Here are the unique spells, I'll try and get the enchanted devices up soon
Animal Spells
Ward against Tooth, Claw, and Flying Snails
ReAn 33
R Per., D: Sun, T: Ind.
The caster receives a +23 to soak against any damage caused by being hit with animals or things created from animal products. This soak bonus does not apply to damage from animal based poisons or any other source of damage aside from animal things material impacting the caster hard enough to hurt him or her.
(base 23 +2 sun)
Aquam Spells
A Chamber from a Cistern
ReAq 30
R: Voice, D: Sun, T: Room
Any water in the room targeted by this spell flows out of it to other areas of the same or lower elevation. This can empty a flooded room if there are no sources of water that flow back into the room, thus it could empty a flooded room of a ship or a underground pool if they were isolated from other sources but not a room below the waterline of a ship where there is a sizable hole in the room letting in water or a cavern chamber with an underground stream feeding it. If there is a free path for water to flow out of the room empties in a matter of minutes. If the water must seep through surfaces of limited permeability then emptying a room could take hours depending upon its size. In Andreva's version of the spell a series of bubbles appear in patterns reminiscent of textile patterns (grids, Fluor de leis, Crosses and so on)
(base 4 +2 voice, +2 Sun, +2 Room)
A Room with no Leaks
ReAq 30
R:Touch, D: Moon, T: Room
The walls, floors, and ceilings of and within a room targeted by this spell are impervious to liquids. Liquids do naturally not pass through them while they are intact. Liquids can pass through through holes in that are larger than a few inches in size (Such as doors and windows). In Andreva's version of the spell the walls of the room develop faintly visible patterns of texture that have details as if scored with small pinpoints.
(base 4 +1 touch, +2 Room, +3 moon)
Auram Spells
Divine the Cthonic Breezes
InAu(Te) 20
R:Touch, D: Mom., T:Room (+1 size)
The caster of this spell divines what air flow will be created by adding vents at location or locations (number determined by the caster upon casting). When Andreva of Jerbiton casts this spell she receives information for alterations in the airflow created by ornately decorated vents (which coincidentally are the only type she typically makes).
(base 4, +1 Touch, +2 Room, +1 size, requisite is free)
Ward against Lightning
ReAu 31
R Per., D: Sun, T: Ind.
The caster receives a +21 to soak against any damage caused by being hit by lightning. This soak bonus does not apply to damage from winds or any other source of damage aside from lightning.
(base 21 +2 sun)
Corpus Spells
Continuing Sense of the Loadstone
InCo 5
R: Touch, D: Diam., T: Individual
The caster senses the distance and direction to the target. The caster must have an Arcane Connection to the target.
A Momentary duration version of this spell would actually be sufficient to determine the distance and direction of the target. However, by paying attention for several rounds, the caster can also use this spell to estimate the speed and direction of the target’s motion. This spell could also be used to locate an invisible character if they are sufficiently close to the caster (H0H: Socitates p.32)
(Base 3, +1 Touch, +1 Diameter)
Pearl Touched Blood
MuCo 30
R: Per., D: Sun, T: Ind
The target of this spell receives a +9 bonus on all rolls to resist the effects of poison until the spell expires. Some poisons take time to clear from a human’s system, at the story guide’s discretion a second stamina roll may be appropriate to resist a poison that is still in the target’s body when this spell expires (often with a bonus to reflect the portion of the poison that has already been cleared).
(Base 15, +2 sun)
Leap to Safety
ReCo20
R: Pers., D: Mom., T: Ind.
The caster of this spell is instantly transported up to 500 paces to a location that they can see or have an arcane connection to. It is not possible for the caster to take along another living creature. Andreva of Jerbiton's' version of this spell leaves a cascade of mist in the form an intricate pattern of Laurel and daggers that dissolves within a second or so. Casting requisites may or may not be needed to carry material along with the caster depending upon your saga (see Transforming Mythic Europe p107). Particularly large items that the caster is carrying may be left behind at the story guide's discretion.
(base 20)
Ward against Fist and Bone
ReCo 32
R Per., D: Sun, T: Ind.
The caster receives a +22 to soak against any damage caused by being hit with humans or things created from the bodies of humans. This soak bonus does not apply to damage from any other source of damage aside from corpus things impacting the caster hard enough to hurt him or her.
(base 22 +2 sun)
Herbam Spells
Ward against Staves and Cabers
ReHe 32
R Per., D: Sun, T: Ind.
The caster receives a +22 to soak against any damage caused by being hit with plant products. This soak bonus does not apply to damage from plant based poisons or any other source of damage aside from plant material impacting the caster hard enough to hurt him or her.
