Gen. |
Full Health of Beast and Bird |
R: Touch, D: Sun/Inst, T: Ind, Ritual |
Cancels the effects (short of death) of a malign
Animál spell. |
20 |
Soothe Pains of the Beast |
R: Touch/Near, D: Sun/Inst, T: Ind, Focus: Piece
of Amber (+3) |
Animal touched recovers a lost Body level by making a
Stamina stress roll of 3+. |
20 |
Weaver's Trap of Webs |
R: Near/Sight, D: Sun/Inst, T: Spec, Focus:
Spider Web (+1) |
Web covering 5x5 paces x 6 feet high. Getting free
requires Stress 12+ Strength or noncaught helping with edged weapon. Fire
ineffective. |
50 |
Curse of the Ravenous Swarm |
R: Touch, D: Moon, T: Bound, Ritual |
Calls a swarm of locusts or other insects to area,
destroying plant life and fields. |
5 |
Image of the Beast |
R: Arc, D: Conc, T: Ind, Focus: Sapphire
(+5) |
Gives hazy mental image of animal you have an arcane
connection to. If a sapphire is used, image appears there. |
10 |
Shiver of the Lycanthrope |
R: Touch/Near, D: Conc/Sun, T: Ind, Focus:
Silver Necklace (+3) |
Feel sudden shiver if person or beast touched is
lycanthrope. If necklace is used, it becomes extremely cold
instead. |
15 |
Vision of the Marauding Beast |
R: Touch, D: Mom/Conc, T: Ind, Focus: Cat's Eye
Gem (+3) |
By touching wounds created by beast one get mental
image of the beast from the perspective of the wounded person or animal.
If wounds are on a person, there is a Mentem requisite. |
25 |
Opening the Tome of the Animal's
Mind |
R: Touch/Near, D: Conc, T: Ind, Focus: Tail of a
Sphinx (+3) |
Reads the animal's memory of the past day. A specific
fact is Perception stress 6+, 12+ for obscure fact. Animal shy away when
you cast this spell, which might create problems. |
30 |
Hunter's Sense |
R: Per/Touch, D: Sun/Moon, T: Spec, Focus: Eye
of Griffin (+3) |
Sense shapes and motivations of all animals above
given threshold chosen by caster coming within 15 paces. If caster is
asleep, the animal will appear in a dream though this will not necessarily
wake caster. |
15 |
Beast of Outlandish Size |
R: Touch/Near, D: Sun/Inst, T: Ind, Focus: A
Giant's
Heart (+5) |
Changes the Size of an animal by +1 or down to
-2. |
15 |
Growth of the Creeping Things |
R: Touch/Near, D: Sun/Inst, T: Ind, Focus: A
Basil
Sprig (+3) |
Causes an insect, mouse, toad, or other small creature
to grow to four times its normal size, and become more poisonous if it
already was poisonous. |
15 |
The Immaculate Beast |
R: Touch/Near, D: Sun/Inst, T: Ind, Focus: A
Topaz
(+3) |
Transforms an animal into a flawless specimen of its
type. |
25 |
The Beast Remade |
R: Touch/Near, D: Sun/Inst, T: Ind, Focus: A
Shapeshifter's Heart (+3) |
Gives one land beast a human form, though its
intellect remains the same. Some feature of the animal is retained in the
human form. |
30 |
Steed of Vengeance |
R: Touch/Near, D: Sun/Inst, T: Ind, Focus: The
Hoof of
a Pooka (+5) |
Turns a horse into a magical mount that will accept
magus riders. |
30 |
Transformation of the Ravenous Beast
to the Torpid Toad |
R: Near/Far, D: Sun/Perm, T: Ind, Focus: A
Toadstone
(+3) |
Turns any animal into a toad, unless it makes a Size
stress roll of 9+, birds get a bonus. |
5 |
Agony of the Beast |
R: Sight/Arc, D: Conc, T: Ind, Focus: Branch of
Holly (+3) |
Beast must make a Stamina + Size stress roll of 9+ to
do
anything but writhe in pain. |
5 |
Alleviate the Serpent's Bite |
R: Touch/Near, D: Inst, T: Spec, Focus: Branch
of Ash (+3) |
Destroys one dose of animal toxin. |
10 |
Decay Fur and Hide |
