Ars Magica GRIMOIRE

Post your Ars Magica 5th Edition spells here! You may want to put the spells up for discussion first in another thread.

My personal favorite Art is Rego for its Telekinetic properties, and here are some spells I have created/used for 5th Edition so far.

Flight of the Magus 20* Rego Corpus

  • R: Personal D: Concentration T: Individual
  • Base: 15 +1 Conc
  • This spell is a true flight spell, allowing a Magus to travel through the air at the speed of a bird. One must be careful not to lose his concentration tough, as falling from flight incurs a +15 Damage. Armour does not help soak this damage. Speed is roughly 40 miles per hour.

Flock of Birds 20* Rego Corpus

  • R: Touch D: Concentration T: Group
  • Base: 4 +1 Conc, +2 Group, +1 Touch
  • This spell allows the Magus, and anyone touching his person (which could include his clothing, or items carried, such as a staff) to rise into the air at the speed smoke would travel. Although the group can not fully move horizontally, if cast with an Auram requisite, the group can be pushed by the wind in 1 direction only for about 10 feet, thus allowing them to get on a roof or cliff top.

Movement of the Mind 20* Rego Terram

  • R: Sight D: Concentration T: Group
  • Base: 2 +1 Conc, +2 Group, +3 Sight
  • This spell works similarly to the Unseen Arm spell, but is useful for manipulating more than 1 item at a time, and from a greater distance. As with Unseen Arm, it can not oppose intentional resistance. Must be cast with appropriate requisites for certain objects.

FarHand 15* Rego Terram

  • R: Sight D: Concentration T: Individual
  • Base: 3 +1 Conc, +3 Sight
  • This spell works like Unseen Porter, but with a greater range. It can be taken with an Auram requisite to overcome the '6 feet above the ground' limitation that Unseen Porter has. Other than that it works exactly like Unseen Porter, providing a Strength +5 ability to move and lift things. Must be cast with appropriate requisites for certain objects.

Repulse the Unwanted 20* Rego Corpus

  • R: Voice D: Momentary T: Individual
  • Base: 10 +2 Voice
  • This spell will push someone through the air, up to 20 feet away from where he started. The target must make a Quickness - Encumberance Stress Roll, like in Gift of the Frog Legs, or take a Light Wound. On a Botch, the target takes a Medium Wound. This spell may not be used on the Magus himself, see Gift of the Frog Legs for personal use.

Art of the Naken Man 35* Rego/Terram

  • R: Touch D: Sun T: Individual
  • Requisite: Herbam
  • Base: 5 +1 Touch, +2 Metal +1 Herbam Requisite +2 Sun
  • This spell, when cast on a target, will act as a ward for all Metal and Wooden objects. This is as much a blessing as a curse in that the target can not intentionally use either Wood or Metal, meaning that most Armours and Weapons will be un-useable. This does not stop rocks from approaching the target though, only Metal and Wood, however when dealing with a mix of the 2, such as Arrows with stone tips, the stone will stay with the wood when it is deflected, but a rock would hit the target. Trying to eat with utensils, or pay someone with metal coins is of course, an impossibility while the spell is up. If cast on someone who is equipped with Wooden and/or Metal objects, all such objects are flung from the target unless held, and a Strength Test is passed every Turn equal to the Magnitude of the Spell
1 Like

Cross Posted from the Library Maintenance thread:
I know it would be easier to hire a scribe to copy a tome but...

Spell Name: Dressing the Used Tome
R: Touch, D: Mom, T:Ind, Ritual
This spell repairs minor damage to a written tome.

CrAn(He)(Te) (I included the herbam requisite for the board used in the cover, and both the terram and herbam may be required for ink repair)

Base Level 15 (Heal a light wound)
+1 Touch
+2 Treated or Processed products
+2 Requisites
Final Level: 40

Spell Name: Recovering the Damaged Tome
R: Touch, D: Mom, T:Ind, Ritual
This spell repairs all damage to a single written tome.

CrAn(He)(Te) (I included the herbam requisite for the board used in the cover, and both the terram and herbam may be required for ink repair)

Base Level 35 (Heal all wounds)
+1 Touch
+2 Treated or Processed products
+2 Requisites
Final Level: 60

Hmmm. Seems better to let a tome age to almost uselessness before recovering it...

