New Spells for Ars Magica

a set of spell books

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 of spells (164 spell effects now), it was better to have them in one place.

It is turning into a nice little grimoire.

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.

List of Spells

Intellego Animal
 Tongue of the Beasts (InAn 25)

Muto Animal
 Scent of the Natural Earth (MuAn/Te 5)
 Disguise of the Chameleon (MuAn 10)
 Disguise of the Gargantuan Chameleon (MuAn 20)
 Attire as Desired (MuAn/HeTe 20) 
 Gift of the Master's Voice (MuAn 20) 
 Blessing of the Kitten's Eyes (MuAn 25)
 Gift of the Bear’s Fortitude to Beasts (MuAn 25)
 The Vicious Transformation of Fenrir (MuAn 25)
 Transforming the Tome (MuAn/Te 25) 
 Unearthly Magnification of the Beasts (MuAn 30) 

Rego Animal
 Blind the Speeding Destrier (ReAn 5)

Creo Aquam 
 The Assassin’s Churning Draft (CrAq 25) 
 Sheath of the Serpent’s Venom (CrAq/Re 30) 

Muto Aquam
 Withhold the Drunkard’s Muse (MuAq 10) 
 Taint the Drunkard’s Desire (MuAq 15) 
 Call for the Drunkard’s Demise (MuAq 25)
 Shape the Boatman's Skiff from Water (MuAq/He 30)

Rego Aquam 
 Summon the Fishermans Bounty (ReAq 20)

Intellego Auram
 Perceive the Breath of Jupiter (InAu 25)

Muto Auram 
 Shape the Leafy Tent (MuAu/He 25)
 The Toxic Solar (MuAu 30)
 The Toxic Ziggurat (MuAu 35)
 Shape the Watchman's Tower from Air (MuAu/Te 40) 

Creo Corpus 
 Circle Against Purification (CrCo 5)
 Selfish Rest of the Injured Magus (CrCo 15) 
 The Chirurgeon’s Healing Circle (CrCo 20) 
 True Rest of the Injured Custos (CrCo 20) 
 Serious Rest for the Injured Custos (CrCo 30)
 Vital Rest for the Incapacitated Custos (CrCo 30) 
 Vital Rest for the Injured Custos (CrCo 35)
 Slip From the Reaper's Grasp (CrCo 40)

Muto Corpus
 Eyes of the Bat (MuCo/An 5)
 Poise of the Cat (MuCo/An 5) 
 Senses of the Bloodhound (MuCo/An 5)
 Tantalising Feast of the Omnivore (MuCo/An 5)
 Blessing of the Haunted Pond (MuCo/AnIg 10)
 Eyes of the Flame (MuCo/An 10)
 Tantalising Feast of the Earth (MuCo/Te 10)
 The Diminution of Man (MuCo 15)
 Form of the Lumbering Jotunn (MuCo/An 20)
 The Resistant Skin (MuCo 20) 
 Silence the Babbling Fool (MuCo 20)
 Tantalising Feast of Adelphagia'a Desire (MuCo 20) 
 Hera's Indignant Blessing (MuCo 25)
 Shape of Fearsome King (MuCo/An 25)
 The Cursed Gift of Daedalus (MuCo/An 30)
 Polymorph the Belligerent Rabble (MuCo/An 30) 
 Blessing of Oreus’s Fortitude (MuCo 35)
 Form of the Charging Behemoth (MuCo/An 35)
 Form of the Agile Leviathan (MuCo/An 40) 
 Form of the Barbed Dragon (MuCo/An 45)
 Form of the Iron Juggernaut (MuCo/Te 45)
 Gift of the Herculean Fortitude (MuCo 45)

Perdo Corpus
 Invoke the Agony of Man (PeCo 15) 
 Invoke the Horrific Cacophony (PeCo 35) 
 Curse of the Bloated Tongues (ReCo 10) 

Rego Corpus
 Blind the Ogling Fool (ReCo 5)
 The Buoyant Magus (ReCo 10)
 The Clumsy Mannequin (ReCo 10) 
 The Fastidious Wizard’s Repose (ReCo 10)
 Wizard's Step (ReCo 10) 
 Blind the Watchful Scout (ReCo 15)
 Blind the Ogling Horde (ReCo 20)
 The Bouyant Grog (ReCo 20)
 Forcing the Statue of Man (ReCo 20) 
 Rampart Against the Common Man (ReCo 20) 
 The Buoyant Squad (ReCo 25)
 By Will Alone (ReCo 25) 
 Blind the Ogling Legion (ReCo 30)
 The Unwilling Army (ReCo 30) 
 Direct the Flight of Your Flock (ReCo 35) 

Creo Herbam
 Conjure the Humble Skiff (CrHe 25)
 Conjuration of the Dawn Treader (CrHe/Te 40 Ritual)
 Conjuration of the Titan's Barge of War (CrHe/Te 45 Ritual)
 Conjure the Merchant's Dream (CrHe/Te 50)

Rego Herbam 
 Draw the Magic Circle (ReHe 5)
 The Unwanted Mask (ReHe 15)
 Extract the Essence of Serqet (ReHe/AqAn 20)
 Allay the Buoyant Load (ReHe 25)

Creo Ignem 
 Ignite the Incriminating Writ (CrIg/He 5)
 Immolation of the Cowardly Pyromancer (CrIg 5)
 Immolation of the Haughty Pyromancer (CrIg 5)
 Spear of Fire (CrIg 10)
 A Hearth both Comfortable and Warm (CrIg 15)
 Lance of Fire (CrIg 15)
 Immolate Miscellanea (CrIg 20)
 Jet of Flame (CrIg 20)
 Ignite the Promiscuous Memoir (CrIg 25)
 Melt the Vanguard’s Arms (CrIg/Te 25)
 Every Hearth Both Comfortable and Warm (CrIg 30)
 Melt the Company's Arms (CrIg/Te 35) 

Intellego Ignem 
 Perceive the Footprints of Vulcan (InIg 15) 

Muto Ignem
 Conceal the Fire within the Arrow (MuIg/He 25)

Perdo Ignem
 Extinguish All Light (PeIg 5)
 Solar of Darkness (PeIg 15)
 Wizard's Icy Shroud (PeIg 30)

Creo Imagonem 
 Discover the Disquiet of the Obtrusive Tone (CrIm 4)
 Discover the Peace of Thunder, Wind, and Rain (CrIm 4)
 Speak Through the Intangible Tunnel (CrIm 4)
 Conjuration of the Insubstantial Fleeting Blindfold (CrIm 5)
 Discover the Melody of the Absent Minstrel (CrIm 5)
 Render the Magic Circle (CrIm 5)
 Deafen the Surly Turncoat (CrIm 5)
 Shatter the Bon Vivant’s Glass (CrIm 5)
 Mastery of Thought and Purpose (CrIm 15)
 The Harpies Screech (CrIm 15)

Intellego Imagonem 
 Spy Through the Intangible Tunnel (InIm 20)

Muto Imagonem 
 Subtlety Walk Between Sunshine and Shade (MuIm 4)
 Disguise the Words as Written (MuIm 10)
 Mask the Passage of the Beast (MuIm 10)
 Taste of Anything But This (MuIm 10)
 Disguise of the Mischievous Doppelganger (MuIm 15)
 Gift of the Echoing Voice (MuIm 15) 

Perdo Imagonem 
 Ring of Impermanently Clear Vision (PeIm 5)
 Hide the Frightening Mass (PeIm 25) 

Rego Imagonem 
 Render the Magic Circle (ReIm 5)
 Ring of Transiently Clear Vision (ReIm 10)

