Ars Magica GRIMOIRE

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Ars Magica GRIMOIRE

Postby Michelle Nephew » Mon Nov 14, 2005 12:31 pm

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

Postby Sphynx » Tue Nov 15, 2005 8:22 am

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
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Tome Repair Spells

Postby Ed C » Tue Nov 15, 2005 12:28 pm

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...

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Postby Kryslin » Tue Nov 15, 2005 1:57 pm

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
Last edited by Kryslin on Sat Dec 03, 2005 5:25 pm, edited 2 times in total.
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Postby HOT » Tue Nov 15, 2005 9:15 pm

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
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Postby YR7 » Wed Nov 16, 2005 2:35 am

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.
Get spells at the Net Wizard's Grimoire Wiki!

ArM Code 1.5 5+ Ca R H+ L-- G+ Y99? T-- SG P- HoH(Cr+) FZ(E) C+ E- :-) Cd
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My Spells

Postby Bohemian » Wed Nov 16, 2005 8:17 am

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.
Last edited by Bohemian on Thu Nov 17, 2005 11:33 pm, edited 1 time in total.
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Postby Ed C » Thu Nov 17, 2005 11:07 am

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
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Postby Ed C » Mon Nov 21, 2005 2:49 pm

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
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Postby Lucius ex Verditius » Wed Nov 23, 2005 11:58 am

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

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.
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Postby Lucius ex Verditius » Wed Nov 23, 2005 12:35 pm

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.
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Postby Kryslin » Sun Dec 18, 2005 9:19 am

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
Os iusti meditabitur sapientiam,
Et lingua eius loquetur indicium.
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Postby Sir Parn » Thu Dec 22, 2005 12:14 am

Hiya All !!:)

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!
Sir Parn, Champion of Dragons, Prince of the Great White Oak, Free Knight of France & Protector of the Fae & the Innocent!

Slave to the Goddess of Anime !!:P
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Postby Bohemian » Fri Feb 17, 2006 9:51 am

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

<b>Eye of the Daisy</b> 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)

<b>Mouth of the Rose</b> 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.)

<b>Soldier of the Soil</b> 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!
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Detecting the Unborn Avatar

Postby William » Sun Mar 19, 2006 1:10 pm

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)
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