Note that this is not primarily meant to be a end-all in Grimoires for a mage. It is a shorthand directory, where each magus is meant to customize his own version for ease of reference during play.

Creo Animál

 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.

Intéllego Animál

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.

Muto Animál

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.

Perdo Animál

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.

Rego Animál

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.

Creo Aquam

Intéllego Aquam

Muto Aquam

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.

Perdo Aquam

Rego Aquam


Creo Auram

Intéllego Auram

Muto Auram

Perdo Auram

Rego Auram


Creo Corpus

Intéllego Corpus

Muto Corpus

Perdo Corpus

Rego Corpus


Creo Herbam

Intéllego Herbam

Muto Herbam

Perdo Herbam

Rego Herbam


Creo Ignem

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.

Intéllego Ignem

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.

Muto Ignem

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.

Perdo Ignem

Rego Ignem


Creo Imáginem

Intéllego Imáginem

Muto Imáginem

Perdo Imáginem

Rego Imáginem


Creo Mentem

Intéllego Mentem

Muto Mentem

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.

Perdo Mentem

Rego Mentem


Creo Terram

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.

Intéllego Terram

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.

Muto Terram

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.

Perdo Terram

Rego Terram


Creo Vim

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.

Intéllego Vim

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.

Muto Vim

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.

Perdo Vim

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.

Rego Vim

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.

Taken from the pages of Jens-Arthur Leirbakk