R: Far, D: Mom, T: Ind, Focus: Bit of Animal Fur
(+3) |
Destroys an object made of animal fur or hide,
including wool and leather. |
20 |
Cripple the Howling Wolf |
R: Reach/Near, D: Inst, T: Ind, Focus: Leg Bone
of Wolf or Dog (+3) |
If the beast fails to make a Stamina + Size stress
roll of 12+, one of its legs are cleanly broken, and if it fails to make a
Stamina + Stress roll of 3+, it dies instantly. Even if it does not die,
it will lose a Body Level because of the broken leg. |
20 |
The Falcon's Hood |
R: Touch/Near, D: Inst, T: Ind, Focus: A
Falcon's Hood (+1) |
Destroys an animal's vision. |
30 |
The Hunter's Lethal Arrow |
R: Spec, D: Spec, T: Spec, Focus: Destroying
Angel (+3) |
If the arrow enchanted by this spell hits an animal,
the beast must make a Stamina + Stress roll of 12+, failure meaning death
within minutes and succeeding meaning suffering normal arrow damage
+10. |
Gen. |
Ward Against the Beasts of
Legend |
R: Touch, D: Ring, T: Group, Focus: Star Ruby
(+3) |
No magical beast whose Magic Might is equal to or less
than the level can affect the targeted Group as long as they remain
within the ring. |
5 |
Disguise of the Putrid Aroma |
R: Touch/Near, D: Conc/Sun, T: Ind, Focus:
Corked Bottle (+1) |
Target takes no interest in you as long as you
continue to concentrate and does not threaten it. |
5 |
Soothe the Ferocious Beast |
R: Eye/Near, D: Mom, T: Ind, Focus: A Piece of
Red Mullet (+3) |
Calms an animal until it is threatened or aroused
again. |
15 |
Panic of the Elephant's Mouse |
R: Eye/Near, D: Conc/Moon, T: Ind, Focus: A
Mouse (+2) |
Makes an animal afraid of the target by preying upon
its instinctive fears unless it can make a Size stress roll of
9+. |
15 |
Viper's Gaze |
R: Eye/Near, D: Conc/Sun, T: Ind, Focus: Two
Seized Bones (+3) |
Holds an animal rigid as long as you maintain eye
contact with it and concentrate on it. |
20 |
The Gentle Beast |
R: Eye/Near, D: Conc/Perm, T: Ind, Focus: A
Divine Mushroom (+4) |
Calms an animal of Size +3 or less, making it nearly
fearless. |
25 |
Circle of Beast Warding |
R: Reach, D: Ring/Perm, T: Group, Focus: A Stone
Urinated Upon by a Lynx (+5) |
Caster inscribes a circle that no normal beast will
cross. |
25 |
Mastering the Unruly Beast |
R: Touch/Near, D: Conc/Perm, T: Ind, Focus: A
Lion's Tooth (+5) |
Can make an animal perform any act it is capable of as
long as it remains within range of your sight, creatures with appropriate
Personality Traits can roll against an ease factor of 12+. |
30 |
Commanding the Harnessed
Beast |
R: Touch/Near, D: Sun/Moon, T: Ind, Focus: A
Lion's Tongue (+5) |
You implant a complicated command into an animal which
it carries out to the best of its abilities. |
10 |
Lungs of the Fish |
R: Personal/Touch, D: Sun/Year, T: Ind, Focus:
Powdered Scales of a Fish (+3) |
Turns water into air as it enters your lungs, allowing
you to breathe water as you do air. |
15 |
Incantation of Putrid Wine |
R: Reach/Far, D: Sun/Inst, T: Room, Focus: Venom
from a Spider (+1) |
Makes all liquids within the target room vile,
malodorous, and mildly poisonous. |
15 |
Breath of Winter |
R: Touch/Sight, D: Sun/Inst, T: Spec, Focus:
Beryl (+5), Requisite: Terram |
Turns a circle of water up to 5 paces across into
snow. |
25 |
Ice of Drowning |
R: Near, D: Conc/Sun, T: Spec, Focus: Piece of
Ice from a Frozen Ocean (+3), Requisites: Terram, Rego |
Fills water in a circle 10 paces across with large,
jagged chunks of ice that pound against anything on the water's surface.
