A Collection of Down-to-Earth Spells: Terrene of Guernicus
A Key to any Lock CrTe 25
By touching a lock, the magus can conjure a key in his hand which fits and turns it. A Perception + Finesse roll of 9+ will allow the key to work most locks. The difficulty may be higher, at the storyguideâ€™s discretion, if the lock is of very high quality or elaborate design.
Terrene of Guernicus describes this spell as most helpful when undertaking investigations, whether in the mundane or Hermetic worlds. Her spell sigil makes her spell effects smooth or graceful, and in this spell the key turns as if well oiled (so long as the finesse roll is successful).
[B: 5, R: Touch +1, D: Diameter +1, T: Individual; Requisite +1, Elaborate shape +1]
Silent Witness of the Statue InTe 35
This spell allows you to see a statue, and the surrounding room, for which you possess an arcane connection. If the statue is outside, the caster can see the area of a small market square or courtyard.
Terrene used this spell to watch the courtyard entrance of a house that belonged to a merchant her covenant suspected of having dealings with diabolists. She was able to watch from a safe distance away, and inform her sodales when suspicious characters were seen arriving at the house.
[B: 4, R: Arcane Connection +4, D: Concentration +1, T: Room +2]
Animation of the Stone Brute MuTe 25
Requisite: Animal, Rego
By touching a statue, the caster changes it into a living animal (up to Size +2). Whilst in contact with the animal, the caster can direct its actions. The animal will continue to perform the actions even while not of range of the spell, until it has succeeded them or the duration of the spell ends. Otherwise, the animal behaves as a typical member of its kind.
Just beyond the door to Terreneâ€™s sanctum there is a pair of beautifully carved, life-sized, stone statues of lions.
[B: 5, R: Touch +1, D: Diameter +1, T: Individual; Size +1, Requisite +1, Stone +1]
(Base 5 allows the change into an animal, so that requisite is given free)
Sunder the Crown of the Cave PeTe 20
Causes a section of a cave roof, about 10 paces long, to weaken to the point where it will collapse. Anyone caught within the area of the collapse must roll Quickness â€“ Encumbrance 9+ to leap out of the way and avoid any harm. Failure indicates they suffer +10 damage from falling material as they avoid the rock fall. A botch may mean that as well as taking damage, they are trapped in the collapsed section of the cave and may be deprived of air (see p 180).
Terrene discovered that a diabolist sect was using a cave to conduct their rituals at night. Waiting until they were away, she used this spell to collapse the entrance to the cave so that they were unable to complete their ritual. She writes that she was tempted to wait and seal them inside, but was wary of what desperate pacts they might make with their infernal masters if trapped.
[B: 2, R: Sight +3, D: Momentary, T: Part +1; Size +1, Stone +1]
Ward against the Dirt of the Dayâ€™s Travel ReTe 15
This spell ensures that dirt, sand and similar materials are unable to settle on or strike the caster or their clothes.
Terrene explains that this spell was invented when she was travelling in the Levant, as she had heard of sandstorms which posed a danger to travellers in some regions of the Tribunal. However, she was pleased to discover that the spell also had the pleasant effect of keeping her body and clothes free from dust and dirt as she travelled. She notes that casting this spell with an Aquam requisite also wards away mud as well.
[B: 5, R: Personal, D: Sun +2, T: Individual]