(base 22 +2 sun)
Ignem Spells
Cavern of the Sun
CrIg 15
R: Voice, D: Moon, T ind
Te caster of this spell touches an object that then glows with a great deal light for the duration of the spell, enough light to illuminate a large room with the brightness of a cloudy day. Andreva's casting sigil expresses itself in complex geometric patterns of ligher and darker areas in the shadows cast by objects illuminated by the spell.
(base 4, +1 touch, +2 moon)
Chamber of Temperate Comfort
CrIg 25
R: Touch, D: Moon, T: Room (+1 size)
The targeted room is warmed to a comfortable temperature for the duration of this spell. This spell keeps the room from becoming uncomfortably cool but not from becoming too warm. Andreva's casting sigil manifests itself by having intricate patterns of slightly more and less warm areas on all of the surfaces. This is not easily observable without Intellego Ignem magic.
(base 2, +1 touch, +3 moon, +2 room, +1 size)
Major Ward Against Heat and Flames
ReIg35
R.Per D:Sun T:Ind
Protects the caster from damage of fire and heat, giving +30 Soak. In Andreva's version of this spell any flames contacting her splay out into floral patterns ere they disappear.
(Design: Base 4, +2 Sun, +5 additional soak)
Mentem Spells
Test the Mood of a Crowd
InMe 20
R:Touch, D: Mom., T: Group
The caster determines the strength of a particular emotion chosen at the time of casting within the targeted group.
(base 5, +1 touch, +2 group )
Curse of Unwilling Obedience
ReMe 30
R:Eye, D: Sun, T: Ind.
the caster is able to control the thoughts and actions of the target as long as the target is within the vision of the caster. If the target leaves the caster's vision for longer than the time of a leisurely eye blink the target regains control of their thoughts and actions until they once again are with the caster's sight. In Andreva of Jerbiton's version of this spell the targets always act with great formality.
(base 15, +1 eye, +2 sun)
Unforgivable Curse of Betrayal
ReMe 30
R: Touch, D: Diam. T: Ind.
The caster gives a single command to the target, who then carries out the command to the best of their abilities. In Andreva of Jerbiton's version of this spell the targets always act with great formality.
(Base: 20, +1 touch, +1 diameter)
Creo Terram Spells
Rain of Dust
CrTe 15
R: Touch, D: Diam., T: Group
This spell causes a cloud of fine sticky clay particles to rain down over an area 100 paces in diameter centered at the point touched by the caster. The cloud is 10 paces high and fills any open volume with a diffuse fog of clay regardless of buildings or other obstacles. During the duration of the spell, clay particles continue to be created from the top off the cloud and slowly drift to the ground. Anything within the cloud will be covered in clay. Any invisible object or creature that does not resist the spell will be covered with clay until the clay disappears after the spell’s duration ends. This will make the location of the invisible or creature obvious (see HoH: Societates p33). If an invisible object or person, such as a magus protected by parma magica, does resist the spell their location can still be determined while they are within the created cloud by the lack of clay in their volume, their location becomes clear rather than obvious (see HoH: Societates p33) until they leave the area.
The clay in the air makes it harder to see through the cloud giving a -3 penalty to sight related rolls for distances over 5 paces and obscuring all sight further than 10 paces through the cloud. The story guide should also consider the effects of the dust on characters exerting themselves within the cloud (at least the ones not protected by magic resistance).
(Base 1, +1 touch, +1 diameter, +2 group, +1 complex shape)
Pilgrim's Palace
CrTe 25
R: Touch, D: Sun, T: Group
This spell creates a small (three paces square) limestone building with a slate roof. The building contains a single stone floored room. It has a slate tile roof and (odd and fragile) stone doors and shutters. Andreva's sigil manifests itself as elaborately carved stone filigree molding along every corner of the building the craftsmanship of which is determined by a finesse roll.
(base 3, +1 Touch, +2 Sun, +2 Group, +1 complexity
Maze of Swords
CrTe 45
R: Voice D: Sun, T: Group
This spell creates a set of walls. The walls are crafted of an interlinked mesh of swords resembling a dense hedge with swords growing out of the blades of other swords to make a plantlike arrangement with sword blades serving as both leaves and stems. Up to ten walls are created each with up to ten cubic paces of steel incorporated in to it. Typical walls are 10 paces long, 3 and a half paces tall, and 1 and a half paces thick. Approximately one fifth of the volume being filled with swords versus air.