Any swimmers in the area take +15 damage, suffer -6 and two extra botch
checks on Swim rolls. |
30 |
Bridge of Frost |
R: Near, D: Sun, T: Spec, Focus: Beryl (+3) |
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 15 paces in any direction. The bridge collapses after 6 to 15 creatures
have crossed over it (roll a simple die +5). Only the storyguide knows the
number of creatures that can cross. |
55 |
Vile Water of Sterility |
R: Touch, D: Perm, T: Bound, Ritual, Focus:
Venom from a Dragon (+5) |
Ruins a body of water up to the size of a small lake,
making it unfit for natural habitation and consumption. |
1 |
Moonbeam |
R: Spec, D: Spec, T: Spec, Focus: Quartz
(+5) |
Causes a gentle light, bright enough to read by, to
shine down from above and illuminate the area described by your encircled
arms. |
5 |
Palm of Flame |
R: Touch, D: Conc, T: Small, Focus: A Piece of
Flint (+1) |
A flame doing +10 damage to anyone else that touches
it springs up in your palm, which must be upturned for the spell's
duration. |
10 |
Heat of the Searing Forge |
R: Near/Sight, D: Mom, T: Ind, Focus: Chrysolite
(+3) |
Heats a piece of metal so that it is too hot to touch.
The amount of damage done if the piece is touched, is relative to the size
of the object and if the object is in direct contact with skin or
not. |
10 |
Lamp Without Flame |
R: Touch, D: Conc, T: Room, Focus: Lantern
Oil (+1) |
Illuminates the room that you are in with a light
equal to torch or lamp light as long as you concentrate. |
15 |
Flash of the Scarlet Flames |
R: Near/Sight, D: Mom, T: Small, Aimed: -3,
Focus: Flint (+1) |
A brilliant red flash explodes in the air where you
designate. If a person's face is targeted (requires a Targeting roll), the
target needs a Stamina stress roll of 9+ to avoid temporary blindness, a
botch indicating permanent blindness. If temporarily blinded, the target
can try to make a simple Stamina roll off 9+ each minute to
recover. |
20 |
Blade of the Virulent Flame |
R: Reach/Near, D: Spec, T: Small, Focus: Blood
of a Fire Drake (+3) |
Forms a fire along a blade adding +6 or doubling the
weapon damage score (whichever is greater) and can start fires as well.
After half an hour, the blade becomes so hot that it begins to melt,
ending the spell. The +3 focus modifier is also added to the damage caused
by the flame, because the flame is hotter and more intense. |
20 |
Pilum of Fire |
R: Spec, D: Mom, T: Ind, Aimed: +1, Focus: A
Javelin (+1) |
A 2-foot, thick, spear-shaped jet of fire flies from
your palms doing +25 damage, one less damage per pace of distance to your
target. Beyond 25 paces, the flames dissipate. |
25 |
Arc of Fiery Ribbons |
R: Spec, D: Mom, T: Group, Focus: A Yellow
Diamond (+1) |
A dozen multi-hued ribbons of flame leap from your
hands and fly out 15 paces, covering a 60-degree arc. All those in the arc
take +20 damage, less one per pace of distance between caster and target,
targets who see the ribbons coming can fall flat to suffer half damage. A
Quickness-Encumbrance stress roll of 18+ is required, +1 per pace between
target and caster, if botch then an extra +5 damage is suffered. |
35 |
Ball of Abysmal Flame |
R: Near/Sight, D: Mom, T: Ind, Aimed: 0, Focus:
Heart of a Fire Drake (+3) |
Creates a ball of flame exploding on impact with
something doing +30 damage, anyone within 5 paces of the burst must make
Stamina stress rolls of 12+ or be blinded one round (permanently if
botched). The caster may hold the ball in his hand for up to three rounds
before throwing it. |
35 |
Circle of Encompassing Flames |
R: Near/Sight, D: Conc, T: Ind, Aimed: 0, Focus:
A Cat's Eye Gem (+1) |
Creates a circle of flames 6 feet high, targeting roll