Ed C

Conjuring the Magi's Stronghold
Creo Terram 45, Ritual, Casting requisites optional

Range : Touch
Duration : Momentary
Target : Group

Causes a castle to grow from the ground as the spell is cast. This includes all the various types of buildings that make up a castle, though it is limited to no more than 100 paces on a side in size, and no more than 40 feet high, with the foundations set 20 feet into the ground. If no requisites are used, all of the fittings and hardware are metal. If an Herbam requisite is used with the spell, then wooden construction can be used as well. The layout of the keep is determined by the caster before casting. The caster's sigil and personality quirks often manifest themselves in the resulting construction...

Design :

Base : Create Base Metal (5) (Allows for metal hardware)
Range : Touch (+1)
Duration : Mom. (+0)
Target : Group (+1)

Other : Elaborate Design (+3)(Includes possible Herbam Requisite for wooden construction).
Other : Really BIG Target (+3)

Steve

The Hidden Fortress Mu/Im 20

Touch/Moon/Structure

You make a building up to the size of a castle look like a natural structure (like a cliff/hill/rock) of roughly the general shape and size as the original structure.

Base 1, +1 Touch, +3 Moon, +3 Structure
Haakon Olav Thunestvedt

Percieve the Faerie of Might
InVi 4
R: Sight, D: Momentary, T: Individual
You are able to sense the Faerie Might of the target to within one magnitude, but only if it is of “godly” power (Faerie Might 50 or more). Generally, the spell does not need to penetrate the creature’s Magic Resistance to detect it but the SG may rule otherwise for specific creatures if he feels their nature would protect them from the magic (for example, a faerie doppleganger taking the form of another character).
(Base Base 1, +3 Sight)
Contributer: Yair.
Notes: Strictly speaking, the spell should not circumvent Magic Resistance, but this was considered more apporpriate (see for example the description of the Magic Sensitivity ability).

Percieve the Might of the Faerie
InVi 20
R: Sight, D: Momentary, T: Individual
You are able to sense the Faerie Might of the target to within one magnitude. Generally, the spell does not need to penetrate the creature’s Magic Resistance to detect it but the SG may rule otherwise for specific creatures if he feels their nature would protect them from the magic (for example, a faerie doppleganger taking the form of another character).
(Base Base 5, +3 Sight)
Contributer: Yair.
Notes: Strictly speaking, the spell should not circumvent Magic Resistance, but this was considered more apporpriate (see for example the description of the Magic Sensitivity ability).

Spells taken from the Net Wizard's Grimoire.

Herb of Virtue
Muto Herbam 10
R: Touch D: Moon T: Individual

Increases the efficacy of one property of a plant far beyond natural limits, ie: a medicinal herb becomes twice as effective at healing the body, a poisonous herb twice as deadly, or a plant with a strong odor becomes much more pungent. Obviously, the caster must have a firm understanding of the plant's properties.

(+3 change plant, +3 moon)

Voice of the Forest
Rego Imaginem (Herbam requisite) 20
R: Sight D: Concentration T: Individual

The caster chooses any tree within his line of sight and whispers a message. The words are conveyed through the rustling of the tree's leaves and can be heard by any individual within 50 paces or so. Although the words are clear, they cannot be made out over noise levels above normal conversation.
(+4 Make an object appear attached to another object, +3 sight, +1 Concentration)

Eyes of the Path

Intellego Imaginem 4

R: Touch D: Concentration Target: Part

Allows the caster to see what lies along a forest path, from crossroad to crossroad. This takes time, as the caster's vision must move along the path from the point he is currently standing at a pace no faster than a man can run. Also, he can only see what lies on the path itself, not what lies to either side.

(+1 use one sense at a distance, +1 touch, +1 concentration, +1 part)

Feel free to comment in my thread on these and other spells below.

Spell Name: Rebuilding the Tome of the Mind
InAn(Re)
R:Touch D:Sun T:Ind
This spell forms an image of the book touched in the mind of the caster, for the spell's duration. The image can be manipulated by the caster to view every page in the Tome, allowing the caster to accurately copy the tome into another volume. Auricus of House Bonisagus created this spell to allow him to copy a badly mangled text that came into his posession, and was supposedly created by Bonisagus himself. Unfortunately that text was a fabrication, but the spell he used to view the damaged text and allow him to copy the tome is still of use.