Intellego Mentum 
 Drawing the Truth from the Dead (InMe 35)
 Peering into the Unresting Mind (InMe 45 Ritual) 

Perdo Mentum 
 Calm the Motion of My Heart (PeMe 5)
 Perpetual Torture of the Dead (PeMe 30)
 Torture the Restless Dead (PeMe/CrIm 35)  

Rego Mentum 
 Incite the Traitorous Villain (ReMe 30)
 Aura of Unstoppable Malevolence (ReMe 35)
 Blessing of Eternal Joy (ReMe 35)
 Incite the Traitorous Mob (ReMe 35) 

Creo Terram 
 Conjuration of the Sand and Clay Deluge (CrTe 15)
 Conjuration of the Sand and Clay Tide (CrTe 25)
 Conjure the Crushing Slab (CrTe 25)
 Conjuring the Mystic Citadel (CrTe 40)

Muto Terram 
 Subsume the Irritating Knave (MuTe/Au 10)
 Vacillate the Soldier’s Arms Between Steel and Sand (MuTe 10)
 Strength of Titan Steel (MuTe 15)
 Conjure the Orb of Sunshine (MuTe/Ig 20)
 Flatten Miscellanea to Art (MuTe20)
 Object of Increased Size, Enlarged (MuTe 20)
 Subsume the Irritating Hovel (MuTe/Re 20)
 Trap of Unearthly Stickiness (MuTe 20)
 Vacillate the Company’s Arms Between Steel and Sand (MuTe 20)
 Object of Decreased Size, Diminutive (MuTe 25)
 Ten Thousand Graceful Steps (MuTe/Re 25)
 The Unobtrusive Observer's Voice in Stone (MuTe/Me 25)
 Trap of the Lazy Huntsman (MuTe/In 25)
 The Unobtrusive Observer's Sight in Stone (MuTe/Co 30)
 Buoyant Arms and Armor (MuTe 30)
 Drayman’s Gentle Journey (MuTe/Re 30)
 Exhume the Bounty of the Earth (MuTe/Re 30)
 Trap the Curious Interloper (MuTe/InAnHe 30)
 Object of Increased Size, Gargantuan (MuTe 35)
 Humility and Versatility for Cormoran and Jack Alike (MuTe 40)
 Conjuring the Mystic Mausoleum (MuTe 45) 

Perdo Terram 
 Inscribe the Magic Circle (PeTe 10)
 Cut from Stone the Projectiles of Vilano (PeTe 15)
 Cut from Stone the Titanic Obelisk (PeTe 20)
 Destroy the Mystic Tower (PeTe 20)
 Plentiful Destruction of Earth, Sand, and Stone (PeTe 40) 

Rego Terram 
 Object is Stubborn (ReTe 10)
 Object is Immovable (ReTe 20)
 Portentous Levitation of the Mighty Obelisk (ReTe 30)

Muto Vim 
 Inhibit the Egregious Deviations of the Warp (MuVi Gen)
 Inhibit the Prolonged Deviations of the Warp (MuVi Gen)
 Inhibit the Selfish Deviations of the Warp (MuVi Gen)  

Perdo Vim 
 Return to the True Form of Man (PeVi Gen)

Detailed Descriptions

Animal

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 “speaks” 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 its 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 Eye, +1 Conc)

Muto Animal

Scent of the Natural Earth

Muto Animal 5 / Terram, R: Touch, D: Sun, T: Individual

This spell causes the target creature’s scent to be altered to the smell of natural earth. Creatures which hunt by scent, or depend on scent for alert purposes will not notice the creature.

(Base 2 for a superficial change, +1 Touch, +2 Sun, Terram requisite free)

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)

Disguise of the Gargantuan Chameleon

Muto Animal 20. R: Personal, D: Diameter, T: Individual

Allows the caster’s to changed animal based form to shift to match it’s background. Size is limited to affect up to size +7 creatures.

(Base: 5 change an animal in a minor way so it is no longer natural, +1 Diameter, +2 additional 6 size increments)

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)

Blessing of the Kitten’s Eyes

Muto Animal 25, R: Voice, D: Diameter, T: Part

Use Muto magic to seal over the target’s eyes, effectively blinding them. The targets eyes are still present, but cannot be opened as their eyelids are sealed over.

The spell name is a reference to a baby rabbit, a kitten which are born with their eyes fused closed. The physical change in the target is no more complex than a minor ability (like Eyes of the Cat).

(Base 5, +2 Voice, +1 Diameter, +1 Part)

Gift of the Bear’s Fortitude to Beasts

Muto Animal 25, R: Touch, D: Diameter, T: Individual

This effect grants the target animal a +3 bonus to Soak.

(Base 15 to Make a body resistant to damage (+3 Soak) from the Corpus guideline, +1 Touch, +1 Diameter)

The Vicious Transformation of Fenrir

Muto Animal 25, R: Touch, D: Diameter, T: Individual

The animal touched becomes a more vicious and combative version of itself. Claws, teeth, beaks (etc) all become sharper and stronger, the animal gains +3 to attack and damage scores (due to an increase in muscle mass and speed), and any aggressive personality traits involving combat are raised by +2 as the creatures temperament is altered. The spell will effect any creature of size 0 or smaller.

The spell’s name references the wolf Fenrir who will consume Odin during the battle of Ragnarok.

(Base 15, +1 Touch, +1 Diameter)

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.

For example: a size +4 animal 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 up to size +1 in an unnatural way, +1 to allow for shrinking and growing in the same effect, +1 Diameter, +1 mag to affect creatures of up to size +4, +3 to change up to size 11 or down to -13)

Rego Animal

Blind the Speeding Destrier

Rego Animal 5, R: Voice, D: Diameter, T: Individual

Causes the target’s eyes to close for the duration of the spell.

(Base 2 to make a target lose control of a body part, +2 Voice, +1 Diameter)

Aquam

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 Stamina 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 Touch, +2 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 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)

Shape the Boatman’s Skiff from Water

Muto Aquam / Herbam 30, R: Touch, D: Sun, T: Individual

This spell transforms an area of water into a moderate sized wooden boat, with single sail, and running gear suitable for six travelers and their gear. The spell requires a finesse check to determine the quality of the boat.

(Base 4 to change a liquid into an unrelated solid or gas with requisite Herbam, +1 for larger result target size, +2 for finished Herbam product, +1 Touch, +2 Sun)

Rego Aquam

Summon the Fisherman’s Bounty

Rego Aquam 20, R: Touch, D: Concentration, T: Individual

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)

Auram

Intellego Auram

Perceive the Breath of Jupiter

Intellego Auram 25. R: Personal, D: Diameter, T: Vision

Allows the target to see air patterns and movements around them. This alternative type of vision allows the target to “see” in environments where normal senses might be greatly hindered.

(Base:4 Learn all the mundane properties of the air., +1 Diameter, +4 Vision)

Muto Auram

Shape the Leafy Tent

Muto Auram / Herbam 25, R: Touch, D: Sun, T: Individual

This spell transforms the surrounding air into a simple tent made from natural plants. The space is well protected from wind and rain, and features a raised floor to keep equipment dry. The tent is large enough to sleep four travelers and gear. From casual inspection the outside of the tent appears much like a large bush.

(Base 5, +1 Touch, +2 Sun, +1 for increase in size)

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)

The Toxic Ziggurat

Muto Auram 35, R: Touch, D: Diameter, T: Structure

This spell changes the air within a single structure 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, +3 Structure)

Shape the Watchman’s Tower from Air

Muto Auram / Terram 40, R: Touch, D: Moon, T: Individual

This spell transforms the surrounding air into a sturdy two room tower formed from a single piece of stone. The complexity in the spell allows for solid study construction, a heavily weighted base, doors and doorways, internal stairs, a battlement on top, a hearth and chimney, arrow slits in the walls, and benches and blocks to act as furniture throughout.

