A compilation of first magnitude spontaneous spells

Inspired by the recent thread about "Apprentice Enchantments", I'd like to see a similar, communal effort towards a compilation of first magnitude (level 5 or lower) spells. I can't commit to "maintain it" by editing the OP to index all the spells. But if someone wants to make such an indexing post below this one, I'd be all in favour for it.

First magnitude spells are extremely interesting because:

  1. They can be cast spontaneously without fatigue (and without botch risk!) by even relative young specialists: a Te+Fo combination of 25 is relatively easy to reach, particularly with the occasional extra bonus from e.g. a Talisman.
  2. They can be cast spontaneously with fatigue by virtually every magus or apprentice -- even by one having 0 in the relevant Arts with a little luck and/or help from bonuses, aura, cerimonial props etc.

Let me stress that "spontaneous" has at least three more implications. First, spontaneous spells can't use non-standard R/D/T (though they can use "new" R/D/Ts gained e.g. from specific Virtues). Second, unlike formulaic spells and enchanted devices, that cost time and possibly vis (so one wants to make them as "general purpose" as possible) spontaneous spells are all "automatically" available, so it's ok to make them extremely specialized. Third, you cannot use MuVi metamagic on spontaneous spells ... but you can use ReVi spells or enchantments to boost their duration upwards from D:Conc, and to have them affect distant targets at R:Touch (by first opening an Intangible tunnel at R:Arc or R:Sight).

Creo Animal: The venison of yesteryear
Intellego Animal: Eye of the canny horse trader
Muto Animal: A different form of safeguard, Needleing the Thread, Hand for the Clumsy Beast
Perdo Animal: The cheap herd
Rego Animal: Bane of unbuckling, Ward away insects, The whip tricks of Indianus Iohannis, The Worms' Armageddon

Creo Aquam: Washer's tub
Intellego Aquam: Smell of the sea's hidden hoard, The Diet of Worms
Muto Aquam: Blessing of faerie merriment
Perdo Aquam: Drying the turb
Rego Aquam: Ward away rain

Creo Auram: Sailor's aid
Intellego Auram: Fog-piercing gaze, Witness the work of the weather witch
Muto Auram: Twisting the wind
Perdo Auram: The words that clear the fog
Rego Auram: Mason's first draft

Creo Corpus:For Walking Among Lepers
Intellego Corpus: For Picking at Scabs
Muto Corpus:
Perdo Corpus: Resplendent grooming, The phantom toadstool
Rego Corpus: Bathing without water, The caress of magic, A manicure, The perfectly groomed maga, Look Me In the Eye

Creo Herbam: The bountiful garden, Bandit's Bridge, Fuel for an Evening's Illumination
Intellego Herbam: Unmask the destroying angel
Muto Herbam: The perfect fuel for a campfire
Perdo Herbam: From three leaves to none, The Gordian thorn
Rego Herbam: Attending the stew-pot

Creo Ignem: To light a single candle, Pie Thieving Glow
Intellego Ignem:
Muto Ignem:
Perdo Ignem: The kitchen miracle
Rego Ignem: Traveller's comfort, Flambeau's hourglass

Creo Imaginem: Rector's Explicit Description, Shame Concealing Shroud
Intellego Imaginem: Noting Details for Later Perusal, Recalling the Noted Details
Muto Imaginem: The semblance of life restored, Indolent Archmaga's Laundry, Debate Ending Curse
Perdo Imaginem: Hiding from hounds, Palatability of Unpleasant Medicine
Rego Imaginem: Apprentice's Sidestep

Creo Mentem: Quiet Communication of Intentions
Intellego Mentem: Incantation of Emotional Introspection
Muto Mentem: Ephemerally Convincing Story
Perdo Mentem: The forgettable visage, Halting Interruption
Rego Mentem: Head Bobbing Stare

Creo Terram: Wizard's trebuchet, Encase in Earth
Intellego Terram:
Muto Terram: Aspect of the Quicksilver
Perdo Terram:
Rego Terram: Wizard's key, Stomp of the Detailed Mandala

Creo Vim:
Intellego Vim: Texture of Impinging Aura
Muto Vim:
Perdo Vim: Touch of Unraveling the Fabric of (Form)
Rego Vim: Wizard's far touch

I think there was a similar thread a while back geared towards level 3 spontaneous spells, being that a level 15 spell without fatigue would be easy to hit.