Spell Construction:
After looking at the InAn guidelines (p.117), I figured that Level 5 would be a reasonable base for this, since it allows the gathering of a large amound of information from a fabricated object.
So: Base 5, +1 touch, +2 Sun, +1 Requisite, +2 Complexity of information returned. Final level 35

Spell Name: Opening the Mind of the Tome
InIm
R:Touch D:Moon T:Group
This spell perfectly creates a memory of the contents of one book within the mind of the caster. The memory remains perfect for the duration of the spell and then fades normally.
This spell was invented by Acquisitus of House Bonisagus, who successfully used this spell to acquire a great many of the tomes in the library of Durenmar.
Spell Construction:
Base 1, +1 touch, +3 Moon, +2 Group. Final level 20

Spells from a asian-style Kung Fu fighter. Every touch-range spell procs after a hit in Combat and a "anime-like"yell :wink:

Fist of thousand Tons
MuCo 5
R:Touch D: Mom T: Part
(Base 4, Part +1)
The Fist of the caster ist changed that at the next hit hthe wieght of his fist is increased so many times that the poor victim of his attak feels like an elepant had strike him with all four feets. Even the ground under his feets bursts and crackels.
The punch does deadly damage and have +10 damage.

Kick of Death
PeCo35
R: Touch D: Mom T:Ind
(base 30, +1 Touch)
Kills the target instantly.

Paralysing Grasp
ReCo 20
R:Touch, D: Sun T:Ind
(Base 5, +1 Touch, +2 Sun)
Paralyses the target completly (hes not asleep1).

Sense of Life
InCo 20
R: Per, D: Sun, T: Hearing
(Base 3, +3 Hearing, +2 Sun)
A sense is created that gives the caster a sound-like feeling of every living human in his near. In combat he feels the punches an attaks of the enemys and he grants a +9 Bonus to Def and a +3 Bonus to Att.
Some of the users say they feel the chi of the targets.

Sense of Images
InIm 30
R: Per, D:Sun, T: Vision
(Base 3 Enhance a sense, +4 Vision, +2 Sun, +1 use a sense at a distance)
A sense is created that gives the caster an image in his mind of every thing in his near. He see when someone sneacks at him, he see every weapon in an fight against 100 men, he see every rock that fall on him clearly, even if things are in his back. In combat this sense is very powerful if you train it properly. +9 to Att and Def.
Some of the users say they feel the chi of earth itself.

Call of true (Element)
ReCrMe(Element) 40
Range: Voice, Duration: Sun Target: Individual
(Base 10 (like animate a corpse), +2 Sun, +2 Voice, +1 Rego req,+1 Mentem req)
With the four versions of this spell the nearest thing like a true elemental manifestation is createt out of a mass of the element. The Elemental you call is a nearly mindless servant (like the walking Corpse). The CrMe reqs are because a human is an individual which true nature is to walk, fight, think ect, but a fire, lake ect is not. So it is much harder than a necromancy spell.

Creating the Necromancers Caves
PeCrTe 30
Range: Touch, Duration: Mom Target: Boundary, Ritual
(3 Base, +1 Touch, +4 Boundary, +1 Creo req,+1 non-natural caves)
This Ritual destroy the earth on a place he caster touches, eating a tunnel and many caves in the ground, then few seconds before the weak walls could crumble and fall the Creo requisite strengthens the walls and gives them a nearly geometricaly perfek shape. The place is big enough or a great livingquarter an a laboratory.
This spell is named because it was designed for our necromant.

Bone Spear
CrReCo 20
Range: Voice, Duration: Mom, Target: Individual
(Base 5 +2 Voice, +1 Rego req)
This spell creates a long spear of human bones, which speeds of like an javelin to a target, doing 10 damage. It is a necromancy spell so necromancers gain their fokus in this spell.

Bone Storm
CreReCo 50
Range: Voice Duration: Mom Target: Group
(Base 20 ,+2 Voice, +2 Group, +1 Rego req, Size +1)
The necromancer rises his arms to the air and out off the clouds flowing hunderts an thousands of spears, swords, knives, axes, clubs out of human bones, that flows at an extremly high speed to up to 100 enemys hitting every one of them for +20 damage.

Flare Bit, Creo Aurum, L10

Base : 3 (Create Debilitating Air, in this case, thick black smoke)

Range : Voice (+2)
Duration : Momentary(+0)
Target : Individual (+0) (an area of up to 100 paces across)

Other : Ignem Requisite (+1) (Flash of light, enhances spell effect)

The spell, when cast, fills an area with smoke, which appears as a series of thick, black puffs of smoke. They appear with a loud report and a flash of light, which serves as an excellent distraction, forcing a concentration roll (only one, which is 9+ for loud noise/bright light), if required. The smoke is thick enough to block vision for a moment, making such things that require sight difficult at best.

The smoke starts forming around the center of the area, and works it's way out to the edges. The smoke disperses normally, though natural phenomena my cause it to disperse more quickly.