While it is not luxurious, the dwelling is far superior to sleeping in the elements. In the original design the tower’s lower room was larger than the upper, as the tower smoothly plinthed upward. A Finesse check is required when the spell is cast to determine the degree of success in the transformation.

(Base 4 to transform into another element with requisite Terram, +2 for larger result size, +1 for stone, +1 moderate complexity in components and shape, +1 Touch, +3 Moon)

Corpus

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 Moon)

The Chirurgeon’s Healing Circle

Creo Corpus 20, R: Touch, D: Mom, T: Circle, Ritual

As per The Chirurgeon’s Healing Touch, modified to Target all creatures within a drawn circle. Spell will restore one Light Body Level of damage permanently.

(Base 15, +1 Touch)

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 Touch, +3 Moon)

Serious Rest for the Injured Custos

Creo Corpus 30, R: Touch, D: Moon, T: Individual

This spell grants the target touched a +15 bonus to all wound recovery rolls made while the spell is in effect. Note that the spell will cause warping.

(Base 10, +1 Touch, +3 Moon)

Vital Rest for the Incapacitated Custos

Creo Corpus 30, R: Touch, D: Ring, T: Circle

This spell grants the target touched a +18 bonus to all wound recovery rolls made while the spell is in effect, and the target must stay within the circle/ring for the duration. Note that the spell will cause warping.

This variant is intended for custos who require critical intervention and will not be moved.

(Base 15, +1 Touch, +2 Ring)

Vital Rest for the Injured Custos

Creo Corpus 35, R: Touch, D: Moon, T: Individual

This spell grants the target touched a +18 bonus to all wound recovery rolls made while the spell is in effect. Note that the spell will cause warping.

(Base 15, +1 Touch, +3 Moon)

Slip From the Reaper’s Grasp

Creo Corpus 40, R: Touch, D: Mom, T: Individual, Ritual

Resolves a terminal (or less) crisis caused by Aging (see Ars p.170). This effect causes Warping.

(Base 35 to resolve a terminal aging crisis, +1 Touch)

Muto Corpus

Eyes of the Bat

Muto Corpus 5 / Animal. R: Touch, D: Sun, T: Individual

Grants the target the sense vision akin to a bat, allowing vision in total darkness.

(Base 2 to change someone to give them a minor ability, +1 Touch, +2 Sun, requisite free)

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, requisite free)

Tantalising Feast of the Omnivore

Muto Corpus / Animal 5, R: Touch, D: Sun, T: Individual

The spell target can ingest and gain nourishment from all manner of materials which are normally only palatable and nourishing to animals, such as plants, raw meat, or even worms. This includes materials that would be eaten by avians, carnivores, and herbivores.

While not as graceful or elegant as conjuring a bountiful feat, this solution it is better than starving. A Sun duration is required so that the materials can be fully processed before the spell ends.

(Base 2 to change someone to give them a minor ability, +1 Touch, +2 Sun)

Blessing of the Haunting Pond

Muto Corpus 10 / Animal Ignem. R: Touch, D: Sun, T: Individual

Makes the target’s hands glow powerfully by changing them to have the glowing effects of a firefly, which provides equivalent light to that of a small lantern.

(Base 2 to change someone to give them a minor ability, +1 unnaturally strong light, +1 Touch, +2 Sun, requisites free)

Eyes from the Flame

Muto Corpus 10 / Animal. R: Touch, D: Sun, T: Individual

Alters the target’s vision so that they can see heat patterns in detail, akin to the senses of some exotic snakes and beetles. This alternative type of vision allows the heat patterns to be viewed in many circumstances including total darkness.

If this is the target’s only form of vision, then the target cannot discern any significant differences between two potential combatants. e.g. A friend and foe of roughly equal size are very difficult to tell apart based only on their “heat” appearance. The spell is very effective in identifying most invisible creatures who still emit or affect heat.

(Base 2 to change someone to give them a minor ability, +1 to make the unnatural heat vision more powerful than a natural animal, +1 Touch, +2 Sun, requisite free)

Tantalising Feast of the Earth

Muto Corpus / Terram 10, R: Touch, D: Sun, T: Individual

The spell target can ingest base materials relating to the Terram Form, such as dirt, sand, and mud. While not as graceful or elegant as conjuring a bountiful feat, this solution it is better than starving. A Sun duration is required so that the materials can be fully processed before the spell ends.

(Base 2 to change someone to give them a minor ability, +1 for being unnatural, +1 Touch, +2 Sun)

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)

Form of the Lumbering Jotunn

Muto Corpus 20, R: Personal, D: Sun, T: Individual

This effect enlarges the Magus up to a very large (size rank 10) version of themselves. At this size the Magus is around 60 feet tall, and weighs over 100 tons. The character’s combat mechanics are greatly enhanced, adding +20 Strength, +10 to Soak, -10 to Quickness. The character also gains the reach and leverage associated with the truly massive stance.

Requisites are required when cast to transform clothes and equipment, and not all equipment will be included in the transformation. The effect is designed with a girdle as the focus, which is removed to end the effect prematurely.

(Base 3 to utterly change the size of a person although still human up to size +1, +2 Sun, +3 for an additional 9 size ranks)

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)

Tantalising Feast of Adephagia’s Desire

Muto Corpus 20, R: Touch, D: Sun, T: Individual

This spell allows the target to consume any material, both living and non-living and gain sustenance from it. The volume of material required to sate the appetite should be proportional to the material consumed; with water offering almost no sustenance and animal and plant products offering near instant gratification.

Material are also softened when consumed, so that even hard substances can be eaten. Casting requisites are mandatory when cast to suit the materials to be consumed. Adephagia is a greek goddess of gluttony.

(Base 2, +1 for being unnatural, +1 for manufactured products, +1 Muto sub-effect to soften materials, +1 Touch, +2 Sun)

Hera’s Indignant Blessing

Muto Corpus 25, R: Voice, D: Diameter, T: Part

Use Muto magic to seal over the target’s eyes, effectively blinding them. The targets eyes are still present, but cannot be opened as their eyelids are sealed over.

The spell name is a reference to Teiresias, who in one story was blinded by Hera for answering a question which favored Zeus over Hera. The physical change in the target is no more complex than a minor ability (akin to Eyes of the Cat).

(Base 5 to change a person in a minor way so that they are unnatural from the Muto Animal guideline, +2 Voice, +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)

The Cursed Gift of Daedalus

Muto Corpus 30. R: Touch, D: Sun, T: Part, Req: Animal

Grants the target a pair of wings and the ability to fly.

(Base 5, +1 Touch, +2 Sun, +1 Part, +1 Requisite)

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)

Form of the Charging Behemoth

Muto Corpus / Animal 35, R: Personal, D: Diameter, T: Individual

The caster is transformed into a enormously large and imposing monster, up to a size +7. The form stands upright and hunched, well over 20 feet tall, with two main fore-limbs formed into crushing weapons, and a long tail capable of crushing and sweeping opponents aside. Two smaller additional limbs are below the main set, which can grasp and use implements. Its hide is almost impregnable due to the overlapping carapace of scales and spikes which cover its body, the spines and spikes being especially long and sharp along the creatures upper body and tail. Two massive horns adorn it’s head, forming the basis of the creatures ramming charge. When charging it will sprint using the large forelimbs and hind legs to build momentum.

The  physical form as the following aspects: a battering ram skull which can be used to charge, crushing fore limbs, sweeping tail, an impregnable hide of intersecting armor plates, quick bursts of speed, massive bellow, and human speech.

