheral Code and there is a culture of raiding the supply lines of one's rivals.

Rego Vim

ReVi
LEVEL 35 R: Voice · D: Concentration · T: Individual

Adjuration of the Hell-Sworn Spirit This spell summons a demon with Might no greater than the spell's level. It creates a magical conduit between the magus and the demon using the demon's True Name (which is essential for this spell), and the demon is compelled to travel almost instantly to the magus's location through that conduit. If the magus has prepared an arcane circle, such as in the spell Ward Against Demons, he can force the demon to appear within it. Cleanse the Verminous Vis ReVi 15 This spell is used to make vis of Infernal provenance safe for use by a Hermetic magus. It transfers the vis from its original physical form into a item of the magus's choosing, which is touched to the original vis. This item must be of sufficient shape and material (ArM5, page 97) to be able to contain the vis transferred into it. However, this spell does not operate quite how the Venatores think that it does: vis which is heavily corrupted by the Infernal still contains a measure of its taint. Vis prava becomes vis sordida, vis sordida becomes vis infesta, and only vis infesta becomes normal vis (see Chapter 1: The Infernal Realm, Infernal Vis). Note that casting this spell also incurs the extra botch dice inherent in handling Infernal vis, even though the Infernal vis is not consumed in its casting. Command the Vile Spirit ReVi 20 The caster may force a demon to obey his commands, through intimidation and the power of his will. If the spell penetrates the creature's Magic Resistance, make a Communication + Leadership roll, adding the caster's Hierarchy Score as a bonus. The storyguide subtracts the demon's Hierarchy Score and uses the total to determine the strength of the effect, though anything other than a botch always produces at least minimal results.

Ring of Protection Against Magical Creatures of Fire

ReIg
LEVEL 35 R: Touch · D: Constant · T: Individual This ring

Pen: +22, constant effect Required Lab Total to invest effect: One Season (70), Two Seasons (53), Three Seasons (47), Four Seasons (44).

Robes of the Cataract

CrAq
LEVEL 35 R: Touch · D: Momentary · T: Individual · Ritual

Cr(Re)Aq 24 Pen 0, constant effect Trajan wears this enchanted copper torque, stained bluegreen with age, around his neck. The item constantly creates a swirling torrent of water around Trajan in the shape of robes. Any mundanes who see this are impressed and terrified. Most magi consider it to be showing off. Wizard's Flood This ritual, when cast in a river, causes it to rapidly rise and burst its banks. This floods the terrain about half a mile from either bank, for a length of about 20 miles, to a depth of two paces. The area inundated depends on the local geography (cliffs, gorges and dams may direct the flow, for example). The flood waters are natural, cannot be resisted by Magic Resistance, and may take days to recede, evaporate, and drain. The flood drowns people and animals, ruins crops, and washes away most wooden structures (and ruins the lower level of stone ones). This ritual is Trajan's master work. He is well known for it in the Rhine.

Sail with the Tide

ReAq
LEVEL 35 R: Voice · D: Sun · T: Group

Ships must usually wait for the tide before they leave port. Waters dangerous at low tide become navigable at high tide, allowing laden ships to leave port safely. This means that there are limited times in the day that ships can enter and leave port. This spell draws a magical high tide to an area chosen by the caster, which is maintained for as long as the caster concentrates. The swell is enough to float a large ship and the caster is able to move the tide in relation to the ship. The effect Duration is Concentration, which means the caster may need to maintain concentration for some time, likely an hour or two. If designed in the Hermetic Shipyard, this spell benefits from a +1 bonus to the laboratory total for each of Rego and Aquam. Lifting the Storm ReAu 45 Poor weather can keep ships anchored in harbor for weeks, while their captains wait for the weather to turn. This spell controls even the strongest of storms, carving a channel through the weather through which ships can sail. Note that the spell is powerful enough to lift a storm across a harbor, but the effect is somewhat localized. This means that the weather may still be problematic out to sea, but at least the ships are able to safely leave the more treacherous inshore waters. The Sun duration allows multiple ships to sail under a single casting. Required Lab Total: 1 season (90), 2 seasons (68), 3 seasons (60), 4 seasons (57) If designed in the Hermetic Shipyard, this spell benefits from a +1 bonus to the laboratory total for each of Rego and Auram.

Seven League Travel Circle

ReCo
LEVEL 35 R: Touch · D: Momentary · T: Circle

Everyone within the circle instantly moves to a location that the caster has an Arcane Connection to, within seven leagues (21 miles). This is sufficient to travel between Miletos and Didyma. If the caster fails an Intelligence + Finesse roll against an Ease Factor of 9, then something goes slightly awry: the travelers might be facing the wrong way, or appear a few feet above the ground. Items worn or carried by the travelers (armor, weapons, bags, clothes, etc) move too (which requires suitable casting requisites), but large items do not move. For example, a horse in the circle would not travel, nor would a tree, but a marble statuette carried by a traveler would travel (with a Terram requisite). The caster does not need to be within the circle. Note the spell is powerful enough to cause Warping on the travelers.

Seven Leagues Travel

ReCo
LEVEL 35 R: Touch · D: Momentary · T: Individual

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.

Skin of the Sapphire Tortoise

MuTe
LEVEL 35 R: Pers · D: Diameter · T: Room

Unlimited uses The walls, floor, or ceiling of the laboratory room become as hard as the hardest gemstone and as resilient as iron. (Effect: Base 5, +1 Diameter, +2 Room, +1 requisite; Modifications, +10 levels unlimited uses)

Slave of Charity

ReMe
LEVEL 35 R: Eye · D: Sun · T: Individual

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.

Snipping the Thread of Power

PeVi
LEVEL 35 R: Touch · D: Momentary · T: Ind This spell destroys the Arcane Connection between two items. (Base 30

St. Peter's Rhombus

PeVi
LEVEL 35 R: Voice · D: Momentary · T: Room

Pen 0, 1/day As per Wind of Mundane Silence, ArM5 page 161, with a level 15 effect. This magical device was named for St. Peter, who according to legend dispelled the magic of Simon Magus. The rhombus must be whirled or spun in the air to activate the device. It was given to Eleanor by a grateful arch-magus several months before she became ill. Characteristics: Int +1 Per +2, Pre +1, Com +2, Str 0, Sta 0, Dex 0, Qik 0 Size: 0 Age: 30 (30) Warping Score: 1 (4) Confidence Score: 1 (3) Virtues and Flaws: Redcap; Skinchanger (lynx), Faerie Blood: Sidhe (Minor), Magic Sensitivity, Second Sight; Greater Malediction (must always keep her word or disaster will strike her); Fear (being restrained), Lesser Malediction (must give away all wealth she cannot carry or suffer from debilitating trembling), Overconfident (Minor), Susceptibility to Faerie Power Personality Traits: Compassionate +3, Overconfident +3, Friendly +2, Honorable +1 Reputations: Redcap +3 (Order of Hermes) Combat: Claws (as lynx): Init +1, Attack +7, Defense +8, Damage +2 Dagger: Init 0, Attack +4, Defense +2, Damage +3 Fist: Init 0, Attack +2, Defense +2, Damage +0 Soak: +0 Fatigue Levels: OK, 0, –1, –3, –5, Unconscious Wound Penalties: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20), Dead (+21) Abilities: [Area] Lore 4 (interesting news), Artes Liberales 1 (sounding informed), Athletics 3 (running), Awareness 3 (traps), Bargain 2 (quick deals), Brawl 2 (claws), Charm 4 (peasants), Code of Hermes 2 (covenants), Etiquette 2 (superiors), Faerie Lore 2 (trods), Guile 2 (lying to magi), Latin 5 (long messages), Legerdemain 2 (filching), Magic Lore 3 (dangerous areas), Magic Sensitivity 3 (when concentrating), Native Language 5 (storytelling), Order of Hermes Lore 3 (covenant locations), Second Sight 3 (when concentrating), Stealth 2 (as lynx), Survival 4 (as lynx) Equipment: Lynx belt, leather satchel, dagger, sling. Encumbrance: 0 (0) Appearance: Eleanor is a sandy-haired young woman with a slender build and brilliant green eyes. She is usually dressed as a man, in a short green tunic, dark pants, and sturdy leather boots. She wears a belt of tawny fur across her shoulder. In the priory hospital she is dressed in a white patient's gown, although she still wears the fur belt beneath the gown. Eleanor can turn into a lynx thanks to her Skinchanger Virtue. Her traits when transformed as a lynx are modified as follows (for more details, see Houses of Hermes: Mystery Cults, pages 38-43): Increase Dex and Qik to +2, decrease Size to –1, gain a +3 bonus to all rolls involving jumping, when using the senses of smell and hearing, and gain a +2 to all Hunt rolls. Eleanor would only transform into a lynx while in an urban area if her life were severely threatened and she needed to escape. Note that due to her illness, Eleanor is recovering from the equivalent of a Medium Wound. She is almost better, with only a few weeks left to her recovery, but still suffers from a –3 wound penalty.

Stance of the Patient Tree

MuCo
LEVEL 35 R: Personal · D: Sun · T: Individual

You turn yourself into a tree about 12 feet high, with a trunk about a foot thick. You can sense only the most basic things, such as night and day, strong winds, and things that can affect a tree. You can resume human form at will, but doing so ends the spell. While in tree form, you do not heal any wounds or restore any Fatigue levels. The tree branch you use to let yourself change back determines the kind of tree you become, and you cannot cast the spell without the branch.

Steed of Vengeance

MuAn
LEVEL 35 R: Touch · D: Sun · T: Ind.

Turns a horse into a ferocious magical mount. Its coat becomes a deep black and its eves a fiery red, its teeth transform into fangs, its hooves become razor-sharp, and it occasionally breathes steam from its mouth — the horse seems a creature from Hell itself. All its Attack rolls get a +5 bonus. The horse tolerates a magus rider. When the spell wears off, the horse must make a Stamina stress roll against an Ease Factor of 9 or die from shock.

Stolen Moments

PeMe
LEVEL 35 R: Eye · D: Concentration · T: Individual This spell removes all active thoughts

Story of Legend

CrIm
LEVEL 35 R: Voice · D: Performance · T: Group

This spell is similar to Told Story, but instead of creating a small stage as an Individual, this spell can create up to 100 persons or things like clouds, small dragons, and so on.

Strategos' Sword

ReCo
LEVEL 35 R: Touch · D: Momentary · T: Individual Inflicts 15 Might damage on a demon. (Base 5

Nikola also carries the Strategos' Sword, an invested item and symbol of her office. It was made by the Verditius Orion almost 200 years ago. The long sword was opened for enchantment with 15 pawns (12 slots used). Ward Against Men Pen: +0, Unlimited uses Unlimited) Arms Multiplied CrTe 38 Pen: +0, 6 uses per day R: Touch, D: Sun, T: Group Creates 10 duplicates of the sword. The duplicates have no powers, but are effective for mundane use. As magic effects, and thus resisted by Magic Resistance, the swords are of little use against supernatural foes. Demon Bane PeVi 40 Pen: +40, Unlimited uses Penetration 40)

Strength Renewed

CrAn
LEVEL 35 R: Touch · D: Sun · T: Part

Creates a bull's heart that continues to beat strongly for the duration of the spell. In the three seasons it took Marcus to learn this spell, he was lucky enough to get a breakthrough. However, the spell also has a minor flaw thanks to experimentation; the heart only beats in the light, and the strength of the pulse is dependant on the amount of light — in shadow the beat is thready and shallow, while in bright sunshine it is like a drum.

Summon the Eldritch Bond

ReAn
LEVEL 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

Teeth of the Earth Mother

MuTe
LEVEL 35 R: Voice · D: Sun · T: Group

You cause twenty pointed pillars of white marble to spring up from the ground to a height of 12 feet, forming a circle 3 paces in diameter. At their tops, the pillars are thin and as sharp as spears. At the base, where they touch, they are 18 inches thick. When the pillars spring up, they can be used to cage people, to form a wall, or simply to skewer enemies. Climbing to the top of the pillars requires three Dexterity + Athletics stress rolls against an Ease Factor of 12, and the tops break away when the target reaches them, causing the victim to fall. Skewering a target does +25 damage, possibly more on following rounds if the victim struggles or is exceptionally heavy. When the spell ends, the pillars crumble to dust.

The Bountiful Feast

CrHe
LEVEL 35 R: Touch · D: Year · T: Special · Ritual

This ritual, which must be cast at noon on the day after the winter solstice, attempts to ensure that all crops that grow within its target will be healthy and fruitful. The spell protects against non-magical blight and other diseases. It can't control the weather or prevent others from harming crops, but it does cause crops to be healthier, larger, and tastier than they otherwise would be. The target of this spell is the fields owned by those present at the ritual. The spell must be cast within the region affected by the spell, although that region need not be contiguous. Although food plants are affected most by this ritual, all plants are made healthier to some degree.

The Brand of the Aroused Stallion

ReAn
LEVEL 35 R: Touch · D: Sun · T: Ind (up to Size +2)

Pen: +20, 1/day This brand arouses the creature as a prelude to mating, usually used on the lead stud of the herd, or a male with highly desired physical characteristics. It works on the animal's emotions and is much more helpful for males than females, whose bodies might not be in season despite the sudden mental urge to procreate. The brand is triggered by a command word spoken by a trainer or groom. Once activated, the animal becomes increasingly aggressive and might prove dangerous to its handlers. Required Lab Total: 1 season (70), 2 seasons (53), 3 seasons (47), 4 seasons (44)

The Frozen Womb

MuCo
LEVEL 35 R: Touch · D: Year · T: Unborn Child · Ritual

This Ritual spell freezes the development of an unborn child for a year. The spell does not damage either the child or the mother — although the mother may be seriously inconvenienced by a delayed late-term pregnancy — but both mother and child gain Warping Points due to being under the influence of a constant, high-power mystical effect (see ArM5, page 167). The spell can be cast at yearly intervals in order to delay a pregnancy for years, or even decades, and versions of this spell with other durations could be used to delay a birth until an astrologically favorable moment.

The Griffin Reborn

MuAn
LEVEL 35 R: Touch · D: Moon · T: Pair · Ritual

During the casting of this ritual spell, the caster removes the heads of two animals and reattaches them on each other's bodies. The surgery causes no damage as long as the spell is cast correctly. With a Corpus casting requisite one of the targets can be a human, but at least one must be an animal. At the end of the duration, the caster can restore the heads to their owners if both are present, but if either target is absent then both die. Like Spirit of the Bull of Minos, this spell is the result of an insight into the ancient magics of the Minoan priests. The atypical Target of Pair is part of the non-Hermetic specification of this spell, and is treated as Target Group for the purposes of spell calculation. A Hermetic variant would use Target Part, but only affect a single creature.

The Hammer Falls

PeCo
LEVEL 35 R: Arcane Connection · D: Momentary · T: Individual

Acting through an Arcane Connection, this spell immediate causes the target to suffer a Heavy Wound.

The Incantation of Lightning

CrAu
LEVEL 35 R: Voice · D: Momentary · T: Individual

A lightning bolt shoots forth from your outstretched hand in the direction you are pointing, doing +30 damage to a single target it hits. There must be nothing between you and the target. Those near the target must make Size stress rolls against an Ease Factor of 6 to remain standing.

The Leap of Homecoming

ReCo
LEVEL 35 R: Personal · D: Momentary · T: Individual

Transports you to any place to which you have an Arcane Connection. Most magi use this to return to their laboratories.

The Quarryman's Gift of (stone)

CrTe
LEVEL 35 R: Touch · D: Momentary · T: Individual · Ritual

Safer than conjuring thousands of tons of stone atop an already growing tower, this spell creates enough stone for quarrymen and stone cutters to keep mundane craftsmen supplied for as long as it takes to build one new level. The amount of stone created is vast, something like ten million tons, or a block of stone 215 paces on each side. The type of stone created is particular to the ritual's design, so variants must be designed for each of granite, limestone, and marble, for instance. Required Lab Total: 1 season (70), 2 seasons (53), 3 seasons (47), 4 seasons (44)

The Visage of Mot

ReMe
LEVEL 35 R: Veil · D: Concentration · T: Ind · Ritual

This spell summons the ghost of a specific person in the world of the dead. The caster must either have an Arcane Connection to, or otherwise be able to sense, the target, and the target must be in the world of the dead; that is, neither alive nor in Heaven.

The Walking Corpse

ReCo
LEVEL 35 R: Touch · D: Year · T: Ind · Ritual

Turns a corpse into a nearly mindless servant that can follow your simple verbal commands faithfully but unimaginatively. Unless the corpse is preserved with Charm Against Putrefaction or the equivalent, the body decays normally, but even a skeleton can be animated. ---

The Wizard's Mount

CrAn
LEVEL 35 R: Touch · D: Sun · T: Individual

Creates a horse, which is normal in every way except that it is not disturbed by The Gift.

Tower of Whirling Water

ReAq
LEVEL 35 R: Voice · D: Concentration · T: Group

From a large body of water you form a waterspout that moves under your mental direction. It causes a simple die + 15 damage to anyone it hits (no Attack roll necessary). In addition, those struck must make a Quickness stress roll against an Ease Factor of 6 to avoid being sucked up by the waterspout. Those who fail are helplessly pulled into the spout and begin to drown immediately. When the waterspout fails, they fall up to 20 feet to the water's surface. If you direct the waterspout to move across land, you must make an Intelligence + Concentration stress roll against an Ease Factor of 9 each round to maintain it.

Ward Against Immolation

ReIg
LEVEL 35 R: Personal · D: Diameter · T: Individual

The caster is rendered immune to heat and fire less than that of the most powerful of Ignem magics. The caster and his possessions receive a +35 bonus to Soak against damage from heat. While this spell is active, Ranulf can (due to the resistance to heat provided by his Ignem Form resistance bonus) tolerate, barely, the heat generated by his Self Immolation spell. However, Ward Against Immolation, like Self Immolation, is a spell of Duration Diameter. As a result, Ranulf must cast this protective spell prior to casting Self Immolation; if Ranulf fails to cast Ward Against Immolation again before the original casting expires, the Self Immolation spell would cause him severe harm (as a Personal Range spell, it does not need to penetrate his Magic Resistance).

Ward Against Mad Dreams

ReVi
LEVEL 35 R: Touch · D: Sun · T: Structure

Pen +12, constant effect This enchanted iron horseshoe is hung above the entrance to the zenodochium. It prevents faeries of Might 10 or less from entering the zenodochium.

Ward Against the Infernal Agents of Disease

ReVi
LEVEL 35 R: Touch · D: Sun · T: Structure

Pen +12, constant effect This enchanted cross is hung above the entrance to the zenodochium. It prevents minor disease demons (and other types of demons, too) who have a Might of 10 or less from entering the zenodochium.

Weaver's Trap of Webs

CrAn
LEVEL 35 R: Voice · D: Sun · T: Group

In casting this spell, you point and from the indicated initial location, a huge net of spider webs grows, filling an area 5 paces by 5 paces by 6 feet high. With supports, the webs can hang vertically, forming a wall, otherwise they act like a net. When the webs are through growing after a few seconds, they are as thick as string and as strong as iron. Everyone caught in the area of the webs is immobilized. Getting free requires a Strength stress roll of 12+, or someone who is not trapped may use an edged weapon to free a victim, which takes three rounds. Contrary to widespread rumor, fire is ineffective against these webs. Webs may continue to trap victims in the future, as long as the spell lasts and they aren't completely hacked apart.

Whistle of Warning

ReMe
LEVEL 35 R: Voice · D: Concentration · 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.

Wilt

PeHe
LEVEL 35 R: Voice · D: Momentary · T: Part

This spell causes a plant to wilt and die instantly, though it does not affect any enchantments or spells currently on the plant. Larger plants are still affected, but only parts of them at a time when the spell is cast.

Wizard's Eclipse

PeIg
LEVEL 35 R: Touch · D: Diameter · T: Bound · Ritual

The sun is eclipsed within the target area, making it as dark as night. The darkness begins very suddenly — the superstitious are likely to panic, especially if they see that there is normal daylight just beyond the boundary of the spell.

Words of the Flickering Flame

InIg
LEVEL 35 R: Voice · D: Concentration · T: Individual

Allows you to converse with a fire, commonly very chaotic and distractible. Promising a fire more fuel might keep its interest. Fires are mostly aware of what they've burned, but they have a limited awareness of what goes on around them as well.

A Sure and Deadly Blow

PeCo
LEVEL 36 R: Touch · D: Momentary · T: Individual Pen +26

Noting that knights might be protected by relics, hedge wizards by charms, and grogs by the Parma Magica, Avedutus invested his sword with a Penetrating effect. This enchantment has a Penetration of +26 and, if the effect beats the target's Magic Resistance, inflicts a Heavy Wound on the target. This is in addition to any damage arising from Avedutus' own attack.

The Blade of Lead

ReMe
LEVEL 36 R: Voice · D: Moon · T: Individual

Pen: 12 This lead dagger is instilled with the spell Imprison a Ghost in a Vessel, which forces a ghost inside a container selected by the wielder at the time of activation. Lead grants a +3 Lab Total bonus for binding ghosts. Required Lab Total: 1 season (36, plus 1 charge for every 5 points above 36)

Mot's Hand

ReMe
LEVEL 37 R: Veil · D: Diameter · T: Individual

Pen +20, 3/day This item is a skeletal marionettetype puppet about one foot tall, and by manipulating the puppet the puppeteer may direct the actions of the closest ghost. As this effect has a Range of Veil of Death there is always a ghost in range, although of course, unforeseen consequences may result if the manipulated ghost is not within the sight of the puppeteer. The effect can only penetrate a Might of 19, so ghosts that are more powerful are unaffected. Gross movements of the ghost (stop, move left, etc.) are controlled without a roll. A stress roll of Dexterity + Profession Puppeteer must be made against an Ease Factor of 9 to direct the movements of the ghost more carefully (to move through a doorway or up stairs, for example). To attempt very precise movements (to write or fight, for example) a stress roll of Dexterity + Profession Puppeteer against an Ease Factor of 12 must be made. (Effect: Base 5, + 3 Veil, +1 Diam; Modifications: +10 Pen, +2 3/day)

Move the Wheels

ReTe
LEVEL 37 R: Touch · D: Sun · T: Group

0 Pen, constant effect This effect is triggered by the Sense the Heavens effect, and constantly moves the wheels in a way that represents the movement of the celestial bodies. This allows a character with an Artes Liberales Score of at least 1 to read the astrolabe. Required Lab Total to invest effect: One Season (74), Two Seasons (56), Three Seasons (50), Four Seasons (47). The birth or nickname of a character can be used as a +1 Sympathetic Connection. The secret ritual name of a character can also be used as a +1 Sympathetic Connection. It is relatively easy to discover the nickname of a character, but a Christian magus is often careful to ensure that his nickname is his baptismal name. This is because a baptismal name cannot be used as a Sympathetic Connection. A spell like Posing the Silent Question (see ArM5, page 149) might be used to lift the birth or secret ritual name of a character from either his own mind or the mind of others who know him well.

Perdo Parma

PeVi
LEVEL 37 R: Touch · D: Momentary · T: Individual

Pen +32, 50/Day When this knife contacts a magus, it will dispel any Parma Magica with a score of 6 or lower (thus providing a Magic Resistance of 30 or lower), as long as it Penetrates. This version relies on the targeted magus being somewhat weak in Vim if his Parma is strong.

Subtle Shift of the Intended Destination

ReMe
LEVEL 37 R: Voice · D: Sun · T: Group

Pen 0, 3/day. When the user slaps the symbol of the panpipe and calls out to visible targets "Lost your way have you?", they suddenly feel the urge to avoid the covenant, and instead seek out a place holding special significance for them. At the end of the duration the targets may remember intending to go to the covenant, but not why they did not. (Effect: Base 5, +2 Voice, +2 Sun, +2 Group; Modifications +2 uses/day) Cost: 15 Build Points cil has to rule on which maga is granted access to a particular book for a particular season at the moment when two magae's study interests coincide, for only one maga can be reading any given book at a time!

The Rising of the King

ReCo
LEVEL 37 R: Touch · D: Sun · T: Individual

Pen: 0, Constant effect When activated, this spell-like effect causes the corpse to stand, using the spell Animate the Slumbering Corpse. The effect's default command is, "Stand up." Required Lab Total: 1 season (74), 2 seasons (56), 3 seasons (50), 4 seasons (47) This effect costs 4 pawns of vis.

Death with Each Blow

PeAn
LEVEL 38 R: Touch · D: Momentary · T: Individual

Pen +40, 6/day If the effect penetrates a beast's Magic Resistance, it is instantly struck with a Medium wound in addition to any wound that the ax blow itself causes.

Flames of Stone

MuIg
LEVEL 38 R: Voice · D: Concentration · T: Ind (+1 size)

Pen +0, 3/day item maintains concentration This effect changes the flames of the target fire to be as hard and stable as stone. The flames still have no weight and the target fire still produces both heat and smoke. Ranulf often uses this effect in combination with the Topiary of Flames effect to create temporary structures. The target fire can be no larger

A Net of Immobilization

ReAn
LEVEL 39 R: Sight · D: Sun · T: Ind (up to Size +3)

Pen: 30, Constant effect R: Touch, D: Sun, T: Ind This simple device is a net (+5 Shape and Material Bonus to Lab Total) that paralyzes any animal caught in it. The target is immobilized until the following sunrise or sunset after the net is removed, which may aid transportation depending on its Size. It is ideal for capturing smaller animals. Required Lab Total: 1 season (78), 2 seasons (59), 3 seasons (52), 4 seasons (49) ReAn 57 Pen: 30, 3/day Instilled in a wand or a staff tipped with a topaz (+5 Shape and Material Bonus to Lab Total), this effect paralyzes an animal when the command word is spoken. The effect must Penetrate the target's magic resistance to work. Care must be taken when used on birds and fish, because sudden paralysis will affect their means of locomotion and could cause injury. This effect will not prevent a magical animal from using its powers, which it can invoke without any necessary physical activity. Required Lab Total: 1 season (114), 2 seasons (86), 3 seasons (76), 4 seasons (72)

Chamber of Spring Breezes

CrAu
LEVEL 39 R: Touch · D: Sun · T: Structure

Enchanted Item 4 pawns of Auram vis, 4 Seasons spent to invest. Pen +0, constant effect Creates a breeze of fresh air that continually moves throughout a covenant, keeping the air continuously breathable even if the room is airtight.