Not sure if you are gearing these for spells to apprentices to cast or more general, but here goes:

Washer's tub:
Cr Aq 5
Fills a basin with clean water used for rinsing, cleaning, or essentially any purpose other than drinking or nutrition.
Base 2, +1 Touch, +2 Sun.

to Light a Single Candle
Cr Ig 5
Creates a small amount of candlelight without a source that lasts until the sun rises. Useful if you don't want to risk a larger fire, don't have fuel, or are far from home. Most casters who need light would learn at least one spell instead of having to spont it.
Base 2, +1 touch, +2 Sun.

From Three Leaves to Zero
PeHe 5
Causes all the leaves to fall off a plant. Casters usually use this against a tree they suspect might be poison ivy or worse. The Voice range is for obvious reasons--no need to touch the plant.
Base 2, +2 voice, +1 size.

The Gordian Thorn.
PeHe 5
Causes all the thorns on a vine to fall off. Useful if the magus is entangled in some thorns, or if a perceptive magus wants to avoid it in the first place. As above, the voice range helps avert the problem before it happens.
Base 2, +2 voice, +1 size.

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You know what? I'll give it a try.

Mason's First Draft

Rego Auram 5 (Base 3, R: Touch, D: Concentration, T: Individual)

The magus scoops a portion of fog into their hands and carries it with them, shaping it as they see fit for as long as they can hold their concentration. Spells such as this are often used by apprentices to practice their concentration in an entertaining manner.

The Kitchen Miracle

Perdo Ignem 5 (Base 3, R: Voice, D: Momentary, T: Individual)

An incantation which causes a nearby fire to die down to glowing embers for a brief moment, long enough to rescue a stack of dropped lab notes or to pull the chef's mutton away from a grease fire.

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By a while back do you mean 13 years? https://forum.atlas-games.com/t/level-three-spells-for-you-edification-and-coment/184/1

Doh. Time keeps on slipping into the future. I read it much more recently than that, probably a few years ago. The spell i remember was an InAn hat could determine what a briefly encountered animal looked like, particularly if it was dangerous.

Hopefully you take it as a compliment that i remember a thread of yours from years ago :slight_smile:

I was hoping someone else would volunteer to maintain a nice indexed post... but you seem all slaves to your selfish creative urges! Oh well, why shouldn't I do the same?

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Could also be used to give another an undesirable haircut.

...yup I cheating by grabbing an effect from one of the items.

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There's the same spell as "The Key of Theodorus" on page 78 of City and Guild, but that has an extra magnitude for Part target. (Technically an extra 2 magnitudes, but that was errated.)

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Hmm. I fail to see why the target should be "Part". You operate an Individual lock as a whole.

Probably because you're moving only parts of the lock, not the whole lock.

A group of parts, that you most likely can't perceive, and almost certainly can't touch? Seems wrong in three different ways to me. As I said, it seems far more reasonable to assume you are controlling (not "moving") the whole lock in a natural fashion. Would you use T:Part to use magic to open a book, because you are turning only the cover?

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That seems totally off. A group of parts? So casting a spell on a person, comprised of bones, muscles, etc., would be casting on a group of parts? No. I think you will find the books do not support that approach at all for Part nor for targeting.

I didn't say it was the right decision. I just offered a probable reason for having written it that way.

Here is a quick selection from some of my more recent magi. I am very fond of D: Concentration because ReVi 15 is easy to pull off to maintain these for up to Moon. A bunch are published spells that are already 1st magnitude, but using R: Personal or D: Concentration has lowered them further.