(Base 10 size change into an animal of max size +1, +1 Diameter, +2 for an additional 6 size ranks, +2 for a broad set of physical abilities)

Form of the Agile Leviathan

Muto Corpus / Animal 40, R: Personal, D: Diameter, T: Individual

The caster is transformed into a large (up to size 4) sea monster. A green and blue scaled serpentine body, sleekly shaped for efficient underwater movement. Two stout forelimbs with grasping hands, and finned rear limbs used to add maneuverability in water. It also has a long neck and tail.

The  physical form as the following aspects: breathing underwater through axillary gills, enhanced underwater olfactory and visual perception, a set of six smooth long tentacles which can be used to grip and entwine, and long powerful tail to allow swimming at great speeds, a toughened skin which resists cold, and human-like speech.

(Base 20 size change into an aquatic for flying animal of max size +1, +2 Sun, +1 for an additional 3 size ranks, +1 for a limited set of physical abilities)

Form of the Barbed Dragon

Muto Corpus / Animal 45, R: Personal, D: Sun, T: Individual

The caster is transformed into a large (up to size 7) dragon. A crimson and gold thickly scaled serpentine body, covered in razor sharp barbs and tines. The barbs are much larger and thicker along it’s back and spine, but small barbs cover the entire body except where joints fold. The form has two arms, a long neck, two legs, a set of broad wings, and a long spiked tail.

The  physical form as the following aspects: Flying and tolerance for flying conditions, a spiked hide, corrosive blood, a venomous tail spike, and human-like speech.

(Base 20 size change into an aquatic for flying animal of max size +1, +2 Sun, +2 for an additional 6 size ranks, +1 for a limited set of physical abilities)

Form of the Iron Juggernaut

Muto Corpus / Terram 45, R: Personal, D: Diameter, T: Individual

The caster’s body is transformed into solid metal, which can move as normal. A metal pin is applied during casting, and removed by the caster to end the effect prematurely if they wish. Casting requisites are required for carried equipment, although clothing and personal effects are also transformed.

(Base 25 for solid inanimate object, +1 Diameter, +1 to allow movement sub-effect, +2 for metal)

Gift of the Herculean Fortitude

Muto Corpus 45, R: Personal, D: Diameter, T: Individual

The caster gains a bonus of +8 to Soak.

(Base 40, +1 Diameter)

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 Stamina + 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 Rego Corpus immobilizes the target, +2 Voice, +1 Diameter, +2 Group, +1 to affect up to 100 targets at once)

Rego Corpus

Blind the Ogling Fool

Rego Corpus 5, R: Voice, D: Diameter, T: Individual

Causes the target’s eyes to close for the duration of the spell.

(Base 2 to make a target lose control of a body part, +2 Voice, +1 Diameter)

The Buoyant Magus

Rego Corpus 10, R: Personal, D: Concentration, T: Individual

The caster is moved slowly in any direction they desire, horizontally or vertically as fast as smoke rises. The spell affects targets up to size +1 and the caster must concentrate to alter the movement. Heavier targets move more slowly.

(Base 5, +1 Concentration)

Curse of the Bloated Tongues

Rego Corpus 10, R: Touch, D: Diameter, T: Group

As per Curse of the Unruly Tongue (Rego Corpus 5), modified to target a group, and last diameter. Invented specifically at this level to defend against multiple Magi, but requires one of the targets be touched during casting.

(Base 2, +1 Touch, +1 Diameter, +2 Group)

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)

Wizard’s Step

ReCo 10, R: Personal, D: Momentary, T: Individual.

The caster instantly transports himself up to 5 paces away. The destination must be visible to the caster.

(Base: 10)

Blind the Watchful Scout

Rego Corpus 15, R: Sight, D: Sun, T: Individual

Causes the target’s eyes to close for the duration of the spell.

(Base 2 to make a target lose control of a body part, +3 Sight, +2 Sun)

Blind the Ogling Horde

Rego Corpus 20, R: Voice, D: Diameter, T: Group

Causes the group’s eyes to close for the duration of the spell.

(Base 2 to make a target lose control of a body part, +2 Voice, +1 Diameter, +2 Group, +1 larger group up to 100 members)

The Buoyant Grog

Rego Corpus 20, R: Touch, D: Sun, T: Individual

The target is moved slowly in any direction the caster desires horizontally or vertically, as fast as smoke rises. The spell affects targets up to size +1 and the caster must concentrate to alter the movement. Heavier targets move more slowly.

(Base 5, +1 Touch, +2 Sun)

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)

Rampart Against the Common Man

Rego Corpus 20, R: Touch, D: Ring, T: Circle

Creates a circle through which no ordinary (say protected by Parma Magica or otherwise resist the spell) person can cross or affect those within the circle.

Aside: Ward Against the Curious Scullion was errata-ed to use a base effect of 15, which is incredibly out of alignment with the other baseline effects in Rego Corpus and the other wards. In hindsight I’d call this a barrier or rampart instead of a ward and say it stops direct physical manipulation instead of using the phrase Ward and inheriting all the angst and confusion that comes with how wards may be implemented within a story. My intent was a barrier, and not at all to stop actions of humans working in an intelligent manner.

(Base 5, +1 Touch, +2 Ring)

The Buoyant Squad

Rego Corpus 25, R: Touch, D: Concentration, T: Group

The target is moved slowly in any direction the caster desires horizontally or vertically, as fast as smoke rises. The spell affects targets up to size +1 and the caster must concentrate to alter the movement. Heavier targets move more slowly.

(Base 5, +1 Touch, +1 Concentration, +2 Group)

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, +2 Sun)

Blind the Ogling Legion

Rego Corpus 30, R: Voice, D: Diameter, T: Group

Causes a large group’s eyes to close for the duration of the spell.

(Base 2 to make a target lose control of a body part, +2 Voice, +1 Diameter, +2 Group, +3 larger group up to 10,000 members)

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, +1 Touch, +1 Conc, +2 Group)

Herbam

Creo Herbam

Conjure the Humble Skiff

Creo Herbam 25, R: Touch, D: Sun, T: Individual

This spell conjures a small wooden boat, single sail, and simple running equipment suitable for six travellers and their gear. The boat is shaped from wood rather than built in the mundane manner, so does not require a Terram requisite for nails or pins. This also means that the boat would likely not be as hardy even if the duration were significantly extended. The spell requires a finesse check to determine the quality of the boat.

(Base 3, +1 Touch, +2 Sun, +1 increased target size for a small boat, +2 complexity in the finished form)

Conjuration of the Dawn Treader

Creo Herbam / Terram 40, R: Touch, D: Momentary, T: Individual, Ritual

This spell permanently creates a large wooden boat, multiple sails, oars, and running gear suitable for fifty travellers and their gear, and requiring a crew of nine to operate properly. The ship will have a sizable cargo hold, multiple decks and internal cabins for crew and guests. The ship is not suitable for travel on small rivers, but may use larger ones. The spell requires a finesse check to determine the quality of the boat.

(Base 3, +2 treated and processed Herbam materials, +1 Touch, +3 increased target size for a large boat, +2 complexity, +1 Terram)

Conjuration of the Titan’s Barge of War

Creo Herbam / Terram 45, R: Touch, D: Momentary, T: Individual, Ritual

This spell conjures a permanent monumentally large ship, suitable for transporting incredible amounts of cargo or acting as a vehicle for war. The ship created is clearly unnatural and fearsome as no ship in history would be even close to this size. The ship is outfitted for war, and contains defensive structures, armaments mounted along the hull, and also a large ram. It is designed with multiple sails, oars, and running gear suitable for its size, and smaller boats to use for short commutes.