The created swords are quite sharp and creatures larger than a mouse are unlikely to be able to pass through a wall without damage. Creatures larger than a rat are unlikely to be able to pass through a wall at all. The walls can be tipped over if unsupported but multiple walls can be connected when the spell is cast so that they support one another. A wall can be easily climbed over (ease factor 3 or six depending upon what protection is used with 3 botch dice) if the climber is able to somehow deal with the razor sharp blades, (perhaps with steel gauntlets and heavy boots and even in that case suffering several potential wounds). Andreva’s sigil manifests itself as elaborate engravings of swords and rose bushes intertwined on all of the blades.
(Base 5, +2 Voice, +2 Sun, +2 Group, +2 size)
Intelego Terram Spells
Sounding the Bones of Atlas
InTe 20
R Touch, D: Inst., T: Part (+2 size)
The caster gains a detailed understanding of what removing each part of a mass of stone and earth will do to the stability. For a moment the caster understands all of the rock strengths and forces in a volume of stone that he or she touches. This insight is sufficient to answer any questions that the caster may have regarding how they can trigger a collapse, where they can mine without triggering one,and what places in the targeted volume are most in need of reinforcement to prevent collapse. However the caster does not retain all of the value of this insight indefinitely. If they later wish to know more about the stability of the area they will typically need to re-cast the spell rather than rely on their memory. Andreva's sigil expresses itself in this spell by giving special emphasis on the ways to remove stone to provide the best surfaces for detailed engraving.
(base 4, +1 touch, +1 part, +2 size)
Disrobing the Vestments of the Earth
InTe 30
R: Pers., D:Conc., T: Ind.
For the duration of this spell the caster can see, hear, and use her other senses through earth , stone, and any other terram material to any depth that they wish. Any objects exposed by this are illuminated as if there were no intervening terram material. Thus if the caster is looking from a torch lit chamber they will not be able to clearly see further than the torch would illuminate if the caster were looking into an unlit tunnel. When looking through the ground near the surface the caster typically sees a web of roots and burrowing creatures apparently suspended in space. Areas beneath the water table appear is if in a very thin fog. In Andreva's version of this spell the furthest exposed rock faces appear as if covered in ornate relief sculpting picturing grassy meadows and sunlit fields.
(Base 20, +1 conc.,+1 complexity-choose distance )
Muto Terram Spells
Hauberk of Unnatural Lightness
MuTe 25
R: Touch, D: Sun, T: Ind.
The target suit of metal (or, I suppose, glass, stone or some other appropriate Terram target) armor (which can be large enough to fit a large horse) is altered to be as light as silk for the duration of the spell. the load of the targeted armor is reduced to 1 for a partial suit or 2 for a full suit. The spell eliminates the weight of the armor, but not its bulk. Andreva's sigil manifests as patterns of different colored metal (or whatever) appearing in the loops of the mail.
(base 4, +2 metal, +1 Touch, +2 Sun)
Perversion of the Wall's Function
MuTe(He) 25
R: Touch, D: Conc., T: Part
A section of wall touched by the caster is transformed into an open archway allowing easy passage to a normal sized human. In Andreva's version of this spell the archway is elaborately carved showing themes of craftsmanship.
(base 3, +2 stone glass and metal, +1 touch, +1 concentration, +1, part, +1 herbam requisite)
Sword of Goliath
MuTe 40
R: Touch, D: Diam., T: Ind
This spell causes a sword to grow to 4100 times its normal size (each dimension 32 times as long as its original measure). If the sword contains non-terram components the spell must be cast with the appropriate casting requisites or it will not work. Andreva uses this spell to create temporary bridges and walls, and possibly to move or break objects by putting them on to or in the way of the growing sword. Andreva's sigil manifests itself as a series of subtle patterns at the millimeter scale.
(base 4, +2 noble metals and gemstones, +1 touch, +1 diameter, +4 excessive growth)
Rego Terram Spells
The Phantom Sculptor
ReTe 5
R: Touch, D: Mom., T Part
The caster carves away a portion of stone equivalent to the amount of work that a mundane sculptor could accomplish in a day. The skill with which the work is done is determined by a roll of perception + finesse. This roll should be interpreted by referencing the ease factor chart on page 7 of the core book with the ease factor increased by 3 because of the difficulty of rego craft magic. Sculptures requiring repeated casting of this spell use an average result to determine the skill of the workmanship. The skill of the workmanship also may not correlate with the final product's artistic impact. Due to Andreva's sigil, creating simple subjects and flat spaces is more difficult than normal for her.
