
This is a compilation of the new spells that have been posted on the site. Inspiration for these comes from everywhere and many of the great ideas I cannot claim as my own. However as there started to be a lot (over 50 spells now), it was better to have them in one place.
There may also be errors and debates on the difficulty of the spells – you’ll have to adjudicate these for yourself as you use them.
Intellego Animal
Tongue of the Beasts
Intellego Animal 25 / Creo, R: Eye, D: Concentration, T: Individual
This effect allows caster to understand and communicate with a particular animal. The caster perceives the basic surface thoughts of the creature, and also “speak” directly into the creature’s mind. No words need to be actually spoken while the spell functions.
The Magus must still interpret the perspective of the animal properly to understand it’s motivations, and must also communicate to the animal in terms akin to its own perspective to be properly understood.
(Base 10 to comprehend the surface thoughts, +1 Creo requisite for creation of understanding back to the animal’s mind , +1 for Range to Eye, +1 for Duration to Conc.)
Muto Animal
Disguise of the Chameleon
Muto Animal 10. R: Personal, D: Diameter, T: Individual
Allows the caster to change the cosmetic appearance of their current animal form for a short period (approx 2 minutes). Size is limited to affect up to size +1 creatures.
(Base: 5 change an animal in a minor way so it is no longer natural, +1 Diameter)
Attired as Desired
Muto Animal 20 / Herbam Terram. R: Voice, D: Sun, T: Individual
Changes all the clothing of the target touched to the desires of the caster. Purpose of the spell is to allow a quick outfit change should circumstances demand, and also so that the clothing of the target to become appropriate foci for the Muto Corpus spells. It saves carrying around five different cloaks.
(Base 3, +2 Voice, +2 Sun, +1 highly complex clothing)
Gift of the Master’s Voice
Muto Animal 20, R: Touch, D: Sun, T: Individual
The target’s animal form gains the facility of human speech, although still heavily tainted by aspects of the creature’s shape. This spell does not impart the knowledge of how to speak, so has little effect on non-shape-changed creatures.
(Base 5, +1 Touch, +2 Sun)
Transforming the Tome
Muto Animal 25 / Terram. R: Touch, D: Sun, T: Individual
This spell temporarily transforms a book into a small very hard object, such as a gem or piece of metal. The form of the object is chosen by the caster. This facilitates concealing and carrying the text in a more convenient manner.
(Base 5 major unnatural change, +1 complexity of affecting a book, +1 Touch, +2 Sun, requisite is free)
Unearthly Magnification of the Beasts
Muto Animal 30. R: Personal, D: Diameter, T: Individual
This spell allows for temporary growth or shrinking of the Magus’ animal form up to Size 11 or down to size -12. The spell may target any creature of up to size +4, but may only change the creatures size by up to 10 size ranks in either direction.
ie. A size a +4, may become up to size +11 or down to -6. A size -3 creature may become size -12 or up to size +7.
(Base 4 for changing creatures size in an unnatural way +/1, +1 to allow for shrinking and growing in the same effect, +1 D:Diameter, +1 mag to affect creatures of up to size +4, +3 to change up to size 11, or down to -13)
Creo Aquam
The Assassin’s Churning Draft
Creo Aquam 25, R: Touch, D: Diameter, T: Individual
This spell creates a single draft of poison that inflicts a Medium wound on the person who drinks it, unless they succeed a Stamina check of 6+.
The poison created is a dram (or teaspoon) of colorless odorless liquid, which may be added to drinks or conjured within a cup the caster is touches. The poison is harmless if it is not ingested.
(Base 10 for a medium poison, +1 to increase the check to 6+, +1 Touch, +1 Diameter)
Sheath of the Serpent’s Venom
Creo Aquam 30 / Rego, R: Touch, D: Sun, T: Individual
This spell coats the blade of a weapon in a constantly refreshing poison. When the weapon successfully inflicts damage to an opponent the victim must succeed a Stamina check vs 6+ or also receive an additional Light wound.
Weapons enhanced by this spell will noticeably drip the venom if inspected, and the poison can be carefully taken from the weapon and used in other ways. Use of poisons is highly disregarded in most regions.