Ease of Birthing

CrAn
LEVEL 39 R: Touch · D: Sun · T: Room

Pen: 20, Constant effect Instilled in a small wooden statue, this effect grants a mammal a +9 Recovery bonus to delivering its young. It is usually placed in a stall or pen, and the animal must spend the entire delivery period in the room to receive the benefits of the statue. Created to aid magical beasts, who are immune to Warping, it can be used on mundane animals, but will inflict a Warping point because it is a powerful mystical effect. Required Lab Total: 1 season (78), 2 seasons (59), 3 seasons (52), 4 seasons (49)

Enchantment of the Magnified Regio

MuVi
LEVEL 39 R: Touch · D: always on · T: Boundary

Pen +0, constant effect Increases the size of a Magical regio, doubling its size to a maximum of 200 paces across. Example: Alyssa has discovered a small magical regio, in which she plans to perform some mystery rites in privacy. The problem is, it is only 30 paces across — too small to work comfortably on her rites, which require more space. She therefore decides to expand the size of the regio magically. A standard Boundary is enchantment Size 8, multiplied by earth (x2) = 16 spaces, and requires eight component devices such as staff-sized stone pillars (4x4). To place the pillars correctly requires an Intelligence + Geometry roll vs. an Ease Factor of 14 (6 + Size 8). To finalize the enchantment, she needs to cast a Bind the Mystical Boundary ritual of at least level 54 (base level 39 + 5, +2 for increased size from Group to Boundary). Alyssa therefore carves and sets up four of the stone pillars placed around the perimeter of the original boundary of the Regio, and four more placed just next to them. She casts her Bind the Mystical Structure rite, then carries the second set of pillars to the new larger perimeter where they are set in place, doubling the size of her regio to a comfortable 60 paces across.

Friendly Bees

ReAn
LEVEL 39 R: Touch · D: Sun · T: Group

Pen +0, constant effect This spell makes every bee in the hive passive for a day. This means that the grogs can work the gardens and harvest the honey, and as long as no one attacks the hive, the bees will not sting.

Frosted Timber

PeIg
LEVEL 39 R: Touch · D: Sun · T: Structure

Pen +0, constant effect This effect keeps the Covenant cool during the spring and summer. (See the new spell, earlier.)

Resilience of Theseus

MuCo
LEVEL 39 R: Touch · D: Sun · T: Ind Pen 0

Marcus has a +4 to all Soak rolls. However, due to the experimentation used to create the effect it has a minor flaw — the tattoo must be exposed to grant the bonus, rather than being covered by clothing.

A Father's Concern

InCo
LEVEL 40 R: Adelphixis · D: Momentary · T: Group

Created by Anatol, a magos formerly of House Jerbiton, this spell was used by him to check periodically on his six daughters. He had left them behind to begin an apprenticeship late in life, and when he had completed his studies they'd become married adults and moved away; he couldn't locate them by mundane means. This spell gives a brief insight into the targets' physical condition. It applies to anyone to whom the Adelphixis Range applies for the magos, but an easier version of the spell would be more useful to those who don't bear such bonds to multiple people.

A Punishment For Brigands

MuCo
LEVEL 40 R: Voice · D: Sun · T: Individual

he uses to cancel the spell at will. 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.

Artemis' Fertility

CrCo
LEVEL 40 R: Touch · D: Moon · T: Individual

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.

Black Whisper

PeMe
LEVEL 40 R: Touch · D: Moon · T: Individual

You whisper a magic sentence in the target's ear. It takes several seconds to speak the sentence, so an unwilling, able-bodied target can stop you. If you speak the whole sentence, the target must make a Stamina stress roll against an Ease Factor of 15 or go completely insane. You need not use your hands for this spell, but you must be able to speak.

Blessing of the Solar Body

CrCo
LEVEL 40 R: Touch · D: Momentary · T: Individual

Pen +0, 1 use/day continued on next page The process for creating relics follows the Magical Enchantments section in Ars Magica Fifth Edition (see pages 95–100), the key change being the removal of the shape, material, and size limits. Any item can be invested with any level of Power and any number of effects, even items like beeswax and feathers, or a simple cloth tapestry (although Warping Points are still inflicted for the number of pawns of vis the opening would have needed). Furthermore, instead of using vis, the Hyperborean enchanter Warps his own body, at a rate of 2 Warping Points for every pawn of vis the enchantment would have needed (in both opening the item and instilling the effect). Warping from "opening" an item occurs only once for that item. Hyperborean magic can also enchant Powers into a relic that would otherwise be considered Hermetic Rituals (in particular, permanent healing effects). Unlike Hermetic enchanters, who can slowly enchant items (by accumulating points) over seasons, a Hyperborean enchanter must be able to enchant an item in a single season, or else he is unable to enchant the item at all. Hyperborean enchantments cannot infuse a Power that uses two hymns at once — only choirs can do that (although a single item could be infused with separate powers from multiple hymns). Hyperborean magic cannot create talismans or charged items; it also cannot bind familiars or create Longevity Rituals (except for the Eternal Youth of the Sun Power, above). Likewise, it cannot make use of similar spells, it does not create Lab Texts, and Hyperborean enchanters cannot experiment.

Breath of the Open Sky

CrAu
LEVEL 40 R: Touch · D: Concentration · T: Ind · Ritual

You can call up a wind capable of devastating the countryside. You must stand under the open sky to cast this spell. While you cast the spell, a breeze picks up, blowing from you in the direction you are facing. When the ritual is completed, the wind strengthens to a gale roaring over the visible countryside and beyond, strong enough to topple wooden structures and knock down trees. The wind does not weaken while it is within your sight, but loses its force naturally where you cannot see it. If you turn away from your original facing for more than a few seconds, you have to make a Concentration roll against an Ease Factor of 12 to maintain the spell. If you turn away for a minute or more, the spell ends. The air behind you is still.

Burn His Eyes Out

PeCo
LEVEL 40 R: Arcane Connection · D: Momentary · T: Individual

Acting through an Arcane Connection, this spell immediate destroys the target's vision. The damage can be healed over time and is treated as a Heavy Wound.

Cascade of Rocks

PeTe
LEVEL 40 R: Sight · D: Momentary · T: Part

Makes a cliff collapse, causing an avalanche. The effects depend on the size of the cliff and what lies below it.

Clenching Grasp of the Crushed Heart

PeCo
LEVEL 40 R: Voice · D: Momentary · T: Individual

When casting this spell, you make a clenching motion with your hand. The victim doubles over and dies at once.

Cloak of Mist

MuCo
LEVEL 40 R: Personal · D: Sun · T: Individual

You turn yourself into a thick, cohesive mist of approximately human size. You can float through the air at walking speed and can see and hear what is going on around you. You can also seep through cracks, but cannot move through solid objects. You may return to human form at any time, but doing so ends the spell. As mist, you are subject to the forces of the wind. In order to cast this spell, you inhale some mist, and you keep the mist in your 'mouth' until you want to end the spell.

Conjure from the Mist

MuAu
LEVEL 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.

Control the Dead Turb

ReCo
LEVEL 40 R: Voice · D: Sun · T: Group

A group of ten corpses animate and follow the caster's verbal commands. Individual commands cannot be issued to a particular member of the group; every corpse follows the caster's command. While they each perform the same task, they are not considered a trained group for combat purposes.

Corpus Blight

PeCo
LEVEL 40 R: Touch · D: Momentary · T: Boundary

This spell inflicts the Great Corpus Pestilence on every human target within the miasma. The Great Corpus Pestilence is the same disease that earlier targeted Magic creatures. Corpus miasmas wreak havoc at covenants. The covenfolk instantly fall sick, and the magi must act fast to save them. Any magical curative works, providing the magi have the vis necessary to make the healing permanent. Physicians and mundane healers can also help, providing they have not succumbed to the disease. People must be removed from the miasma immediately, or the miasma must be pushed off the covenant grounds. Luckily magi, and all others with Magic Resistance, are immune to the Corpus Blight. Arising from small Magic lacunas tucked in every major city in Mythic Europe, urban Corpus miasmas spread the Great Corpus Pestilence like fire in a dry hay barn. Panic erupts, and those not immediately affected flee the city, if they can, or lock themselves in their homes. Because Corpus miasmas can enter homes, blown in on the various city air currents, flight is the better choice. The rich and prosperous

Deluge of Rushing and Dashing

CrAq
LEVEL 40 R: Voice · D: Concentration · T: Individual

Causes a stream to flood, starting at the stream's nearest point to you and continuing downstream. The results of this spell are generally quite impressive. As the stream overflows its original bed, it becomes a raging torrent, sucking in everything near it. Damage from the spell can last for many years. As long as you concentrate, the stream remains at flood levels. Anyone caught near the stream when it floods is struck by the rush of water (+10 damage), caught up in the flood, and dragged along. Every round, a victim makes a Strength + Swim stress roll against an Ease Factor of 9. Success means the character escapes the flood. Otherwise, the character loses one Fatigue level and takes +5 damage. Any who fall unconscious drown. This roll is repeated until the character either escapes the flood or dies.

Disenchanting Concoction

PeVi
LEVEL 40 R: Touch · D: Momentary · T: Individual

Pen: +30 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)

Doppelganger

CrIm
LEVEL 40 R: Touch · D: Sun · T: Individual

This Glamour spell (see page 101 in Houses of Hermes: Mystery Cults) creates a person's doppelganger, with some limited freedom and simulated intellect. It may act independently but is under the caster's control. Like all Glamour spells, the doppelganger has substance and can act as something that really exists.

Enslave the Mortal Mind

ReMe
LEVEL 40 R: Eye · D: Sun · T: Individual

Enables you to completely control the loyalty, emotions, desires, interests, and activities of any person. People revert to normal when the spell ends, and may be extremely angry with the magus.

Form of the Zephyr

MuCo
LEVEL 40 R: Personal · D: Sun · T: Individual

Transforms the caster into a strong gale wind. She flies at 50 miles an hour, but can increase this speed to that of a violent storm wind — 75 miles per hour — by expending a Long Term Fatigue level. She can travel at this increased speed for no more than an hour without expending another Fatigue level. This ability to gust is intrinsic to the type of wind into which the caster turns, much as the Cloak of Mist (ArM5, page 131) allows the caster to seep through cracks like natural mist. Note that because this spell turns the caster into a gale wind, she cannot travel any more slowly than 50 miles an hour. A different spell (of the same level) is needed to turn into a more gentle wind. The caster inhales a gust of wind to cast this spell, and can end the spell and transform back into human form by letting this captured wind free. While in the form of a wind, she can attempt to bowl over any object her size or smaller; this requires making roll of Strength + Concentration + stress die against the target's Stamina + stress die. The defender may add Athletics to their roll if they are braced for the attack. If the caster's roll exceeds her opponent's, then the target is knocked off his feet and flung backwards one foot for every point of the difference. As a violent storm wind, the target is instead flung three feet per point of the difference. Falling damage (ArM5 page 181) is inflicted on those knocked over; hitting an obstruction before the full distance flung back is reached counts as falling onto a hard surface (such as a wall) or a soft surface (such as a haystack). Knocking over inanimate objects has an Ease Factor of 9 + (3 x its Size).

Gathering of the Stormy Might

ReAu
LEVEL 40 R: Sight · D: Concentration · T: Group

As for Clouds of Thunderous Might, but the storm is larger, possibly covering the entire visible sky. Again, it is under the caster's control. ---

Hen Dust

CrAn
LEVEL 40 R: Touch · D: Diameter · T: Individual

Pen 0, Charged item, 1 use This dust, which seems to consist of ground up feathers and egg shell, is sprinkled over an egg. The chick immediately breaks out of the shell and over a period of one diameter grows into an adult. The dust works on any egg (bird, reptile, fish) as long as the adult creature is of Animal Form and no larger than Size +1. (Effect: Base 30, +1 Touch, +1 Diameter) (2 pawns)

Herd the Passive Beasts

ReAn
LEVEL 40 R: Voice · D: Sun · T: Group Pen +0

This effect calms a herd of animals (up to 1,000 animals), making them far easier to tend, allowing a shepherd or farmer to manage a much larger herd than he could without magical assistance.

Icarus' Folly

MuAn
LEVEL 40 R: Touch · D: Sun · T: Individual

The targeted animal is given a pair of wings. It does not immediately know how to fly, but just like a fledging bird it succeeds after the first few attempts. Unfortunately, a flaw introduced in the experimental process makes the duration of this spell unreliable; at the end of every hour of the duration, roll a simple die. If the result is equal or lower than the number of hours that have passed, the spell's duration ends prematurely. After the precipitous death of the first few test subjects, Marcus named the spell after the legendary inventor of wings who himself plummeted to death after flying too close to the sun. As if in compensation for the flawed spell, the second season of invention resulted in a breakthrough.

Image of the Lady

CrIm
LEVEL 40 R: Touch · D: Ring · T: Circle

Similar to Book of Images and the spell The Shadow of Human Life (ArM5, page 144) this spell creates an image of a person, which can also make sounds, within a ring that serves as a frame. This image has limited freedom and a simulated intellect. He or she cannot learn Abilities, but can remember a story told while casting the spell. Such an image can also work as a guard or similar. In Scipio's home covenant these pictures hang on almost every wall, working as advisors for slow grogs, as monitors in the kitchens, or as sentries. Due to experimentation, Scipio's version of this spell creates images that need to sleep and eat illusionary meals.

Incantation of Summoning the Dead

ReMe
LEVEL 40 R: Arcane Connection · D: Concentration · T: Ind · Ritual

Calls up a person's ghost. You must be on the spot where the person died, or must have the corpse (either of these constitutes an Arcane Connection). Alternatively, you can summon any ghost that haunts the area you are in, if you know the ghost's full name, according to the Law of Names. Those buried by Church ceremony and those have who gone straight to heaven (that is, saints and crusaders, as opposed to the normal folk who must wait for a time before going on) are not available for summoning. This spell is a ritual because it can summon those who are beyond the mortal world, as long as they are not in heaven. If the ghost has Magic Resistance, you must penetrate that resistance in order to summon it.

Incantation of the Body Made Whole

CrCo
LEVEL 40 R: Touch · D: Momentary · T: Ind · Ritual

Heals all damage to a human body at the conclusion of the ritual. The spell can only heal wounds, not such damage as missing limbs, or diseases and damage from poisons.

Infernal Smoke of Death

MuAu
LEVEL 40 R: Voice · D: Concentration · T: Individual

Turns normal smoke from a fire into a thick, corrosive cloud. Anyone immersed in the cloud of smoke takes +25 corrosion damage, against which armor provides only half its normal Protection value. Soft materials like cloth, fur, paper, and leather are charred and ruined by exposure to the noxious vapor. While you concentrate, any new smoke becomes corrosive. The smoke is heavier than air, so rolls along the ground, pooling in low spots. The damage represents normal exposure to the vapor, and may be modified if characters spend unusually short or long times within it.

Inmost Companion

MuMe
LEVEL 40 R: Eye · D: Sun · T: Individual

The target's mind is made physical as a bird. This bird normally stays close to the target's body, but need not. If the target has Magic Resistance, it protects both his body and mind, as normal. No matter how far it travels, the target's mind controls his body, as well as the bird's, as normal. In particular, it can see through both sets of sense organs. If the bird is killed, the target also dies, as his mind has been killed.

Invocation of Weariness

PeCo
LEVEL 40 R: Voice · D: Momentary · T: Individual

Pen 20, 24/day As the spell of the same name found in ArM5, page 133. The effect works on humanoid bodies up to Size +4, as Pamprepius hated having his Corpus spells circumvented by giant-blooded enemies. Activated by making a stabbing motion toward the target while uttering the word "weariness". (Effect: Base 10, +2 Voice, +1 Size; Modifications +5 uses/day; +10 Penetration)

Licking the Blade

ReCo
LEVEL 40 R: Sight · D: Momentary · T: Individual

Missive of Memory

CrMe
LEVEL 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.

Neptune's Wrath

ReAq
LEVEL 40 R: Sight · D: Momentary · T: Ind · Ritual

A gigantic wave is created in a very large body of water. The wave, which is only 20 feet high but up to a mile wide, is capable of capsizing ships at sea, smashing and drowning people near shore, and seriously damaging coastline communities. The tidal wave needs 5 miles of water surface to build itself up to proper proportions. The magus cannot control the wave without casting another spell. ---

Punishment of Midas

MuCo
LEVEL 40 R: Voice · D: Sun · T: Group Pen 0

One limb of each target turns into that of a random animal. Roll two simple dice: one for the limb, and one for the animal. Limb: 1 to 2 – Head; 3 to 6 – Arm (odd: left, even: right); 7 to 10 – Leg (odd: left, even: right) Animal: 1 – goat; 2 – pig; 3 – hare; 4 – chicken; 4 – donkey; 5 – dog; 6 – lizard; 7 – toad; 8 – cow; 9 – rat; 10 – beetle. All limbs are re-scaled in size to match that of the replaced limb. Anything held in a transformed hand is dropped, and a transformed leg becomes inappropriate to the current footwear and may trip up the wearer. If the head is transformed, the target cannot speak but retains his intelligence. Up to 10 people can be simultaneously affected; if there are fewer than 10 individuals, then some targets may experience a change in more than one limb. The effect is triggered by pointing the bull-head at a group and making a circling gesture while speaking the command word. Marcus had only intended to cause changes in land animals, but his experimentation caused the anomalous result of a chicken.

Purification

CrCo
LEVEL 40 R: Touch · D: Momentary · T: Individual · Ritual

This ritual may only be cast on another character who has a Decrepitude Score of 1 or higher. The caster cannot cast it on himself. During the ritual the target must be bathed in water, in a consecrated temple of Mercury. The target's apparent age is reduced by 5 years and his Decrepitude Score is reduced by 1. The player also removes up to 5 Aging Points currently allocated to the character's characteristics. Assuming that the vis is available, and the caster is willing, the ritual may be cast multiple times in quick succession (to reduce a high Decrepitude Score to a much lower value). The ritual has no effect if the target character has a Decrepitude Score of 0. Note that the ritual does not reduce the actual age of the character, so it has no effect on the Aging Roll. Commentary included in the Lab Text suggests that the Mercurian priests used this ritual in a similar manner to the way Hermetic magi use the Longevity Ritual. The ritual is compatible with the Longevity Ritual. This ritual breaks the Hermetic Limit of Aging.

Rain Parasol<br>

CrAu
LEVEL 40 R: Touch · D: Diameter · T: Group

Pen 0, 24 uses per day When this parasol is opened with a particular flourish, a miniature storm (about a pace across) forms beneath the parasol. The storm features dark clouds, rain, thunder, and lightning. (Effect: Base 3, +1 Touch, +1 Diameter, +2 Group +4 wholly unnatural; +5 (24) uses) (6 pawns)

Return to the Flow

ReCo
LEVEL 40 R: Personal · D: Momentary · T: Individual

This spell instantly transports Trajan to a point that he has an Arcane Connection to. He often uses his tattoos as the Arcane Connections for this spell; his tattoos are fixed Arcane Connections to the river (see character insert).

Reunion of Lovers

ReCo
LEVEL 40 R: Touch · D: Momentary · T: Individual

Pen +0, 24/day Female boots made from finest calf skin, with small, intricately decorated wings on the side. They allow the wearer to duplicate the effects of the spell Seven Leagues Stride up to 24 times per day and were created as an invested device, due to the high level requirement. These items were crafted for Semira, and so do not cause her Warping.

Shape of the Siren

MuCo
LEVEL 40 R: Personal · D: Sun · T: Part

The caster's body from the hips down is transformed into the tail of a large fish, keeping the same approximate size. The caster also develops gills on his throat allowing him to breathe water but inhibiting his ability to speak, imposing a –3 modifier on all rolls to communicate verbally and a –5 to spell casting totals, as if the character were speaking quietly.

Sight of the Active Magics

InVi
LEVEL 40 R: Personal · D: Concentration · T: Vision

You can see spells as "auras" around things and people. The color of the aura indicates the Form of the spell working on a subject, the color matching the appropriate one described in Sense the Nature of Vis (page 367). The Technique of a spell working on the subject is recognized by the aura's shape, not color. Creo and Rego are both very orderly auras. Muto is constantly shifting, and Intellego usually is as well, but more slowly. A Perdo aura is usually in fragments. Thus, a magus with both Endurance of the Berserkers and The Invisible Eye Revealed upon him has a very controlled, orderly aura of deep red around his or her entire body, and the magus's eyes are surrounded with slowly shifting auras of a silvery hue. You should be warned: Imaginem or Vim spells may be used to disguise auras. Also note that this spell will detect the residues of some spells.

Spear of the Armiger

PeAn
LEVEL 40 R: Voice · D: Momentary · T: Individual

This heavy longspear is made from a sturdy ash wood shaft reinforced by bands of bronze, and was originally created by Pamprepius of Flambeau and attuned as his talisman. All the attunements, as well as personal effects specific to Pamprepius, are now useless and not detailed here. It was prepared with 24 pawns of vis; the useless effects take up 10 pawns of space and the usable effects listed below take up another 8 pawns, leaving 6 points of space for further effects. Pamprepius was known — as were his Hermetic descendants — for preferring a standup fight and trying to even the odds rather than butchering an enemy. Even though the device could affect creatures within shouting distance, all previous owners found this distasteful and have always merely spoken the command words softly. Its cost is 32 Build Points. Blunt the Viper's Fangs Pen 20, 24/day As the spell of the same name found in ArM5, page 119. The effect works on animals up to Size +7. Activated by making a swinging motion toward the target while saying the word "blunt". (Effect: Base 5, +2 Voice +2 Size; Modifications +5 uses/day; +10 Penetration)

Steering a Vast Stone Dish

ReTe
LEVEL 40 R: Touch · D: Ring · T: Circle

This spell allows the player characters to direct the voyage of a small floating island whose wall has been created with a level 30 spell. The island travels at the speed of a running horse, which is about 50 land miles per hour. An island with a wall created using a level 35 spell requires a level 45 spell to steer, and one created by a level 40 spell requires one of level 50. Larger islands, if steered by a single spell, can only be maneuvered with rituals. This spell does demonstrate the difficulty of steering with simple spells, however: a Ring 800 paces across requires over 250 concentration rolls to draw. Wise player characters would, instead, invest this spell in an invested device that maintained Concentration for them.

Stockade of Infernos

CrIg
LEVEL 40 R: Voice · D: Concentration · 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.

Summoning the Spirit of Anger

ReMe
LEVEL 40 R: Ind · D: Concentration · T:

This spell calls a spirit of wrath to the magus's current location, if he has an Arcane Connection or knows its full name, and overcomes its Magic Resistance. The name can be a non-magical name, and need not be a magical True Name. A wrathful person serves as an Arcane Connection to any spirit of anger; if he has a Major Personality Flaw such as Wrathful, then the spirit has a Magic Might of 30. A Minor Personality Flaw attracts a spirit of Might 20. Otherwise, the spirit has a Might equal to (5 x Angry Personality Trait). Casting this spell inflicts a Warping Point on the source of the anger, unless it is the caster himself. Similar spells exist for summoning the spirits of other emotions. A Spirit of a Person's Anger Magic Might: 20 (Mentem) Characteristics: Cun –1, Per 0, Pre +1, Com +3, Str +3, Sta +1, Dex +2, Qik +1 Virtues and Flaws: Wrathful Personality Traits: Angry +6 Powers: Incorporeal, 0 points, Init Constant, Mentem: The spirit is both invisible and intangible, and cannot be influenced by the physical world. Magic may only directly target the spirit if the caster can sense its existence. The physical characteristics of the spirit are only used when dealing with other incorporeal creatures. Fury, 3 points, Init +2, Mentem: The target of this power must roll 9 or higher on a stress die to avoid flying into a destructive, uncontrollable rage. He gets another roll every round to try to calm down. On a botch, he tries to kill everyone around him. Appropriate Personality Traits add to or subtract from the roll. Appearance: To those with Second Sight (or similar magic), a spirit of anger appears to be a red-faced man. His muscles and tendons are taut with his furious anger, and he is constantly bellowing his rage at the world.

Summoning the Spirit of Fire

ReIg
LEVEL 40 R: Arcane · D: Concentration · T: Individual

Calls a fiery spirit if the magus has an Arcane Connection or knows its full name, and overcomes the spirit's Magic Resistance. (The name can be a non-magical name; it need not be a magical true name or name of power). A fire serves as an Arcane Connection to any elemental fire spirit that resides in the area.

Swords of Silver and Moonlight

MuMe
LEVEL 40 R: Eye · D: Sun · T: Individual

This spell makes the metal accouterments of a ghost solid. Many ghosts are able to affect the world with a single, favored object, but this spell allows them to use their entire kit. Weapons that are a composite of wood and metal work normally for the ghost, but only the metal parts may strike a mortal. Hard-pressed Tremere magi sometimes cast this spell upon the ghosts of dead shield grogs. Eye contact must be made with the ghost.