(Base 3, +1 touch, +1 part)
Jet of Soil and Sand
ReTe 10
R:Voice, D: Inst., T: Part
This spell moves approximately 10 cubic paces of sand, clay, or dirt from its location to another location within the range of the spell. The dirt flies from its original spot to the second over the course of a few seconds in a tremendous spurt, like a river of soil. This motion is generally too slow to be used as a weapon but it could be used to bury immobile objects or creatures.
(base 3 +2 voice, +1 part)
Mystical Quarry Workers
ReTe 10
R:Touch, D: Inst., T: Part (+1 size)
This spell slices up a section of rock into well dressed blocks suitable for building. The size and shape of the blocks are determined by the caster at the time of casting. The quality of the stone cutting is determined by a finesse roll. The ease factor for producing quality stone suitable for sale is 12 (easy task, +3 for craft magic +3 for doing a months worth of work).
(base2, +1 stone, +1 touch, +1 part, +1 size)
Circle of Warding against the Realm of Terram
ReTe20
R: Touch, D: Ring, T: Circle
Until the spell is ended no terram material can pass through into ring enchanted by this spell. As a result of Andreva's sigil sets of small terram objects brought into contact with the ring are often rearranged into complex patterns.
(base 4, +1 touch, +2 ring, +1 the spell stops material from entering the area but not from leaving the area)
Sedate Butterfly Sword
ReTe20
R: Voice, D: Diam., T: Ind.
The sword, dagger or knife targeted by this spell. Flys through the air at the precise direction of the caster. I moves at the speed of a trotting horse. in any direction including straight up. While this speed is not normally sufficient to engage in combat it can still hinder creatures. Control over the sword can only be exerted by the caster while the sword is within voice range of him or her. If not controlled the sword will continue to move in its previous direction or remain stationary in its location until the spell expires. If the spell is cast upon a weapon being held by a person who does not wish for the sword to get away from them the wielder can maintain control with a strength roll of ease factor 6. The sword's movement is strong enough to carry a creature of size 0 or smaller up in the albeit at the speed of a slow walk when gaining altitude. In Andreva's version of this spell the swords often dip and pirouette.
(base 3, +2 metal, +2 voice, +1 diameter)
Stones of Formic Discipline
ReTe 20
R:Touch, D: Conc., T: Group
For the duration of this spell, a group of stones touched by the caster moves just above the ground at walking speed. the stones are unable to clear sharp changes in elevation of more than a half a pace or so such as cliffs, fences, and cut banks by streams. The rocks can however move up over the top of other rocks in the group, stacking themselves and creating ladder-like piles to allow the rest of the rocks to pass. Andreva's sigil expresses itself in that rocks often move in complex patterns as if doing marching maneuvers or formal dances when she is not paying direct attention to them.
(base 3, +1 stone, +1 touch, +1 concentration, +2 group)
Andreva's Invisible sling in the style of Vilano
ReTe(He) 25
R: Touch, D: Mom, T: Ind
Hurl an object of earth, stone, or plant matter (of a size that could be thrown with a mundane sling) at a target within range. This spell hurls the object as a projectile. An aiming roll is required to hit the intended target, but if it succeeds, Magic Resistance offers no protection. The object inflicts +15 damage on impact and has a range increment of 20 paces. Relatively soft objects thrown by this spell will do less damage at the judgement of the storyguide.
(Base 15, +1 Touch, +1 Herbam requisite)
Indolent Duelist of Vilano
ReTe 25
R: Touch, D: Inst. T: Ind
By casting this spell the caster propels an edged weapon that she is touching to be shot through the air in a direction she chooses. This spell hurls the sword as a projectile.
An aiming roll is required to hit the intended target.The damage from the spell is computed in the same manner as that from a missile weapon (ArM5 p172) with the exception that the spell's aiming roll substitutes for the missile weapon's attack roll. This aiming roll is more difficult than it would be for a more aerodynamic object and has a penalty of 3 to the roll (analogous to a weapon with a negative attack value). Magic Resistance offers no protection against this spell. The sword inflicts +15 damage on impact and has a range increment of 20 paces.
(base 15, +1 metal, +1 touch)
One Dozen Frenzied Squires
Re Te 25
R: Touch, D: Mom. T: group
A set of armor or group of sets of armor touched by the caster instantly fits itself on a nearby willing target or targets. If cast at an unwilling target the armor moves as to don itself onto the target but can not overpower even a weak attempt to fight it. This may cause moderate penalties and additional botch dice to the resisting wearer at the judgment of the story guide. Casting requisites appropriate for additional materials on the armor (such as herbam and animal for wool, leather, and linen) are required. Andreva's sigil is expressed in elaborately decorative knots tied in any ties on the armor.