Another version of this spell exists at L5, and does not have the Ignem requisite (and does not produce a flash of light when the smoke is created).

Steve

Hiya All !!:slight_smile:

I have a very large Spell Grimoire that we have compiled from Spells sent to our group from all over, but seeing as our group hasn’t gotten into the new 5th Edition set up the Spell Grim is still in 4th Edition set up.

If anyone would like a copy of the Spell Grim to Edit to the new 5th Edition rules and post so that all can benefit from it, as well as post and add to it, I would be more than happy to send a copy out!

Just drop me a line if your interested in changing it over, but be warned it is a very BIG Spell Grimoire!

Three Herbam oriented spells (from the notes of Reiner the Lesser)

Eye of the Daisy Muto Herbam (Req: Mentem): 15
R: Touch D: Sun T: Ind

Causes a flowering plant to sprout a watchful eye in a discreet location(ie: within a bloom) and awakens it to consciousness. The plant is able to percieve entities and their activities within typical human sight range, and to report to the caster, provided the caster is able to communicate with plants.

(Base 4[Awaken the consciousness of a plant], +1 touch, +2 Sun. cosmetic animal/corpus effect free) (Note: as per Stir the Slumbering Tree with size adjustment)

Mouth of the Rose Muto Herbam (Req: Corpus) 5
R: Touch D: Concentration T: Ind

Creates a mouth capable of human speech upon a plant, thereby facilitating communication without Intellego spells. Naturally, only awakened plants are capable of utilizing this ability.
(Base 3 [Change a plant], +1 touch, +1 Conc, requisite accounted for in guidelines)
(Note: Herbam guidelines do not account for giving plants abilities, therefore I derived the base in part from Muto Corpus level 2 (Change someone to give them a minor ability.)

Soldier of the Soil Rego Herbam 25
R: Touch D: Sun T: Ind
Grants mobility to a flowering plant, allowing it to uproot itself and move as needed. An awakened plant will follow the verbal commands of the caster to the best of its ability without requiring constant supervision.

(Base 10 [make a plant move with purpose and intelligence] +1 touch, +2 sun)

Please feel free to critique in my thread below!

Detecting the Unborn Avatar
InVi(Co) 25

By laying your hands on the belly of a pregnant woman, the spell will tell if the baby is tied to the magical realm or not.

The spell is not strong enough to detect if the child will have the full hermetic gift or not nor will it detect if the child is tainted by another realm. It will simply reveal the link to the magical realm. Strong links will be reveiled instantly while more subtile links will only tinkle the ends of the touching fingers.

Augustus of Criamon used this spell during his travels & found a number of suitable aprentice for the order doing so. He soon got the reputation of beeing a softy babysitter. Life was a mystery for Augustus & he was sure that the answer lied in the mouth of the young ones.

(Base 5, +0 Per, +1 Conc, +1 Touch, rq. Free, +2 Extra sensitivity(Gentle gift & Un-revealed gift)

Doom of the Magical Migrane 'Redux 2'
Rego Terram
Base 3 Control or move dirt in a very unnatural fashion
+2 to control metal
Requiste: Muto +1
Range: Voice +2
Duration: Momentary +0
Target: Individual +0
Rego Terram (Req: Muto): 20

This spell causes metal spikes to form on the inside of a helmet. If the caster succeeds at a finess roll of 6+, the Helmet will no longer offer protection to the wearer instead adding a +10 to any dammage received by impact on the helmet & attempts to remove the helmet will require a dexterity roll of 6+ or will cause +0 dammage.

Viceralus of Tytalus invented this spell to make an example of how mundane protection were ineffective against true mages. In his presentation, he asked: "How well protected do you feel now?" While a small river of blood as dripping from the victims head. Viceralus spells are always as gruesome as can be.

Doom of the Magical Migrane 'Redux 3'
PeCo (Re,Mu,Te)
Base 30 Kill a target
+2 affect metal
Requistes: Free (cosmetic)
Range: Voice +2
Duration: Momentary +0
Target: Individual +0
PeCo (Re,Mu,Te) 50

This spell causes metal spikes to sprout into the head of the target in a very gruesome way, killing instantly the poor victim. The helmet as a result of the deadly spell, is entwined with the head of the victim and will proove very hard to remove post mortem as spikes actually run through the whole crane.

Viceralus of Tytalus invented this spell to make an example of how mundane protection were ineffective against true mages. In his presentation, he removed the helmet of the subject to show how feeble the human skull actually was only to find pieces of it that dropped onto the ground. viceralus spells always have a gruesome effect.