Due to how large the ship is a crew will have to learn over many weeks to operate this ship properly. The ship’s draft is so deep than it cannot be docked in most ports. The spell requires a finesse check to determine the quality of the boat.

(Base 3, +2 treated and processed Herbam materials, +1 Touch, +4 increased target size for a large boat, +2 complexity, +1 Terram)

Conjure the Merchant’s Dream

Creo Herbam / Terram 50, R: Touch, D: Moon, T: Individual

This spell temporarily creates a moderate sized wooden boat, one or two sails, oars, and running gear suitable for twenty travellers and their gear, and requiring a crew of four to operate properly. The ship will have a modest cargo hold and a few small cabins. The ships draft is designed to allow it to sit high on the water, so it may use rivers as well as oceans for travel. The spell requires a finesse check to determine the quality of the boat.

(Base 3, +2 treated and processed Herbam materials, +1 Touch, +3 Moon, +2 increased target size for a moderate boat, +2 complexity, +1 Terram)

Rego Herbam

Draw the Magic Circle

Rego Herbam 5, R: Touch, D: Momentary, T: Individual

The caster quickly draws a circle onto the surface touched, far faster than the typical inscription time. The circle may be as large or small as the caster desires, up to around 100 paces in diameter. The caster must make a Finesse check of 3+ or else the circle is unusable.

(Base 1 to create something simple, +1 Touch, +3 for very large circles)

The Unwanted Mask

Rego Herbam 15, R: Voice, D: Diameter, T: Individual

The target clothing moves to blind the wearer, shifting in place for the duration to cover the eyes. This effect will have varying results dependent of the clothing of the creature to be affected.

(Base 4, +2 Voice, +1 Diameter)

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 for 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)

Ignem

Creo Ignem

Ignite the Incriminating Writ

Creo Ignem 5 / Herbam, R: Voice, D: Mom, T: Individual

This effect ignites a targeted 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)

Immolation of the Cowardly Pyromancer

Creo Ignem 5, R: Personal, D: Concentration, T: Individual

The caster is covered in a fire which can be felt but neither burns nor heats significantly.

(Base 4 to create an unnatural fire, +1 Conc)

Immolation of the Haughty Pyromancer

Creo Ignem 5, R: Personal, D: Concentration, T: Individual

The caster is covered in a fire which inflicts +5 damage per round.

(Base 4 to create inflicting 5+ damage, +1 Conc)

Spear of Fire

Creo Ignem 10, R: Voice, D: Mom, T: Ind

A short spear-shaped burst of fire flies from your hand, inflicting +5 damage.

(Base 4, +2 Voice)

A Hearth Both Comfortable and Warm

Creo Ignem 15, R: Touch, D: Sun, T: Individual

Creates a warm and healthy campfire or hearth fire which sustains itself without fuel for the duration of the spell. The fire emits light and heat, but will not emit fumes, and has difficulty burning other substances. For combative purposes the fire will not inflict damage unless it is applied for a prolonged period.

(Base 4 for an unnatural fire, +1 Touch, +2 Sun)

Lance of Fire

Creo Ignem 15, R: Voice, D: Momentary, T: Individual

A spear-shaped burst of fire flies from the caster’s hand, inflicting +10 damage.

(Base 5, +2 Voice)

Immolate Miscellanea

Creo Ignem 20, R: Touch, D: Diameter, T: Individual

The object touched bursts into flames for two minutes, requiring twenty soak checks against +10 damage. The fire will also ignite nearby objects and spread naturally, which may create additional problems for the target.

(Base 10, +1 Touch, +1 Diameter)

Jet of Flame

Creo Ignem 20, R: Voice, D: Concentration, T: Individual

A thin jet of flame pours from the caster’s hands inflicting +10 damage to anything it touches. The caster can move their hand to re-target the jet for as long as they concentrate.

(Base 5, +2 Voice)

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)

Every Hearth Both Comfortable and Warm

Creo Ignem 30, R: Touch, D: Sun, T: Structure

Creates a warm and healthy hearth fire in every hearth throughout an entire structure, which sustains itself without fuel for the duration of the spell. The fire emits a pleasant light and strong heat, but will not emit fumes, has difficulty burning other substances, and can not inflict damage. A single hearth within the structure must be touched by the item when the power is invoked.

With this effect a hearth can be added into any room within the structure and it will automatically gain the benefit of the safe fire when the item is next used.

(Base 4 for an unnatural fire, +1 Touch, +2 Sun, +3 Structure)

Melt the Company’s Arms

Creo Ignem 35 / Terram, R: Voice, D: Momentary, T: Group

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, +2 Group, +1 increase size of group, +0 Te Requisite)

Intellego Ignem

Perceive the Footprints of Vulcan

Intellego Ignem 15. R: Personal, D: Diameter, T: Vision

Allows the target to see heat patterns and heat emissions around them. This alternative type of vision allows the heat patterns to be viewed in many circumstances including total darkness.

(Base 2 to become aware of all fires and heat, +1 Diameter, +4 Vision)

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)

Perdo Ignem

Extinguish All Light

Perdo Ignem 5, R: Touch, D: Diameter, T: Individual

Light is removed from an area 3-5 paces across for the duration of the spell.

(Base 3, +1 Touch, +1 Diameter)

Solar of Darkness

Perdo Ignem 15, R: Touch, D: Diameter, T: Room

Removes light from the target room. Only spells greater than level 15 can create or manipulate light within this area for the duration.

(Base 3, +1 Touch, +1 Diameter, +2 Room)

Wizard’s Icy Shroud

Perdo Ignem 30, R: Voice, D: Diameter, T: Individual

As per Wizard’s Icy Grip – Chills a single target so that it takes +15 damage each combat round the spell is in effect. If this is enough to kill, the target is frozen solid. Armor does not add to Soak against this spell.

(Base 15, +2 Voice, +1 Diameter)

Imagonem

Creo Imagonem

Discover the Disquiet of the Obtrusive Tone

Creo Imagonem 4, R: Touch, D: Sun, T: Individual

This spell creates a simple sound infrequently over the spell’s duration. The caster determines the sound to be created (dripping water, chirp of a bird, a cat’s meow, a cough) and the interval between the occurrences when the spell is cast. In typical use a drip of water sounds every diameter for the spell’s duration.

(Base 1, +1 Touch, +2 Sun)

Discover the Peace of Thunder, Wind, and Rain

Creo Imagonem 4, R: Touch, D: Sun, T: Individual

This spell creates the sound of thunder, wind, and rain at the location touched, equivalent volume to a speaking person.

(Base 1, +1 Touch, +2 Sun)

Speak Through the Intangible Tunnel

Creo Imaginem 4, R: Touch, D: Conc, T: Individual

The caster can speak through an Intangible Tunnel (which requires range touch).

(Base 1 to create an image that affects a sense, +1 Touch, +1 Conc, +1 intelligible speech)

Conjuration of the Insubstantial Fleeting Blindfold

Creo Imagonem 5, R: Voice, D: Diameter, T: Individual

The image of a blindfold is crated around the head of the creature, and will move with the creature.

(Base 1, +2 Voice, +1 Diameter, +1 moving image)

Discover the Melody of the Absent Minstrel

Creo Imagonem 5, R: Touch, D: Sun, T: Individual

This spell creates the sound of music, equivalent volume to a speaking person. The style and instruments are chosen when cast, and quality is dependent on a finesse check.

(Base 1, +1 Touch, +2 Sun, +1 clear music)

Render the Magic Circle

Creo Imagonem 5, R: Touch, D: Moon, T: Individual

The caster draws a circle onto the surface touched. The circle may be as large or small as the caster desires, up to around 4 feet diameter.