The Arms of Hercules

ReHe
LEVEL 40 R: Sight · D: Concentration · T: Group

Pen: +0, Unlimited Use This large crane is used by mundane craftsmen to raise blocks of stone from hundreds of feet below them to where they need it, solving two problems from which its mundane counterparts suffer. First, it can move the stone from any point that the operator can see to any other such place under the operator's guidance. Second, the crane can effortlessly lift huge weights in a controlled manner where others strain and buckle. The Arms of Hercules is a huge wooden structure, requiring 10 pawns of vis to prepare it for enchantment. As a crane, it provides a shape bonus of +5 to effects that lift things. This effect only uses four of the available 10 pawns of space in the device. Use of the Arms of Hercules crane adds +1 to the Mason's Craft: Mason ability for the purposes of determining how long the structure takes to build (City & Guild, page 68). Required Lab Total: 1 season (80), 2 seasons (60), 3 seasons (54), 4 seasons (50) The crane's shape bonus provides +5 to the Lab Total.

The Balm of Tír Nan Óg

CrCo
LEVEL 40 R: Touch · D: Momentary · T: Individual

This faerie gift has the power to resolve a terminal aging crisis. When the balm is applied to the stricken target, the rigors of age and infirmity are held at bay and the target gains the strength to overcome the crisis. One dose of the balm was applied by Lugh to The Cailleach's parens, Tadhg an Tuir, when he fell gravely ill but even its power seemed insufficient to save the elderly magus. Each dose of the balm contains four pawns of Creo vis, costing 4 Build Points. If the dose is split then the inherent magic is lost. There are five doses remaining for a total of 20 Build Points.

The Blade of Amber

ReCo
LEVEL 40 R: Voice · D: Moon · T: Individual

Pen: 0 This dagger made of amber is instilled with the spell Animate the Slumbering Corpse. Because the corpse does not have Magic Resistance, the spell-like effect does not need Penetration. Required Lab Total: 1 season (40, plus 1 charge for every 5 points above 40)

The Creation of a Forest

CrHe
LEVEL 40 R: Touch D: Momentary · D: · T: Group · Ritual

This spell creates a thousand mature trees (Size +2). Each added magnitude multiples this number of trees by 10. An added magnitude allows the magus to precisely mix the varieties of plant he creates.

The Face in the Mirror

ReMe
LEVEL 40 R: Eye · D: Moon · T: Individual

This spell forces a ghost to possess a magus, but allows the magus to maintain control. This brings the ghost inside Personal range and allows mental communication. The Tremere magus can follow the ghost's advice and allow it control of his muscles, to use skills. The ghost is usually purged from the magus's body if the Parma Magica is raised during the duration of this spell, so Tremere Assessors tend to use it briefly, in cities, for urgent, vital tasks. Possession is treated like level 25 Rego Mentem effect. This spell does not summon a ghost. Its designer assumed that he would have the ghost he wished to use stored in a mirror. Tremere magi are supplied with ghosts by Leadworkers, or call them up. This spell allows the magus to give the ghost complex, unbreakable instructions, but Assessors find it best to convince their ghosts to assist. This is not difficult, because most ghosts are tied to the Earth by a piece of unfinished business that they cannot accomplish. The Tremere can usually bargain for the ghost’s assistance, in exchange for the resolution of its problem.

The Face of Burlone

MuAn
LEVEL 40 R: Personal · D: Concentration · T: Individual

Pen +0/Unlimited Use This effect, achieved through Animae Magic, gives the mask a life of its own by transforming it into a faerie. Its form remains the mask but it gains personality and independence of thought. Patronus uses this mostly to amuse himself, but also to put others off-guard. The faerie's personality matches the mask's current expression.

The Forest Giant

CrHe
LEVEL 40 R: Personal · D: Sun · T: Individual

Pen 0, charged item This charged item is an acorn that when thrown to the ground grows overnight into a towering oak tree. Once the magic is complete, the tree is entirely natural. The effect is Personal range, because the acorn (that grows into the oak) is the charged item. (Effect: Base 15, +2 Sun, +3 Size) (2 pawns)

The Hidden Warren

PeTe
LEVEL 40 R: Touch · D: Year · T: Boundary [Ritual]

This spell carves out 2,500 linear paces of passageway that is two paces by two paces, for a total of 10,000 cubic paces of stone or mixed stone and dirt destroyed. This space may be adjusted to create doorways, rooms, and stairs with a Finesse roll against an Ease Factor of 12. An Ease Factor of 15 allows for more intricate details like chairs, tables, and shelves. This spell carves through dirt and stone alike, but a structure cut primarily out of dirt requires wooden supports added afterwards. This spell easily creates a space 6 paces underground, with twenty 5-by-5-by-3 pace rooms joined to a 2-by-2-by-60 paces corridor, for approximately 1,775 cubic paces, and allows for 5 such levels, each joined by a 2-by-2 pace stairwell 6 paces deep. The form of the excavation can be modified by the caster, however. The Shroud Cut of Winter's Cloth CrIm(Me) 45 Similar to The Shrouded Glen (ArM5, page 152), this spell enchants the Boundary in which the ritual is cast so that anyone moving through it is not only subtly diverted, but believes the space within the Boundary is filled with the image of the terrain of the caster's choice, usually identical to the area surrounding it. This image affects the senses of sight, touch, and hearing.

The Lurker in the Rushes

MuCo
LEVEL 40 R: Touch · D: Sun · T: Individual

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

The Magical Astrolabe

InVi
LEVEL 40 R: Touch · D: Momentary · T: Individual

Pen +0, Unlimited When used against an active magical effect, the astrolabe allows the user to determine the horizontal and vertical directions of the magic's origins. It cannot provide distance information. The device is used to locate the source of the sound of the Bell of Summoning. When used in conjunction with charts, this provides a confident view on where the bell is. Each ship in the fleet is issued with one of these devices. (Effect: Base 10, +1 Touch, +3 for increased information; Modifications +10 unlimited use) Individually these devices cost 16 Build Points. There are six of them, for a total of 96 Build Points.

The Shadow of Human Life

CrIm
LEVEL 40 R: Touch · D: Sun · T: Individual

The human image created (as in Phantasm of the Human Form) has limited freedom and simulated intellect. It functions as an independent human, albeit a stupid one, capable of interpreting general orders in new situations.

The Shrouded Glen

ReMe
LEVEL 40 R: Touch · D: Year · T: Bound · Ritual

Enchants the Boundary in which the ritual is cast so that anyone moving through it is subtly diverted, effectively keeping some place within it from being discovered accidentally. Anyone not actively searching for the hidden place never finds it. Those actively searching can find the place by making a Perception stress roll against an Ease Factor of 12 (allowed once per day). If the surrounding terrain is more difficult to search than the average forest, the Ease Factor increases. Likewise, the Ease Factor drops if the terrain is more open than a forest, and completely open terrain is unsuitable for this spell. Once a searcher spots the hidden place, the spell does not prevent approach. Those who are present for the ritual are unaffected by the spell. This spell mimics the properties of many faerie forests.

The Strengthening Tide

ReAq
LEVEL 40 R: Touch · D: Moon · T: Part

This spell makes the movement of the tides more extreme throughout a port or natural bay, forcing them to rise higher and fall lower, and with greater speed. The effects are to impose a –1 penalty to all swimming and sea-faring rolls and totals along the affected coast. By observing the motion of the tides for a season or more in conjunction with the brightness of the moon, the magus gains insight into the effect that heavenly aether has upon the aether resident within the oceans. By replicating and strengthening that effect across the Moon Duration, the magus learns more about how aether behaves.

The Unerring Navigator

InTe
LEVEL 40 R: Arcane Connection · D: Concentration · T: Individual

Pen: +0, Unlimited Use This effect is activated by the ma-

The Unexpected Blossom

ReHe
LEVEL 40 R: Touch · D: Momentary · T: Group

This spell instantly brings a small orchard to blossom regardless of the season or the conditions. This does not bring the fruit, and a further spell of the same design parameters is needed for this. If that spell is not cast, the elements take their natural toll on the blossom, which may mean that the trees bear no fruit at all. Crops grown from seed, such as roots like turnips and radishes, leafy crops such as cabbage or lettuce, and grains like wheat and barley, do not blossom in the same way as trees. and thus variants of this spell are of limited value. Such spells are powerful and, unless they are designed with particular orchards or fields in mind, they give each plant within the target group one Warping Point with each casting. An alternative approach is to put a similar effect into an enchanted device that works on a single tree at a time but with multiple uses per day. This allows a mundane farmer to walk the orchard and bring trees to blossom as he passes. This is another example of how magic can flow down to those who work the land.

They Fall Away Beneath My Stride

PeCo
LEVEL 40 R: Touch · D: Momentary · T: Group Pen +0

This enchantment is triggered by Avedutus crying "Chiron" when striking a human target. That target, and up to nine other human targets composing a Group, each suffer a Heavy Wound as a resounding wave of thunder tears through them. This is in addition to any natural damage that the initial target takes as a result of the strike.

To See As Others See

InAn
LEVEL 40 R: Arcane · D: Sun · T: Individual

This spell allows a magus to read the thoughts of an animal, and give it directions. This allows the magus to indirectly sense the animal's location, using it as a spy. The magus's perceptions are filtered through the mind of the animal, so they focus on those stimuli that the animal finds most vivid. Dogs find smell vivid, so the magus's perceptions, when using a dog, will focus on odiferous substances. A magus reading the mind of a magpie finds that they fixate on reflective surfaces.

Transform to Water

MuCo
LEVEL 40 R: Personal · D: Sun · T: Individual

You turn yourself into water, one pint for every pound of the your weight. As water, you can hold yourself together unless someone makes an effort to separate part of you from the rest. You can roll slowly across the ground, but cannot move uphill. You can hear sounds, feel things that touch you, and can sense temperature. You can resume human form at will, but doing so ends the spell. You cannot resume human form if a significant part of your body/water is separated from the rest. You pour a small amount of water into your hands when you cast the spell.

Unravelling the Fabric of Aquam

PeVi
LEVEL 40 R: Voice · D: Momentary · T: Individual

Pen 0, 24 uses/day Activated by pointing at target, and moving the tip in an up-and-down motion while saying "aquam." The effect cancels an Aquam effect with a level no higher than 45 + stress die. (Effect: Base Effect, +2 Voice; +5 for 24 uses/day) The staff holds three similar effects for the Forms of Auram, Herbam, and Terram respectively, with the same levels and parameters. These are activated with different movements of the tip, while saying the name of the relevant Form. Wyzwanie, The Spirit of the Cursed Wood Magic Might: 40 (Herbam), Might Pool 85 (due to Hibernation power) Characteristics: Int +3, Per +3, Pre 0, Com +3, Str 0, Sta +1, Dex 0, Qik 0 Confidence Score: 1 (3) Size: n/a Season: Autumn Virtues and Flaws: Magic Spirit, Daimon; Ways of the Forest; Improved Characteristics x4; Driven, Proud Magical Qualities and Inferiorities: Focus Power (x8), Greater Power, Ritual Power (x6); Reduced Abilities (x4) Personality Traits: Driven +3, Pained +3, Proud +2 Reputation: None Abilities: Area Lore: Cursewood 6 (geography), Awareness 6 (intruders), Infernal Lore 4 (demons), Latin 5 (Hermetic), Local Language 5 (oratory), Magic Lore 6 (spirits), Magic Theory 1 (Vim), Teaching 5 (Magic Lore) Powers: Hibernation, 15 points, Init –20, Vim: The spirit remains completely inactive for a year, and the 15 points spent on this power are added to its Might Pool for the first year out of hibernation. Its Might Pool may exceed its permanent Might score and may be saved up from year to year, but is limited to a maximum of 3 times Might. Thanks to the dark legends about the wood, Wyzwanie has lain dormant for many years before the events of this chapter occur. (Ritual Power x3). Grant Deficiency, 5 points, Init –10, Mentem: Until the next sunrise or sunset, the target of this power forgets some skill he possesses, effectively halving it. This can be an Ability or a Hermetic Form. The spirit typically targets an important ability like Survival or Leadership to make the trek harder or hamper warriors in combat (No Hermetic equivalent: Ritual Power). Presence, 0 points, constant, Imaginem: The spirit can sense all places of its domain at the same time.(Greater Power). Ruler of Nature, variable cost, Init 0− Might cost. Aquam, Auram, Herbam, or Terram: Duplicates any non-ritual spell pertaining to weather, natural waterways (no unnatural liquids), trees and plants (not processed plant products), or earth and stone (not metals or worked stone) of no more than 9th magnitude. Cost is equal to magnitude. (4 Focus Powers x2). Vis: If killed, 8 pawns of Herbam vis in the form of moss; this is vis sordida if the Infernal aura is still present. Appearance: Wyzwanie is the consciousness of the entire Cursewood, but the daimon has created an aspect of itself taking the shape of a huge, overgrown boulder of about 30 cubic paces. Inside this is where the Infernal artifact is kept. Killing the aspect or forcing Wyzwanie to retreat to the Magic Realm effectively releases the demonic artifact from his protection. This is likely to be bad. Dealing with Wyzwanie If the challenges are met, and the player magi gain entrance to the central regio of the Cursewood, Wyzwanie tells his story. He is the spiritual embodiment of a dark and hostile forest and hence does not have any other motivations. The strong demonic influence torments him, and he periodically succumbs to his pain and anguish by creating powerful effects, but for now he will not hurt the characters as long as they are inside the regio. All those getting this far is respected for their determination and strength, and he dares to ask them to remove and dispose of the Infernal artifact. He does not know how to destroy the artifact, only that it needs to be cleansed of its evil. Player magi who research the demon Terentia and demonic artifacts in general may roll Intelligence + Infernal or Dominion Lore versus an Ease Factor of 12 for a season of study with an appropriate selection of books. Success leads to a solution, described later. Wyzwanie negotiates no further as long as the artifact remains, and until an agreement is reached even those who have spoken with him suffer the challenges again if they return to the Cursewood. Should the Infernal taint and artifact be removed, Wyzwanie is finally at peace. He still follows his nature as a hostile forest and as such the "curse" remains. However, clever player magi can negotiate for free passage for themselves, thus opening up a secluded and protected location with many valuable resources. As the friendship with Wyzwanie evolves, provided the magi visiting him or even residing in his woods are respectful of the dangerous forest, the daimon can be the source of many boons to the magi. Depending on which resources are available and desirable to the troupe, he may tell them how to learn Nature Lore (see Guardians of the Forests). Cult of Wyzwanie Player magi who manage to free Wyzwanie from the torment of the infernal device can communicate with him. While he has no interest in any worshipers or reverence he wishes his forest to be kept safe and rewards both loyalty and those he finds worthy. Regulus was working on a sort of Mystery Cult using the mechanics for Walking the Path from Guardians of the Forests (pages 35–40), by communing with Wyzwanie. The character makes a Sacrifice (by accepting a Flaw), finishes a Quest (by serving the spirit in some way), in order to gain the Fruit (a Virtue). The strong presence of natural elements suggests Affinities or Puissance with Auram, Aquam, Herbam or Terram as being appropriate, as well as Major or Minor Foci with these elements or with spirits. Also appropriate are Ways of the Forest or a variant of Elemental Magic (ArM5, page 41) affecting Herbam rather than Ignem, called Nature Wizard. Quests all pertain to cleansing the forest of Infernal corruption, keeping it safe, or seeking out and destroying Terentia's followers.

Vim Blight

PeVi
LEVEL 40 R: Touch · D: Momentary · T: Boundary

This spell-like effect destroys magical effects, both existing spells and enchanted items. It cancels any spell or spell-like effect of level 30 or less. It destroys every power in any magic item whose spell-like total is 30 or less. The Vim Blight has a Penetration Total of 0, but most spells and enchanted items do not have Magic Resistance. Some carried items may be protected by the wielder's Parma Magica and are immune from the Vim Blight for as long as they are so protected.

Vision of the Haunting Spirits

MuMe
LEVEL 40 R: Touch · D: Sun · T: Room

All spirits within the target area become visible, although they might remain unseen if hiding behind something. This includes the spirits of living people, which appear as the person normally does. If the person is invisible or otherwise changed from his normal shape, his normal appearance is superimposed on his current appearance.

Voice of the King

ReAn
LEVEL 40 R: Voice · D: Diameter · T: Group

This spell works much as Commanding the Harnessed Beast (ArM5, page 120), with the exception that it is designed exclusively to work on whole swarms of bees (a swarm of bees weighs less than a pig, so no size adjustment is necessary). Bees are fairly intelligent as insects go, but they're still just insects, so vague or overly complex commands are not likely to be very effective. The bees will probably still attempt the task even if they don't understand it. Note that usurping the king bee's authority can anger the hive once the spell wears off.

Wand of Dancing Flowers

MuHe
LEVEL 40 R: Sight · D: Concentration · T: Group

Pen 0, 24 uses per day This wooden wand is used like a conductor's baton to cause a bed of flowers to dance. (Effect: Base 5, +3 Sight, +1 Concentration, +2 Group; +5 (24) uses) (6 pawns)

Wizard's Vigil

MuVi
LEVEL 40 R: Voice · D: Sun · T: Group When Wizard's Communion (ArM5

ard's Communion effect must last for the whole casting time of the effected spell. Wizard's Vigil is a version of Wizard's Communion with Sun Duration for use with Ritual spells, as for rituals the casting time is 15 minutes per magnitude. For the purposes of calculating the effect Wizard's Vigil is treated as a Wizard's Communion two magnitudes lower. The version known by Alexander is therefore treated as a level 30 Wizard's Communion. Some of the other magi know versions of a different level.

Master of the Magic Spirit

ReVi
LEVEL 41 R: Voice · D: Momentary · T: Individual

Pen 42, 24 uses/day Activated by running the finger along the word "dominate" on the tablet. The effect forces an Airy Spirit to do the caster's bidding. (Effect: Base 5, +2 Voice; +5 for 24 uses/ day, +21 for Penetration)

Ward Against Woodland Spirits

ReHe
LEVEL 41 R: Touch · D: Ring · T: Circle

This experimental spell is a ward against all creatures with a Herbambased Might Score, irrespective of their supernatural realm, of 10 or less. The casting tablet has a penetration score built in, but magi recreating this spell do so without this and at a level of 30. Recreating this spell provides 9 points towards integrating True Understanding of the Realms.

Harvest Stone

ReTe
LEVEL 43 R: Sight · D: Diameter · T: Part

Pen: +0, unlimited uses The Stone Harvester uses this effect to collect stone/mineral/metal material of a particular sort that it encounters — the stone is identifying material using the Stone Wealth effect. The collected stone is placed in a large stone basket on the back of the Stone Harvester which must be periodically emptied by a grog (precisely how frequently depends on the rarity of the collected stone). If the grog fails to empty the basket, the Stone Harvester will continue to harvest, but excess stone will fall out of the basket. Required Lab Total to invest effect: One Season (86), Two Seasons (65), Three Seasons (58), Four Seasons (54).

Summon Heavy Rain

ReAu
LEVEL 43 R: Sight · D: Sun · T: Group

Pen +0, 1/day The spell gathers clouds and causes a heavy rain to pour down over an area of approximately one mile in diameter. The rain lasts for one day.

The Mermaid's Kiss

ReAq
LEVEL 43 R: Personal · D: Concentration · T: Structure

Pen: +0, Unlimited Use Triggered by the Poseidon's Chariot effect, this effect wards the ship against the inrushing ocean. The effect protects all below-decks areas and any enclosed parts of the vessel's structure above deck, such as a castle. All doors and hatches are warded, as are any damaged sites that would normally let in water. The open deck, and in particular the mast and the rigging, is not protected by the ward, as this is considered to be on the outside of the structure. Crew members needing to go up on deck must protect themselves from the ocean and its currents, and submarine ships should be designed and outfitted with this in mind. The effect is named after the story that a drowning sailor, kissed by a mermaid, gains the ability to breathe water as though it were air. Required Lab Total: 1 season (86), 2 seasons (65), 3 seasons (58), 4 seasons (54) The Hermetic Shipyard provides bonuses of +10 for ships and +1 each for Rego, Aquam, and Auram. As the ship already has one Rego effect invested, a further +1 is gained. A submarine vessel is likely to have other devices enchanted with similar effects, such as boats that can be launched from the ship while protecting their crew, and helmets with variations of Lungs of the Fish (ArM5, page 122).

A Denarius to Hold the Recalled Centurion

ReMe
LEVEL 44 R: Touch · D: Sun · T: Room

Pen: 20, Constant Effect An antique Roman silver coin, a denarius, is instilled with the spell Imprison a Ghost in a Vessel, which forces a ghost inside the silver coin. The silver coin is place on the floor of the room in which the ghost is present, and once the command word is spoken, the magic targets the room and the enclosed ghost. Required Lab Total: 1 season (88), 2 seasons (66), 3 seasons (59), 4 seasons (55) This effect costs 5 pawns of vis.

Bird Bane

MuAn
LEVEL 44 R: Touch · D: Sun · T: Individual

Pen 0, constant effect This item is a tiny leather harness with bird feathers glued to it. When the harness is strapped onto a cat, the cat grows large, functional, feathered wings. After a diameter or so of total confusion, most cats quickly adapt and become adept flying hunters (use Athletics Ability for flying maneuvers). Convincing the cat to remain still while the harness is attached may be traumatic. (Effect: Base 25, +1 Touch, +2 Sun; +1 uses, +3 sunset/sunrise trigger) (7 pawns)

Coerce the Spirits of the Night

ReMe
LEVEL 44 R: Voice · D: Concentration · T: Individual

Pen 30, 12/day Effect is that of the spell of the same name, found in ArM5, page 152. Activated by pointing at the intended target while twisting it clockwise and saying "I domi- (Effect: Base 5, +2 Voice, +1 Conc; Modifications +4 uses/day +5 item maintains concentration; +15 Penetration) returned, she found her covenant a decaying ruin with only a few of the most loyal covenfolk remaining. Her remaining sodales were well underway with the training of a new generation to take over Collem Leonis, and she took it upon herself to stay on and grant the youngsters the benefits of her wisdom. In 1220 Ferra fills an advisory position, she is wary of using magic for fear of Final Twilight. The death of her familiar was hard on her, even more so than seeing her covenant on the verge of collapse and her lifelong friends and sodales gone. As the senior maga she has the status of Älderman in the Council, but she uses none of her privileges or powers. Instead, she sits quietly listening or daydreaming, enjoying the energy of the young generation. Occasionally, she offers unsolicited advice or ideas of varying relevance. Her memory is failing, and she often mistakes one of the young magi for someone called Heinrich, or he will say that she knew a Heinrich who did this or knew that. No one has ever been able to find out who Heinrich was, or even if he ever existed outside Ferra's mind. Ferra is stoically preparing for her end, however it may come.

Flee to Safe Refuge

ReCo
LEVEL 44 R: Touch · D: Momentary · T: Individual

Pen 0, 2/day This effect transports the wearer to the place designated by the Arcane Connection in the top compartment of the Phylactery. Note that unless this effect is designed with a Penetration bonus, the wearer must suppress her Parma Magica (ArM5, page 85) for it to affect her; this requires a Stamina + Concentration roll, vs. an Ease Factor determined by the maga's current situation (ArM5, page 82). The effect is triggered by activating the Acquire the Connection effect; it can also be triggered separately by a command word. The reason for the linked trigger is to minimize the actions required by the fleeing maga: it takes just one command to activate both effects; and if a maga is sorely injured or in imminent danger, one action may be all she gets.

Fumarole Vent

PeAu
LEVEL 44 R: Touch · D: Sun · T: Room

Pen: +0, constant effect This enchanted item is a vent that is placed over a window in a room. The fumarole vent destroys the toxic properties of the air passing into the room, in the same way that a Fumarole Mask does (see earlier). This allows people to freely breathe in a room that is in a building constructed in (or very near) a volcanic crater, or on a river of lava. As the effect uses the Hermetic target Room, to target the air passing into the room, only one vent is required even if the room has multiple openings. However, if a building has multiple rooms it requires a vent in each room. A version of the vent with a target of Structure could be invented to protect the entire building. Required Lab Total to invest effect: One Season (88), Two Seasons (66), Three Seasons (59), Four Seasons (55).

Living Hive

ReHe
LEVEL 44 R: Personal (the Tree only) · D: Sun · T: Individual

Pen +0, constant effect This effect keeps the tree from growing beyond its original design and thereby invalidating the enchantments already put upon it. (Effect: Base 4, +2 Sun, +3 Elaborate, +3 Size, +1 lvl for 2 uses a day, +3 lvls for environmental trigger (sunrise/sunset))

The Saddle of Settling the Wild Stallion

ReAn
LEVEL 44 R: Touch · D: Sun · T: Ind (up to Size +3)

Pen: 30, constant effect When placed on an animal's back, this saddle calms the beast, allowing it to be easily handled and even ridden. Required Lab Total: 1 season (88), 2 seasons (66), 3 seasons (59), 4 seasons (55)

The Water Wheel

ReHe
LEVEL 44 R: Arcane Connection · D: Sun · T: Group

Pen: +0, Constant Effect This water wheel is seeded with arcane connections to other water wheels located elsewhere in the tower. As another water wheel is made, one of the slats of the wheel is processed to make a fixed arcane connection. This arcane connection is then fitted into the central wheel, allowing the device to act over the remote wheel. As the main water wheel turns, each other wheel to which it has an arcane connection turns at the same pace, as though it was pushed by the same force of water. By tying the action of the targets to the action of this wheel, the base effect is reduced, from moving the target in an unnatural fashion to a natural fashion, because of the action of the water. In this way, the central water wheel powers grain mills, forges, cranes, and other devices. Each craftsman that can make use of a wheel gains a +1 Innovation bonus to his Workshop Total. This cannot take the workshop's total innovation bonus beyond +3. Required Lab Total: 1 season (88), 2 seasons (66), 3 seasons (59), 4 seasons (55) The shape of the wheel provides a +2 bonus to constant effects.