(Base 5 to inflict a light wound, +1 Rego to control the liquid’s movement on the blade, +1 to raise the check difficulty to 6+, +1 Touch, +2 Sun)
Muto Aquam
Withhold the Drunkard’s Muse
Muto Aquam 10. R: Touch, D: Sun, T: Individual
This spell changes the contents of a container so it is no longer alcoholic, but otherwise is the same. This means especially excellent wine will will taste excellent, and poor ale will still be undesirable.
At the expiry the contents return to normal, restoring the intoxicating effect. This may cause interesting mishaps and unexpected circumstances if the liquid was recently drunk.
(Base 3 to change liquid into a slightly unnatural form, +1 Range to Touch, +2 Duration to Sun)
Taint the Drunkard’s Desire
Muto Aquam 15, R: Touch, D: Sun, T: Individual
The target liquid of this spell is altered to become a medium strength poison. An hour after it is ingested the poison inflicts a Medium wound on any drinker for each dose consumed.
The poison may be resisted by succeeding a Stamina check vs 6+. The spell may transform any single portion of of a beverage including water, wine, beer, or spirits up to one gallon.
(Base 3 to inflict an Medium wound, +1 to raise the check difficulty to 6+, +1 Touch, +2 Sun)
Call for the Drunkard’s Demise
Muto Aquam 25, R: Touch, D: Sun, T: Individual
The target liquid of this spell is altered to become a powerful poison. An hour after it is ingested the poison inflicts a Incapacitating wound on any drinker for each dose consumed.
The poison may be resisted by succeeding a Stamina check vs 6+. The spell may transform any single portion of of a beverage including water, wine, beer, or spirits up to one gallon.
(Base 5 to inflict an Incapacitating wound, +1 to raise the check difficulty to 6+, +1 Touch, +2 Sun)
Rego Aquam
Summon the Fishermans Bounty
Rego Aquam 20, R: Touch, D: Conc, T: Ind
The Magus touches a section of river or stream, a small pond, or spring and enhances the power and flow of the river to cast fish and other material from the river onto the bank.
(Base 4 to control a fast current, +2 for highly unnatural movement, +1 Touch, +1 Concentration)
Muto Auram
The Toxic Solar
Muto Auram 30, R: Touch, D: Diameter, T: Room
This spell changes the air within a room touched to a highly corrosive gas which inflicts +10 damage per round to everything within. This gas will also damage delicate items within the room, such as paper, food, fur and cloth.
(Base 10 for Level as damage, +1 Touch, +1 Diameter, +2 Room)
Creo Corpus
Circle Against Purification
Creo Corpus 5, R: Touch, D: Ring, T: Individual
Prevents the decay of a human corpse, or a severed body part, while the Ring is maintained and the target remains within it.
This spell is a simple re-working of Charm Against Purification (ArM p129) with the duration altered to Ring.
(Base 2, +1 Touch, +2 Ring)
Selfish Rest of the Injured Magus
Creo Corpus 15, R: Personal, D: Moon, T: Individual
This spell grants the Magus a +9 bonus to all wound recovery rolls made while the spell is in effect, as long as the spell is maintained during the recovery time.
(Base 4, +3 D: to Moon)
True Rest of the Injured Custos
Creo Corpus 20, R: Touch, D: Moon, T: Individual
This spell grants the target touched a +9 bonus to all wound recovery rolls made while the spell is in effect, as long as the spell is maintained during the recovery time.
(Base 4, +1 R: to Touch, +3 D: to Moon)
Muto Corpus
Poise of the Cat
Muto Corpus 5 / Animal. R: Personal, D: Sun, T: Individual
Grants the magus the sense of balance and poise akin to a cat, apply a +3 bonus on rolls for appropriate Athletics checks.
(Base:3, +2 Sun)
Senses of the Bloodhound
Muto Corpus 5 / Animal. R: Personal, D: Sun, T: Individual
Grants the magus enhanced sense of hearing and smell akin to bloodhounds, adding +3 to all appropriate perception based tests.
(Base: 2, +2 sun, +1 extra sense, req free)
The Diminution of Man
Muto Corpus 15. R: Voice, D: Diameter, T: Individual
Reduces the target’s size to -3, that of a baby.
(Base 3, +2 Voice, +1 Diameter, +1 extra size rank down to size -3)
The Resistant Skin
Muto Corpus 20, R: Personal, D: Sun, T: Individual
The casters body is enhanced and toughened, gaining a +2 bonus to Soak for the duration. From the Ars Magica muto corpus guidelines p. 132.