(Base 1 to create something affecting one sense, +1 Touch, +3 Moon)

Deafen the Surly Turncoat

Creo Imagonem 5, 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, +2 Voice)

Shatter the Bon Vivant’s Glass

Creo Imagonem 5, 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+, +2 Voice)

Mastery of Thought and Purpose

Creo Imagonem 15, R: Touch, D: Conc, T: Individual

When the spell is cast an abstract image forms in front of the caster which they may manipulate using Finesse rolls, while making Concentration rolls. The spell presents a detailed changing image, which tries to resist and contradict the alterations of the caster. Slowly as time progresses the image changes more quickly, and the caster is challenged with controlling the spell for as long as possible.

Unlike practice using normal spells requiring concentration and finesse, this spell is designed to frustrate and challenge the caster. This grants a source quality of 5 for practicing the Finesse and Concentration abilities.

(Base 1 to create an image that affects one sense, +1 Touch, +1 Conc, +1 a moving image, +1 directed by use, +1 which is increasingly complex, +1 seeking to hamper or avoid the caster’s intent)

The Harpies Screech

Creo Imagonem 15, 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.

(Base 3, +2 Voice, +1 Rego requsite, +1 for a very difficult stam check vs 12 or higher)

Intellego Imagonem

Spy Through the Intangible Tunnel

Intellego Imaginem 10, R: Touch, D: Conc, T: Room

The caster can see and hear what is occurring through an Intangible Tunnel (which requires range touch).

(Base 2 to use two senses, +1 Touch, +1 Conc, +2 Room)

Muto Imagonem

Subtlety Walk Between Sunshine and Shade

Muto Imagonem 4, R: Sight, D: Momentary, T: Individual

The hue of the target’s image subtly shifts, to either slightly lighter or duller in a manner similar to cloud passing over an object on a sunny day, or the reverse. The caster may choose which effect at cast time.

(Base 1, +3 Sight)

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)

Mask the Passage of the Beast

Muto Imagonem 10, R: Touch, D: Sun, T: Individual

The appearance, smell, and sound of the target animal is altered to be akin to other natural elements in the background, appropriate to where the target is traveling. The target’s smell changes to match the ground near them, and their sounds become akin to normal natural parts of the environment. The appearance of the creature is not made invisible, rather it takes on a natural camouflage, using same hues and colors of the environment.

The effect will seem odd if it is used to mask blatant dramatic sounds or smells, or if the target moves quickly as these effects are very unlikely to occur naturally and this will make the target far easier to discern.

(Base 3 for look, smell and sound, +1 Touch, +2 Sun)

Taste of Anything But This

Muto Imagonem 10, R: Touch, D: Diameter, T: Individual

A setting’s worth of miscellaneous materials looks, tastes, smells, and feels like real food for a short time; exactly as the caster designates.

(Base 4, +1 Touch, +1 Diameter)

Disguise of the Mischievous Doppelganger

Muto Imagonem 15, R: Touch, D: Sun, T: Individual

This effects alters the target to an exacting copy of another person. The target’s look, sound, and smell are altered to match; including the target’s clothing and equipment. Ideally the person to be copied should be present at the time the spell is cast, or a highly detailed likeness be present.

Like many similar effects the quality of the copy is subject to a Finesse check, with a general target number of 6+ for cursory inspection, 9+ for a fair copy that will pass almost any inspection, through to 12+ for a perfect reproduction. The Finesse check should be modified by the familiarity and knowledge the caster has for the target to be copied, and as this effect is designed to copy a specific target – the caster gains a +3 to the Finesse check if the source for the duplication is present during the casting.

(Base 3, +1 for very high detailed and reliable reproduction, +1 Touch, +2 Sun)

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 Touch as sound leaves the Magus, +1 Concentration, +3 Structure)

Perdo Imagonem

Ring of Impermanently Clear Vision

Perdo Imagonem 15, R: Touch, D: Ring, T: Circle

This effect removes the image from the area within the target circle, so that it is rendered invisible.

(Base 4 affect sight, +1 Touch, +2 Ring)

Hide the Frightening Mass

Perdo Imagonem 25, R: Touch, D: Concentration, T: Group

Render the target object or creature invisible (any combination of mass up to 100 standard Corpus sized images) for the spell’s duration. The image destroyed could be a single large object, or many small ones.

(Base 4, +1 Touch, +1 Concentration, +2 Group, +1 size increase)

Rego Imagonem

Ring of Transiently Clear Vision

Rego Imagonem 10, R: Touch, D: Ring, T: Circle

This effect removes the image from the area within the target circle, so that it is rendered invisible.

(Base 2 to make it appear 1 pace away, +1 Touch, +2 Ring, +1 Part)

Mentem

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 connection 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 its mind about a specific topic or question.

The caster must have an arcane connection to the ghost he wishes to question, and typically the unhallowed corpse of the target is used.

(Base 25, +4 Arc)

Perdo Mentem

Calm the Motion of My Heart

Perdo Mentem 5, R: Personal, D: Mom, T: Individual

Removes one emotion from the caster until it reoccurs again naturally.

(Base 5)

Perpetual Torture of the Dead

Perdo Mentem 30, 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 inflicts pain upon the ghost until the ring is broken.

(Base 4, +4 Arc, +2 Ring)

Torture the Restless Dead

Perdo Mentem 30 / 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, +1 Creo Imagonem sub-effect, +4 Arc, +1 Conc)

Rego Mentum

Incite the Traitorous Villain

Rego Mentem 30, R: Voice, D: Diameter, T: Individual

The target of the spell is driven into a violent blood-lust causing them to immediately attack any person or creature around them. If an opponent is not present they will seek one out for the duration of the spell. The effect increases their natural ferocity which grants a personality trait based bonus to combat damage, and renders them incapable of recognizing friend from foe.

(Base 15 to control a human as long as you can see them, +2 Voice, +1 Diameter)

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)

Incite the Traitorous Mob

Rego Mentem 35, R: Touch, D: Diameter, T: Group

The targeted group of the spell is driven into a violent blood-lust which causes them to immediately attack any person or creature around them. If a target is not present they will seek out a target for the duration of the spell. This increases their natural ferocity which grants a personality trait based bonus to combat damage, but also renders them incapable of recognizing friend from foe.

It is intended that the effect not be directly touched due to risk of harm, instead the spell can be delivered through an Opening the Intangible Tunnel or artifact.

(Base 15 to control a human as long as you can see them, +1 Touch, +1 Diameter, +2 Group)

Terram

Creo Terram

Conjuration of the Sand and Clay Deluge

Creo Terram 15, R: Voice, D: Sun, T: Individual

This spell creates up to 100 cubic paces of clay, dirt, mud, or sand. The caster can choose the volume of material, the shape it initially appears, and the point it appears when the spell is cast. This flexibility has a range of uses such as burying opponents, quickly summoning barriers, or even dampening fires.

(Base 1 for 10 cubic paces, +2 Voice, +2 Sun, +1 size, +1 flexibility in material and volume)

Conjuration of the Sand and Clay Tide

Creo Terram 25, R: Voice, D: Sun, T: Individual

This spell creates up to 10,000 cubic paces of clay, dirt, mud, or sand. The caster can choose the volume of material, the shape it initially appears, and the point it appears when the spell is cast. This flexibility has a range of uses such as burying opponents, quickly summoning barriers, or even dampening fires.

(Base 1 for 10 cubic paces, +2 Voice, +2 Sun, +3 size, +1 flexibility in material and volume)

Conjure the Crushing Slab

Creo Terram 25, R: Voice, D: Sun, T: Individual

The spell conjures a mass of stone, up to 100 cubic paces in size. Size and shape are determined by the caster. The final shape can be deliberate, but must be inelegant, as the spell design has no allowance for significant complexity in the shape.