Health of Tomorrow
ReCo 30

This spell forces the body to accelerate it's healing process allowing to heal light wounds faster than one would usually be able to.

Mandicus of Flambeau used this spell a number of times to help in the war against the infidels, readying the holy troops for yet another day of war.

Instead of rolling for recovery every week, you can roll every day while under the effect of this spell.

(Base 15, +1 Touch, +2 Sun, Ind)


Blessing of the Moon
ReCo 40

This spell forces the body to accelerate it's healing process allowing to heal much faster injuries up to medium level than one would usually be able to.

Under the comfort of the moon's glow, the target will feel his body rejuvenating. During the day, he will suffer the pain of the wounds as he never did before.

Mandicus of Flambeau loved to look at the moon during the calm nights of the holy land. He often used this spell to help in the war against the infidels, readying the holy troops for yet another day of war.

Lower the interval for the recovery roll by one increment while under the effect of this spell. Light wounds recovery rolls are rolled for recovery every day while recovery for medium wounds are rolled every week.

(Base 20, +1 Touch, +3 Moon, Ind)


Blessing of the Full Moon
ReCo 50

This spell forces the body to accelerate it's healing process allowing to heal much faster all injuries than one would usually be able to.

Under the comfort of the Full moon's glow, the target will feel his body rejouvenating. During this single night, the target will feel the evergy of the moon flowing into his vains.

Mandicus of Flambeau, with the help of his focus with the moon, created this mighthy healing spell. In dire times, he used this spell to help in the war against the infidels, readying the holy troops for yet another day of war.

Make one recovery roll to see if the target heals all his wounds.

The strain to the body is such that the target must make an aging roll but can add the medecine/Cirurgy skills that are used to attend to his wounds as a bonus in addition to the LP bonus if applicable.

(Base 35, +1 Touch, +2 Sun, Ind)


These tree spells are most effective with the combination of a CrCo spell to add a bonus to the recovery roll.

W

The Thunder's Kiss
CrAu 25
R: Sight, D: Mom, T: Ind
A lighting bolt strikes from an existing storm cloud, doing +30 damage to a single target it hits. Those near the target must make Size stress rolls of 6+ to remaining standing.
(Base 5, +3 Sight, +1 unnatural)

Magical Scribe
CrAn20
R: Touch, D: Momentary, T: Ind, Req: In, Te
The spell makes a perfect copy from a text: a book or a page with the writings and pictures on it. The spell creates always parchment books even if the pattern was made from paper.
If both the original text and the copy are made from parchment the copy is indistinguishable from the original by mundane senses. The magus must make an Int + Finesse roll to see how well his work succeeded. If the result is less than 9 subtract the difference from the text's quality.

(Base 5, +1 Touch, +2 manufactured item)

Hammer of Thor (CrReAu 40, Touch, Sun, Individual, Base 3 for a small lightning +4 for unnatural, free requisite for controlling the lightning)
Enchants a metal weapon that it is covered by strong lightnings (for a final level of 40) that deals +30 dmg at every hit.

Airs Shield (MuAuTe25, Touch, Diameter, Part, Requisite free Base 10)
This spell changes the air around the caster to a substance that deflects fast objekts like arrows, swords, rocks or something like that, granting the caster a +15 soak against these things. Slow objekts arent hindered.


Airs Aegis
(MuAuTe40 Sun, Voice, Part, Size +1 Base 10)
This spell changes the air around a point the acster designates to a substance that deflects fast objekts like arrows, swords, rocks or something like that, granting the caster a +15 soak against these things. Slow objekts arent hindered. The shield has the form of an 20 paces high dome with a radius of 20 paces.

Calling the Cloud (CrAu20 Individual, Moon, Touch, Base 2, +2 unnatural)
Creates a normal Cloud at touch range wich stays at least a few minutes at the creation point

Clouds Castle (MuReAuTe30, Touch, Moon, Individual, Req +1, Base 5)
Changes a normal Cloud to a gelee-like substance wich flyes and that can be reshaped trough normal tools like wood or ice, it can carry nearly 10.000 pounds and can fly at a speed of 5 miles per hour

Angels Fortress(MuReAuTe45, Base 10, Moon, Touch, Individual,Terram req free, +1 Rego, +2 reshaping)
This spell turns a normal cloud (something with an radius of 50 paces) into a cloud that is as light as a normal cloud but is as hard as stone, this "cloudstone" can be rashaped with mundane tools and buildings can be made easily out of it. This cloud can be directed by the caster and can move at a speed of 10 miles/hour

[b]Ring of Light/b(Base 4, Touch, Ring, Individual)
Enchants a object sourunded by a ring to glow and create daylight, because if this spell is cast on a metalring around an object(like a torch or a candle or a cold, soulless metal rod), magical lightsources are very easy to create and every covenant should have at least 100 of the helpers.