(Base 3, +2 metal, +1 touch, +2 group +1 complexity)
Sword, Immobile
ReTe 25
R: Voice, D: Sun, T: Ind.
When a sword, knife or similar tool is targeted by this spell the item becomes nearly impossible to move. The item stays in its present position and orientation until the spell ends, even if this position is in mid air. The spell's hold is not infinitely powerful. The targeted swords can be moved as if they had the strength of a large, strongly resisting elephant (size +5 str +9) with its feet firmly set. Andrevea uses this spell to anchor swords for use as pulleys, to serve as steps, to block doors from opening, to support make-shift bridges and similar uses. When Andreva casts this spell her sigil expresses itself in the reflections on the blades which become more detailed than normal with some of the reflected items appearing more ornate than in the real world.
(base 3, +2 metal, +1 voice, +2 sun, +1 exceptional strength)
Packing for a Journey
ReTe 30
R: Touch, D:Mom., T:Ind
The targeted item is moved to the location that the caster has an arcane connection to regardless of the distance from the item to the caster. Casting requisites are necessary (see discussion in Transforming Mythic Europe p107) if the targeted item contains objects that are not Terram in form. Andreva normally casts this on a chest that she has filled with equipment that she might desire but not wish to carry. In Andreva's version any dust kicked up by the item's arrival arranges itself into complicated patterns when it falls back to the ground.
(base 25 +1 touch)
Squad of Achilles
ReTe 30
R: Touch, D: Sun, T: Group
The target group is protected against all harm from metal, stone or dirt objects for the duration of this spell. Andreva's sigil manifests itself as very faint textile patterns in the skin or fur of the protected individuals. This spell is designed to specifically not warp the grog that often worked with Andreva at the time that the spell was invented.
(base 5 , +2 metal, +1 touch, +2 group this is a ward, so the target is the warded Individuals, not the terram material)
The above spell is (as far as I can see) entirely legal and sensible for the rules as written. You should use it for Andreva if you haven't house ruled personal wards. I know that there is a group of folks here that do house rule personal wards to be damage only, ala ward against heat and flames. For you (a group that includes me) use this spell for her.
Squad of Achilles
ReTe 30
R: Touch, D: Sun, T: Group
The target group is receives +20 soak against damage from terram objects for the duration of this spell. Andreva's sigil manifests itself as very faint textile patterns in the skin or fur of the protected individuals. This spell is designed to specifically not warp the grog that often worked with Andreva at the time that the spell was invented.
(base 4, +3 for up to +20 damage, +1 touch, +2 group this is a ward, so the target is the warded Individuals, not the terram material)
Insubstantial Duelist
ReTe 35
R: Voice, D: Diam., T: Ind.
This spell is cast upon a target sword or knife. The targeted blade will then fly and attack a target specified by the caster as if wielded by a person of average height and continue to attack them for the duration of the spell. The combat totals of the weapon are generated as if it had a wielder with a 0 in all attributes, and a weapon skill equal to the higher of the caster's finesse -3 or the caster's appropriate weapon skill. If the weapon is damaged it will cease its attacks and fall to the ground. One way to do this is by an attack roll against the sword's defense total (adjusted for the sword's size) that does +10 or greater damage against the sword's soak of 5. Andreva's sigil expresses itself in this spell by having the sword continually perform spins, flips and flourishes when it is not in combat.
(base 10 +2 metal, +2 voice, +1 diameter)
Insubstantial Shield grog
ReTe 35
R: Voice, D: Diam., T: Ind.
This spell is cast upon a target sword or knife. The targeted blade will then fly and generate defense totals for a target specified by the caster as if wielded by that person and continue to defend them for the duration of the spell. The combat totals of the weapon are generated as if it had a wielder with a 0 in all attributes, and a weapon skill equal to the higher of the caster's finesse -3 or the caster's appropriate weapon skill. If the weapon is damaged it will cease its attacks and fall to the ground. One way to do this is by an attack roll against the sword's defense total (adjusted for the sword's size) that does +10 or greater damage against the sword's soak of 5. Andreva's sigil expresses itself in this spell by having the sword continually perform spins, flips and flourishes when it is not in combat.