(Base 3, +2 Voice, +2 Sun, +2 Size)

Conjuring the Mystic Citadel

Creo Terram 40, R: Touch, D: Mom, T: Individual, Ritual

An expansion of the Conjuring the Mystic Tower to create an entire citadel. A central tower three times the volume of the normal tower, connected to six surrounding towers via walls and walkways. The effect forms the citadel according to the caster’s designs from a single stone, with a floor plan approximately ten times larger than the standard Tower.

(Base 3 to create stone, +1 Touch, +5 additional size, +3 elaborate design)

Muto Terram

Subsume the Irritating Knave

Muto Terram 10 / Auram, R: Voice, D:Mom,entary T: Part

This spell alters the ground within the target area so that it is briefly transformed into air, and then quickly back  again. Anything within the target area will fall as they lack the foundation of the earth. The spell will affect mud, sand, and dirt, and anything upon these surfaces will be quickly buried and also potentially wreck a buildings stability.

If the spell is targeted beneath a specific spot, such as beneath a particular person a targeting roll is required. The effect is designed to create a cubic area, with a volume of 10 cubic paces of earth (roughly 2.2 paces per side).

(Base 3 to change in to another substance such as liquid, and include an Auram requisite, +2 Voice, +1 Part)

Vacillate the Soldier’s Arms Between Steel and Sand

Muto Terram 10, R: Voice, D: Momentary, T: Individual

The metal weapons and armor of all members in a group are temporarily changed from metal to sand. As sand has no cohesive strength it dissipates and the items are misshapen and ruined when they return to their normal state.

(Base 3 to change stone to earth, +1 to effect metal, +2 Voice)

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 effect metals, +1 Touch, +1 Diameter)

Conjure the Orb of Sunshine

Muto Terram 20 / Ignem. R:Touch, D: Sun, T: Ind

The material touched glows brightly, and may be used like a torch. The creator Magus designed the spell so that a large volume of the enchanted material could be shared amongst many people, or used to light a large area.

(Base 3 for an unnatural glowing which affect up to 10 cubic paces of dirt, mud, sand, or up to 1 cubic pace of stone or glass, +1 glow very brightly, +1 effect stone/glass, +1 Touch, +2 Sun)

Flatten Miscellanea to Art

Muto Terram 20, R: Touch, D: Sun, T: Individual

The object touched is converted into a small two dimensional image of itself for the duration of the spell. Casting requisites are required for the object when cast, and the effect can only affect non-living objects of standard size.

(Base 4 to change dirt so that it’s highly unnatural as “two dimensional”, +1 Touch, +2 Sun, +1 secondary sub-effect to shrink)

Object of Increased Size, Enlarged

Muto Terram 20, R: Touch, D: Sun, T: Individual

This spell increases the size of the object touched by up to four times it’s normal dimensions, and up to sixty four times it’s mass. The spell can affect an object up to the size of a large chest. When cast requisites are required for the form of the affected object.

(Base 4, +1 Touch, +2 Sun, +1 further increase in scale)

Subsume the Irritating Hovel

Muto Terram 20 / Auram, R: Voice, D:Momentary, T: Part

This spell alters the ground within the target area so that it is briefly transformed into air, and then quickly back  again. Anything within the target area will fall as they lack the foundation of the earth. The spell will affect mud, sand, dirt and stone, and anything upon these surfaces will be quickly buried and also potentially wreck a buildings stability.

If the spell is targeted beneath a specific spot, such as beneath a particular person a targeting roll is required. The effect is designed to create a cubic area, with a volume of 100 cubic paces of earth (5x5x4 paces), or 10 cubic paces of stone (roughly 2.2 paces per side). The difficulty of the targeting roll should be adjusted accordingly.

(Base 3 to change in to a liquid and add Au req, +1 to effect stone, +1 area increase, +2 Voice, +1 Part)

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)

Vacillate the Company’s Arms Between Steel and Sand

Muto Terram 20, R: Voice, D: Momentary, T: Group

The metal weapons and armor of all members in a group are temporarily changed from metal to sand. As sand has no cohesive strength it dissipates and the items are misshapen and ruined when they return to their normal state. This spell can affect up to 10 standard individuals.

(Base 3 to change stone to earth, +1 to effect metal, +2 Voice, +2 Group)

Object of Decreased Size, Diminutive

Muto Terram 25, R: Touch, D: Sun, T: Ind

This spell decreases the size of the object touched by up to 64 times less it’s normal dimensions, and 262,000 times less mass. The spell can affect an object up to the size of a large chest. When cast requisites are required for the form of the affected object.

(Base 4, +1 Touch, +2 Sun, +2 further decreases in scale)

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 traveller to pay attention to their footing.

(Base 3, +1 moving effect, +1 Rego to smooth the surface, +1 Touch, +2 Sun, +1 Part)

The Unobtrusive Observer’s Voice in Stone

Muto Terram / Corpus 25, R: Touch, D: Conc, T: Part

The surface touched gains the power of human speech as long as the earth is already awakened.

(Base 4 to grant the power of speech which is highly unnatural for earth +1, +0 Corpus requisite in base effect, +1 to affect stone, +1 Touch, +1 Conc, +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 traveller.

(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)

Exhume the Bounty of the Earth

Muto Terram 30 / Rego, R: Touch, D: Conc, T: Part

This spell alters the ground within the target area so that it forces all materials it contains to its surface and ejects them. Everything unlike the surrounding earth is slowly pushed to the surface touched by the caster. While this spell does not directly affect any other non-terram materials, the unnatural quality of the enchanted surrounding material can still move other items. Heavier items may move more slowly, requiring the caster to concentrate for many rounds.

The spell effects stone and glass surfaces, as well as dirt, sand, and mud. This spell is excellent for exhuming lost items, coffins, and the like; although the gracefulness of the approach is questionable. It affects up to 100 cubic paces of earth, or up to 10 single cubic paces of stone or glass; with a final shape and size determined by the caster.

(Base 4 to change earth so it is highly unnatural and adding Rego req, +1 to affect stone and glass, +1 to allow flexibility in shape and size, +1 to increase the area effected, +1 Touch, +1 Conc, +1 Part)

The Unobtrusive Observer’s Sight in Stone

Muto Terram / Mentum 30, R: Touch, D: Sun, T: Part

The surface touched is awakened to consciousness. The surface is able to see and hear it’s surroundings, will remember details of events for the duration of the spell.When cast a small human face is added to the surface touched, and effect’s perception is based upon the position of that face. The position and size of the face is decided when the spell is cast.

(Base 4 to awaken the consciousness of a plant in the earth instead, +0 Mentem requisite in base effect, +1 highly unnatural effect for earth, +1 to affect stone, +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 type 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)

Object of Increased Size, Gargantuan

Muto Terram 35, R: Touch, D: Diameter, T: Ind

This spell increases the size of the object touched by up to 100 times its normal dimensions, and one million times it’s mass. The spell can affect an object up to the size of a large chest. When cast requisites are required for the form of the affected object.

(Base 4, +1 Touch, +1 Diameter, +5 further increases in scale)

Humility and Versatility for Cormoran and Jack Alike

Muto Terram 40, R: Touch, D: Sun, T: Ind

This effect allows the item touched be resized up to the desires of the caster, up to eight times each dimension, and thirty-two times the mass. Requisites are required for the Form of the target. The original item may be no larger than a small hut.

Note that a weapon effected by this spell will be resisted by the MR or Parma Magica of the opponent. The spell is named after the desire to use the same equipment for Jack the Giant Killer and a foe Cormoran.