needed to encircle someone. 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 prerequisite. Anyone moving through the flames
takes +20 damage, the centre of the spell cannot be moved. |
5 |
Tales of the Ashes |
R: Touch/Near, D: Conc, T: Small, Focus:
Sapphire (+3) |
Lets you see what the ashes you touch originally were,
and how and when the object was burned as long as the object is no larger
than Small. |
5 |
Shadows of the Fires Past |
R: Per/Sight, D: Conc, T: Room, Focus: A Lump of
Coal (+1) |
Allows you to see where fires have been in the past
lunar month. Each casting allows you to detect a single fire - the most
recent that you do not already know about. A light red flickering haze
appears where the fire was, and you gain an intuitive sense of when the
fire was there. |
20 |
Vision of Heat's Light |
R: Per, D: Sun/Moon, T: Sight, Focus: A Cat's
Eye Gem (+3) |
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. |
25 |
Words of the Flickering Flame |
R: Reach/Near, D: Conc, T: Small, Focus: Ashes
in Mouth (+3) |
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. |
35 |
Eyes of the Flame |
R: Arc, D: Conc, T: Ind |
Lets you see a fire up to the size of a large campfire
to which you have an arcane connection. You can also see all those things
which the fire illuminates. |
5 |
The Many-Hued Conflagration |
R: Near/Sight, D: Mom, T: Ind, Focus: A Ruby
(+5) |
Makes a fire burn brightly in shifting colors for an
instant. Each being looking at the fire must make a Stamina stress roll of
6+ or be blinded for one round by the multicolored lights. |
10 |
Show of the Flames and Smoke |
R: Near/Sight, D: Conc, T: Ind, Focus:
Multi-Colored Streamers (+3) |
Causes smoke of different colors, streams of flame,
and strange popping and sizzling noises to come from a fire, either
entrancing or horrifying onlookers depending on the
circumstances. |
10 |
Hornet Fire |
R: Near/Sight, D: Conc, T: Ind, Focus: A
Stinging Insect (+1), Requisite: Rego |
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 all those you indicate within 7 paces of the fire both a -3
penalty on all rolls and two extra botch dice. |
15 |
Prison of Flames |
 :R: Reach/Far, D: Sun, T: Ind, Focus: Small Iron
Cage (+1) |
Turns a bonfire into a prison shaped like a miniature
castle. A person thrown into the middle is not burned, but takes +25
damage if he or she tries to escape. |
25 |
Trapping the Fire |
R: Reach/Near, D: Sun/Perm, T: Ind, Requisite:
Terram |
Turns the heat and flames of a large campfire or
bonfire 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. |
35 |
Flames of Sculpted Ice |
R: Near/Sight, D: Spec, T: Str, Focus: Essence
of a Water Elemental (+3), Requisite: Aquam |
Turns a fire up to the size of a small house into
fire. 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. |
5 |
Vision of the Haunting Spirit |
R: Near/Sight, D: Mom, T: Group, Focus: Green
Turquoise (+5) |
All spirits in the open and within the target area
become visible if they can do so normally. They can then turn invisible
again but are likely to be interested in whoever has cast this spell on
them. |
10 |
Subtle Shift of Heart |
R: Eye/Sight, D: Sun/Moon, T: Ind, Focus: A
Figure (+3) |
Subtly change an emotion into a related but different
one. |
15 |
Enchantment of Detachment |
R: Eye/Sight, D: Sun/Moon, T: Ind, Focus: A
Figure (+3) |
Calms and greatly lowers the intensity of the target's
current emotions. |
20 |
Emotion of Reversed
Intentions |
R: Eye/Sight, D: Sun/Moon, T: Ind, Focus: Ruby
(+3) |
The main emotion influencing a character at the time
of casting is replaced by its opposite over the next minute. Intelligence
stress roll of 9+ to resist. |