(base 10 +2 metal, +2 voice, +1 diameter)
Thwart the Rope of Theseus
ReTe 35 ritual
R: Touch, D: Mom, T: Part (+5 size)
With this spell, Andreva rearranges the chambers of a subterranean stone structure or cave system. The rooms must physically move through the earth often dipping and rising like fish to reach their new conformation. To move the rooms successfully without collapsing them requires a perception +finesse roll of ease factor 9, or 12 if the caster does not want the contents of the individual chambers disturbed. If there is a building above the rooms that the caster wishes to move that the caster does not want to damage thee ease factors increase by 3e per story of the overlying structure
(base 3, +1 stone, +1 touch, +1 part, +5 size)
A Stab Across Europe
ReTe 40
R:Touch, D, Mom., T: Ind.
This spell magically transports a dagger or sword to the location to which the caster has an arcane connection. If the caster stabs with the dagger or sword as she is casting the spell the weapon can stab the creature or object that the arcane connection is linked to. This requires a stamina + concentration roll with an appropriate ease factor (9 for calm conditions see Arm5 p82). The caster generates a damage total using their strength and the weapon's damage rating and subtracting the target's soak. A separate stress die is rolled added to both the damage and the soak (in accordance with Arm5 p116 and p181). Andreva has planned to coat her daggers in arsenic (a terram material) when she uses this spell.
(base 25 +1 metal +1 touch +1 stabbing rather than just teleporting to)
Blink of Excavation
ReTe 40
R: Touch, D: Mom., T: Part (+2 size)
By use of this spell the caster teleports up to 100 cubic paces of stone or sand/soil/etc. to a new location up to 500 paces away typically creating one or more new subterranean chambers. The shape of the opening left by removal of the excavated rock can be any that the caster desires. The teleported rock will appear as a group of neatly stacked blocks at a location chosen by the caster (perhaps as a wall). As a result of Andreva's sigil the interior surfaces of the new chambers are carved with a repeating sword motif.
(base 10, +1 stone, +2 voice, +1 part, +2 size)
Shifting Labyrinth of Blades
ReTe 45
R: Sight, D: Conc., T: Group
This spell moves a large collection of swords. The swords bend, twist and straighten to move in to the configuration and directions desired by the caster. This spell was specifically designed to function with Maze of swords allowing all of the walls created by that spell to move at jogging speed. A creature run over by a wall of swords is unlikely to survive (story guide discretion) but they can be often avoided by running away or climbing atop the walls. A wall may take several minutes to cut itself through a thick tree or wooden wall. Walls can climb with an effective climb skill of the caster’s finesse -3 but the story guide should take their great mass and destructive nature in to account before deciding that this is possible. The twisting metal is much harder to climb than the swords of a stationary wall (ease factor 12 with additional botch dice). Andreva's sigil manifests itself in waves of motion that travel through the targeted swords in complex patterns and in the tracks left by the walking swords which often resemble lace patterns in the dirt.
(Base 3, +2 metal, +3 sight, +1 concentration, +2 group, +2 size)
Turb of Insubstantial Duelists
ReTe 50
R: Sight, D: Diam., T: Group.
This spell is cast upon a target group of swords or knives. The targeted blades will then fly and attack a group of targets specified by the caster as if wielded by a person of average height and continue to attack them for the duration of the spell. The combat totals of the weapons are generated as if they had a wielders with a 0 in all attributes, and a weapon skill equal to the higher of the caster's finesse -3 or the caster's appropriate weapon skill. The swords can attack as an untrained group. If a weapon is damaged it will cease its attacks and fall to the ground. One way to do this is by an attack roll against the sword's defense total (adjusted for the sword's size) that does +10 or greater damage against the sword's soak of 5. Andreva's sigil expresses itself in this spell by having the swords continually perform spins, flips and flourishes when it is not in combat.
(base 10 +2 metal, +3 Sight, +1 diameter, +2 group)
Turb of Insubstantial Shield Grogs
ReTe 50
R: Voice, D: Diam., T: Group (+1 size).
This spell is cast upon a target group of swords or knives this group can consist of hundreds of weapons. The targeted blades will then fly and defend a group of targets specified by the caster as if wielded by the targeted person and continue to defend them for the duration of the spell. The combat totals of the weapons are generated as if they had a wielders with a 0 in all attributes, and a weapon skill equal to the higher of the caster's finesse -3 or the caster's appropriate weapon skill. If fewer attacks are directed at a target then the number of protecting swords an additional +1 is added to the character's defense for each extra sword defending against an attack. Having a large number of swords defending a character can also hinder the defended character providing a -1 to attack totals and an additional botch die for every two swords beyond the first (1 for three swords 2 for five and so on). If a weapon is damaged it will cease its attacks and fall to the ground. One way to do this is by an attack roll against the sword's defense total (adjusted for the sword's size) that does +10 or greater damage against the sword's soak of 5. Andreva's sigil expresses itself in this spell by having the swords continually perform spins, flips and flourishes when it is not in combat.