  • Ward Away Insects (ReAn 3)
    R: Personal, D: Concentration, T: Individual
    Wards the caster against mundane insects.
    (Base 2, +1 Concentration)
    Note: Increase to ReAn 4 (still 1st magnitude) for R: Touch.
  • Ward Away Rain (ReAq 3)
    R: Personal, D: Concentration, T: Individual
    Cloak of the Duck's Feathers (ArM5 p.124) at R: Personal, D: Concentration.
    (Base 1, +1 Concentration, +1 for slightly unnatural control)
    Note: Increase to ReAq 4 (still 1st magnitude) for R: Touch.
  • Bind My Wound (CrCo 4)
    R: Personal, D: Concentration, T: Individual
    Bind Wound (ArM5 p.129) at R: Personal, D: Concentration.
    (Base 3, +1 Concentration)
    Note: Increase to CrCo 5 (still 1st magnitude) for R: Touch.
  • Purifying My Festering Wounds (CrCo 5)
    R: Personal, D: Concentration, T: Individual
    Purification of the Festering Wounds (ArM5 p.129) at R: Personal, D: Concentration, +9.
    (Base 4, +1 Concentration)
  • Withstand the Cruel Touch of Pestilence (CrCo 5)
    R: Personal, D: Concentration, T: Individual
    Ward the Cruel Touch of Pestilence (HoH:S p.100) @ R: Personal, D: Concentration, +9.
    (Base 4, +1 Concentration)
  • Bathing Without Water (ReCo 2)
    R: Personal, D: Momentary, T: Individual
    The caster is immediately cleaned as though she had bathed well and then dried off.
    (Base 2)
    Note: Increase to ReCo 3 (still 1st magnitude) for R: Touch.
  • The Caress of Magic (ReCo 3)
    R: Personal, D: Diameter, T: Individual
    The caster experiences a climax for the duration.
    (Base 2, +1 Diameter)
    Note: Increase to ReCo 4 (still 1st magnitude) for R: Touch.
  • A Manicure (ReCo 3)
    R: Touch, D: Momentary, T: Individual
    As Groomed to Taste (canaries.referata.com/wiki/New_S ... d_to_Taste ) but for nails instead.
    (Base 2, +1 Touch)
  • The Perfectly Groomed Maga (ReCo 5)
    R: Personal, D: Momentary, T: Individual
    Groomed to Taste ( canaries.referata.com/wiki/New_S ... d_to_Taste ) at R: Personal, but includes nails as well.
    (Base 2, +2 precision and props, +1 nails)
  • The Bountiful Garden (CrHe 4)
    R: Touch, D: Ring, T: Circle
    The Bountiful Feast (ArM5 p.135-136) at D: Ring and T: Circle for plots outlined with a stone ring or similar.
    (Base 1, +1 Touch, +2 Ring)
  • Traveler's Comfort (ReIg 5)
    R: Personal, D: Concentration, T: Individual
    Keep out chill or heat.
    (Base 3, +1 Concentration, +1 extra base 3 part)
  • My Beguiling Appearance (MuIm 4)
    R: Personal, D: Concentration, T: Individual
    Aura of Beguiling Appearance (HoH:S p.96) at R: Personal, D: Concentration.
    (Base 3, +1 Concentration)
    Note: Increase to MuIm5 (still 1st magnitude) for R: Touch.
  • My Childlike Innocence (MuIm 4)
    R: Personal, D: Concentration, T: Individual
    Aura of Childlike Innocence (HoH:S p.96) at R: Personal, D: Concentration.
    (Base 3, +1 Concentration)
    Note: Increase to MuIm 5 (still 1st magnitude) for R: Touch.
  • My Ennobled Presence (MuIm 4)
    R: Personal, D: Concentration, T: Individual
    Aura of Ennobled Presence (ArM5 p.145) at R: Personal, D: Concentration.
    (Base 3, +1 Concentration)
    Note: Increase to MuIm 5 (still 1st magnitude) for R: Touch.
  • The Semblance of Life Restored (MuIm 5)
    R: Touch, D: Concentration, T: Individual
    Makes a corpse look, smell, and feel like a normal living being. For example, with a grave hound this masks things like its glossy, opaque eyes; its fetid breath, and its cool body.
    (Base 3, +1 Touch, +1 Concentration)
  • Hiding from Hounds (PeIm 5)
    R: Personal, D: Concentration, T: Individual
    A scent-based version of Veil of Invisibility (ArM5 p.146) at R: Personal, D: Concentration.
    (Base 3, +1 Concentration, +1 changing image)
  • My Sidestep (ReIm 5)
    R: Personal, D: Concentration, T: Individual
    Wizard’s Sidestep (ArM5 p.147) at D: Concentration.
    (Base 2, +1 Concentration, +1 changing image, +1 moved image matches changes)
  • Texture of the Impinging Aura (InVi 4)
    R: Personal, D: Concentration, T: Touch
    There are four versions of this spell, one for each realm's auras. The caster can feel how strong an aura he is in. Divine auras feel itchy, Faerie auras feel tickley, Infernal auras feel caustic, and Magical auras feel like a caress. The sensation is very mild in the weakest of auras and increases with the strength of the aura, potentially to the level where it is naggingly bothersome though never to level where it causes real problems (like pain).
    (Base 2, +1 Concentration, +1 Touch)
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It was you who first mentioned parts, in the post I was replying to.
Multiple Parts count as a Group, not as a single Part.

As for targeting, you need to perceive your target, or have an Arcane connection to it.
So you can't target a Part you can't perceive (like the some mechanism inside a lock), can you?