25 |
Recollection of Memories Never Quite
Lived |
R: Eye/Sight, D: Inst, T: Ind, Focus: Rosemary
(+1) |
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. |
30 |
Mind of the Beast |
R: Eye/Sight, D: Sun/Moon, T: Ind, Focus: A
Topaz (+1), Requisite: Animál |
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. |
15 |
Seal the Earth |
R: Near/Sight, D: Sun/Inst, T: Room, Focus: Handful of
Dirt (+3) |
Creates enough dirt to fill in a pit of up to 6 paces across and
3 paces deep. |
25 |
Wall of Protecting Stone |
R: Near/Sight, D: Sun/Inst, T: Spec, Focus: Chunk of Granite
(+1) |
Makes a wall of granite up to 10 paces wide, 4 paces high, and 1
pace thick. |
30 |
Circle of the Faerie Stone |
R: Near/Sight, D: Sun/Perm, T: Str, Aimed: 0, Focus: Faerie
Mushroom (+3), Requisite: Vim |
Creates a 12-foot-high stone wall in a circle up to 10 paces
across with a magic resistance of +20. Only aimed if a specific target is to be
encircled. |
35 |
Conjuring the Mystic Tower |
R: Near, D: Moon/Inst, T: Str, Ritual |
An elaborately carved tower, formed from a single block of
stone, rises out of the ground, standing 80 feet high and 30 feet wide, with a
foundation set 20 feet into the ground. |
40 |
Opening the Earth's Pore |
R: Sight, D: Moon, T: Spec, Ritual, Requisite: Ignem |
Opens a hole from the surface of the earth, so deep it seems to
reach to Hell itself. Molten rock and noxious gases spew forth out of this hole.
Those in the immediate vicinity (30 paces) of the pore are struck by hot lava and
sustain +20 damage each round; those not in the immediate vicinity can outrun the
laval flow. |
4 |
Probe for Pure Silver |
R: Near/Sight, D: Mom/Conc, T: Small, Focus: Chip of
Silver (+3) |
You are guided by a hunch to any silver nearby. |
10 |
Eyes of the Eons |
R: Sight, D: Mom/Conc, T: Small, Focus: Sapphire (+3) |
Determines the age of any nonliving target to within 10% of its
actual age. |
20 |
Eyes of the Treacherous Terrain |
R: Sight, D: Mom/Conc, T: Bound, Focus: A Troll's Eye
(+3) |
You can tell intuitively if any natural terrain you see is
treacherous, such as if a rock field is prone to sliding. |
20 |
The Miner's Keen Eye |
R: Near/Sight, D: Mom/Conc, T: Small, Focus: A Dwarf's Eye
(+3) |
You can see any one type of mineral specified at the time of
casting through up to 3 paces of intervening material. You have a good idea of how
much there is and how pure it is if appropriate. |
25 |
Tracks of the Faerie Glow |
R: Near/Far, D: Conc, T: Spec, Focus: Mushroom from a
Faerie Ring (+1) |
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. |
30 |
Stone Tell of the Mind that Sits |
R: Reach/Near, D: Conc, T: Small, Focus: Dirt in Your
Mouth (+3) |
Allows you to talk with natural stone. A typical question and
response takes one hour - stone speaks slowly. Though a stone is usually willing to
talk, its direction sense and awareness of quickly moving things (such as peaple)
are limited. |
30 |
Sense the Feet that Tread the Earth |
R: Touch, D: Conc, T: Bound, Ritual |
You touch the earth and feel what is moving along the ground
within the natural area where you stand. You can tell the direction, distance,
weight, number, and manner of movement of moving thing. For instance, you might
sense "a single 50-stone creature slithering towards us, a hundred rods in that
direction". |
40 |
Greeting the Maker |
R: Touch, D: Conc, T: Small, Ritual |
Gives you a vision of the maker of an item and the process (up
to fifteen minutes worth) used to create the object. When used in conjunction with
magical investigation in the lab, this provides a +5 to the Investigation roll, and,
in any case, gives a hint about the nature of the item being studied.