(base 10 +2 metal, +2 voice, +1 diameter, +2 group, +1 size)
Vim Spells
Circle of Arcane Preservation
CrVi25
R: Touch, D: Ring, T: Circle
Any arcane connections that are within the target circle at the time of casting will decay more slowly while they remain within the ring and the spell is active. Arcane connections will decay as if they were of a type two levels higher on the chart listed in Ars Magica 5 p84 ie. arcane connections with a duration of hours will last weeks, arcane connections with a duration of days will last months. This spell will slow the decay of the arcane connections it will not increase their penetration multiplier.
(base 10, +1 touch, +2 ring)
Here are the enchanted devices. Andreva is finished through 90 years (although I may do another post collecting all of the sponts that I wrote up in the last 26 pages, no promises). I'll just add that I'm pretty pleased with how she turned out all things considered.
Andreva's Talisman is a long sword of amazing craftsmanship forged of alchemical steel (+2 init, +8 attack, +5 defense, +8 damage, 0 strength, 1 load) it has a handle made from a lightning struck walnut tree its cross-guard incorporates a bronze cross. Inlaid into the base of the blade are a piece of rock crystal on one side and a piece of jade on the other, on the tips of the cross-guard are a star ruby, and a sapphire, on the pommel is a piece of amber.
Eagerly Attentive Talisman
InMe 30 (24 uses per day)
R: Personal, D: Conc., T:Ind
This effect when activated reads Andreva's surface thoughts in order to allow inked trigger effects.
(base 15, +1 concentration, +5 levels item maintains concentration, +5 levels 24 uses per day)
Touch of Slippery Footing
ReCo 19 (12 uses per day)
R: Touch, D Diameter, T: Ind
The effect is triggered by hitting a human body with Andreva's Talisman with some force, such as in combat. The target is then lifted a few inches above the ground making it impossible for them to use their feet to move. Andreva's sigil manifests itself in complex patters that form in the dust or other movable material directly beneith the target during the duration of the spell.
(Base 5, +1 Touch, +1 diameter, +4 levels 12 uses per day)
Plummet as a Feather
ReCo 15 3 uses per day
R: Pers. D: Conc. (Item Maintains), T Ind.
This effect activates when Andreva becomes aware that she is falling. When triggered this effect slows the speed at which Andreva falls to that of a feather. Andreva's sigil expresses itself in that rather htan falling straight down, when this effect is activated Andreva drops in a star shaped path.
(Base 4, +1 duration concentration, +5 levels item maintains concentration, +3 levels linked trigger,+2 levels 3 uses per day)
Feint of Effortless Glamour
CrIm 22 (linked trigger unlimited uses per day)
R: Touch, D: Conc. (item maintains ) T: Ind.
When triggered this effect creates the visual image and sounds of a hand, arm and sword. This hand arm and sword spring from the shoulder of the sword's wielder and match the appearance of the wielder's existing hand and arm exactly. The created image hand, arm, and sword move with similar speed and purpose to the wielder's actual arm. This effect is triggered whenever Andreva's surface thoughts include a real desire to have the effect active. While the effect is active, many defense totals (as decided to be appropriate by the story guide) versus sword attacks from Andreva suffer a penalty of 5 due to the defender not knowing which sword to defend against. When Andreva is truly worried, this effect is liable to trigger every round leading to a hydralike confluence of sword images growing from Andreva's tiny shoulder. Each extra image beyond the first increases the defense penalty by one to a maximum of 10. Due to Andreva's sigil, the illusionary sword or swords adopt a slightly more flamboyant fighting style than Andreva.
(base 2, +1touch, +1 conc., +3 levels linked trigger, +10 levels unlimited uses per day, +5 levels item maintains concentration
Arcane Tunnels Revealed
InVi 30 (24 x per day, pen 0, linked trigger)
Arcane tunnels revealed has a linked trigger with the Eagerly Attentive Talisman enchantment as can only function while Eagerly Attentive Talisman is active. Arcane Tunnels Revealed activates when Andreva suspects that there is an arcane tunnel cast by someone else that connects to the room where she is. Any arcane tunnels present in the room with her are made visible, each appearing as an intricate weaving of brightly colored silk threads that eye-twistingly stretches out to nothingness in its center. This allows Andreva and others to cast spells back along the tunnel to its other end. When Andeva is feeling frightened it is at least conceivable that she might use all of the activations of this effect without ever being attacked. Also note that this effect in unusable when not in an area with definite boundaries that would qualify as a room target in Hermetic magic.