Topiary of Flames

ReIg
LEVEL 44 R: Voice D: Conc · D: · T: Ind (+2 size)

Pen +0, 12/day item maintains concentration This effect re-shapes a single fire into a shape desired by the wielder. The fire may stretch and extend in any direction but it can not be pulled completely away from its source of fuel, nor can the volume of the fire be increased by this effect. Ranulf typically uses this effect to change large fires into walls, bridges, and staircases, often making these features very thin and delicate to stretch the fire as far as possible. No part of the fire's new shape can be further than the range of the caster's voice. A Finesse roll should be used if exceptional precision or targeting is required. This effect can target fires of tremendous size (up to 100 times the size of a standard Ignem individual fire). (Effect: Base10, +2 Voice, +1 concentration, +2 size; Modifications +5 levels item maintains concentration, +4 levels 12x/day)

A Herd By Morning

CrAn
LEVEL 45 R: Touch · D: Sun · T: Group

This spell brings the target group of up to a hundred base individual animals to full maturity over the course of the spell's duration, which must begin as soon as the sun goes down.

A Source of Tremendous Pride

MuCo
LEVEL 45 R: Voice · D: Sun · T: Group Used to transform the covenant's ser-

Animal Blight

PeAn
LEVEL 45 R: Touch · D: Momentary · T: Boundary

This spell-like effect inflicts an Incapacitating Wound on an animal. The beast isn't killed automatically, but it is unlikely to survive without medical help. Since the Great Pestilence began, animals have been a source of nourishment for the surviving human population, especially dairy animals. Survivors have learned to live off the steady supply of milk, cheese, and butter from their herds of sheep, goats, and cows. One touch of an Animal miasma changes that, as the entire herd collapses to the ground, bleating or mooing in pain. In July, the first new moon of the Summer season, Animal spells stop working unless empowered by the addition of vis.

Awaken Sleeping Giant!

ReTe
LEVEL 45 R: Touch · D: Momentary · T: Part · Ritual

Once the spell has been cast there is no active magical effect; the eruption is natural and does not need to Penetrate Magic Resistance. The effect is considered "slightly unnatural," as it is natural for a volcano to erupt, but the spell artificially triggered the eruption. Required Lab Total to invent spell: One Season (90), Two Seasons (68), Three Seasons (60), Four Seasons (57).

Bring the Herd to Market

ReAn
LEVEL 45 R: Touch · D: Momentary · T: Group

Instantly transports a Group of standard Individuals up to seven leagues, usually to a location known to the caster. This is often sufficient to transfer a flock from its pasture to market. This spell can affect up to two hundred chickens (Size –3), fifty sheep (Size –1), ten ponies (Size +1), or five horses (Size +2).

Calling the Council of the Trees

ReHe
LEVEL 45 R: Touch · D: Moon · T: Bound · Ritual

You call all magical and potentially mobile trees within the woodland where you cast the ritual to the site of the ritual. The trees are compelled to come, and will likely be interested in whoever has called them. The attitude of the trees depends on the forest and the nature of the one who called. Once gathered, the trees hold meetings, summon ancient powers, and discuss the problems facing their kind. You may speak, and understand what the trees are discussing. The results of the conference may not be entirely in your favor. The trees remain animated for a month and may seek to return home before the end of that period. ---

Cargo of Angel's Wings

ReTe
LEVEL 45 R: Arcane Connection · D: Momentary · T: Individual

The caster transports the target object to the location of an arcane connection. Hermanus used this spell to obtain vis and arcane connections from the location of the Wooden Mannequin that he used to explore the world without leaving his laboratory. In order to use this spell from a distance, Hermanus employed a spell similar to Opening the Intangible Tunnel (ArM5 page 162) in conjunction with the casting tablet.

Conjuration of the Seaworthy Cog

CrHe
LEVEL 45 R: Touch · D: Momentary · T: Structure · Ritual

This ritual creates a fully-formed cog. The resulting ship is an exact copy of the cog used as a template during the design of this spell, even down to the knots in the hull and the adze marks on the keel. The only difference is that, assuming the magus makes the Intelligence + Finesse stress roll against an Ease Factor of 9, the conjured ship is in perfect condition, as though each part of its construction has only just been finished. Any flaws in the original template are rectified where they would have made the conjured ship weaker or less seaworthy. A Terram requisite is required to create the bolts, nails, and other fixtures. Given the nature of the spell, a different ritual is required for each different type of ship that the shipwright wishes to conjure. To achieve this, the Hermetic shipwright must create a new ritual using the existing laboratory text as a guide and apply the principles to a new design. Unless cast on a waterway, the ritual should be cast within a boat shed prepared to receive the conjured vessel so that it does not topple and damage itself or its surroundings. Making the preparations forms a significant part of the ritual. Botches in casting are likely to conjure the ship in a position the magus did not expect, which could cause significant damage to his laboratory or bystanders. Required Lab Total: 1 season (90), 2 seasons (68), 3 seasons (60), 4 seasons (57) If designed in the Hermetic Shipyard described earlier, the +10 bonus for ships applies to this laboratory total. Magi may want to experiment to raise their lab totals, in which case the type or size of ship created may be different, the quality of the ship may be worse than intended, or the completion of the ritual may destroy the template ship.

Control the Dead Army

ReCo
LEVEL 45 R: Voice · D: Sun · T: Group

This spell causes 100 corpses to animate and follow the caster's verbal commands. Individual commands cannot be issued to a particular member of the group; every corpse follows the caster's command. While they each perform the same task, they are not considered a trained group for combat purposes. Required Lab Total: 1 season (90), 2 seasons (68), 3 seasons (60), 4 seasons (57)

Curse of the Werewolf

MuCo
LEVEL 45 R: Touch · D: Year · T: Individual · Ritual

This effect is inspired by observing the repeated transformations of a werewolf.

Domain of Darkness

PeIg
LEVEL 45 R: Touch · D: Year · T: Bound · Ritual

This ritual creates a domain of darkness in the designated Boundary, which can cover an area with a diameter of nearly 1000 paces. No natural light that is brighter than a soft evening glow is ever shed within its Boundary, regardless of the season or time of day. Due to the continuous lack of sun, the whole area becomes cold and uncomfortable for living beings. Warm air from outside is not actively resisted, but almost never reaches the center of the domain. Even fires created by mundane or magical means appear weak, and only dimly lit. Plants within the Boundary turn to leafless caricatures of life sooner or later. Note that a Boundary requires a well-defined border, such as the tree line of a grove, the cliffs of a steep valley, or the shore of an island. A brief note on the specific use of this spell that should not to be mistaken for traits or side-effects of the spell itself: The area affected by Domain of Darkness provides a haven for all creatures that shun the light. It represents Tolides' latest attempt to establish some sort of abode in a domain of his own. Because the affected Boundary is inhabited by a practicing diabolist, and the ritual needed to cast the spell is often powered by Infernal vis, the aura of the Boundary slowly but steadily accumulates more and more traits of Infernal Warping. For example, animals that stay inside the domain for an extended period of time are likely to turn into Corrupted Beasts — repellent aberrations of nature (Realms of Power: The Infernal, page 77). One day, the affected Boundary might even become a regio of its own, which is exactly what Tolides has planned.

Dream of the Mind That Sits

InTe
LEVEL 45 R: Touch · D: Sun · T: Individual

Allows you to probe the memories of a spirit within a natural stone object. The spell also perfects those memories in the same way as The Good Witness. Probing the memories of such a spirit is extremely slow. A typical session lasts between six and twelve hours, during which the caster is oblivious to the outside world. The spell allows the caster to perceive the memories of the spirit. The spirit's senses are limited and slow, but its memory of them is very long. Using this spell the caster can relive events witnessed by the spirit, as it recalls them. Larger stone objects have more powerful spirits and so have better perceptions. Precisely what level of detail an individual spirit can perceive is up to the storyguide.

Eyes For the Lurking Assassin

InVi
LEVEL 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. Required Lab Total to invent spell: One Season (90), Two Seasons (68), Three Seasons (60), Four Seasons (57).

Fog of Confusion

MuAu
LEVEL 45 R: Touch · D: Year · T: Ind · Ritual

Turns a bank of fog up to six miles across into a silvery mist too thick to see through. Random screams, thumps, hisses, and other noises harass and confuse anyone within the fog, perhaps even leading them into danger. People have extreme difficulty navigating through the fog, especially through unknown territory. No more than seven people, who must be present at the ritual, can see normally through the fog. The fog does not dissipate until the spell expires.

Garden of Eden

CrIm
LEVEL 45 R: Voice · D: Concentration · T: Part

This Glamour spell (see page 101 in Houses of Hermes: Mystery Cults) creates a nearly perfect world around the caster, in which everything is so beautiful that it almost hurts the eye. Most human beings, many animals, and even some faeries lose any desire to fight or argue. While casting, the magus makes a Finesse roll, the result of which is the Ease Factor of a Personality Trait roll to resist this effect. Appropriate Personality Traits would be anger, hatred, violent, and so on. This spell needs to Penetrate to work.

Great Sword of the Moon

MuCo
LEVEL 45 R: Sight · D: Concentration · T: Group When the sword is drawn

Pen +20, Unlimited (Effect: Base 2, +3 Sight, +2 Group, +1 Concentration; Modifications: +5 device maintains concentration, +10 unlimited use, +10 for +20 Penetration)

Invisible Eye Uncovered

InVi
LEVEL 45 R: Pers · D: Sun · T: Room

Constant effect Any magical means used to spy into this room is revealed as a flickering image within the room. For instance, if the room is looked upon with Enchantment of the Scrying Pool, the image of an eye that shimmers as if distorted by water might appear within the room. This enchantment detects Intellego spells of up to level 52. (Effect: Base 16 per The Invisible Eye Revealed, ArM5 page 157, +2 Sun +2 Room, +1 requisite; Modifications, +1 level 2 activations per day, +3 levels environmental trigger)

Masking the Magical Chamber

PeVi
LEVEL 45 R: Touch · D: Sun · T: Room

constant effect This effect prevents the detection of magic effects by Hermetic Intellego Vim magic unless the level of the Intellego Vim spell exceeds 52. (Effect: Base 16 per Masking the Odor of Magic, ArM 5 page 160, +1 Touch, +2 Sun, +2 Room; Modifications, +1 level 2 activations per day, +3 levels environmental trigger)

Mind Cleansed of Treachery

PeMe
LEVEL 45 R: Eye · D: Bargain & Momentary · T: Individual

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 his part of the bargain

Obelisk of Thalia's Relief

ReMe
LEVEL 45 R: Touch · D: Sun · T: Boundary

Pen +0, 1 use/day All those who cross the boundary marked by the obelisk have their worry, anxiety, or grief relieved, and are filled with good cheer and delight. Hymn: Semesilam Principle: Optimism Bound)

Passage to the Place Pictured

ReCo
LEVEL 45 R: Personal · D: Momentary · T: Ind · Ritual

This spell transports the caster anywhere. As part of the Ritual, the caster must paint or draw a picture of the location to which he wishes to travel. If the player succeeds in making a Dexterity + Craft roll of 9 and the spell is cast successfully, the magus is transported to the site depicted. If the roll is botched the character may be transported to the location but buried in a wall, be sent to a place that merely resembles the intended location, or be sent to a Faerie regio.

Portage of the Eagles

ReTe
LEVEL 45 R: Touch · D: Momentary · T: Group

Transports up to one small hundred crates or equivalent volume of goods (100 cubic paces) to a place to which the caster has an Arcane Connection. Requisites are needed if the crates contain live animals or liquids.

React to Naked Blades

InTe
LEVEL 45 R: Touch · D: Sun · T: Room

Penetration 42, constant effect This effect triggers the Herald of Imperative enchantment (see "The Laboratory of Hermanus and Surrounding Structures" earlier) if any metal weapons that do not bear the symbol of House Tremere on them in some way are drawn within the target room. The grogs of Coeris are equipped with such weapons, but not all Tremere magi have been informed of the nature of this particular sentinel, and accidents have occurred when visiting Tremere magi have displayed their weapons in a protected room. (Effect: Base 4, +2 Sun +2 Room, no adjustment for requisite, Modifications, +21 levels 42 Penetration, +1 level 2 uses per day,+ 3 levels environmental trigger)

Reparation of the Wounded Vessel

CrHe
LEVEL 45 R: Touch · D: Momentary · T: Structure · Ritual

This ritual repairs all the damage to the target ship, restoring all it sdamage levels regardless of its condition. All components considered intrinsic to the ship are affected by the ritual, including the rudder, masts, castles, sails, oars, and so on. The spell works on any vessel and returns it to the peak of its seaworthiness. Unless the ship is completely wrecked (having lost all of its damage levels), any Hermetic effects enchanted into the vessel are still retained. Enchantments are only lost where all damage levels have been lost. A Terram requisite is required to mend or replace bolts, nails, and other fixtures. Required Lab Total: 1 season (90), 2 seasons (68), 3 seasons (60), 4 seasons (57) The +10 ships bonus afforded by the laboratory applies to this effect. Experimentation may reduce the effectiveness of the ritual, leaving the ship with at least one damage level lost, or in the worst cases put the enchantments at risk.

Servant of Fire

MuIm
LEVEL 45 R: Voice · D: Fire · T: Individual

This Glamour spell (see page 101 in Houses of Hermes: Mystery Cults) turns a normal fire into a human servant. He has a simple intellect and is good for only simple tasks, but has no possibility of learning or free will. The servant must eat a lot of wood or other flammable materials, otherwise the fire will burn out, ending the spell. As long as the servant eats enough, however, the spell continues. This spell has a minor side effect from experimentation that makes the servant sing instead of speaking normally.

Steed of Vesuvius

MuAn
LEVEL 45 R: Touch · D: Sun · T: Individual

This spell magically transforms a horse so that he is able to gallop across molten lava as if it were a cobbled road. The horse also has no fear of the heat or fumes expelled by the lava, and he does not suffer from the heat of the lava or the toxicity of the fumes. The rider of the horse does not receive any protection from this spell. When the spell expires, the horse suffers a Long-Term Fatigue level. The requisite is free because it is part of the guideline and required for the effect. Required Lab Total to invent spell: One Season (90), Two Seasons (68), Three Seasons (60), Four Seasons (57).

Summoning the Ancestor Spirit

ReCo
LEVEL 45 R: Arcane Connection · D: Ring · T: Individual · Ritual

One way of determining the rightful heir to an inheritance is to defer to someone or something that already knows the answer. The magic realm is replete with spirits representing every aspect of God's creation including, conceivably, spirits of a given bloodline. Magical spirits of blood can be summoned through the form of Corpus using a base 15 effect as explained in The Mysteries Revised Edition, page 28. This is something that all magi can do and is not reliant on any Mystery initiations. The caster often prepares a warding circle and then summons the target spirit into that circle. The Arcane Connection used must intimately relate to the target bloodline; a crown for a royal line, a sword passed from father to son, earth from a family estate, and so on. Once summoned, the spirit can be questioned or commanded as normal and if it is powerful enough it should have knowledge of the true heir to the line. Should the magus wish it, he may also be able to command other information from the spirit concerning those who share its blood.

Tell of the Forged

InTe
LEVEL 45 R: Touch · D: Sun · T: Individual

As Stone Tell of the Mind that Sits, but can be used on even metal objects. The spirit of the object will reflect its function and experience. It may have acquired traits of its owner. Precisely what level of cooperation and perceptional ability a spirit will demonstrate is up to the storyguide.

The Cloudless Sky Returned

PeAu
LEVEL 45 R: Sight · D: Momentary · T: Group

This spell clears the sky within your vision of any clouds or other meteorological activity short of a hurricane or tornado, either naturally occurring or caused by magic. The clouds take a few seconds to clear, during which time you must concentrate on them. This spell only affects meteorological activity in progress at the moment of casting, and is not powerful enough to dispel a weather condition caused by Ritual magic. In Ferramentum's version of this spell, the clouds clear from the sky in an orderly manner, as if they were soldiers marching on parade.

The Distracted Turb

CrMe
LEVEL 45 R: Voice · D: Diameter · T: Group

Using Animae Magic, this spell creates a faerie with a Might of 1 in the mind of each member of the target group. The faeries play at the edges of their host's vision, apparently hiding behind things in the external world, or running quickly away whenever their hosts try to look at them directly. They appear threatening and malicious, and act as though they are flanking their targets and getting ready for an attack. Although the Target is the Group of Mentem faeries being created, they are created within the minds of a group of target individuals. As such, this spell must penetrate any Magic Resistance possessed by members of this group. A Personality Check against Ease Factor 6 is required to hold firm to the physical threat at hand rather than be distracted by these faeries. Appropriate Personality Trait should be agreed with the storyguide.

The Entrapped Flame

ReIg
LEVEL 45 R: Touch · D: Constant · T: Room

Pen: +22, constant effect This effect is enchanted into a cage made from basalt stone (see Basalt Cage) which is large enough to hold ten man-sized creatures. Creatures with Ignem Magic Might up to 20 cannot escape from the cage. The cage has a gate, that can be opened and shut by characters who are not affected by the cage. Shutting the gate activates the effect. This item could be invented as a lesser enchanted item. Required Lab Total to invent lesser enchanted item: 90 Alternatively, the item could be invented as an invested item. It takes 20 pawns of vis (huge, stone), one season and a Magic Theory Score of 10 to open the basalt cage for enchantment. Then, invest the effect. Required Lab Total to invest effect: One Season (90), Two Seasons (68), Three Seasons (60), Four Seasons (57).

The Fate of Carthage

PeTe
LEVEL 45 R: Arcane Connection · D: Momentary · T: Boundary · Ritual

Over the course of a season, any crops or livestock farmed on the affected land suffer as though being starved. Deprivation checks at three-day intervals may be unwieldy for use across the season, so it is reasonable to assume that harvests fail and livestock dies unless food is brought in from outside the affected area. As a rule of thumb, assume that the income from the affected land halves each season, with the effect being noticed after the first week. The effect is permanent and the soil cannot support life until healed in some way. The base level of 5 is used as the spell is destroying only a single aspect of the soil, namely the ability to nourish crops and animals. The high vis cost of this ritual is compensated by the ability to strike unseen from afar.

The Instant Harvest

ReHe
LEVEL 45 R: Touch · D: Momentary · T: Group

This spell divests a field of its crop, depositing the produce in a spot next to the field designated by the caster. It is best used for field crops such as leeks or turnips since it transports the whole plant; if used to gather wheat, peas, or fruit, they must be processed further. An Intelligence + Finesse roll determines how neatly the vegetables are gathered; Ease Factor 9 avoids them being in an untidy pile at the designated spot.

The Kiss of Death

PeCo
LEVEL 45 R: Touch · D: Momentary · T: Individual

The person you kiss dies a sudden death. The only mark on the corpse is the black imprint of your lips. You do not need to speak when casting this spell, and thus gain no penalty from silence. (This is why the spell is higher level than the guidelines would indicate.)

The Magic Money Box<br>

MuTe
LEVEL 45 R: Touch · D: Sun · T: Group

Pen 0, unlimited uses Into this money box (about one foot square and six inches deep) the user places a group of stones, and then shuts the lid. When the box is opened again, the stones have turned into gold coins! (Effect: Base 4, +1 Touch, +2 Sun, +2 Group, +2 metal; +10 unlimited uses) (7 pawns)

The Messenger's Shortcut

ReCo
LEVEL 45 R: Touch · D: Momentary · T: Group

Transports a rider and his horse one league (three miles). This effect is usually designed to affect a particular pairing of horse and rider to avoid warping, and so is designed to affect only two individuals. A spell of the same level could transport two or three riders and their mounts, but this spell is not designed to do so.

The Silent Vigil

MuCo
LEVEL 45 R: Personal · D: Moon · T: Individual

You can move into and become part of a rock formation that is at least twice your size. While in the stone, you can hear what is going on around you, but you cannot use other senses. The spell lasts until you come out, and you must come out where you went in. You have no need for food or drink, though you do age. Rolls to recover from Fatigue or wounds take twice as long to make while you are in the stone. Casting requisites are required for items you take with you into the stone.

The Unfaithful Favor

InAn
LEVEL 45 R: Touch · D: Sun T: Ind · T:

This spell commands a silk handkerchief to strangle an enemy for whom the magus has an arcane connection. The handkerchief appears near the victim and swiftly wraps itself about their throat. They take damage according to the rules in Ars Magica until death or the destruction of the handkerchief. Conscious victims can often avoid the handkerchief, so this spell is usually cast at night. After the victim dies, the handkerchief hides itself in their bedding, or up their sleeve. Shape and Material Bonus Table Additions Amber: +3 Controlling movement, +3 Corpus. Human Skull: +4 destroy human body, +5 destroy human mind, +5 destroy or control ghosts, +10 destroy of control ghost of particular skull. Lead: +4 wards, +3 summoning and binding ghosts Mirror: +6 display images, +3 summon or bind ghosts Opal: +4 travel, +6 eyes, +2 images, +2 invisibility Rhodocrosite: +3 forgetfulness, +2 memories, +3 binding wounds

The Wand to Produce a Forest Overnight

CrHe
LEVEL 45 R: Touch · D: Sun · T: Individual

Pen: 0, unlimited uses Instilled in an oak wand, this effect matures a plant in about two hours. Typically, a person carries the wand and a sack of live acorns. Pushing the acorn into the ground, he then touches it with the wand, speaks the command word, and gets out of the way. This enchanted device is not limited to oaks and acorns,

The Wooden Horde

CrHe
LEVEL 45 R: Touch · D: Moon · T: Group This Animae Magic ritual creates ten Herbam-based faeries each with a Faerie Might of 1. Each faerie has a general motivation decided by the caster at the time of casting. Examples might be to attack particular targets

Patronus summons these faeries with the waxing and waning of the moon to protect the tower occupied by the Trattato. They swarm in the trees and grass around the tower and threaten any not wearing a red sash. No larger than a human hand, these faeries pose little threat individually, but they engage in combat as a swarm of creatures. See the statistics and swarm rules in the nearby insert.

Venomous Velites

CrAn
LEVEL 45 R: Sight · D: Sun · T: Group

Creates a swarm of a hundred poisonous scorpions. The Rego requisite allows the magus to command them to attack specific targets. If used in combination with spells like "To Mark With Umbrage", the magus can command his scorpions to kill anyone on the battlefield not bearing his sigil. It is important for magi with weak Parmae Magicae to ensure they bear the mark.

Vile Water of Sterility

MuAq
LEVEL 45 R: Touch · D: Year · T: Group · Ritual

Ruins a body of water up to the size of a small lake, making it unfit for natural habitation and consumption. The water becomes dark and murky, and noxious fumes emanate from it. Vegetation on the banks either dies or becomes corrupt. Nearby trees become gnarled and blackened, and land animals flee the area.

Ahenobarrus' Tausman

ReMe
LEVEL 47 R: Personal · D: Momentary · T: Individual

Ahenobarbus' talisman is in the form of a wand with a tip of amber, and a hollow in the handle to contain an Arcane Connection to his laboratory. Total Pawns Invested: 9; Total Effect Levels: 86. The Touch Of Morpheus Pen +64, 24/day Touch Range variant of Call To Slumber as\nin ArM5, page 151. (Effect: Base 4, +2 Voice, +32 for penetra- tion, +5 for 24 uses/day) Take Me Home! ReCo 39 Pen +8, 1/day As Leap of Homecoming ArM5, page 135. The wand's base contains an Arcane Connection to Ahenobarbus' laboratory. (Effect: Base 35, +4 levels Penetration) The talisman also has the following attunements: Wand: +4 control things at a distance Amber +3 Corpus

Dreams You Shall Not Wake from

CrIg
LEVEL 48 R: Touch · D: Momentary · T: Room Pen: +30

This charged device, each charge in the form of a single bedsheet, is triggered through a target laying upon it. It contains a powerful Creo Ignem effect that creates a raging magical fire that starts at the sheet and instantly spreads to take in everything in the room (the extent of the magical target). The fire may spread beyond the room as the heat and flames burn naturally once the magical impetus finishes. In the round the device is triggered, all targets within the room take +20 damage from the intense searing fire. This is a magical attack and can be resisted. Until the fire is put out or the target(s) leave the area, they continue to take +10 damage each round from natural fire. Storyguides may want to consider further effects on the target building after such an explosive blaze. The impact table in ArM5, page 181, may help. Through subterfuge, Petalichus successfully deployed this device in his infamous defeat of Solar Magnus in Canterbury. He had learned of his enemy's cyclic magic and knew when his magic resistance would be at its weakest.

Move Gigantic Wicker Basket

ReHe
LEVEL 48 R: Touch · D: Momentary · T: Circle

Pen +0, unlimited uses When the right mental command is made, the enchanted ring of stones moves the gigantic wicker basket carriage 50 paces in some direction. The destination is set when the enchantment is put down.

The Anointing of the King

MuVi
LEVEL 48 R: Touch · D: Momentary · T: Individual

Pen: +30, 1/day This effect casts Passing the Reigns of Corpus, which allows the ghost to control the animated corpse. Required Lab Total: 1 season (96), 2 seasons (72), 3 seasons (64), 4 seasons (60) This effect costs 5 pawns of vis.

The Movements of a Man

ReHe
LEVEL 48 R: Personal · D: Sun · T: Individual

Invested 5 Herbam vis, took 1 season to enchant Pen 0, unlimited uses This spell is a more complicated version of the spell Lord of the Trees (ArM5, page 139); it in effect allows Gwidion to move his tree's trunk, branches, and leaves as if it were an extension of his own body.

Wolves in Sheeps' Clothing

MuAn
LEVEL 48 R: Touch · D: Diameter · T: Special

Pen: 1/day, +0 As an alternative to simply striking the wolf dead, this effect, also triggered by Sight of the Wolf, changes the sheep within the enclosure such that they each gain the fangs, claws, and ferocity of a wolf. The target is based on Room +1, as described in ArM5, page 114.