|
3 |
Supple Iron and Rigid Rope |
R: Touch, D: Sun/Perm, T: Small, Focus: Bit of
Iron or Bit of Rope (+3) |
Makes a flexible object stiff or a stiff object
flexible. Casting requisites of Forms appropriate to the materials
affected are required. |
5 |
Edge of the Razor |
R: Touch, D: Sun/Perm, T: Small |
Sharpens any metal edge to a degree unequaled by
manual methods. An edged or pointed weapon gains a +2 bonus to
Damage. |
10 |
Object of Increased Size |
R: Reach/Near, D: Sun/Perm, T: Ind, Focus: Chunk
of Masonry from a Castle (+1) |
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. Noble elements are not affected by
this spell. Casting requisites are required for the appropriate
Form of the target. |
10 |
The Crystal Dart |
R: Reach/Far, D: Mom, T: Small, Aimed: +4,
Focus: Rock Crystal (+3), Requisite: Rego |
A 10-inch crystal dart rises from the ground at your
feet, floats into the air, and speeds off like an arrow at a target that
is within Far range. It does +10 damage. |
15 |
The Forgiving Earth |
R: Near, D: Sun/Inst, T: Spec, Focus: A Handful
of Silt (+3) |
Weakens earth in a 15-pace-by-15-pace area, making
packed dirt as loose as plowed ground. |
15 |
Unyielding Earth |
R: Near, D: Sun/Inst, T: Spec, Focus: Clod of
Packed Earth (+3) |
Makes the surface of the ground in a
15-pace-by-15-pace area become more solid. Mud becomes soft earth, and
soft earth becomes as packed dirt. |
15 |
Rock of Viscid Clay |
R: Reach/Near, D: Sun/Inst, T: Spec, Focus: Bit
of a Dwarven Pick (+5) |
Softens rock enough that it may be dug out, molded,
and otherwise manipulated in the same way that hard river clay can
be. |
20 |
Earth that Breaks No More |
R: Reach/Sight, D: Sun/Inst, T: Spec, Focus:
Chunk of Stone (+1) |
Turns a volume of packed dirt up to the size of a Room
into stone. |
25 |
Statue to Animal |
R: Reach, D: Sun/Perm, T: Ind, Ritual,
Requisite: Animál |
Enchants a hand-sized earthen or stone statue of an
animal. Later, anytime someone gives the command word, the statue turns
into a life-sized specimen of the animal represented. The animal follows
the orders of the person who gives the command word, and reverts to statue
form when killed or when commanded to revert. If the animal is killed, the
statue is no longer magical. One must touch the statue when giving the
command word. |
35 |
Teeth of the Earth Mother |
R: Near/Sight, D: Sun/Year, T: Spec, Aimed:
-3/0, Focus: The Ivory Tusk of a Great Elephant (+1), Requisite: Rego |
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 to simply
to skewer enemies. To skewer a target, you must make a targeting roll with
a penalty of -3, but to capture a target you must make a standard
targeting roll. Climbing to the top of the pillars requires three Climb
stress rolls of 12+, and the tops break away when the target reaches them,
causing the target 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. |
Gen. |
Shell of False Determinations |
R: Touch, D: Perm, T: Ind, Ritual |
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' Investigation roll. |
Gen. |
Shell of Opaque Mysteries |
R: Touch, D: Perm, T: Ind, Ritual |
Similar to Shell of False Determinations, but
all attempts to investigate the item utterly fail. |
15 |
The Phantom Gift |
R: Near/Sight, D: Sun/Perm, T: Ind, Focus: Bat
Wings (+1) |
Target of spell become tainted with magic as most magi
are with regard to how animals and people react to him. |
Gen. |
The Invisible Eye Revealed |
R: Per, D: Conc/Year, T: Ind, Focus: Eye of
Newt (+3) |
Caster can se a visual representation of any magical
means currently being used to spy on him. |
5 |
Scales of the Magical Weight |
R: Touch, D: Inst, T: Small, Focus: Set of
Scales (+3) |
Measures the number of Vis in pawns in raw
form. |
5 |
Sense the Nature of Vis |