(Base 10, +2 Sun)
Silence the Babbling Fool
Muto Corpus 20. R: Touch, D: Diameter, T: Part
The target of this spell has their eyes and mouth close over, as if they were born that way.
(Base 5 to change a person in a minor way so that they are unnatural, +1 Touch, +1 Diameter, +1 Part)
Shape of Fearsome King
Muto Corpus 25/ Animal. R: Personal, D: Sun, T: Individual
Changes the magus into a Lion.
(Base 10, +2 Sun, +1 due to extra size requirement of lion form)
Polymorph the Belligerent Rabble
Muto Corpus 30 / Animal. R: Touch, D: Diameter, T: Group
This spell changes the targets within the group into sheep for up to two minutes.
(Base 10, +1 Touch, +1 Diameter, +2 Group)
Blessing of Oreus’s Fortitude
Muto Corpus 35, R: Touch, D: Diameter, T: Group
This effect enhances a group of up to 10 soldiers soak scores for two minutes, with a +3 bonus.
(Base 15, +1 Touch, +1 Diameter, +2 Group)
Perdo Corpus
Invoke the Agony of Man
Perdo Corpus 15, R: Voice, D: Conc, T: Individual
Inflicts the target of the spell with wracking pain, almost completely disabling them. To make an action the target must succeed a Stam + Size stress of 9+.
(Base 4 to cause a person pain, +2 voice, +1 concentration)
Invoke the Horrific Cacophony
Perdo Corpus 35, R: Voice, D: Diameter, T: Group
This spell inflicts the targeted group of up to 100 standard sized people with physical pain so severe that they can do nothing else except writhe in agony, and perhaps very slowly crawl away.
(Base 4 to cause a person pain, +1 to boost the effect to the same level as ReCo immobilizes the target, +2 Voice, +1 Diameter, +2 Group, +1 to affect up to 100 targets at once)
Rego Corpus
The Clumsy Mannequin
Rego Corpus 10, R: Eye, D: Diameter, T: Individual
The spell facilitates the control of the target’s large scale motions (arms, legs, and head movement), which must follow any simplistic instructions.The target can only control their own small scale motions (finger gestures, talking), and suffers a -3 modifier to any of these actions, including spell casting. Eye contact is needed only for the initial application of the spell.
Valid commands might be “walk in a circle”, “sit down”, “walk of that edge”, and if the command is completed but the spell still has duration the target gains control again until the caster issues another command.
As the duration is Diameter the caster must concentrate to the control over the target’s body. While the spell is in effect the target cannot be made to make any complex or agile movement such as fighting, dancing, juggling, etc.
(Base 4, +1 Eye, +1 Diameter)
The Fastidious Wizard’s Repose
Rego Corpus 10, R: Personal, D: Momentary, T: Individual
This spell performs all of the caster’s standard grooming and laundry needs in a matter of seconds. The casters body, clothes, and equipment worn are cleaned, clothes pressed, body manicured, etc.
The quality of the effect is determined by a Finesse check, difficulty 3+ to obtain complete coverage and effect. The spell’s inventor traveled extensively without servants in difficult and remote areas, and this spell maintained a suitably dignified and hygienic appearance.
The additional magnitudes for requisite arts empowers the spell to use affect a wide range materials, and also temporarily create materials needed for cleaning.
(Base 2, +1 to enhance the Finesse check difficulty downward from 6 to 3, +1 to allow for cleaning of complex equipment carefully, +1 Creo, +1 Herbam Animal and Terram)
Forcing the Statue of Man
Rego Corpus 20, R: Voice, D: Diameter, T: Individual
The spell holds the target motionless for two minutes, during which time they cannot move at all. This prohibits all physical movement such as talking, spell casting, and even changing the direction they are looking.
(Base 5, +2 Voice, +1 Diameter)
By Will Alone
Rego Corpus 25, R: Personal D: Sun, T: Individual
This spell grants the Magus the power to move their body through the air, controlled by thought at up to speeds of 40 miles per hour. Unlike the Creo Auram spells hovering in place with this spell is as simple as any other flight.
The Magus must concentrate to control when and how fast they fly, and may elect to halt their thought movement, even while the spell remain active (effectively the Magus elects to not move using the spell). Finesse rolls are required for complex maneuvers.