Controlled Growth

ReHe
LEVEL 49 R: Touch · D: Sun · T: Structure

Pen +0, constant effect This effect keeps the plants within the target structure from growing beyond their current size and shape. (See the new spell, earlier.) (Effect: Base 4, +1 Touch,+2 Sun, +3 Structure, +3 Size; +1 lvls for 2 uses a day, +3 lvls for Environmental Trigger (sunrise/ sunset))

Gaze of Maker's Mark

InVi
LEVEL 49 R: Touch · D: Sun · T: Room

Constant effect This enchantment detects if any magic in the room bears the sigil of Hermanus, the embattled lines. If it finds any magic that does not have Hermanus' sigil upon it, the item triggers Counter Intruding Magics upon the spell, power or effect. (Effect: Base 5, +1 Touch, +2 Sun, +2 Room +3 magnitudes determine sigil; Modifications, +1 level 2x day, + 3 levels environmental trigger)

Hearing the Tearing

InVi
LEVEL 49 R: Personal · D: Sun · T: Hearing

Pen: 0, constant effect 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. Required Lab Total to invest effect: One Season (98), Two Seasons (74), Three Seasons (66), Four Seasons (62).

A Harvest By Morning

CrHe
LEVEL 50 R: Touch · D: Sun · T: Group

Creo magic brings a thing closer to its ideal, and being a mature plant is more ideal than a sapling, so this spell brings a target group of plants to full maturity over the course of the spell's duration, which must begin as soon as the sun goes down. While The Unexpected Blossom makes a group of trees blossom, it must have mature plants to work on, which this spell provides. Similar spells to these might be used to bring animals to maturity over the course of a single night:

Become a Being of Magic

MuCo
LEVEL 50 R: Touch · D: Always On · T: Individual

Pen +0, constant effect If the Great Elixir works, the magus transforms into a being aligned to the Magic realm, making him a magical creature. Note that this is a Mystery Enchantment, outside Hermetic theory, and may not be replicated by those without the Greater Elixir Virtue. Hermetic theory does not in itself possess the ability to transform a human into a being of the Magic realm. It only functions as part of the Elixir ritual, and may not be cast as a spell. (Unique Mystery)

Bestow the Blessing of Apollon

CrCo
LEVEL 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).

Calling the Odious Drought

PeAq
LEVEL 50 R: Touch · D: Year · T: Bound · Ritual

Causes a drought over the surrounding area. Only one-tenth the normal rain falls, streams dry up, and rivers dwindle.

Conjure the Walking Dead

CrCo
LEVEL 50 R: Touch · D: Momentary · T: Ind · Ritual

This ritual creates a revenant — one of the magical walking dead. Different from an animated corpse, a revenant is a malefic creature with a Magic Might of 9. While it is lacking intelligence, a revenant possesses a violent personality and, if not immediately magically controlled, it attacks

Control the Dead Army

ReCo
LEVEL 50 R: Voice · D: Sun · T: Group

This spell causes 1,000 corpses to animate and follow the caster's verbal commands. Individual commands cannot be issued to a particular member of the group; every corpse follows the caster's command. While they each perform the same task, they are not considered a trained group for combat purposes. Required Lab Total: 1 season (100), 2 seasons (75), 3 seasons (67), 4 seasons (63)

Curse of the Ravenous Swarm

CrAn
LEVEL 50 R: Touch · D: Moon · T: Group · Ritual

Calls a swarm of locusts or other destructive insects upon an area, which destroys wild plant life and fields. When the spell's duration ends, all the insects disappear, leaving nothing but the damage. The Rego requisite ensures that the insects only devastate the area desired by the caster.

Dream of the Artifice

InTe
LEVEL 50 R: Touch · D: Sun · T: Individual

As Dream of the Mind that Sits, but can be used on artificial stone objects and the memories of older events will be faded. The cooperation of the spirit is not required, but as always the level of detail recalled is up to the storyguide.

Dream of the Mind That Sits

InTe
LEVEL 50 R: Touch · D: Sun · T: Individual

Allows you to probe the memories of a spirit within a natural stone object. The spell also perfects those memories. Probing the memories of such a spirit is extremely slow. A typical session lasts between six and twelve hours, during which the caster is oblivious to the outside world. The spell allows the caster to perceive the memories of the spirit. The spirit's senses are limited and slow, but its memory of them is very long. Using this spell the caster can relive events witnessed by the spirit, as it recalls them. Larger stone objects have more powerful spirits and so have better perceptions. Precisely what level of detail an individual spirit can perceive is up to the storyguide.

Heights of the Great Tower

CrTe
LEVEL 50 R: Touch · D: Momentary · T: Individual · Ritual

This ritual conjures four fully-formed levels of the Great Tower, each 20 feet in height and building directly onto the level below, adding 80 feet to the tower in an instant. As with conjuring the foundations, this ritual requires an Int + Finesse stress roll against an Ease Factor of 12. A failed Finesse roll creates a section of tower of shoddy quality, while a successful roll creates a standard quality section. Botch dice on this Finesse roll are equal to 1 + 1 for each other level where the magus failed to meet the Finesse roll (failures should be recorded for future reference). This represents the inherent complexities and dangers of the project. Botches on this roll should be handled as story events, but clearly a botch in creating and assembling several thousand tons of stone is going to be significant. As the tower grows, the complexity of controlling the magic also grows, as does the risk of disaster, which may act as a limiting factor on the number of levels a magus would feel safe in conjuring. Note that by increasing the level of this spell by one magnitude, 40 levels of the tower could be produced, and 400 levels could be produced by increasing the spell by two magnitudes. But doing so should have a direct impact on the number of botch dice for the required Finesse roll. For each additional magnitude of size, add +3 to both the botch dice and the Finesse roll Ease Factor. Casting this spell creates a preternatural tether of 1 and adds +1 to the aura variation modifier. Required Lab Total: 1 season (100), 2 seasons (75), 3 seasons (67), 4 seasons (63)

Humat's Gift

CrAq
LEVEL 50 R: Touch · D: Sun · T: Individual Pen +0

Once per day, Humat can be made to give up its venom, at which point a single dose of lethal poison drips from the blade's tip. The venom has an Ease Factor of 9, as explained in ArM5, page 180. Failing the associated Stamina check results in death. This effect has no Penetration, so the poison cannot affect those protected by any level of Magic Resistance from any realm or source. When Al-'Aqrab enchanted this effect he attuned Humat with a +3 bonus to poisoning.

Illusion of the Misplaced Castle

ReIm
LEVEL 50 R: Voice · D: Sun · T: Bound · Ritual

Moves the image of any bounded structure or set of structures the size of a castle or less up to one mile from its actual position. ---

Incantation of the Warriors Made Whole

CrCo
LEVEL 50 R: Touch · D: Momentary · 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.

Last Flight of the Phoenix

CrIg
LEVEL 50 R: Personal · D: Momentary · T: Individual

The caster bursts into flames, immolating himself in a white-hot blast of fire that does +45 damage to himself and everything within four paces. Everything between four and six paces takes +20 damage from the radiant heat, and everything between six and ten paces takes +5 heat damage. Within the four-pace radius the fire is hot enough to melt steel. This spell is sometimes actually used by magi who enjoy a Greater Immunity to fire. Since its Range is Personal, it bypasses the caster's own Magic Resistance. An early version of this spell was found in the lab notes of Flambeau himself. Some members of his House speculate that he may have used it to go out in a blaze of glory in a final battle against his Moorish enemies.

Miniaturist of Venice

MuTe
LEVEL 50 R: Touch · D: Sun · T: Group

Pen: 0, constant effect This spell reduces 100 cubic paces of glass into a small volume, about 1 cubic foot. The shrunken glass can be more easily transported. When the spell ends, the glass bursts back into full size. Anybody within 9 paces of the shrunken glass takes +10 damage from flying shards of glass. Bursting back in this manner breaks any complex glass objects. The spell is based on the Muto Terram guideline that increases the volume of an object by 8, but instead is used to decreases its volume by a factor of 8. Required Lab Total to invent spell: One Season (100), Two Seasons (75), Three Seasons (67), Four Seasons (63).

Rain of Oil

MuAu
LEVEL 50 R: Sight · D: Sun · T: Ind · Ritual

Turns rain into droplets of oil. Within the spell's duration, the rain of oil continues as long as the storm does, drenching the landscape with flammable liquid. The oil will evaporate at a natural rate after the rain ceases. A Creo Ignem spell can ignite the storm so that the oil burns as it falls, but this requires a Group target large enough to catch all the raindrops. Lighting the oil after it has landed is much easier.

Read the Master's Thoughts

InMe
LEVEL 50 R: Sight · D: Concentration · T: Individual

Pen 0, unlimited uses This effect reads the thoughts of the puppeteer. (Effect: Base 15, +3 Sight, +1 Concentration; +5 item maintains Concentration, +10 unlimited uses)

Sight of the Sigil

InVi
LEVEL 50 R: Personal · D: Concentration · T: Vision

Used by the most experienced Quaesitors, this spell allows the magus to spot active magic or traces of positive magnitude. In the case of Hermetic effects, this spell gives the Technique and Form, the rough details of the effect and the casting sigil of wizard responsible. It can also detect if a Hermetic effect was generated by a spell or invested device. If the effect was non-Hermetic, similar information is provided, but a Quaesitor without knowledge of that sort of magic may not be able to interpret it.

Spectral Quinreme

MuMe
LEVEL 50 R: Eye · D: Moon · T: Structure

A ghostly ship is not the spirit of a ship, it's a prop projected by the psyche of a ghost, like the clothes or weapons of a ghostly soldier. Ghost ships, as figments of the imagination of the dead, can be called up with Mentem magic. This spell makes a spectral ship sufficiently solid for humans to sail upon her, and stow cargo safely within her hold. It does not summon or command the ghostly ship: that requires the magus to summon and command the ghost or ghosts who manifest the ship.

Subsume the Apparent Dominion

ReVi
LEVEL 50 R: Touch · D: Year · T: Room · Ritual

Casting this ritual creates a preternatural tether of level one and provides a +1 yearly aura modifier, both as described in Realms of Power: Magic, page 10. This laboratory text is for a level 50 ritual but the effect is general. By re-creating the spell from this laboratory text, the maga accumulates 10 points towards researching Confluence of the Realms (see earlier). To do this, Conciatta's own code must first be broken (ArM5, page 102), which requires at least a season working with the text to decode it. The only available casting tablet for this spell is the one written into the cellar fresco.

The End of Hatred

PeCo
LEVEL 50 R: Adelphixis · D: Momentary · T: Individual

Used only once during the Cult's association with the Order of Hermes, this spell instantly slays its target. It requires the caster to have a great rivalry with the target that drowns out all other thought; in game terms, the caster must have the Enemies Flaw relating to the target. When the inventor used it to slay his mundane rival, he was discovered by the Cult after a Quaesitor began investigating the death. The Quaesitor was able to determine that magic was involved, but had been unable to determine the caster. While the investigator was fooled, the Cult was not, and the magos who cast the spell was himself destroyed in an Orphic ritual to keep the Cult's secrets safe.

The Mobile Infantry

ReCo
LEVEL 50 R: Touch · D: Momentary · T: Group

Instantly transports up to 100 men and their personal equipment up to 7 leagues. This powerful spell has been used to ferry soldiers to a battlefield; the magus who cast it was later executed in a Wizard's March by a Tribunal.

The Rite of Healing

CrCo
LEVEL 50 R: Touch · D: Momentary · T: Group · Ritual

Zenodochia contain a casting tablet for this ritual, which heals the targets of all Wounds the user may have. Casting this ritual requires a rook of vis.

The Wizard's Chevauchee

PeHe
LEVEL 50 R: Sight · D: Momentary · T: Group

Wizards should not be angered. With this spell, the caster lays waste to any and all living plants that he can see, for around sixty acres. As a free cosmetic effect the plants are consumed by a magical fire that races across the ground as the caster shifts his gaze. The fire is selective and leaves dead plants, wood, and all other things untouched. There can be little excuse for casting this spell and even less for enchanting it into a device and giving it to mundanes. However, the threat of it may be enough to keep covenant lands free from the interference of others.

Universal Poultice

CrCo
LEVEL 50 R: Touch · D: Momentary · T: Group · Ritual

Zenodochia contain a casting tablet for this ritual which cures the targets of any disease they may have. Casting this ritual requires a rook of vis.

Binding the Magic Spirit

ReVi
LEVEL 51 R: Touch · D: Ring · T: Circle

Pen 32, 24 uses/day Activated by running the finger along the word "imprison" on the tablet. The effect binds a being affiliated with the Magic realm within a circle touched at activation, provided it has Might no higher than 30. (Effect: Base Effect; +5 for 24 uses/day, +16 for Penetration)

Summon the Stony Servants

ReTe
LEVEL 52 R: Arcane Connection · D: Momentary · T: Group

Penetration 8, 6/day This effect summons two specific spirits of the elements, Ferox and Fidelius (see Realms of Power: Magic page 104, and statistics provided later), to the location of the Statue of Conjured Assistants. Arcane connections to the spirits are incorporated into the item. (Effect Base 15, +4 Arcane connection, +2 Group; Modifications, +4 levels 8 Penetration, +3 levels 6 uses per day)

Talisman: the White Bow

ReVi
LEVEL 53 R: Touch · D: Momentary · T: Individual Cast through the Intangible Tunnel

Opening the Intangible Tunnel Pen +30, 6/day As per the spell described in ArM5, page 162. Allows spells of up to level 30 to be cast through the connection. The Penetration is a little low for use against opponents of great power, but the device is useful against mundanes and minor powers. (Effect: Base +4 Arcane Connection, +1 Concentration; Modifications: +5 device maintains concentration, +3 6/day, +15 for +30 Penetration) The Fetid Arrow Pen +30, 2/day PeCo 41

Conjured Daylight

CrIg
LEVEL 54 R: Touch · D: Sun · T: Structure

Pen +0, constant effect The leaves of this ivy glow brightly and together they provide light as bright as day.

Fill the Well

ReAq
LEVEL 54 R: Arcane · D: Momentary · T: Individual

Pen: +0, 2 uses per day This effect is triggered every sunrise and sunset. It instantaneously fills the well with water from the sea (which must be within seven leagues). The effect requires an Arcane Connection to the sea. Any water which remains from the previous triggering of the effect is sufficient for this. However, if the well is ever completely drained of water, it must be primed with a cup of water from the sea. If the well ceases to work (for some reason) for more than a few months, then the well must also be refilled with a cup of water from the sea, as the Arcane Connection to the sea will have expired. The volume of water that is transported daily into the well is sufficient to supply the water needs of a covenant of several

Summoning the Distant Senses

InIm
LEVEL 54 R: Arcane Connection · D: Sun · T: Special This effect uses all senses at Arcane Connection range

Pen: +0, Constant Effect If the target is mobile, then the effect follows the target and the scope of the collected images change as the target moves. The information gathered is directly accessible to the device's user, but the additional effect described next ensures that all present in the room can also see the remote images. Required Lab Total: 1 season (108), 2 seasons (81), 3 seasons (72), 4 seasons (68) Experimenting on this effect could reduce the senses that are collected, could distort the images, or the effect could become tied to a single Arcane Connection, unable to change. As this effect is enchanted into a ring, the Lab Total has a bonus of +2, and a further +4 if the Traveling Laboratory is used.

Unveil the Subsumed (realm)

InVi
LEVEL 54 R: Personal · D: Sun · T: Vision

Constant Effect Each lens can be used to see through the apparent aura into the subsumed aura of the appropriate type, if such an aura is present. The image seen by looking through the lens shows the world as it would look if that aura were dominant. So a subsumed Infernal aura shows the potential for unnerving shadows, while a Magic aura may appear somewhat cleaner or more regular. Although subsumed auras of any level can be detected, the enchantment is only strong enough to penetrate a level 3 apparent aura. Only the lowest level of each subsumed aura type is detected, so regiones cannot be directly perceived using this device. Recreating this device provides 11 points towards integrating Confluence of the Realms. sured. He remembers Conciatta and her quest for Tartessos. He describes how he spent time teaching Conciatta some of the signs of portents of things both Faerie and Magic, an offer he makes to the visiting magi. He claims that Conciatta and Currito visited him over the course of a year and that under his instruction they created a set of stones that added great power to their magic. The actor can describe how to get to Tartessos but warns that it can only be accessed on one night of the year; the anniversary of the city's loss. Depending on what stories the storyguide would like to tell in Qadis, the important night can be relatively sooner or later. Seiffeddin instructs the characters to seek out Bruja, a crone who lives out on the marsh, as she knows the way into the city.

Alarm of Dissemblance

InMe
LEVEL 55 R: Touch · D: Diameter · T: Room

Penetration 34 This effect triggers the Herald of Imperative enchantment (see "The Laboratory of Hermanus and Surrounding Structures" earlier) if any lies are told

Alteration of the Birth Horoscope

MuCo
LEVEL 55 R: Touch · D: Year · T: Individual · Ritual

The original horoscope reasserts itself at the end of the spell's duration. The effect is inspired by taking horoscopes for three-score individuals, each related to one or more of the others.

Awaken Consciousness of Plant

MuHe
LEVEL 55 R: Voice · D: Year · T: Group · Ritual

This spell works exactly as the spell, Stir the Slumbering Tree (ArM5, page 137), only it is used to awaken multiple plants at once rather than one or two at a time. Once raised, the plants have a state of consciousness that resembles that of a human. The plants can see and hear what's going on around them and at a normal human level of perception. Such plants tend to share some mental attributes or personality traits with the caster. The plants can rearrange their leaves, stems, or branches over the course of several hours, though too slowly for people to observe the movement from second to second. The size bonus enables the spell to awaken an entire forest grove in one go.

Command of the Forest

ReHe
LEVEL 55 R: Touch · D: Sun · T: Group · Ritual

The magus can make a whole wood of plants (up to 10,000 individuals in mass) move with purpose and intelligence to obey the magus' commands, even if those commands are to uproot and run directly into a bonfire or to hit someone with its branches. The plants continue to obey the command until either the task is complete or the spell expires.

Conjuring the Great Tower

CrTe
LEVEL 55 R: Touch · D: Momentary · T: Individual · Ritual

This ritual creates the foundations and first two levels of the tower. As the ritual concludes, the walls of a vast tower rise from the ground, surrounding those taking part in the ritual. The walls are vast, but the real power of the spell is shown below ground. The foundations extend deep into the earth, forming cellars, crypts, and cisterns between the immense stone pillars driven into the ground. The time taken to develop this ritual is spent not only in learning how to draw the complex magical forces together, but also in designing the foundations and the lowest levels of the tower, which are filled with rooms, cloisters, courtyards, and arcades. Creo magic that creates artificial things, such as this huge tower, requires an Int + Finesse stress roll against an Ease Factor, in this case, of 12. If the roll fails, the tower is still successfully conjured but may require additional work to improve its appearance or to repair defects introduced by the casting. A failed Finesse roll creates a section of tower of shoddy quality, while a successful roll creates a standard quality section. If the Finesse roll botches, the foundations are not strong enough to support the tower and a stress check against damage is required each year. The +7 magnitudes for size creates a circular tower of two levels, 2,000 feet in diameter, standing 40 feet above ground level. The high modifier for the elaborate design is required for the precise placement of the foundations, a hugely important factor in a tower this large. Casting this ritual causes a +1 preternatural tether, as per Realms of Power: Magic, page 10. If the site has no supernatural aura, this creates a level one Magic aura. Required Lab Total: 1 season (110), 2 seasons (83), 3 seasons (74), 4 seasons (69) The high Lab Total required to invent this ritual may persuade a magus to invest time in designing a laboratory to help with this and later effects. And even after such bonuses as that provides, experimentation may still be an attractive option. Side effects may include the over-expression of the magus' sigil or per- sonality in the tower, or the tower may be made of an unknown stone, the properties of which the magus must investigate. They may also make the Finesse roll more difficult as the magical energies strain away from where the magus tries to direct them.

Consecration of Mercury's House

CrVi
LEVEL 55 R: Touch · D: Momentary · T: Structure · Ritual

This momentary ritual opens a temple shell to habitation by Mercury. This creates a level 1 Magic aura within the temple precinct (which may be then swamped by a larger aura of a different sort). As this is a momentary Creo ritual, once the ritual has been cast the aura remains and cannot be dispelled. If the temple already has a Magic aura the existing aura is not increased by the casting of this spell. Another effect of this spell is that the temple has the magical property that it is consecrated to Mercury, which is important for some of the other recovered Mercurian rituals. The consecration can be detected by Hermetic Intellego Vim magic (as an effect of eleventh magnitude) and this effect can also be dispelled with Heremtic Perdo Vim (even though the aura itself cannot be dispelled). If the consecration is dispelled the ritual can be cast again to restore this property. The final effect of this spell is that any characters with Faith Points whom are within the Structure at the time of casting (including the caster) lose 1 Faith Point. This Faith Point may be regained in the usual ways. The temple shell must be built to the same plan as the ruined temple (just the temple itself, in the center of the town). The temple can be a different size to this exemplar temple, however. The ruined temple is not currently consecrated.

Curse of the Unportended Plague

PeCo
LEVEL 55 R: Sight · D: Momentary · T: Bound · Ritual

Starts a plague in a city or other Boundary. Everyone within the boundary is afflicted with the disease when the ritual is complete, and suffers as described under Curse of the Leprous Flesh, on the previous page. The conditions causing the disease last but a moment, so people entering the area after the spell is cast are safe. Using, or even transcribing, this spell is rigorously discouraged by most of the Order of Hermes. (Note: the disease caused by this spell is not the later Bubonic Plague, which is unknown in Europe in 1220.)

Dream of the Forged

InTe
LEVEL 55 R: Touch · D: Sun · T: Ind · Ritual

As Dream of the Mind that Sits, but can be used on even metal objects. The cooperation of the spirit is not required, but as always the level of detail recalled is up to the storyguide.

Exchange of the Two Minds

ReMe
LEVEL 55 R: Touch · D: Year · T: Group · Ritual

This spell switches the minds (but not the souls) of two creatures. A new body greatly confuses those who are unprepared for the shock, and even those who are ready take a day to adjust completely. Magi who transport their own minds into younger, healthier bodies usually find that having a strong body entails having powerful passions that interfere with the clear thinking needed to pursue the magical Arts. Both people involved must make a Stamina stress roll against an Ease Factor of 3, rolled before the switch is made, to survive the transfer. If only one person fails the roll, that person dies and the spell fails. The other target is unaffected. ---

Monocaudus' Binding

ReMe
LEVEL 55 R: Touch · D: Sun · T: Ind Pen +32

While under this enchantment, Monocaudus must obey Fortunata, or her continuing commands, or any deputized agent of Fortunata. Note that Monocaudus is guileful and very hard to persuade as to the genuine agency of any new command — even from Lucida; he also sometimes talks himself out of the duties he has been ordered to, such as maintaining the villa, or at the very least he shirks his duty. Even while Fortunata was here, she had to remind and chastise him for slacking. It may be possible, if difficult, to masquerade as Fortunata well enough to claim rulership of Monocaudus. ciples Lore: four tractatus and her grand summa, and nine Initiation Scripts (described elsewhere in this chapter) based on Principles Lore: Principles for a Better Life (tractatus on Principles Lore, Quality 11) Principles of Life as a Magus (tractatus on Principles Lore, Quality 11) Principles of Power (tractatus on Principles Lore, Quality 11) Principles of the Spirit (tractatus on Principles Lore, Quality 11) De Disciplinae Fortunatae ("Fortunata's Principles") (summa on Principles Lore, level 4, Quality 11) The Mastery of Principles (Initiation of Puissant Principles Lore) The Myth of Andros and the Tree (Initiation of Spirit Familiar) Plutonic Beginnings (Initiation of Minor Magical Focus (commanding spirits)) The Myth of Aerius and Pluto (Initiation of Major Magical Focus (spirit magic)) The Myth of Heiro and the Cave (Initiation of Spell Binding) The Myth of Heiro and the Haunted Graveyard (Initiation of Hermetic Empowerment) On A Pilgrimage To Jerusalem (Initiation of Sense Holiness & Unholiness) The Myth of Aquila's Eyes (Initiation of Improved Characteristics (Perception)) She translated a number of ancient texts, so originals and translations are found here, plus books by Fortunata: Heroes of Olympos (tractatus on Magic Lore, Quality 7, Latin by Julius of Nicomedia) Heroes and Gods (tractatus on Magic Lore, Quality 8, Greek, by Polymos) Necronomicus (tractatus on Necronomicus Lore — a forgotten cult, Quality 8, Latin, anonymous) Piraeon (tractatus on Piraeon Lore — a forgotten cult, Quality 9, Greek, anonymous, plus Latin translation by Fortunata of Jerbiton) Cult of the Wanderer: revised edition, (tractatus on Cult of the Wanderer Lore — a forgotten cult, Quality 9, (lost Greek original, anonymous), Latin translation by Fortunata of Jerbiton) Heroes of Rome (tractatus on Magic Lore, Quality 8, and tractatus on Mediterranean Lore (history), Quality 8, Latin, by Caius of Mediolanum) Ionian Isles (tractatus on Mediterranean Lore, Quality 11, by Fortunata of Jerbiton) The Names of Ghosts (tractatus on Magic Lore, Quality 11, by Fortunata of Jerbiton). This book includes lists of the names of ghosts Fortunata summoned, and the abilities they had which she found useful (such as the language they spoke and read). There are also conventional Hermetic texts, including both summae and tractatus on Magic Theory and the

The Becalmed Harbor

PeAq
LEVEL 55 R: Touch · D: Moon · T: Part · Ritual

This project removes the naturally-occurring aether from within the waters of a harbor or bay. In doing so, the aether in the heavens is unable to influence the motion of the waters and all tides stop throughout the Moon Duration. The ocean neither rises nor falls as before, but rather retains the level at the point it occupies when the ritual concludes.