R: Touch/Near, D: Inst, T: Small, Focus:
Sapphire (+5) |
You can tell what Art a supply of raw vis is connected
to. |
30 |
Sense of the Lingering Magic |
R: Near, D: Conc, T: Ind, Focus: Sapphire
(+1) |
This spell can detect the presence of many magical
residues, even from weak spells. |
40 |
Sight of the Active Magics |
R: Near, D: Conc/Moon, T: Ind, Focus: Ergot
(+3) |
You can see spells as "auras" around things and
people. |
Gen. |
Mirror of Opposition (Form) |
R: Reach, D: Spec, T: Ind |
Cast on another spell while the other spell is cast,
this causes the targeted spell to have the exact opposite of its normal
effects. |
Gen. |
Shroud Magic |
R: Reach/Near, D: Spec, T: Ind |
Allows a magus to suppress or alter the sigil in a
spell that is currently being cast, or which has been cast and is still
active. Spell shrouded can be up to twice Shroud's level. |
Gen. |
The Sorcerer's Fork |
R: Reach, D: Spec, T: Ind |
This spell splits another spell into two or more
identical spells of reduced power which can be cast against two or more
separate targets. |
Gen. |
Wizard's Boost (Form) |
R: Reach, D: Spec, T: Ind |
You cast this spell as another spell of a level less
than 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. 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. There are other versions of this spell,
each of which affects one of range, duration, and target, for any Form.
Storyguides may find this spell unbalancing, and may disallow it at their
option. |
Gen. |
Wizard's Communion |
R: Reach/Near, D: Spec, T: Group |
This spell lets magi combine their power to cast
spells. |
15 |
Gather the Essence of the
Beast |
R: Touch/Near, D: Inst, T: Ind, Focus: A Silver
Globe (+3) |
Concentrates the raw vis in a corpse into one part of
that corpse, which can then be removed. |
Gen. |
Demon's Eternal Oblivion |
R: Near/Sight, D: Inst, T: Ind, Focus: Pure Red
Coral (+3) |
Weakens and possibly destroys a demon. |
Gen. |
Disenchant |
R: Touch/Near, D: Inst, T: Ind, Ritual, Focus:
Pinch of Salt (+1) |
You make a Hermetic magic item lose all its powers
permanently if the level of this spell +5 + a quality die exceeds the
highest level of the enchantments in the item. |
Gen. |
Masking the Odor of Magic |
R: Touch/Near, D: Sun/Year, T: Ind, Focus: A Dab
of Skunk Musk (+3) |
Prevents the detection of a magic spell, or of a magic
power in an item or being, by InVi magic, unless the Penetration roll of
the InVi spell exceeds twice the level of this spell +5. |
Gen. |
Wind of Mundane Silence |
R: Reach/Near, D: Inst, T: Room, Focus: Amber
(+3) |
You raise a metaphorical "breeze" that blows the magic
away from an area, canceling the effect of any spell there. |
Gen. |
Aegis of the Hearth |
R: Spec, D: Year, T: Bound, Ritual |
This ritual protects a covenant in the way a Parma
Magica protects a magus. |
Gen. |
Circular Ward Against Demons |
R: Per, D: Ring/Perm, T: Circle, Focus: Pure Red
Coral (+3) |
When you set up the ring, the storyguide secretly
rolls a quality die + the spell's level -5. All demons with
Infernal Might equal to or less than this total are unable to
enter the circle or harm those within it. |
Gen. |
Maintaining the Demanding
Spell |
R: Per, D: Diam, T: Ind |
You cast this spell on a spell that you have already
cast and are maintaining through concentration. |
Gen. |
Opening the Intangible Tunnel |
R: Arc, D: Conc, T: Ind |
You can open a magical channel from yourself to any
target, allowing you to cast any spell with a range greater than Personal
on that target. |
Gen. |
Suppressing the Wizard's
Handiwork |
R: Near/Sight, D: Conc, T: Ind, Focus: A Black
Onyx (+3) |
Cancels one spell that you have cast, but only as long
as you concentrate. |
Gen. |
Watching Ward |
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 spell is cast. |