God of Thunder(MuReCoAu55 Ritual, Base 35(turn someone into lightning), Personal, Individual, Sun, +1 Rego req, +1 for staying in human form at will)
This powerful transformation ritual turns the caster into a pure form of lightning, he is capable of travel at the speed of a lightning (but only from one point to another like from one housetop to a tree to a mountain), he can use its own body as a very strong lightning bolt with +40 Dmg, he is total invulnerable, only spells may hurt him (Mentem, Vim, Corpus, Auram). His items arent tarnsformed. He can show himself in amore stable state as a human, but in fact he is still pure energy and only has the shape of a human.

[b]Eagle Eyes/b
Give the caster the eyes of an eagle. He gains the Keen Vision Virtue.

[b]Cold Mind/b
Reduces the emotions of the caster so that he can concentrate on a bow shoot or something else. All actions that require concentration gain a bonus of +3, but all interactions between humans gain a penalty of -3.

[b]Strong Hands/b
Avoid the normal shaking of hands, so that actions that involve Dexterity are far more easy. With the Eagles Eyes and the Cold Mind Spell this spell gives a +3 bonus on all shoots with a bow anmd a +6 bonus on shoots witha bow if the archer can aim and the target is not close to him.
Because this are all changes on the user itself and not directly on the bow or the arrow the magic resistance of a target hit by the arrow doesnt help it!

Picture of the Landscape(CrIm10, Touch, Ring, Individual, Base 1, +2 complexity)
You normaly cast this spell on a page of a book(on wich is a ring drawn) or a picture inside a wooden frame. Inside the ring or on the picture a perfectly drawn picture of a non-moving landcape, a building, a obelisk covered with ancient runes or something else the caster wishes is created on the paper, this requires an Intelligence + Finesse roll. With this the caster may also copy existing things but this require a Perception + Finesse roll.

Picture of the Battle(CrIm15, Touch, Ring, Individual, Base 1, +2 complexity, +1 moving images)
You normaly cast this spell on a page of a book(on wich is a ring drawn) or a picture inside a wooden frame. Inside the ring or on the picture a perfectly drawn picture of a moving and chaning battle a tree that changes from one season to another, a dancing bear or something like this is created on the paper, this requires an Intelligence + Finesse roll. With this the caster may also copy existing things but this require a Perception + Finesse roll.

Perfect Picture(CrIm, Touch, Ring, Individual, Base 3, +2 complexity, +1 moving images)
You normaly cast this spell on a page of a book(on wich is a ring drawn) or a picture inside a wooden frame. Inside the ring or on the picture something or someone is created on the paper that moves, makes sounds and smells as the caster wishes. With this spell you can create a singng trubadore that sometimes uses his skills to play with balls, tells you some (defined) storys or you can create a picture of a kitchen in which a meal is amde and can wath the maid who do this, hear the sound of the fire and smell the food when it is ready. This requires an Intelligence + Finesse roll. With this the caster may also copy existing things but this require a Perception + Finesse roll.

Picture of the Lady(CrImMe40, Touc, Ring, Individual, Base 2, intricacy, +6 Mentem requisite as in the spell "The Shadow of Human Life CrImMe40)
You normaly cast this spell on a picture inside a wooden frame. A person inside the picture is created which has simulated intellect and functions as an independent human, albeit a stupid one capable of interpreting general orders in new situations. The "Intelligence" and "Communication" of the picture demands on an Intelligence + Finesse roll (dont forget the aura!): every point is like a point in character creation but the lady starts with -3 Int so for -2 she needs 6 points in the roll, for a 0 she needs 10 points and for a +3 she needs 20 points in the roll. She speaks latin according to her Int/Com starting with 0, so a Int/Com score of 3 would grant her a 6 in latin.
With this spell the magus Larius ex Jerbiton protected his lab and his sancta, the guarding Lady was capable to see if someone was a uninvited person, ask him for the secret codeword and make a loud alarm sound that could be heard in every corner of the covenant.
All these spells are inventions of Larius ex Jerbiton and his fine pictures created wit his high Finess score and his Free Expresison Skill were sold to many covenants and even some mundane folk.