(Base 4, +1 Touch, +2 Sun,+2 affect metals, +1 to affect an object ten times larger than a large chest, +2 for extra quadrupled)

Conjuring the Mystic Mausoleum

Muto Terram 45, R: Touch, D: Mom, T: Part, Ritual

This effect constructs an underground dwelling, with an internal size equal to ten times the size of Conjuring the Mystic Tower. This effect could target the basement in an existing tower to add further basements, or construct a stand alone underground mausoleum.

(Base 3 to change dirt to stone, +1 Touch, +1 Part, +5 additional size, +3 elaborate design)

Perdo Terram

Inscribe the Magic Circle

Perdo Terram 10, R: Touch, D: Mom, T: Part

This spell inscribes a magic circle into the surface of the object touched. The circle may be as large or small as the caster desires, up to around 5 feet diameter. The spell affects simple materials such as dirt, clay, or sand; and harder substances such as stone or glass. It may also affect other materials subject to requisites at time of casting.

(Base 3, +1 Touch, +1 Part, +1 to affect stone or glass, and requisites for different materials at time of casting are free)

Cut from Stone the Projectiles of Vilano

Perdo Terram 15, R: Touch, D: Momentary, T: Group

This effect carves segments of stone from a larger mass. The shape and size of the segments is chosen when cast, from as small as tiny pellets or up to a cubic pace of stone. It is not possible for this spell to create intricate detail, form and shape of the result must be utilitarian.

The spell design allows it to produce the segments from a much larger mass by using a Target: Part within the design, although Target: Group is needed in the final level so that multiple projectiles can be cut at once.

(Base 4, +1 Touch, +2 Group)

Cut from Stone the Titanic Obelisk

Perdo Terram 20, R: Touch, D: Momentary, T: Part

This spell cuts a segment of stone from a larger mass, up to 100 cubic paces in size. Exact shape and size is determined by the caster, but is limited to basic shapes and forms without intricacy.

(Base 4, +1 Touch, +1 Part, +2 Size increase)

Destroy the Mystic Tower

Perdo Terram 20, R: Touch, D: Momentary, T: Structure

This spell destroys a single building or structure made from stone. If the structure contains composite materials then only the stone is destroyed, but the effect on any building will likely be extreme.

(Base 4 to destroy stone, +1 Touch, +3 Structure)

Plentiful Destruction of Earth, Sand, and Stone

Perdo Terram 40, R: Voice, D: Momentary, T: Group

This spell destroys stone or weaker material, be that a single stone magically shaped (akin to Conjuring the Mystic Tower), or a volume of individual stones and rock, or part of a larger object or surface, or objects gathered in a group.

This spell affects up to 10,000 cubic paces of stone, or 100,000 cubic paces of weaker Terram materials such as clay, sand, dirt, or mud. The form and shape of the material to be destroyed is chosen when the spell is cast.

(Base 4 to destroy stone, +2 Voice, +2 Group, +3 group size increases, +1 flexibility)

 Rego Terram

Object is Stubborn

Rego Terram 10, R: Touch, D: Sun, T: Individual

The object touched becomes almost immovable, and if moved will seek to return to the spot where it was initially placed. The object can be placed to float in mid air. The spell ends prematurely if the object is moved more than a pace from the position it is placed.

The object can be slowing shifted by an exceptionally strong person or many people (combined strength of greater that +5), or a stronger magical force (higher than Base 3) can move the object very slowly. The force of resistance is equivalent to one horse power. Casting requisites are required.

(Base 3, +1 Touch, +2 Sun)

Object is Immovable

Rego Terram 20, R: Touch, D: Moon, T: Individual

The object touched becomes almost immovable, and if moved will seek to return to the spot where it was initially placed. The object can be placed to float in mid air. The spell ends prematurely if the object is moved more than a pace from the position it is placed.

The object can be slowing shifted by an exceptionally strong person or many people (combined strength of greater that +50), or a stronger magical force (higher than Base 4) can move the object very slowly. The force of resistance is equivalent to ten horse power. Casting requisites are required.

(Base 3, +1 for increased strength, +1 Touch, +3 Moon)

Portentous Levitation of the Mighty Obelisk

Rego Terram 30, R: Sight, D: Concentration, T: Group

Move an exceptionally large volume of stone as directed by the caster. A single block of up to 10 cubic paces in volume, or any smaller combination of stones may be moved, with the massive blocks moving at walking pace and smaller blocks moving as fast as a bird flies. The spell’s normal behavior is to float the mass a pace above the ground so that it follows behind the caster for the spell’s duration, and the stones will do so unless controlled otherwise. The effect can be used to make the stone float high into the air up to the range of the spell.

When the effect is cancelled the stone will be have naturally, which may be used as a targeted attack using Finesse to crush a target. Dropping the stone or cancelling the spell above a target may crush them, inflicting +5 for a fist sized rock, +10 for a building stone, +21 for a large boulder, and up +35 for a massive obelisk or a massive volume of rocks.

A successful Finesse roll is required to strike a target. Particularly large blocks or a large number of blocks will be easier to target, and can inflict structural damage to buildings. It may however take more than one combat round to place the blocks above a target. The sheer volume of rock moved with the spell could also lift small modest sized stone dwellings from the ground, or slowly tear walls apart.

(Base 3 to move earth in a very unnatural fashion, +1 affect stone, +3 Sight , +1 Concentration, +2 Group)

Vim

Muto Vim

Inhibit the Egregious Deviations of the Warp

Muto Vim Gen, R: Touch, D: Momentary, T: Individual

This spell alters the target spell so that it is considered tailored for it’s target for the purposes of any warping it may cause. This spell may alter any effect which is equal to the Muto Vim spell’s level.

(Base of a Significant Change to less than or equal to spell level +1 mag, target own spells as +1 Touch)

Inhibit the Prolonged Deviations of the Warp

Muto Vim Gen, R: Touch, D: Moon, T: Individual

The spells altered by this effect will decrease their effective level of power with regard to the calculations for warping over time. This spell may alter any effect which is equal to the Muto Vim spell level less three magnitudes (spell level -15). The effective power level of any affected spell is halves for the purposes of calculating Warping. For the Warping mitigation to be effective the target spell must be altered successfully each time it is recast over the duration.

This may alter the effective warping applied over time from High Power to Low Power (from 1, +1 warp/year +1/season, down to just 1/year) if it reduces the target effect below level 30, see Warping in ArM p168.

(Base of a Significant Change to less than or equal to spell level +1 mag, target own spells as +1 Touch, effect to last +3 Moon)

Inhibit the Selfish Deviations of the Warp

Muto Vim Gen, R: Voice, D: Momentary, T: Individual

This spell alters the target spell so that it is considered tailored for the caster, as if the target spell was designed for the caster to not cause warping. This spell may alter any effect which is equal to the Muto Vim spell level less one magnitude (spell level -5). It is designed with Range Voice because it must be cast cooperatively with another wizard to limit the warping effects of their spells.

(Base of a Significant Change to less than or equal to spell level +1 mag, target own spells as +2 Voice)

Perdo Vim

Return to the True Form of Man

Perdo Vim Gen, R: Personal, D: Momentary, T: Individual

This effect to returns the target to their humanoid natural form, ending any magical or supernatural transformation effects including Hermetic Muto Corpus related spells. The target effect is cancelled if it is equal to or less than the (level of this Perdo Vim spell + 20 + stress die (no botch)).

This spell will also end a shape-shifters transformation or non-hermetic effects, but cannot affect Heart Beast transformation effects of a Bjornaer Magus.

(Base General)