Note that the spell will continue in a manner last instructed, so the caster best be wary of distractions and mishap.
(Base: 15 effect, +2 Sun)
The Unwilling Army
Rego Corpus 30, R: Voice, D: Diameter, T: Group
The spell allows the caster to control the large scale motions (arms, legs, and head movement) of a very large group of people (up to 100 standard individuals). The targets are controlled by the caster, following simplistic instructions.
The targets can only make small scale motions (finger gestures, talking), and suffers a -3 modifier to any of these actions, including spell casting.
Valid commands might be “walk in a circle”, “sit down”, “walk of that edge”, and if the command is completed but the spell still has duration the target gains control again until the caster issues another command.
As the duration is Diameter the caster must concentrate to the control over the target’s bodies. While the spell is in effect the target cannot be made to make any complex or agile movement such as fighting, dancing, juggling, etc.
(Base 4, +2 Voice, +1 Diameter, +2 group, +1 for a very large group)
Direct the Flight of Your Flock
Rego Corpus 35, R: Touch, D: Conc, T: Group
The target and his group of traveling companions are raised into the air and fly as one under the control of the caster up to speeds of 40 miles per hour (see “By Will Alone” above).
The members of the group must remain together, otherwise the member is removed from the spell’s effects; and pray that the Magi’s concentration is not disturbed.
(Base: 15 effect, +1 Touch, +1 Conc, +2 Group)
Rego Herbam
Extract the Essence of Serqet
Rego Herbam 20, Aquam Animal, R: Touch, D: Momentary, T: Individual
This spell processes a poisoner’s raw ingredients into a near perfect extract.
The quality of the final result is determined by a Finesse roll vs 6, where results lower than this amount do not produce an effective poison, and rolls that far exceed it will increase potency.
All of the materials fro normal processing and steps must be provided for the spell to produce an effective product.
(Base 3 to perform the craft process within moments, +4 reduction of Finesse difficulty by 12, +1 Touch)
Allay the Buoyant Load
Rego Herbam 25, R: Touch, D: Sun, T: Part
The bags, containers, sacks or other carrying vessels carried by the target touched are made buoyant, which reduces their burden to the wearer to almost nothing.
The spell affects any items crafted from materials, and affects the equipment carried, not the target themselves so no warping will occur.
(Base 4 to affect a manufactured product, +1 plant product moves unnaturally, +1 Touch, +2 Sun, +1 Part)
Creo Ignem
Ignite the Incriminating Writ
Creo Ignem 5 / Herbam, R: Voice, D: Mom, T: Individual
This effect ignites a targeted item item quickly providing a fire which will likely destroying it and leaving only ash. The spell was invented for use on writs and other paper documents which could be either incriminating or hold Magi to agreements which they would prefer to avoid.
(Base 3 as ignite parchment, +2 Voice, +0 He Requisite)
Ignite the Promiscuous Memoir
Creo Ignem 25 / Requisite, R: Arc, D: Mom, T: Individual
This effect ignites an item connected via an arcane connection, thereby providing a fire which will likely destroying it. The item may be in almost any anything slightly flammable such leather, damp wool.
The spell was invented for use on writs and books, but can also be used to ignite almost any material.
(Base 5 as ignite something slightly flammable, +4 Arc)
Melt the Vanguard’s Arms
Creo Ignem 25 / Terram, R: Voice, D: Mom, T: Part
Up to ten metal items carried by or on the target are heated to melting point. Thus a soldiers sword, helm, and segments of armor will all instantly be burning hot, and melt. This has a side effect of inflicting +5 damage per round while metal items targeted are carried or worn.
(Base 10 heat an object to melting point, +2 Voice, +1 to increase number of parts targeted, +0 Te Requisite)
Muto Ignem
Conceal the Fire within the Arrow
Muto Ignem 25 / Herbam, R: Touch, D: Diameter, T: Individual
This spell changes a fire up to the size of a small campfire (+5 damage) into an arrow or bolt suitable for use by an archer. The size and form of the projectile is chosen by the caster. The arrow can be used and fired normally until the duration of the spell expires, when it will revert back into a fire.
(Base 10 to change into an unnatural element of another form, +1 Herbam requisite, +1 Touch, +1 Diameter)
Creo Imagonem
Deafen the Surly Turncoat
Creo Imagonem 10, R: Voice, D: Momentary, T: Individual
This effect creates a momentary explosion of sound which is powerful enough to potentially deafen those close to it. Creature successfully targeted by the caster’s Finesse check of 6+ must then pass a Stamina check vs 9+, or they are deafened for approximately two minutes.