The Rat Pipe

ReAn
LEVEL 55 R: Voice · D: Concentration · T: Structure

Pen 0, unlimited uses While this pipe is played all vermin (rats, mice, and so forth) in a building are attracted to the piper and follow him as he plays. Once affected, the vermin continue to follow the piper while he plays, even if he leaves the building. As vermin are small, this effect affects many hundreds of individual creatures. (Effect: Base 15, +2 Voice, +1 Concentration, +3 Structure; +10 Unlimited uses) (8 pawns)

Ward Against Natural Imbalances of Nutrition

ReHe
LEVEL 55 R: Touch · D: Year · T: Boundary · Ritual

Cacophonic Armor

PeVi
LEVEL 58 R: Touch · D: Performance · T: Ind Due to the distorting effects of the flute's music

Pen +5, Unlimited (Effect: Non-Hermetic, base 40, +1 Performance)

The Unerring Slingshot

PeAn
LEVEL 58 R: Touch · D: Momentary · T: Special Triggered by the Sight of the Wolf effect

Pen: 1/day, +0 The Target is based on Room +1, as described in ArM5, page 114.

Grant Control to the Ghost

MuVi
LEVEL 59 R: Touch · D: Momentary · T: Individual

Pen: +30, 1/day The spell-like effect, Passing the Reigns of Corpus, is instilled to allow the ghost to control the Rousing the Receiving Fleshy Host spell-like effect. Required Lab Total: 1 season (118), 2 seasons (89), 3 seasons (79), 4 seasons (74) This effect costs 6 pawns of vis.

The Waterfall

ReAq
LEVEL 59 R: Arcane Connection · D: Sun · T: Part Deep underground

Pen: +0, Constant Effect Water can be collected and channeled from both the ascending stream and the waterfall. The constant flow of water helps to freshen the environment, and chambers can be built within the tower to collect the water, allowing small ponds and streams to form. The wheel's rotation can be stopped, which suspends the effect. This is done so that the wheel can be raised to a new higher position within the tower. This is likely to become an event of some significance, representing as it does not just the passing of time, but also the growth of the tower. Required Lab Total: 1 season (118), 2 seasons (89), 3 seasons (79), 4 seasons (74) The wheel provides +2 bonus for a constant effect.

(mental Characteristic) of the Heroes (crme)

CrMe
LEVEL 60 R: Touch · D: Momentary · T: Ind · Ritual

Each of the four variations of this ritual permanently increases one of the subject's mental Characteristics (Perception, Intelligence, Presence, or Communication) by one, to no more than +5. During the ceremony, the subject is held immersed in water, emerging from the ordeal permanently improved and one step closer to human perfection.

(physical Characteristic) of the Heroes

CrCo
LEVEL 60 R: Touch · D: Momentary · T: Ind · Ritual

Each of the four variations of this ritual permanently increases one of the subject's physical Characteristics (Strength, Stamina, Dexterity or Quickness) by one, to no more than +5. During the ceremony, the subject is buried under earth, emerging from the ordeal permanently improved and one step closer to human perfection.

Ankh of Moving Forward

CrCo
LEVEL 60 R: Touch · D: Sun · T: Individual

Pen +12, constant effect When this silver ankh is placed around the neck of a character, all of her wounds are instantly healed and she no longer suffers any Wound Penalties. This enchanted item does not permanently heal the character; it actually suspends her natural healing, and when the ankh is removed all her wounds return. The intended use is that grogs may place this ankh around the neck of their grievously injured mistress, who can then cast spells and direct the grogs as to the best course of further action without penalty. Note that, as this item has low Penetration, a typical maga needs to suppress her Magic Resistance when she puts this item on, in order to be affected by it. Recall that if a maga is unconscious, then her Parma Magica will automatically cease at the next sunrise or sunset when she does not renew the ritual, leaving her protected only by her Corpus Form. The item's Penetration is often enough to defeat that Magic Resistance, but not always.

Armoring the Intruder

MuCo
LEVEL 60 R: Touch · D: Sun · T: Room

Penetration +50 Humans and other creatures that are subject to Corpus spells within the target room are changed into turtles until the next sunrise or set. (Effect: Base 10, +1 Touch, +2 Sun +2 Room; Modifications, +25 levels 50 Penetration)

Calling the Dead

ReMe
LEVEL 60 R: Arcane Connection · D: Concentration · T: Individual

Pen +20, 24/day Calls up a ghost which has a regular haunt if you are at that place, or if you have previously summoned the ghost by magic, and you have an Arcane Connection such as the ghost's full name. This effect is particularly applicable to spirits originally called by Ritual summoning. Once summoned, the Staff maintains concentration on the summoning, until the ghost is dismissed.

Conjuring the Magical Wolf

CrAn
LEVEL 60 R: Touch · D: Momentary · T: Ind · Ritual

magical powers to the created beast).

Curse of the Haunted Forest

MuHe
LEVEL 60 R: Touch · D: Year · T: Group · Ritual

Turns a previously normal small forest into a haunted and dangerous place. The trees become gnarled and hideous, and the imaginative can see menacing faces in them. The trees also become conscious and cruel; capable of sight, hearing, and limited movement. While they cannot uproot themselves, they can move their branches about, and can reach the ground in an hour or two. Only ill-tempered animals, such as boars and crows, live in these woods, and nothing in them is edible. The only knowledge of what might happen should this ritual be attempted in a faerie forest comes from ancient and disputed legends of the Order of Hermes.

Detect the Presence of the Specter

InVi
LEVEL 60 R: Touch · D: Sun · T: Room

Pen: 52, 2 uses per day This is the same linked trigger used previously. A specific ghost must be selected as the target of this effect. Required Lab Total: 1 season (120), 2 seasons (90), 3 seasons (80), 4 seasons (75) This effect costs 6 pawns of vis.

Instantaneous Transportation of the Captured Beast

ReAn
LEVEL 60 R: Touch · D: Momentary · T: Individual

Pen: 30, 24/day Instilled in a shepherd's crook, this device instantly transports an animal to anywhere that the wielder has an arcane connection to, typically a predetermined pen or cage. The wielder holds the arcane connection against the crook's shaft and touches the animal. Once the command phrase is spoken, the animal is transported away. Base Level Interpretation: Rego Corpus base level 35 instantly transports the target to a place that the caster has an arcane connection to, and the Rego Animal guidelines explicitly state that the Rego Corpus guidelines can be used for animals. Required Lab Total: 1 season (120), 2 seasons (90), 3 seasons (80), 4 seasons (75)

Interrogation of Interlopers

InMe
LEVEL 60 R: Touch · D: Momentary · T: Individual

Penetration +60 The Interrogation of Interlopers is triggered whenever the carpet is touched by a creature. This enchantment determines if the creature who touched it believes that the members of House Tremere would disapprove of his plans. Specifically, the item determines the answer to the question "Would the members of House Tremere disapprove of your plans?". If the answer from any creature is "yes", then the item triggers the Herald of Imperative enchantment. Naturally, characters who have no clue about how the Tremere would feel about their plans do not trigger the Herald of Imperative enchantment. This was less of a problem in the original setting; anyone in Coeris could be expected to have an opinion as to what House Tremere thought of their actions. (Effect: Base 15, +1 Touch; Modifications, +10 levels unlimited uses per day, +30 levels +60 Penetration)

Mists of Change

MuCo
LEVEL 60 R: Voice · D: Sun & Year · T: Bound · Ritual

As this spell is cast, a whipping wind arises and patches of mist begin to roll across the landscape. Sometimes, a patch of mist suddenly envelops a person for a few seconds, during which time the victim cannot move. When the mist blows away, continuing its course, the person is left transformed into a random creature. Roll a simple die to determine the result: Roll Animal ---- ---------------------------------- 1 Wolf 2 Horse 3 Brown Bear 4 Large Toad 5 Ferret 6 Viper 7 Boar/Sow 8 Dog 9 Cat 0 Other (storyguide picks; be cruel) People transformed retain their human minds, but inherit all the passions and instincts of their new forms. The mist covers the target area, which must be in sight when you cast the spell. The mists affect the area until sunrise or sunset, and transform anyone who remains in the area during that time. For important characters, roll a simple die when the spell is cast and every half hour afterwards, and on a roll lower than the number of rolls made so far the mists envelope and transform them at some point in the next half hour. The transformations last for a Year.

Shout of Unravelling

PeVi
LEVEL 60 R: Voice · D: Momentary · T: Individual

+32 Penetration, 12/day The targeted spell, power or effect is dispelled if its level can be doubled on a roll of stress die + 50. If the wearer of the helm has a higher Initiative than some of their opponents and they choose to wait to act, they can use Shout of Unravelling to counter spells cast by characters acting later in the round. Shout of Unravelling is triggered by the wearer shouting while staring at a magical power or effect; the specific words shouted are of no importance in regards to their effectiveness as a trigger. If this effect does not penetrate the resistance of a target, the wearer can not counter any magic active upon that target, nor can the wearer counter a spell that the target is casting. (Effect: Base 30, +2 Voice; Modifications, +4 levels twelve uses per day, +16 levels 32 Penetration)

Shrinking to the Convenient Size

MuAn
LEVEL 60 R: Touch · D: Moon · T: Individual

Pen: +30, 24/day This power shrinks the animal 4 Sizes. It will not affect animals that start at greater than Size +7. Required Lab Total: 1 season (120), 2 seasons (90), 3 seasons (80), 4 seasons (75)

Test of Motive

InMe
LEVEL 60 R: Touch · D: Momentary · T: Individual

Penetration +60 This enchantment is triggered whenever the handle is touched. Test of motive triggers the Herald of Imperative if the person touching the handle wishes House Tremere ill fortune. Specifically the item determines the answer to the question "Do you wish ill fortune to House Tremere?". If the answer from the target is "yes," then the item triggers the Herald of Imperative enchantment (see "The Laboratory of Hermanus and Surrounding Structures" earlier) (Effect: Base 15, +1 Touch; Modifications, +10 levels unlimited uses per day, +30 levels +60 Penetration)

The Impassable River

ReCo
LEVEL 60 R: Touch · D: Moon · T: Special · Ritual

This ritual turns a river into a magical boundary that cannot be crossed by man, woman, or child. It cannot be crossed from either side and those who try may reach midway before they are turned back. Neither bridges nor fords offer any opportunity to cross. They are, however, left unharmed by the magic and they may be used once the spell ends. Variants can be created with the Until (condition) duration or Year, though both of these increase the level by one magnitude. Magi can create spells with nonstandard Targets quite freely, though they are generally not as optimized as if they had first researched the required Target parameter. In this case, a river is a special form of boundary and the target is particular to this spell so the parameter is treated as Boundary +1, as described in ArM5, page 114. This ritual is designed to protect lands from invasion or to place a barrier in war's path by disrupting the ability of one side or the other to travel. Magi working with nobles involved in the dispute may cast such things, even uninvited, to prevent the loss of life and to give parties the opportunity to talk. The unscrupulous may use this to cut off lines of retreat, hemming enemies in and preventing their escape.

The Web of Mnemosyne

InIm
LEVEL 60 R: Voice · D: Concentration · T: Group

Pen +20, 1/month Once per month, Heron's Theater can predict the future of someone associated with it. The target must be among those watching the play, and the effects last for the duration of the play, which usually takes about an hour. The effect is non-Hermetic and apparently breaks the Limit of Time. As such, investigating it is remarkably difficult. The play is often highly allegorical, based on the mythic figures and archetypes available in the theater's assembly of puppets and figurines. Interpreting what a play means might be an adventure in itself as characters consult with scholars, seers, and holy men.

Transformation of Flesh to Spirit

CrVi
LEVEL 60 R: Touch · D: Momentary · T: Structure · Ritual

At the climax of this ritual, which must be cast within a consecrated temple of Mercury, the caster kills herself and if she is powerful enough the aura permanently increases by 1 (to a maximum of 10). To determine whether the aura increases two criteria must be met: the caster must have no Art Score with a value less than twice the current aura level, and the Penetration of the ritual must exceed five times the current aura value. If this ritual is cast using Wizard's Communion then only the leader of the ritual must kill herself, and only the values of her Art Scores are significant. If a character learns of this ritual it may occur to her (Intelligence + Order of Hermes Lore roll against an Ease Factor of 3) that the reputed sacrifice of Trianoma to increase the aura of Durenmar may have been a version of this ritual (see Houses of Hermes: True Lineages, page 8).

Counter Intruding Magics

PeVi
LEVEL 63 R: Special D: Momentary T: Ind · D: · T:

Unlimited uses Dispels a magical spell/power/effect if the level of the effect can be doubled on roll of stress die +55. This effect is triggered by the Gaze of Maker's Mark effect and activates whenever a targeted spell enters the room or is cast within the room. A Duration Momentary spell may take effect before the Counter Intruding Magics spell activates. Counter Intruding Magics only triggers one time per round; if there is more than one possible target, the storyguide should randomly determine which source is targeted.

The Turquoise Stone-soul

ReMe
LEVEL 63 R: Touch · D: Sun · T: Room

Pen: 52, Constant Effect The book is instilled with Imprison a Ghost in a Vessel, which captures the ghost inside the turquoise gem that adorns its cover. The book must be placed face down, so that the turquoise gem can touch the floor. Required Lab Total: 1 season (126), 2 seasons (95), 3 seasons (84), 4 seasons (79) This effect costs 7 pawns of vis.

Blessing of Artemis' Fertility

CrCo
LEVEL 65 R: Touch · D: Year · T: Boundary · Ritual

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

Call the Fallen Eagles from the Mist

ReMe
LEVEL 65 R: Touch · D: Moon · T: Group · Ritual

A spell used on ancient battlefields to call up the pagan dead. This spell grants control of the dead, but if ordered to directly oppose their reason for remaining on Earth, they occasionally break the magus's control. Roman legionnaires asked to attack Rome, for example, might break control.

Elevation of the Interloper

ReCo
LEVEL 65 R: Touch · D: Sun · T: Room

Penetration +60 All people in the target room are levitated a few inches away from all floors and walls and held aloft until the next dawn or dusk. This immobilizes any creature that has no means of forcefully moving itself without touching a surface. +2 Room; Modifications, + 30 levels Penetration 60)

Poisoning the Will

PeMe
LEVEL 65 R: Touch · D: Moon · T: Bound · Ritual

You curse a place, be it a valley, town, city, or covenant. The curse gradually saps the will and vitality from the people there. They become less energetic, and slowly stop caring about the place, what happens there, other people, and finally themselves. Colors seem more drab and the days longer, and there is an all-pervading sense of boredom and lassitude. Strong-willed individuals and those with strong Personality Traits are less affected, but still suffer to an extent. All Personality Trait rolls while in the area suffer a -3modifier. This spell affects only those who are within the cursed area, including visitors to it. Those who leave the area are overwhelmed by the return of their vigor and sense of purpose.

Tear the Earth Asunder

CrTe
LEVEL 65 R: Touch · D: Momentary · T: Individual · Ritual

The caster of this ritual stabs a dagger into the ground: from the wound a volcano rises, and lava and scalding gases erupt. Over a period of a day, the volcano erupts, darkening the sky with plumes of ash, and forming a large volcanic crater. Obviously, the eruption of the volcano devastates villages, towns, monasteries, covenants, or other settlements built in its shadow. Once the spell has been cast, there is no active magical effect; the eruption is natural and does not need to Penetrate Magic Resistance, and consequent rivers of lava and falling ash can also pass unhindered through an Aegis of the Hearth. The caster of the ritual also needs some form of protection to avoid being killed in the eruption. The volcano region can be up to 20 miles in diameter (though the crater will be a fraction of this size), and the peak can be up to 15,000 feet high (which would make it one of the taller mountains in Mythic Europe). Required Lab Total to invent spell: One Season (130), Two Seasons (98), Three Seasons (87), Four Seasons (82).

The Endless Well

ReAq
LEVEL 65 R: Arcane Connection · D: Momentary · T: Individual

Pen: +0, 24/day This enchanted bucket draws water from a remote well, by instantly transporting it into the bucket as it is tipped up. Given the height of the tower, it may not be feasible for covenfolk to fetch and carry water between levels, so these buckets replace the need for wells. Such a device may also be useful aboard a ship, where it can reduce the need to carry fresh water, or to those crossing the desert. This device is first prepared by having an arcane connection to a spring, well, or other body of water fixed into a bucket. A season is spent preparing the bucket in water collected from the well and a pawn of Vim vis. The magus must attend to the activity throughout the season, at the end of which the bucket has become a permanent connection to the well. It is then opened for enchantment with 10 pawns of vis (base 5 for iron, x2 for medium size) during a second season, and the effect can be enchanted from the third season. Although primarily of wood, the bucket is strengthened with iron straps. It is opened as a compound device, with the iron straps the most expensive part to open. A base effect level of 40 has been used for this device. The starting point for this is the base effect for "Control liquid in an extremely violent way," as per ArM5, page 124, which is then modified based on the difficulty of transporting a Corpus target over a range of distances. Applying one magnitude for transport over five paces, two magnitudes for transport over 50 paces, etc. By following the progression under the Rego Corpus guidelines, we arrive at a base effect level of 40 allowing the effect to transport water to a location defined by an arcane connection. Required Lab Total: 1 season (130), 2 seasons (98), 3 seasons (87), 4 seasons (82) As a bucket, the device provides a +5 bonus to transporting water. Of course, there are alternatives to enchanted buckets or unnatural waterfalls. Devices could be enchanted that transported water less frequently but in greater quantity, in order to refresh cisterns built at intervals as the tower rises.

Wrath of Whirling Winds and Water

CrAu
LEVEL 65 R: Sight · D: Sun · T: Group · Ritual

This spell creates an immense storm. 40 or more miles wide, of hurricane intensity. The storm builds up while you cast the ritual, and dissipates in a few seconds when the spell's duration ends. The gale-force winds and lashing waves cause immense damage along shorelines, and the winds, rain, and lightning cause extensive damage inland as well. Visibility is reduced to a few paces, missile fire is futile, and travel is nearly suicidal. Weak structures are blown over, and all but the most seaworthy ships are certain to founder unless they can be beached before the storm reaches full intensity. The storm is not under the caster's control, and moves normally.

Arming the Legion of the Dead

MuMe
LEVEL 70 R: Touch · D: Moon T: Group · T: Ritual

This spell makes the metal accouterments for an army of ghosts, up to 10,000 strong, solid. It does not, however, give caster any control over the ghosts. Many ghostly legionnaires can affect the world with a single weapon, but this spell allows them to use their complete kit, granting missile attacks, the ability to engage in field engineering, and the use of siege weapons.

Scorn of Aphrodite's Tears

ReTe
LEVEL 70 R: Touch · D: Momentary · T: Individual · Ritual

This ritual is cast when the eruption of a volcano is imminent, and it climaxes with a vial of pure water being poured into the crater mouth. The ritual prevents the volcano from erupting. The volcano region can be up to 20 miles in diameter (although the crater will be only a fraction of this size), and the peak can be up to 15,000 feet high. Required Lab Total to invent spell: One Season (140), Two Seasons (105), Three Seasons (94), Four Seasons (88).

Insubstantial Prison

ReVi
LEVEL 71 R: Touch · D: Sun · T: Room

Penetration 30 Creatures with Magic Might of 30 or less are unable to move into out of the target room until this effect expires or is dispelled. Powers used by the target creatures are likewise unable to effect targets that are on the other side of the boundary of the target room. Despite the name of the device, the effect is not limited to spirits. (Effect: Base 30, +1 Touch, +2 Sun, +2 Room; Modifications, +16 levels 32 Penetration)

Hermes' Portal

ReTe
LEVEL 75 R: Arc. D: Year · D: · T: Ind · Ritual

Creates a magical portal through which people, animals, and objects can travel almost instantaneously. The ritual must be cast twice, simultaneously at two different locations, and after the rituals are performed, there is a magical connection between them. The magi conducting each ritual must have an Arcane Connection (such as a clod of dirt) to the other location when they are conducting the ritual. The portal is activated by some command word or ritual determined when the portal is enchanted. Inanimate things and unwilling creatures may be transmitted if someone else says the command word, and pushes the subject through. (Mercurian Ritual) ---

The Shadow of Life Renewed

CrCo
LEVEL 75 R: Touch · D: Momentary · T: Ind · Ritual

Brings the semblance of life to a corpse. During the ritual, healing spells work on the corpse, which is important because the body must be physically whole or else it simply dies again once it is brought back to life. For each day that the person has been dead, roll for aging. When the ritual is complete, roll a simple die to determine the success of the attempt: Roll Result ---- ------ 1 Body dissolves 2 Body possessed by a demon, faerie, or other supernatural entity 3 Mindless, useless living corpse 4–5 Automaton with no Abilities over 3 6–7 Automaton, but Abilities as a normal person's 8 Person with self direction but no personality, and somehow dangerously demented 9–10 Person with will, but no personality. The revived person is not truly alive and cannot gain experience points. Must make an aging roll at the beginning of each year of existence, regardless of age. This is the closest the Order has gotten to raising the dead.

Wizard's Initiation

CrVi
LEVEL 75 R: Touch · D: Momentary · T: Individual · Ritual

This ritual may only be cast in a consecrated temple dedicated to Mercury (see Consecration of Mercury's House). The target of this ritual gains The Gift. Unfortunately, this ritual does not work (see insert for details). If a character attempts to cast the ritual, then regardless of Casting Score the ritual does not work. In addition, roll an extra botch die in the case of a possible botch. There is no way of discerning that the ritual does not work, other than by reading (and trusting), the Mercurian literature on the subject (see insert) or attempting to cast and failing.

Disharmony

CrVi
LEVEL 78 R: Voice · D: Momentary · T: Group

Pen +35, Unlimited The music created by the flute causes mystical disruptions in its targets by inflicting Warping. For beings with Magic Resistance, this power must first Penetrate. If it does, it inflicts one Warping Point per ten rounds that the target is exposed to the flute's music. This power also affects the player of the flute; the Flaws inflicted by the Warping relate to the flute's Madness power. (Effect: Non-Hermetic, base 20, +3 Voice, + 3 Group)

Apollonian Prayer of Chryses

PeCo
LEVEL 80 R: Arcane Connection · D: Momentary · T: Boundary

Pen +20, 1 use/day Chryses was a priest of Apollo whose daughter was enslaved by the Greek king Agamemnon during the Trojan War. When Agamemnon refused to return the priest's daughter, Apollo punished the Greek army by raining down plague arrows. This Power's effect is as the Hermetic spell, Curse of the Unportended Plague. The user of this Power must possess an Arcane Connection to the place she wishes to inflict the plague upon. The user may also invoke this Power if she can see the target, such as through using the Power Sight of the Pythian Oracle. Hymn: Iaó Principle: Disease A damaged or profaned relic may lose some or all of its Powers. A relic is considered profaned if it is handled by anyone aligned with the Infernal realm, or any creature with Infernal Might, in which case it permanently loses all of its Powers. Prolonged exposure to a character possessing a Personality Flaw that was considered by Apollo Phoebus to be dishonorable causes the relic to permanently lose one Power each season it is in the character's presence. A damaged relic (such as a torn tapestry, or a bouquet missing feathers) may lose one or more Powers, at the storyguide's discretion (determined by the extent of the damage).

Fashion the Ancient Worm

CrAn
LEVEL 80 R: Touch · D: Momentary · T: Ind · Ritual

This spell creates a dragon, which has the same statistics and powers as Stellatus (ArM5, page 194). This dragon is not actually Stellatus, who is an individual, but the creature mirrors his powers and Abilities. Required Lab Total: 1 season (160), 2 seasons (120), 3 seasons (107), 4 seasons (100)

The Breath of Life Returned

CrAn
LEVEL 80 R: Touch · D: Momentary · T: Ind · Ritual

This spell returns a mundane animal of up to Size +1 to life. Required Lab Total: 1 season (160), 2 seasons (120), 3 seasons (107), 4 seasons (100)

Increase of the Room's Modest Aura

CrVi
LEVEL 84 R: Touch · D: always on · T: Room

Pen +0, constant effect Increases the Magical aura in a room by +1, to a maximum aura level of 5. A standard Room is Size 6, and a tower is made of hard stone (x4), requiring 24 pawns of vis. To enchant the magus's own laboratory is straightforward — he can enchant it in-place and need only enchant the room itself, once. (Although this does not require the structural aspects of Hermetic Architecture, aura manipulation enchantments still require the Virtue.) To enchant a room other than the magus's laboratory requires the structural aspects of Hermetic Architecture, preparing six devices each with 24 enchantment spaces, such as staff-sized silver wands (6x4). When the six staves are ready, placing the six components correctly with the proper carved symbols and such, requires an Intelligence +Artes Liberales (geometry) roll with an Ease Factor of (6 + Size 6) = 12. Finalizing the enchantment of the placed staves requires a Bind the Mystical Structure ritual of level 89, Arcane, Momentary, Room. (base level 84+5). New Aura Magic Guidelines The following guidelines can only be used in structural enchantments (not spells) of the Mystery Hermetic Architecture. Creo Vim Level 35: Increase the level of a Magical aura by +1 to a maximum of 1 Level 40: Increase the level of a Magical aura by +1 to a maximum of 2 Level 45: Increase the level of a Magical aura by +1 to a maximum of 3 Level 50: Increase the level of a Magical aura by +1 to a maximum of 4 Level 55: Increase the level of a Magical aura by +1 to a maximum of 5 Level 60: Increase the level of a Magical aura by +1 to a maximum of 6 Level 65: Increase the level of a Magical aura by +1 to a maximum of 7 Level 70: Increase the level of a Magical aura by +1 to a maximum of 8 Level 75: Increase the level of a Magical aura by +1 to a maximum of 9 — greatest increase possible Muto Vim Level 4: Double or halve the linear size of a Magical aura. (That is, double or halve the diameter of a circular aura. Areas may be changed by a factor of four, volumes by a factor of eight.) To increase beyond double adds 1 magnitude per additional doubling, and requires a Creo requisite. To decrease beyond half, adds 1 magnitude per additional halving, and requires a Perdo requisite. If the regio shrinks below one pace across, it may "pinch off" — this can be used to close a regio by shrinking just the "interface" between levels (+1 magnitude to restrict shrinking). Level 4: Double or halve the size of a Magical regio (Terram requisite). To increase beyond double adds 1 magnitude per additional doubling, and requires a Creo requisite. To decrease beyond half, adds 1 magnitude per additional halving, and requires a Perdo requisite. Rego Vim Level 15: Create a connection between two levels of a single Magical regio. (Muto requisite). To connect between regio levels usually requires Arcane Range and an Arcane Connection for each regio level.