The effect is perfect for ending conversations with belligerent subordinates.
(Base 3, +3 Range to Voice)
Shatter the Bon Vivant’s Glass
Creo Imagonem 10, R: Voice, D: Momentary, T: Individual
The caster creates a short high pitched burst of sound next to a glass item, which is shattered by the sound. The caster must succeed a Finesse check vs base 6 to correctly target the sound. The sound created is very loud.
(Base 3 to break glass with Finesse check 6+, range to Voice +3)
The Harpies Screech
Creo Imagonem 20, R: Voice, D: Momentary, T: Individual
This effect creates a sound so loud and piercing that it causes disorientation and possibly panic to those who hear it. The caster is protected from the effect by the Rego requisite which protects them from the worst of the effect. Creatures must succeed a Stamina 12+ check are dazed and disorientated. Animals may also be panicked by the effect.
The effect can be heard by anyone who is within range, although a creature’s magic resistance must be overcome for the worst of the effects to apply. This is a debatable aspect of Imagonem magic, which should be discussed before the spell is taken (see Imagonem guidelines and the additional thoughts).
(Base 3, +3 Range to Voice, +1 Rego requsite, +1 for a very difficult stam check vs 12 or higher)
Muto Imagonem
Disguise the Words as Written
Muto Imagonem 10. R: Touch, D: Moon, T: Individual
Allows the caster to change the contents of a letter or document, re-writing the message, changing seals, and altering signatures to create another message. The letter may also be rendered into jibberish. Useful for sending secret messages by mundane means, and also for altering official documentation
(Base 1, +1 Touch, +3 Moon, +1 very complex image and text)
Gift of the Echoing Voice
Muto Imagonem 15, R: Touch, D: Concentration, T: Structure
The target’s natural speaking voice echos through the target area, sounding as if it is naturally occurring. The sound grows outward from the target, becoming slightly louder, but echoing from all surfaces through the structure.
(Base 1 for Sound, +1 for slightly unnatural behavior, +1 for Range to Touch as sound leaves the Magus, +1 Duration to Concentration, and +3 for Target to Structure)
Intellego Mentem
Drawing the Truth from the Dead
Intellego Mentum 35, R: Arc, D: Momentary, Target: Individual
By means of this spell the caster contacts a ghost which has not yet passed to final judgement, and learns a single sentence answer to a very specific question.
The caster must have an arcane conenction to the ghost he wishes to question, and typically the unhallowed corpse of the target is used.
(Base 15, +4 Arc)
Peering into the Unresting Mind
Intellego Mentum 45, R: Arc, D: Momentary, Target: Individual
By means of this spell the caster contacts a ghost which has not yet passed to final judgement, and draws a set of knowledge from the remains of it’s mind about a specific topic or question.
The caster must have an arcane conenction to the ghost he wishes to question, and typically the unhallowed corpse of the target is used.
(Base 25, +4 Arc)
Perdo Mentem
Torture the Restless Dead
Perdo Mentem 35 / Creo Imagonem, R: Arc, D: Conc, T: Individual
This spell connects the caster to ghost of a dead person for whom they possess the arcane connection (or body), and inflicts pain upon the ghost.
The Creo Imagonem component of the spell make the auditory screams and pleas of the ghost audible to those around the caster.
(Base 4, +2 Creo Imagonem, +4 Arc, +1 Conc)
Rego Mentum
Aura of Unstoppable Malevolence
Rego Mentem 35, R: Voice, D: Sun, T: Group
Targets of this spell are strongly inclined to obey you, as their sense of fear is heightened for the duration of the spell.
(Base 5, +2 Voice, +2 Sun, +2 Group)
Blessing of Eternal Joy
Rego Mentem 35, R: Arc, D: Ring, T: Individual
This spell connects the caster to ghost of a dead person for whom they possess the arcane connection (or body), and changes the ghost’s mental state to one of happiness and joy.
(Base 5 to control a natural emotion, +4 Arc, +2 Ring)
Muto Terram
Strength of Titan Steel
Muto Terram 15, R: Touch, D: Diameter, T: Individual
The metal weapons and armor carried by the target are made far stronger and more resilient. Reduce the number of botch dice rolled when checking for a breakage by one, even if this means no botch dice are rolled.
Optional rule: If Lords of Men breakage check is used, modify the enhanced weapon’s Weapon Breakage roll by +5, and increase the Damage Levels the weapon has by +1. This is greatly decrease the change that the weapon will be damaged as a result of combat stress, but retains the initial check to see which combatant’s weapon is affected by a breakage check.
(Base 3, +2 metal, +1 Touch, +1 Diameter)
Trap of Unearthly Stickiness
Muto Terram 20, R: Touch, D: Sun, T: Part
This spell enchants an area of ground or earth (equivalent to 10 cubic paces) to be ultra sticky, so that anything which touches the area is stuck to the earth. Stuck creatures can attempt a Strength + Size roll of 9+ to break free of the effect. The spell will effect creatures of size +1 or smaller.
(Base 4 to change earth to have a highly unnatural property, +1 Touch, +2 Sun, +1 Part)
Ten Thousand Graceful Steps
Muto Terram 25 / Rego, R: Touch, D: Sun, T: Part
The earth beneath the target’s feet is changed so that they are always moving upon a stable and solid surface made of stone. The modified surface moves with the target for the duration of the spell. This facilitates excellent traveling conditions, akin to always traveling on well maintained paved roads.
This spell will affect most paths and road surfaces including any rocks or other Terram based materials. It will use the cubic pace allowed in the spell effect to smooth inclines, and improve broken pathways. The effect will not alter any wooden or metal components in the road surfaces, but may allow items to be covered completely by the artificial roadway. The spell does not remove the need for the traveler to pay attention to their footing.
(Base 3, +1 moving effect, +1 Rego to smooth the surface, +1 Touch, +2 Sun, +1 Part)
Trap of the Lazy Huntsman
Muto Terram 25 / Intellego Animal, R: Touch, D: Sun, T: Part
This spell enchants an area of ground or earth (equivalent to 10 cubic paces) to be ultra sticky, so that animals who walks across the area are stuck to the earth. The animals specified may be as wide as “any moderate sized creatures”, or “only boars and pigs”; but is limited to animals of size +1 or smaller.
Creatures that are not specified in the spell might notice the ground to be slightly tacky but are not impacted by the effect. Stuck creatures can attempt a Strength + Size roll of 9+ to break free of the effect.
(Base 4 to change earth to have a highly unnatural property, +1 Touch, +2 Sun, +1 Part, +0 Animal Req, +1 Intellego Req)
Buoyant Arms and Armor
Muto Terram 30, R: Touch, D: Diameter, T: Group
The metal weapons and armor of all members in a group are have their effective weight reduced to zero for combat purposes. The weapons and armor effected are rendered almost weightless.
Optional rule: The weight is reduced by two thirds round down, to reflect movement encumbrance.
(Base 4, +2 metal, +1 Touch, +1 Diameter, +2 Group)
Drayman’s Gentle Journey
Muto Terram 30 / Rego, R: Touch, D: Sun, T: Part
As per “Ten Thousand Graceful Steps” (above), with an added magnitude for the increased amount of material needed to fit beneath a horse or beast of burden’s body, and include the cart of buggy it is pulling. This increase in spell affects changes the material affected up to 10 cubic paces of material; more than enough to provide a stable roadway beneath a cart and horse, a rider, or a sole traveler.
(Base 3, +1 moving effect, +1 Rego to smooth the surface, +1 volume of stone increased to ten cubic paces, +1 Touch, +2 Sun, +1 Part)
Trap the Curious Interloper
Muto Terram 30 / Intellego Animal Herbam, R: Touch, D: Sun, T: Part
This spell enchants an area of earth or stone (equivalent to 1 cubic pace) to be ultra sticky, so that humans who walks across the area are stuck to it. The ttpe of human may be specified but must be a broad category such as “any adults”, or “only men”; and is limited to humans of size +1 or smaller.
Creatures that are not specified in the spell might notice the ground to be slightly tacky but are not impacted by the effect. Stuck creatures can attempt a Strength + Size roll of 9+ to break free of the effect.
(Base 4 to change earth to have a highly unnatural property, +1 Touch, +2 Sun, +1 Part, +1 Intellego Req, +0 Animal Req, +0 Herbam Req, +1 to effect stone)
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