Magna Claustra

ReVi
LEVEL 95 R: Touch · D: Year · T: Boundary · Ritual

Bountiful Boundary's Splendid Aura

CrVi
LEVEL 99 R: Touch · D: always on · T: Boundary

Pen +0, constant effect Increases the Magical aura in a standard Boundary by +1, to a maximum aura level of 6. A standard Boundary is Size 8, multiplied by earth (x2), requiring 16 spaces, and as an architectural enchantment needs eight components, such as staff-sized stone pillars (Size 4 x hard stone 4). Example: Julia of Jerbiton wishes to increase her covenant's aura, so she prepares and enchants her stone columns. To place the eight pillars correctly requires an Intelligence + Geometry roll against an Ease Factor of 14 (6 + Size 8). To finalize the enchantment, she needs to cast a Bind the Mystical Structure ritual of at least level 114 (base level 99 + 5, +2 for increased size from Group to Boundary).

Aegis of the Hearth

ReVi
LEVEL Gen R: Touch · D: Year · T: Bound · Ritual

This ritual protects a covenant in a way similar to the way in which a Parma Magica protects a magus. It provides very strong protection against supernatural effects and creatures that originate from outside the boundary of the Aegis, and much weaker and less consistent protection against supernatural effects originating within the Aegis. The ritual also allows certain individuals to be excluded from the effects of the Aegis, so that it does not hinder their supernatural powers at all. These individuals are referred to as "natives" of the Aegis in this description, and other individuals, and the effects they create, are referred to as "foreign". "Native" and "foreign" are determined for a particular casting of an Aegis. Each casting of Aegis of the Hearth determines who and what is native and foreign without reference to any other Aegis, even if it is a new Aegis being cast, by the same group of magi on the same boundary, to replace their covenant's old Aegis. No foreign supernatural creature with Might, of any type, can cross the boundary of the Aegis unless its Might exceeds the level of the Aegis. The Aegis of the Hearth must Penetrate the creature's Magic Resistance in order to have this effect. A foreign supernatural creature that is within the Aegis when it is created is not expelled, although it does suffer the limits to its powers described later. If the creature were to leave the Aegis, it would need to have a higher Might than the Aegis, or resist the Aegis, in order to enter again. A spirit with Might that is capable of possessing another creature may enter the Aegis inside that creature, as long as it remains entirely passive. It is aware of what is going on, but cannot act in any way, including to end the possession. If the vessel becomes a native of the Aegis, the possessing spirit also does. The spirit can, however, have its invitation revoked (see later) separately from that of its vessel, if the person revoking the invitation knows that the spirit is there. Any foreign supernatural effect that originates from outside the Aegis and would affect anything inside the Aegis must Penetrate a Magic Resistance equal to the level of the Aegis of the Hearth to take effect. If it fails to Penetrate, the effect fails completely and harmlessly. This applies to all effects, including Intellego effects that would not normally be blocked by Magic Resistance, and effects that would move something across the boundary of the Aegis. This also applies to an existing foreign supernatural effect that tries to cross the boundary. If the effect cannot Penetrate the Aegis, it is dispelled. However, if the spell is cast on someone with Magic Resistance, for example an invisibility spell on a magus, then the Aegis must Penetrate the magus's Magic Resistance in order to dispel the effect. This includes such effects as the Parma Magica, Hermetic Longevity Rituals, Familiar Bonds, and Talisman Bonds. However, the last three of these are automatically sustained by the underlying magic, and so immediately come back into effect once the magus has entered the Aegis. Parma Magica must be raised again, in the normal way. Any foreign supernatural effect originating within the boundary of the Aegis must subtract half the level of the Aegis from any Casting Total or equivalent. If the effect does not have a Casting Total, as for an effect from an enchanted item, then half the level of the Aegis is subtracted from its Penetration. If the effect has neither a Casting Total nor a Penetration, like the Parma Magica, it is not hindered by the Aegis once it is inside. The supernatural powers of creatures with Might that have been able to enter the Aegis are affected in the same way as any other foreign supernatural effect: this effect does not need to Penetrate Magic Resistance, unlike the exclusion effect. Anyone who participated in the ritual to cast the Aegis is a native of that Aegis. Entirely mundane people can participate in the Aegis ritual. At most covenants, only the magi participate in the ritual, to avoid the risk of making disguised demons into natives of the Aegis, but this is a custom rather than a feature of the ritual. Participants who have The Gift and have been opened to the Hermetic Arts are referred to here as "participating magi", although they may, for example, be apprentices. Participating magi, and only participating magi, can invite other individuals into the Aegis. This involves giving the individual a token that was designated as part of the ritual. Individuals that are invited in this way become natives of the Aegis. Any participating magus can also revoke an invitation, whether issued by themselves or by someone else. They do not need to retrieve the token in order to do this. Invitations and revocations can only be issued to specific individuals — it is not possible to revoke "all invitations", for example — but the individual does not need to be present. Invitations and revocations are effective even if the participating magus is mistaken about the identity of the individual. A participating magus can attempt to revoke an invitation even if they do not know for sure that a particular individual has been invited into the Aegis. If they were, then the invitation is revoked, but if they were not, this obviously has no effect. A creature with Might whose invitation is withdrawn is affected in the same way as a creature with Might who was within the Aegis when it was created. Individuals who participated in the ritual, including participants who are not participating magi, cannot be cast out of the ritual; they are native until the Aegis expires, or is dispelled. Enchanted items can also be native to the Aegis. There are three main classes. The first is items that were within the boundary at the time the Aegis was raised. Unlike creatures with Might, non-sentient items become native to the Aegis simply by being present. The second class is items created within the Aegis by someone native to the Aegis. The third is items deliberately and directly activated by a native of the Aegis. Covenfolk who will use enchanted items may, therefore, participate in the Aegis ritual, but many enchanted items do not need Penetration, and thus can be used within the Aegis without any problems. The set of native items, like the set of native people, resets every time the Aegis is recast. Items, however, cannot be invited into the Aegis. The Aegis is often cast on the Winter Solstice, as the Magic aura may be slightly higher, and this gives it a full year of duration. It is common for the covenant to hold a celebration for all the covenfolk, and a full council meeting for the magi, immediately after the Aegis is cast. Aegis of the Hearth was created by Notatus, the first Primus of House Bonisagus. It was a Major Breakthrough (see page 277), incorporating Mercurian rituals as well as Hermetic theory, and was the reason Notatus was chosen to succeed Bonisagus. As a result, the spell is more powerful than it ought to be, and has no Perdo requisite. By 1220, Notatus's discoveries have spread, and any magus in the Order is capable of inventing versions of the Aegis with the above parameters, but different levels or sizes, or both. Inventing a version with different parameters, however, would require at least a Minor Breakthrough, and vears of research.

Bind the Mystical Structure

ReVi
LEVEL Gen R: Arcane · D: Special · T: Group

The base level of the ritual must equal or exceed 5 + level of the highest component device effect levels. Arcane Connection Range is required for the spell effect, even if the magus can touch all of the devices to be combined: in casting the ritual, he touches one of the emplaced devices and establish a connection between them. The base effect provides for a Group Target — the minimum that can include multiple components. However, extra levels of Bind ritual spell are needed to match the size of the architectural structure that is to be enchanted if it exceeds Group size. (Create a conduit for spells up to (level + 5 magnitudes), +4 Arcane, +2 Group) Example: To bind a level 50 enchantment into a tower (Structure-sized), the seven component invested devices must be bound together with a Bind the Mystical Structure ritual of at least level 60 (ReVi 60, R: Arcane, D: Special, T: Group: GL (50+5), +1 magnitude for increased Size from Group to Structure).

Binding the Immortal Memory

CrMe
LEVEL Gen R: Personal · D: Always on · T: Individual

Pen +0, constant effect This enchantment binds a learned study period into the magus's talisman, so that the magus retains the benefits of study. If the talisman is destroyed, any study bound into it is lost. The Effect level needed is 10 x XP to be retained. The effect must be completed in one season or all new experience points will be lost to the repair effect. If the full effect cannot be invested in a single season, a lesser enchantment can be used to retain some XP, losing the remainder. (Mystery Guideline level) Becoming Immortal with a Familiar A mortal magus's familiar will not die of old age as long as the magus is alive, and only suffers ill effects from aging when the magus does; the familiar ages along with the magus, generally dying a few days before or some weeks after the magus (ArM5, page 105). As the paths to immortality variously involve dying, removing from the world, or transforming into an alchemical being, these changes would normally sever the link to the familiar, and leave it to die. However, the existing bond to the familiar allows the magus to draw it along his chosen path to join the magus in his immortal state: ghostly, Daimonic, or as an alchemical magical beast. In game terms, the magus must add extra raw vis to his transformation rite, equal to their Familiar Bond Score/5 (round up). If this is done, the familiar transforms along with her magus, otherwise she remains as a mortal beast, severed from the new immortal, and will die soon. A magus with a spirit familiar benefits, as his familiar is already an immortal disembodied spirit: no extra vis is needed to transform a spirit familiar. Example: A maga studies a tractatus with Quality 10 for a season. The next season, she instills another Binding the Immortal Memory effect into her talisman. She has a Creo Mentem lab total of 90, and can invest a level 45 effect in one season. This is enough to permanently bind 4 XP (a level 40 effect), but she will lose the remaining 6 XP.

Catapult of the Mighty Winds

CrAu
LEVEL Gen R: Voice · D: Momentary · T: Individual

Cr(Re)Au 30 Terrifically strong winds sweep up an object (such as a barrel, a piece of furniture, or an unfortunate human being) and hurl it on a high, arched trajectory toward any point within range. If the projectile has Magic Resistance, this spell must penetrate in order to affect it. However, once the projectile is airborne, its motion is natural and hence it bypasses the Magic Resistance of anything it hits. You must succeed at an aiming roll to hit the intended target. Because this spell gives the caster only indirect control of the projectile, the aiming roll suffers a –3 penalty and an extra botch die. The winds are strong enough to throw a grown man 20 feet into the air. Both the projectile and anything underneath it suffer damage when it crashes to earth: the damage is usually +10 but it could be less if the projectile is considerably lighter than an adult human.

Circle of Clarity

PeVi
LEVEL Gen R: Touch · D: Momentary · T: Circle

This spell will dispel any active Vim effect within the circle whose Casting Total was less than or equal to the spell level + 15 + stress die (no botch).

Circular Ward Against Demons

ReVi
LEVEL Gen R: Touch · D: Ring · T: Circle

All creatures with Infernal Might equal to or less than the level of the spell are unable to enter the circle or harm those within it. If you cast the spell again, the stronger ring dispels the weaker, regardless of the order of casting. Some magi cast this spell before going to sleep at night. At night, from certain angles, the ring may be seen as a silver-hued dome.

Circular Ward Against Magical Spirits

ReVi
LEVEL Gen R: Touch · D: Ring · T: Circle

All creatures with Magical Might equal to or less than the level of the spell are unable to enter the circle or harm those within it.

Cutting the Cords

PeVi
LEVEL Gen R: Touch · D: Momentary · T: Ind · Ritual

Used as a Tribunal punishment, this spell requires the active cooperation of the convicted magus. The cords connecting magus and familiar are cut permanently if double the level of this spell + a stress die (no botch), exceeds the highest enchantment given the familiar (this may be the Familiar Bond Enchantment). This is an extremely painful and emotionally scarring experience for both parties. After the cords have been cut, both magus and former familiar find each other's presence too much to bear. A familiar normally flees into the wilderness and avoids all future contact with magi. The former familiar cannot normally be rebound.

Dagger of Ice

CrAq
LEVEL Gen R: Voice · D: Momentary · T: Individual

Cr(Re)Aq 10 Creates a foot-long, sharp icicle and hurls it at a target. The icicle always hits, provided it penetrates Magic Resistance. It inflicts +5 damage (partly because of its sharp point). After impact, the icicle shatters to tiny fragments, which promptly disappear.

Demon's Eternal Oblivion

PeVi
LEVEL Gen R: Voice · D: Momentary · T: Individual

Weakens and possibly destroys a creature with Infernal Might. If the spell penetrates the creature's Magic Resistance, the creature loses Might Score equal to the spell's level.

Discern the Images of Truth and Falsehood

InIm
LEVEL Gen R: Personal · D: Concentration · T: Vision

You can tell whether an image has been created or altered through a spell, seeing both the original and false images in the case of alterations. This spell must be at least 1 magnitude higher than an illusion in order to discern it. If you botch the spell, you mistake illusions for the real thing and reality for illusion. Your discernment is not limited to visual illusions, although you can only tell that a sound is illusory if you are looking at the apparent source.

Disenchant

PeVi
LEVEL Gen R: Touch · D: Momentary · T: Ind · Ritual

You make a Hermetic magic item lose all its powers permanently if the level of this spell + a stress die (no botch) equals or exceeds the highest level of the enchantments in the item. The enchantment is utterly destroyed, as is all of the vis that was used in the magic item. The object left is in all ways a mundane item, but could be invested with enchantments again at a later time.

Dispel the Phantom Image

PeIm
LEVEL Gen R: Voice · D: Momentary · T: Individual

Destroys the image from any one CrIm spell whose level you match or exceed on a stress die + the level of your spell.

Dominance Over the Infernal

ReVi
LEVEL Gen R: Touch · D: Year · T: Boundary · Ritual

Fortification of the Memory Palace

ReMe
LEVEL Gen R: Personal · D: Moon · T: Individual

Reinforces the target's memory palace against magical attacks or attempts to modify his memories. To affect the protected target's memories, a spell's level must exceed twice the (level of this spell – 15), as well as penetrating any Magic Resistance. This spell protects the caster's memories for a single Moon; longer durations are possible, but continuous protection brings magical Warping. (General, +3 Moon)

Guttering of the Home-fires

ReVi
LEVEL Gen R: Touch · D: Diameter · T: Individual This spell temporarily suppresses an Aegis of the Hearth effect. The Aegis of the Hearth effect must be less than half the level of this spell + 3 magnitudes. The known Lab Texts of this spell incorporate a side effect: while the Aegis of the Hearth is lowered

This spell must penetrate the Aegis of the Hearth effect, of course. Note that if the Aegis of the Hearth is of a high level, then this spell may need to be a ritual.

Invoke the Pact of (daimon)

ReVi
LEVEL Gen R: Arcane · D: Momentary · T: Individual

Invoke the Pact of (Daimon) The base level is the Might of the Daimon, but should be increased in order to summon the Daimon. This spell represents the formation of a pact with a powerful named Daimon. The Ritual nature of the spell conveys part of the vis spent as a gift to the Daimon. Daimons are difficult to summon, but with this spell a maga can call the Daimon repeatedly until it hears her call and sends an Aspect of itself to answer her. This does not command the Daimon, but most will perform a specific service when summoned. (See Appendix E: Mysterious Beings for examples of Daimon spirits and typical services.) Many Daimons will perform unusual services, beyond simple spellcasting, and often beyond the limits of Hermetic magic. Most will at least listen to the maga, and consider bargaining for further services. The part of the Daimon that a maga sees before her when she creates such a pact is not the whole of such a powerful spirit, but just a part, or Aspect, sent to answer her call. A maga cannot bind an Aspect — it will just fade away, discarded by the parent spirit; she can only bind the Daimon itself if she can find the core spirit in the realm where it resides. A maga may (should!) invent the Ritual at a level greater than the Daimon's Might. When she casts the ritual, she must overcome the Daimon's Magic Resistance for it to hear her call. If she succeeds, she accumulates points equal to (spell level – Daimon Might). Daimon Summoning Points = Spell Level – Daimon's Might When the maga has accumulated points equal to its Might, the spirit sends an Aspect to answer her call. A maga can re-invent a spell to summon the same Daimon, with a higher spell level (and a similar spell bonus to invent the new spell). A spell of twice the Daimon's Might can summon the Daimon in one casting, if the maga can overcome Magic Resistance. Summoning Success: Accumulated Summoning Points = Daimon's Might It is possible to cast Invoke the Pact of (Daimon) without the Virtue Hermetic Theurgy, but the magus is limited as follows: - He cannot create his own Invoke spell from scratch, but must have a Lab Text for the spell (or a teacher) - In order to accumulate Summoning Points between castings, he needs Hermetic Theurgy. Without Hermetic Theurgy, a magus may cast the spell, but the spirit will only attend the magus if the single casting is powerful enough to summon it. (It is common, but not mandatory, for non-theurgist magi to cast this ritual in a group, with the aid of Wizard's Communion.) The Daimonic Aspect Daimons and similar unique powerful spirits have a special power of creating an Aspect. The Aspect is a fraction of the whole spirit sent into the mortal world to interact temporarily with others, while the core of the spirit remains in its place of power, such as the Hall of Heroes. Each Aspect is like an independent spirit that can be created or allowed to lapse in an instant. Each starts without wounds, and with its own pool of Might points (Daimons are untiring spirits, and do not have fatigue levels). The Daimon may have powers that are limited in uses per day (for example, an ascended magus's talisman enchantments), and each Aspect counts these separately. An Aspect does not recover wounds or Might points used while on Earth, rather it is eventually dispelled and later replaced by another Aspect. There is no fixed limit to the endurance of an Aspect, but they only remain while they are conscious and have Might remaining. An Aspect is normally a disembodied spirit, but can create a earthly, bodily form at will. While disembodied they are like ghosts (see Chapter 8: Hermetic Spirit Magic: Ghosts in Ars Magica). While embodied they can suffer wounds but are untiring; if this body is slain, the Aspect returns to its parent Daimon. There are limits to this: An Aspect cannot be summoned into a place where there is already an aspect of the same Daimon, nor where there has been an Aspect in the past day. A Daimon's Aspect, conjured elsewhere and moving through the world, will not willingly enter a place where there is or has been another Aspect within a day. The size of "place" that prevents an Aspect is not well defined, but is at least several miles across: this is in part to keep stories simple by avoiding "collisions." This also prevents an Aspect from leaving and returning within a day. In addition, no permanent changes can be made to any Aspect, as they never last. The most that can be done is to seal a pact with the Daimon to provide an Aspect to attend the magus; this is what a Daimon bound as theurgic spirit familiar provides. If the Daimon is encountered in its place of power, outside the world, then this is its one true form, and no Aspect of it may appear in that place – except when returning to the place to merge with the true spirit. Daimons frequently encounter other Daimons and spirits in their true places, but almost never encounter mortals. It may even be that the Hall of Heroes is beyond the Lunar Sphere, which might explain why magi cannot find it.

Invoke the Pact of Zelos

ReVi
LEVEL Gen R: Arcane Connection · D: Momentary · T: Ind · Ritual

This spell represents the formation of a pact with Zelos, the Daimon of rivalry and contention. It targets a duplicate (called an Aspect) of Zelos, rather than the spirit itself, and if the spell penetrates the Aspect's Might (see insert), that Aspect appears before the caster to perform a specific service. This spell does not exert any control over this spirit. Without the Mystery Virtue of Hermetic Theurgy, this spell must have a level of at least 40 (twice the Might of the Daimon's Aspect), and it usually needs to be cast using Wizard's Communion, to achieve sufficient Penetration. As a spell adapted from non-Hermetic theurgic practices, it requires knowledge of a Mystery, or a Hermetic Breakthrough, to invent, although nontheurgist Hermetic magi can learn the spell from a Lab Text or from a teacher. Acquiring an Arcane Connection to a Daimon such as Zelos is no simple task, and may be the focus of a story in its own right. (General effect, +4 Arc, see The Mysteries Revised Edition, Chapter 9: Hermetic Theurgy for more details) ANew Corpus Guidelines Creo Corpus Level 25: Improve all wounds by one level of severity.

Lay to Rest the Haunting Spirit

PeMe
LEVEL Gen R: Voice · D: Momentary · T: Individual

If your spell Penetrates the resistance of a ghost or similar spirit, it loses a number of points from its Might equal to the level of this spell. If this reduces the spirit's Might to zero, it vanishes, apparently destroyed. Philosophers concur that the spirit goes to the afterlife, or is perhaps weakened to helplessness, but is not actually destroyed. Souls, after all, are immortal.

Masking the Odor of Magic

PeVi
LEVEL Gen R: Touch · D: Sun · T: Individual

Prevents the detection of a magic spell, or of a magic power in an item or being, by InVi magic, unless the level of the InVi spell exceeds twice the level of this spell – 5 (for example, exceeds 20 for a level 15 version).

Mirror of Opposition (form)

MuVi
LEVEL Gen R: Voice · D: Momentary · T: Individual

Cast on another spell while the other spell is being cast, this causes the targeted spell to have the exact opposite of its normal effects. This effect works on spells up to half the (level – 5) of the Mirror of Opposition spell. The effects of the inversion are up to the storyguide to determine, but the target of the inverted spell usually remains the same as that of the original spell. The inverted spell cannot overcome any limitations of Hermetic magic. For example, if a Momentary Perdo Corpus spell is cast, the inversion is probably a Creo Corpus spell of Sun duration. There are ten versions of this spell, each affecting spells of one of the Hermetic forms.

Muto Vim

MuVi
LEVEL Gen R: Voice · D: Sun · T: Individual

Early Punishment for the Sinful Witch This spell destroys an Infernal effect upon an infernalist's person in a brief flash of white flame, as long as the effect has a level lower than this spell's level + 5 + a stress die (no botch). The flames inflict points of damage equal to half the level of the destroyed effect. If the Infernal Power does not have a level, then its effective level is (5 x Supernatural Ability score) or (5 x Might Points expended) instead. Infernal Powers with a constant effect that require no Might expenditure cannot be affected by this spell. This is primarily used against infernalists who have woven protective enchantments around themselves with their evil Powers. The Wicked Jar MuVi Gen This spell changes a demon with Might no greater than (the level of this spell – 10) so that it is bound to a physical object, usually a hollowed jar or pot made of clay and sealed. The effect is similar to the Goetic Art of Binding: the demon becomes part of the object for as long as the spell is active, and is only released if the object is broken or the effect ends. This effect is usually imbued into a device with a lesser enchantment, designed to operate constantly, so that the effect can theoretically last forever. It is often made with many uses per day, which allows multiple demons to be held at once.

Opening the Intangible Tunnel

ReVi
LEVEL Gen R: Arcane Connection · D: Concentration · T: Individual

You can open a magical channel from yourself to some target, allowing you to cast any spell with a range greater than Personal on that target. The tunnel does not, of itself, grant any sense impressions of the target — you must cast appropriate spells through it if you wish to see. Spells cast through the tunnel cannot be of higher level than that of this spell. You must make standard Concentration rolls to maintain concentration on the Opening spell as you cast other spells. A magus who magically recognizes the tunnel (through The Invisible Eye Revealed or a similar spell) may cast spells through the tunnel back at you, and he need not concentrate on keeping the tunnel open. If this magus is the target of the tunneling spell, he is considered to be touching you. Otherwise, his effective range to you is his range to the target of the tunneling spell. If the target of the spell has Magic Resistance, you must Penetrate that resistance to open the tunnel. Spells cast through the tunnel must also Penetrate Magic Resistance normally.

Passing the Reins of Corpus

MuVi
LEVEL Gen R: Touch · D: Momentary · T: Individual

Cast at the same time as another spell, this spell lets the caster pass control of the

Perdo Vim

PeVi
LEVEL Gen R: Voice · D: Sun · T: Individual

Bind the Devil's Hands This spell hinders the operation of Infernal Powers in the room it affects. All Casting Totals of maleficia are reduced by (the level of this spell – 15). Other Infernal Powers which rely on a Supernatural Ability are similarly reduced. A demon is required to spend (the magnitude of this spell – 3) extra Might Points to activate any of its Powers, although Powers which normally have no cost are unaffected. This spell is often used to imprison demons or infernalists. Exorcise the Filthy Spirit PeVi Gen This spell operates against a demon that is currently possessing a human (see Chapter 4: Infernal Legions, Common Powers). If the spell penetrates the Infernal Might of the demon, it loses a number of points from its Possession Might Pool equal to the level of this spell minus the demon's Might. If this reduces the Possession Might Pool to zero, the demon abandons its host and the possession ends. If the energumen has its own Magic Resistance, then both resistances must be penetrated for the spell to be effective. Lash of the Chastened Servant PeVi 15 This spell, if it penetrates Magic Resistance, removes 5 Might Points from a demon. This is a painful experience, and can be used to force compliance much as one would when whipping a recalcitrant animal. It is therefore one of the more dangerous spells to be known by a member of the Order, and incurs heavy suspicion of diabolism.

Quiet the Cursing Tongue

ReVi
LEVEL Gen R: Voice · D: Sun · T: Individual

The target of this spell cannot use any curse magic with a level less than or equal to (spell level – 10). If the curse magic is controlled by a Supernatural Ability, then its level is equivalent to (Score x 5). This spell can be used as a template for spells that affect other types of exotic magic. New Spell Guideline Rego Vim General: Sustain or suppress a spell or spells of a specific type cast by another with level less than or equal to the level + 2 magnitudes of the Vim spell. Examples of specifics types include Hermetic Terram magic and Shamanic spirit control magic. This guideline may be used to target the spell itself or the caster of the spells.

Removing the Hearth's Keystone

PeVi
LEVEL Gen R: Touch · D: Momentary · T: Individual The caster dispels an Aegis of the Hearth effect. There is no other evidence that the Aegis is absent

the supposed boundary of the Aegis may notice that they do not feel the characteristic tingle which indicates the pres-

Restore the Faded Threads

CrVi
LEVEL Gen R: Touch · D: Diameter · T: Circle

Once a spell trace has been found or suspected, this spell is used to make it examinable. This spell temporarily restores spell traces to a fresh state (as if they had just expired). The spell will restore spell traces of negative magnitude up to the magnitude of this spell –3. The trace must still be existent to be affected (magnitude -9 or greater). Versions of this spell also exist for all standard Targets. Diameter duration is normally long enough to conduct Intellego Vim investigations of the spell traces.

Restore the Faded Threads

CrVi
LEVEL Gen R: Touch · D: Dia · T: Circle

Once a trace has been found or suspected, this spell is used to make it examinable. This spell temporarily restores spell traces to a fresh state (as if they had just expired). This spell will restore spell traces of a negative magnitude up to the magnitude of this spell -3. The trace must still be existent to be affected (magnitude –9 or greater). Thus the maximum effective level of this spell is 50. Versions of this spell also exist for all standard Targets. Diameter duration is normally long enough to conduct Intellego Vim investigations of the spell traces.

Restore the Moved Image

ReIm
LEVEL Gen R: Voice · D: Momentary · T: Individual

Cancels a ReIm spell that moves an image, putting the image back where it belongs, as long as you can match the spell's level on a stress die + the level of your spell. This spell targets the image.

Ring of Warding Against Spirits

ReMe
LEVEL Gen R: Touch · D: Ring · T: Circle

Only ghosts and spirits with current Magic Might higher than the spell's level can enter the ring you create. At certain angles, the ring may be seen as an orange-hued dome. This spell does not affect ghosts or spirits associated with the other realms.

Shell of False Determinations

CrVi
LEVEL Gen R: Touch · D: Momentary · T: Ind · Ritual

Creates a "shell" of magic on an item, helping to shield it from investigation by other magi. All attempts to investigate the magic item give false information about its powers unless half of the level of the shell is exceeded by the magus's Investigation roll.

Shell of Opaque Mysteries

CrVi
LEVEL Gen R: Touch · D: Momentary · T: Ind · Ritual

This spell is similar to Shell of False Determinations (above), but it causes all attempts to investigate the magic item to utterly fail, unless the level of the ritual is exceeded by the magus's Investigation roll. Once a magus determines the presence of a particular shell (that is, by overcoming it), it has no more power against him or her.

Shroud Magic

MuVi
LEVEL Gen R: Touch · D: Momentary · T: Individual

This spell allows a magus to suppress or alter the sigil in a spell that is currently being cast. The spell to be shrouded can be up to double the Shroud's level, and Shroud Magic has the same sigil (or lack of) as that given to the shrouded spell.

Sight of the True Form

InCo
LEVEL Gen R: Personal · D: Momentary · T: Vision

You see the true, original form of any person whose form has been changed or masked. This spell can see through mundane masks and disguises at level 10, and can see through the effects of other spells that are equal to or lower than the level of this spell. (Variable base)

Suleiman's Wrath On the Oath-forsaken Jinni

PeVi
LEVEL Gen R: Voice · D: Momentary · T: Individual

This spell weakens and possibly destroys a creature with Magic Might. If the spell penetrates the creature's Magic Resistance, the creature loses Might equal to the spell's level. A creature with zero Might is permanently destroyed. The creature must be sensed by the caster to be a valid target; the caster may have to employ other magic to perceive a spirit before using this spell.

Summoning the Creeping Death

CrAn
LEVEL Gen R: Touch · D: Diameter · T: Individual

Cr(Re)An 25 Conjures an asp, which magically obeys the caster's mental commands. Use the statistics for an adder from the Book of Mundane Beasts, except that an asp's venom is much more deadly than an adder's. The effects of asp venom are given on page 180 of ArM5. The snake has no Might and hence no Magic Resistance of its own, but since it is a magically created creature, Magic Resistance does protect against its attack (use the caster's Penetration Total). This spell is sometimes used by magi who follow the School of Sebastian, but other Flambeau magi tend to disdain it as an ignoble form of attack. Mercurian Spell Mastery Abilities The Cult of Mercury teaches several exclusive Spell Mastery special abilities. These special abilities are not unique to House Flambeau, but are generally available to any member of the Cult (whose membership includes magi from many different Houses). The following special abilities were originally printed in Houses of Hermes: True Lineages (pages 99–100). Adaptive Casting (Cult of Mercury): This special ability may only be taken for General spells. The caster may use her Mastery score and all the special abilities associated with this spell when she casts the same spell at different levels. Ceremonial Casting (Cult of Mercury): The caster may use ceremonial methods when casting this spell, increasing the casting time and adding his Artes Liberales and Philosophiae to his Casting Total. This special ability cannot be taken for Ritual spells, which always require ceremonial casting. Disguised Casting (Cult of Mercury): When casting this spell, the caster may suppress or alter her sigil, to hide her identity or make the spell appear to have been cast by someone else. Since this actually changes her sigil, is it impossible for others to recognize her from it, though magi might be able to recognize that a fake sigil is not genuine. When the caster mimics the sigil of another magus, add her Spell Mastery score to the roll that determines how difficult it is to recognize. Lab Mastery (Cult of Mercury): The caster understands the theory of the spell so perfectly that he may add his Spell Mastery score to his Lab Total when designing effects that are similar to it (see Similar Spells, ArM5, page 101). This is in addition to the standard similar spell bonus. Learn From Mistakes (Cult of Mercury): The first time in a session that the caster botches a roll for this spell or fails the casting roll by exactly one point, she gains 5 experience points toward Mastery of this spell. The roll must come up naturally in the course of the story. Stalwart Casting (Cult of Mercury): The spell is less exhausting for the caster. If it is a Ritual, she loses normal Fatigue instead of Long-Term Fatigue when casting it, and half as many Fatigue levels, rounded up (but always at least one). If it is formulaic, she never loses Fatigue levels because of a low casting total, even if the spell doesn't succeed.

Suppressing the Wizard's Handiwork

ReVi
LEVEL Gen R: Touch · D: Concentration · T: Individual

Cancels one spell that you have cast, but only as long as you concentrate. When concentration is broken the effects of the spell return. The level of the spell to be suppressed must be less than or equal to the level of this spell. The effects of the spell being suppressed take about one round to fade out, and then another round to return after concentration is broken. The spell to be affected must be active to be suppressed — in particular, it may not be of Momentary duration. Common uses of this spell include providing access to some place normally blocked by magic (for example, having a MuTe blocking the door to your lab, and then suppressing it to enter), and avoiding traps (such as suppressing a Watching Ward [ReVi Gen] on your rear door). This spell is designed to be held while you do something else, so the magus gets a +3 bonus to all Concentration rolls.

Sustain <sup>a</sup> Spell of (form)

ReVi
LEVEL Gen R: Touch · D: Special · T: Ind · Ritual

Allows another spell to be entwined with this spell and bound to a physical container. The base level of this spell must equal or exceed the level of the spell to be sustained. Casting of the sustained spell must begin while this spell lasts, or the next round for Momentary duration, after which the two spells are entwined and only end after both durations expire. If a spirit of Might at least equal to the sustained spell is forced into a container while the spell is still active, then the spell is sustained indefinitely while the spirit is bound. (Guideline level) Creating a Basic Laboratory (ArM5, page 94) takes 1 season and 500 square feet of walled, roofed space, and imposes a -3 penalty to all Lab Totals. Covenants, chapter 9, provides more details on Laboratories, and how a magus might make a cheap laboratory for one task, perhaps in a confined space or with limited walls. bubble of glass, so fine it could be barely seen. She completed her Initiation on the night of the first new moon after midwinter's night, in a deep cave system in the Alps, where she crawled through passages without light or magic to the heart of the caves. There she forced a spirit — still without using magic — to enter the ball and sustain a spell of light, the one spell she was allowed to cast. According to one tale, Fortunata had previously met and defeated the spirit, freeing it on the condition that it later perform for her; in another tale she simply bribed a ghost to help her; in a third she out-witted and tricked an elemental mountain spirit. Completion of the ceremony grants the Virtue Spell Binding, found in The Mysteries: Revised Edition, page 27. [Initiation Total 12 (18 – 6 for previous Ordeal), Script Bonus 6: Place and Time (3) + Quest (3). The script requires a Presence + Principles Lore total of 6, assuming it is the second Initiation after the Ordeal (Necessary Condition).]

The Cursèd Day

ReVi
LEVEL Gen R: Arcane · D: Sun · T: Individual

This spells opens a magical tunnel between the caster and the target. Spells cast through this tunnel must be at least one magnitude less than the level of this spell. This spell has duration of Sun. (Base effect, +4 Arc, +2 Sun) Required Lab Total to invent spell: depends upon level (see insert).

The Discerning Eye

InIm
LEVEL Gen R: Personal · D: Sun · T: Vision

An enhanced version of Discern the Images of Truth and Falsehood. You can tell whether an image has been created or altered by magic, seeing both the original and false images in the case of alterations. The enhanced sense works by extromission (sending magical species from the eyes). If these encounter any Magic Resistance, they may be blocked. Therefore an area protected by Magic Resistance will appear dark to the magical aspect of the caster's vision. When cast without Penetration the caster is able to spot areas of Magic Resistance (which would include an invisible magus). To detect an illusion this spell must be at least fifteen levels higher than the effect that generated it. However, use of the Acute Sense mastery ability may still detect an anomaly. If you botch the spell, you mistake illusions for the real thing and reality for illusion. Your discernment is not limited to visual illusions, although you can only tell that a sound is illusory if you are looking at the apparent source.

The Enchanted Chef

ReTe
LEVEL Gen R: Touch · D: Momentary · T: Group

Rego Herbam (Animal, Aquam, Ignem) 45\ Pen +0, 24/day Placing a selection of food (vegetables, meat, liquids) inside this pot and closing it, the user describes the recipe they wish applied to the food, which is instantly processed and transformed as if by a cook. The edibility and quality of the food is not changed in any way, other than to discard small spoiled parts (as any cook would). The resulting dish is as described by the user, and limited by his knowledge (or imagination) and quality of description. A Communication + Finesse roll by the user replaces the Craft: Cook roll (at +3 Ease Factor). The food will be at least technically edible (if edible materials were placed within), though a poor Finesse roll may result in a less appetizing dish than hoped for. The user may substitute Communication + Craft: Cook for Communication + Finesse if he possesses that skill. Covenants lacking grogs with the desired skills may write out instructions for the device, provided the grogs are literate enough to read a recipe. Use the writer's quality (as if he were writing a tractatus) in place of die rolls. Failing all else, the user can request "Traveler's Hot-Pot." This is a very basic stew, with peeled vegetables and chopped meat, boiled until over-done, which has an Ease Factor of only 3. (GL 5, +1 Touch, +2 Group, +3 for requisites, +1 flexibility, +5 levels for 24 uses) (\ Because of its high level, many covenants must create this device as an Invested Device.)

The Enchanted Porter

ReTe
LEVEL Gen R: Touch · D: Concentration · T: Individual

Rego Terram 15 Pen +0, 24/day This enchanted glove, when placed against an inanimate object, lifts and pushes the object as the user holds on and moves. When the user removes his gloved hand from the object, it settles to the ground. (GL 3, +1 Touch, +1 Conc, +5 levels to maintain, +5 levels for 24 uses; based on The Unseen Porter)

The Evil Eye

ReVi
LEVEL Gen R: Sight · D: Diameter · T: Individual Sometimes a magus cannot acquire an Arcane Connection to his quarry. This spell opens a tunnel between the magus

and any target within Sight Range. The advantage of this is that it lowers the effective range between the magus and the target — which means that lower magnitude effects can be used on the target, which should increase the effective Penetration Total. Effects cast through The Evil Eye tunnel can be up to one magnitude greater than the magnitude of The Evil Eye spell.

The Heathen Witch Reborn

PeVi
LEVEL Gen R: Voice · D: Momentary · T: Individual

This spell cancels the effect of any shapechanging spell or Supernatural Ability if (spell level + 10 + stress die [no botch]) beats the level of the shapechanging spell (or the Shapeshifter Ability x 5). It does not affect characters with the Heartbeast Ability. This spell can be used as a template for spells that affect other types of exotic magic.

The Hedge Lord's Synthemata of (x)

MuVi
LEVEL Gen R: Personal · D: Diameter · T: Individual

The spell adds its (level–5) to the caster's Casting Score against the named being for two minutes. (Unique guideline, +1 Diam)

The Immortal's Grimoire

ReVi
LEVEL Gen R: Personal · D: Always on · T: Individual

Pen +0, constant effect This invested enchantment enables the magus's talisman to hold the knowledge to cast a spell. The effect cannot be triggered as a normal device effect, but is always on, as a "memory." Once complete, the magus may cast the spell as normal. The invested effect level must equal the level of spell to be retained. The effect must be completed in one season or the spell knowledge is lost. The magus gets a similar spell bonus for this enchantment, regardless of the spell's Technique and Form — he is in effect enchanting the spell. (Mystery Guideline level) The advantage of instilling The Immortal's Grimoire is that by casting the spell normally the magus uses his full Casting Total, gets full Penetration (Casting Total – Spell level + Penetration Bonus), and has unlimited uses per day. A device effect has zero Penetration and one use per day, unless extra levels are invested. A magus who can instill The Immortal's Grimoire in one season can expect to cast the spell far more effectively than an equivalent effect instilled in a single season.

The Invisible Eye Revealed

InVi
LEVEL Gen R: Personal · D: Concentration · T: Touch

The caster can feel any magical means currently being used to spy on him. The representation varies in a way that depends on the spell, but it often feels like something touching the magus's back. For example, a magus being spied upon with Enchantment of the Scrying Pool might feel wet fingers, while a magus who is being tracked by The Inexorable Search might feel a finger running over his skin. This spell detects the use of Intellego spells of up to double the level of this spell. A special spell is required because most Intellego spells are designed to be subtle, and they are more subtle at higher levels.

The Master's Message

ReVi
LEVEL Gen R: Touch · D: Moon · T: Individual

This spell opens a tunnel between the magus and a character that he touches. Once it is cast, the tunnel remains in place, even if the characters break contact. The purpose of this spell is to enable the magus to open a tunnel between himself and a grog. The grog can then depart on a mission, and the magus is able to monitor his progress and cast spells through the tunnel as required. Even if the grog character has no Magic Resistance, it is a good idea to record the Penetration of this spell, as the grog may try to pass through a hostile Aegis. Effects cast through The Master's Message tunnel can be up to one magnitude greater than the magnitude of The Master's Message spell. Required Lab Total to invent spell: depends upon level.

The Minute of Reckoning

ReVi
LEVEL Gen R: Arcane · D: Diameter · T: Individual This spells opens a magical tunnel between the caster and the target. Spells cast through this tunnel can be up to the level of this spell.

Unlike the Opening the Intangible Tunnel spell, the caster does not need to maintain concentration on this spell; this spell has Note that, despite the name of this spell, a Diameter duration spell actually lasts for two minutes. Required Lab Total to invent spell: depends upon level (see insert).

The Sorcerer's Fork

MuVi
LEVEL Gen R: Touch · D: Momentary · T: Individual

This spell splits another spell (whose level must be less than or equal to the level of this spell) into two or more identical spells of reduced power, which may be cast against two or more separate targets. Each resulting spell has the same Range and Target (target category, that is — the actual target may be different) as the original spell, but the power of the effect is divided by the number of resulting split spells. The precise effect is at storyguide discretion. One casting die is rolled, and the Penetration total is split between the spells. The Sorcerer's Fork must be equal to or greater than the level of the spell that is to be split. The split spell has a targeting penalty as for multiple casting (see page 225). If the casting magus is not cooperating, all the split spells will strike the original target.

Tie the Threads That Bind

ReVi
LEVEL Gen R: Touch · D: Momentary · T: Group · Ritual

This spell is uniquely used for the construction of automata. The base effect level of the spell level must equal or exceed the construct's Magic Might to be successful, meaning the final spell level must equal or exceed the automaton's Magic Might + 15.

Transformation of the Ascendant Hierarch

CrVi
LEVEL Gen R: Voice · D: Diameter · T: Individual

Transformation of the Ascendant Hierarch is cast on a magus who has already cast Ascendant Form of the Intendant Hierarch upon himself. The level of this ritual must exceed that of the Ascendant Form ritual, and the caster must overcome the target's Magic Resistance (which cannot be suppressed — see that spell description). (It is normal for a group of celebrants to use Wizard's Communion to aid their Penetration). The target (the hierarch) is tested by the ritual, and appears wreathed in lambent flame and golden nimbus for the duration of the spell. He is also subject to intense agony as the spell courses through his body, but he must endure this in order to ascend. The hierarch makes a Stamina roll against an Ease Factor of 9, or passes out (although he still benefits from the ritual unless he botches the Stamina roll). When the Transformation spell ends, the Ascendant Form ends too. (Special Mystery) Given the constraints of the rituals, it is likely that the hierarch will work with a group of magi in the laboratory so that a celebrant invents (and learns) the Transformation Ritual and can cast it on the hierarch. The hierarch invents his own Ascendant Form Ritual (but may accept the celebrants' assistance in the laboratory). The cultists can then cast the Transformation as a group, relying on spells such as Wizard's Communion to boost their Penetration and overcome the Magic Resistance of their ascendant hierarch.

Tree Falling in the Forest

PeHe
LEVEL Gen R: Sight · D: Momentary · T: Individual

Pe(Re)He 35 Instantly cuts down a tree, making it fall in the direction the caster designates. With a successful aiming roll, you can make it fall on a living creature. Damage is up to +18 for a mature tree, and the victim or victims may also be pinned by the tree's weight. When used as a form of attack, this spell bypasses Magic Resistance.

Unravelling the Fabric of (form)

PeVi
LEVEL Gen R: Voice · D: Momentary · T: Individual

This spell will cancel the effects of any one spell of a specified Form whose level is less than or equal to (spell level + 10 + stress die (no botch)). There are 10 variants that cover each Hermetic Form, and a number of much rarer variants for different kinds of non-Hermetic magic.

Ward Against Faeries of the Air

ReAu
LEVEL Gen R: Touch · D: Ring · T: Circle

As Ward Against Faeries of the Water (ReAq Gen), but for faeries of the air. The faerie cannot directly or indirectly break the magic circle, nor can they use ranged attacks or magic to affect those within it. From some angles at night, the ring may be seen as a violethued dome.

Ward Against Faeries of the Mountain

ReTe
LEVEL Gen R: Touch · D: Ring · T: Circle

As Ward Against Faeries of the Waters (ReAq Gen), but for faeries of earth and stone. At some angles at night, the ring may be seen as a dark brown dome.

Ward Against Faeries of the Waters

ReAq
LEVEL Gen R: Touch · D: Ring · T: Circle

No water faerie whose Faerie Might is equal to or less than the level of the spell can affect those targeted by the spell. Faeries cannot directly or indirectly break the magic circle, nor can they use ranged attacks or magic to affect those within it. Seen from certain angles at night, the ring appears as a light blue dome.

Ward Against Faeries of the Wood

ReHe
LEVEL Gen R: Touch · D: Ring · T: Circle

Like Ward Against Faeries of the Waters (ReAq Gen), but for faeries of the wood. At some angles, at night, the ring appears to be a green-hued dome.

Ward Against the Beasts of Legend

ReAn
LEVEL Gen R: Touch · D: Ring · T: Circle

No magical beast whose Magic Might is equal to or less than the level can affect anyone within the Circle or, if it is within the Circle, affect those outside. When a magus is making this and most other wards, a common gesture employed is the Fig Sign. The magus balls his or her right hand into a fist, placing the thumb between the index and middle fingers. A magus traveling to Italy should be warned that this sign is a deadly insult in that country. (As ward guideline)

Watching Ward

ReVi
LEVEL Gen R: Touch · D: Spec · T: Ind · Ritual

Watching Ward puts another spell on a given target on hold until that spell is triggered by a simple condition, which is determined when this ritual is cast. The target of the Watching Ward must be present for the entire casting ritual. When the conditions you specify come to pass, the suspended spell takes effect. Only one Watching Ward can be placed on any one person or object. The level of the Watching Ward must at least equal the level of the spell held in suspension. You can put multiple spells in the Ward, provided that its level at least equals the sum of the levels of the contained spells. If Intellego spells are included in a Watching Ward, they may be used to trigger the other spells. Thus, if you put Frosty Breath of the Spoken Lie (InMe 20) into the Watching Ward, you can also put in a spell that is cast when someone lies. An Intellego spell in the Watching Ward has no effect other than to cast other spells when the proper condition is detected. Thus, in the example, one's breath is not frosty when he or she is caught in a lie. If someone tries to dispel the Watching Ward and fails, the suspended spell is cast. Flambeau and Tytalus magi commonly put highly destructive spells upon their persons, to be cast if they die so they may have vengeance upon their killers. The Ritual nature of this spell supports the potentially indefinite duration. The Watching Ward is dispelled when it releases its spell. A version of this spell with target Room, known as Waiting Spell, is also well known in the Order. It can contain spells up to the level of the Waiting Spell – 10, and is also a Ritual.

Wind of Mundane Silence

PeVi
LEVEL Gen R: Voice · D: Momentary · T: Room

You raise a metaphorical "breeze" that blows the magic away from an area, canceling the effects of any spell there. You can cancel the effects of any spell if, with this spell, you can double the level of the spell on a stress die + the level of your spell. The spell must Penetrate to affect effects on a creature with Magic Resistance, including Parma Magica. If the spell penetrates, and its level + the stress die is double Parma Magica x 5, then this spell dispels the Parma Magica. Wind of Mundane Silence does not affect spells of Momentary duration. Magical things near the area of the Wind wave slightly from the "breeze."

Wizard's Boost (form)

MuVi
LEVEL Gen R: Touch · D: Momentary · T: Individual

You cast this spell as another spell of a level less than or equal to this one is cast. The effect of the other spell increases 5 levels in power, but not past the level of the Wizard's Boost. The effects of the extra 5 levels of power are for the storyguide to determine. A Wizard's Boost may never affect a single spell more than once. There are ten versions of this spell, one for each Hermetic Form.

Wizard's Communion

MuVi
LEVEL Gen R: Voice · D: Momentary · T: Group

This spell lets magi combine their power to cast spells. The group of magi work together to cast a specified spell through the unified power of the Communion. Only one extra magus may join the Communion for each 5 levels of the specified spell being cast. One of the magi in the group must also know the specified spell, or cast it from a Casting Tablet (page 263). Only one magus in the group needs to cast the spell. The magus who casts the Wizard's Communion need not be the one who casts the main spell, and normally it is better for them to be different. More than one magus in the group may cast this spell. In this case, add the total levels of successfully cast Wizard's Communion to get the effective level of the Wizard's Communion for this casting. This combined total must be at least twice the level of the specified spell being cast. One magus must roll for success as if casting the specified spell himself. However, the target number for the spellcasting roll is the spell's level divided by the number of magi participating in the Communion. So if five magi participate to cast a 50th level spell, the caster would have to successfully cast a 10th level spell — with all the relevant requisites, of course. This method of casting adds one botch die per magus participating. If the spell botches, all participants gain Warping Points and must check for Twilight if they gain two or more. Communion is a remnant of Mercurian rituals, so it does not perfectly fit into the guidelines of Hermetic theory.

Wizard's Expansion (form)

MuVi
LEVEL Gen R: Voice · D: Momentary · T: Individual

The Target of the targeted spell increases by one category; all targets affected by the expanded spell must be legal targets for the original spell. There are ten versions of Wizard's Expansion, one for each form. The targeted spell must be at least one magnitude lower than this spell. A single spell may not be affected more than once with this spell, but when two magi cooperate, a spell can be the target of both Wizard's Expansion and Wizard's Reach, providing that one of the two Muto Vim spells

Wizard's Reach (form)

MuVi
LEVEL Gen R: Voice · D: Momentary · T: Individual

The range of the targeted spell increases by one category. You may not affect a single spell more than once with this spell, and the targeted spell must be at least one magnitude lower in level than this spell. There are ten versions of Wizard's Reach, one for each Form.

Wizard's Siege

ReVi
LEVEL Gen R: Arcane · D: Moon · T: Individual

This spells opens a magical tunnel between the caster and the target. Spells cast through this tunnel must be at least two magnitudes less than the level of this spell. This spell has a duration of Moon. A confident magus might cast this spell immediately after the Wizard's War begins. Required Lab Total to invent spell: depends upon level.

Wizard's Vigil

MuVi
LEVEL Gen R: Voice · D: Sun · T: Group

This spell functions as Wizard's Communion, except that the longer duration allows it to be used with Ritual spells. For the purposes of its effect, treat it as a Wizard's Communion of two magnitudes lower.

Sight of the Wolf

Intellego Animal · Level 33

InAn

Range
Touch
Duration
Sun
Target
Special

This effect treats an enclosed paddock or sheepcote as the equivalent of a room and the size increase allows for an area ten times the size of a standard room. The effect detects the presence of wolves within this space, which may then trigger a number of secondary effects. The Target is based on Room +1, as described in ArM5, page 114.

(Base 3, +1 Touch, +2 Sun, +3 Special Target, +1 Size; +3 triggered at sunset)

From Transforming Mythic Europe