(Base 5, +1 touch, +1 diameter, +2 Room, +3 levels linked trigger, +5 levels 24 uses per day)
Postpone the Assassination
ReVi 54 12 activations per day
R:Touch, D: Sun, T:Ind
A spell or enchantment of level 30 or lower targeted by this enchantment will be suspended for the duration of this effect.
Andreva specifically enchanted this to target arcane tunnel spells. Spells can no longer be cast through a suspended tunnel in either direction. However a caster on either end of a targeted tunnel may target Postpone the Assassination If they have a way of perceiving it. When both this effect and Arcane Tunnels Revealed are active a "shut" arcane tunnel will appear to be tied in elaborate knots.
(Base: 35 , +1 range touch, +2 duration sun + 4 levels 12 uses per day)
Malevolent Eye of the Sword
ReVi 60 24 uses per day penetration 40
R: Sight, D: Conc. (item maintains) T:. Ind.
This effect opens up an arcane tunnel to a target that Andreva can see. This tunnel can be used to cast spells of level 35 or lower
(Base 10, +1 concentration, +3 sight, +5 levels item maintains concentration, +5 levels 24 uses per day, +20 levels penetration 40)
Collection of the Keys
ReCo 39 (penetration 0, 50 uses per day)
R: Sight, D:Mom., T: Ind.
This effect allows Andreva to Teleport any corpus target she sees up to five paces by mental command. Andreva enchanted this effect in order to collect small pieces of hair and that she detected using Sight of the Molting Magus into a small bag she carries on order collect arcane connections without arousing suspicion. The effect can also be used to move people in ways pleasing to Andreva. As a result of Andreva’s sigil items and people moved by this effect tend to be arraigned neatly by the magic.(Base 10, +4 Sight, +3 levels linked trigger, +6 uses 50 uses per day)
The talisman has had the following 8 bonuses attuned
+3 block a single attack
+3 Terram
+3 Corpus
+4 Aquam
+4 Harm human and animal bodies
+5 clairvoyance
+4 minds
+5 to conjure or control occult entities
She has zero pawns of unfilled space left of the 31 pawns she has opened in her talisman.
Bell of Arcane Intrusion
InVi 32 3 uses per day
R: Touch, D: Conc. item maintains Concentration, T: Room
This is a brass bell the size of a lime, it is a lesser enchanted device. Its enchantment is activated when the bell is hung from an object and its command phrase, (tell me of any visitors) is spoken. For the duration of this effect the bell will ring for about 20 seconds each time any additional magic that was not present at the time of activation enters or takes place in the target room. As a product of Andreva's sigil the ringing that the bell makes is in a complex rhythm.
(Base 5, +1 Touch, +1 concentration, +2 room, +5 levels item maintains concentration, +2 levels 3 uses per day)
Gauntlet to Scourge the Unclean Spirits
A leather and brass gauntlet adorned with a magnet and inscribed with ink of hermes
Enforce Corporeal the Unclean Spirit
ReVi52
Pen 34, 24 uses/day
R: Touch, D:Sun, T:Room
All Infernal spirits inside the room touched are forced to take corporeal form, including those possessing people. The demons can then be fought using physical attacks. Janus invented this lesser device to the best of his ability, knowing that by graciously volunteering his apprentice's time producing a legible lab text his sodales can reproduce a device for themselves.
Freezing Stare of Vulnerability
ReMe 78 penetration 90 (or lower if you house rule charged devices, as you should)
R: Voice D: Diam., T: Ind.
This is a charged device that is enchanted as a tattoo upon Andreva's right forearm. At 90 years beyond apprenticeship it has 14 charges remaining. The target of this effect is compelled by the enchantment to remain motionless and focus their concentration on suppressing their magic resistance (even if they have none) for the duration of the the effect. If the target is out of the sight of Andreva for more than a few seconds they regain control of their mind and actions. This effect was designed with a fast trigger and the user, gains a +3 on initiative rolls when using it.
(base 15, +2 voice, +1 diameter, +3 levels fast trigger, +45 levels penetration)
Measure of the Deadly SIns
InMe36 2 uses per day
R: Touch, D: Sun, T: Room
This item is a disk of walnut wood upon which are perched seven silver imp figures. When the device is activated, the imp figures alter in accordance with the emotions of the people in the room (the people without magic resistance at least). Each imp is associated with an emotion that corresponds to one of one of the seven deadly sins, ( pride, greed, lust, envy, gluttony, wrath, and sloth). The imps develop swelled heads, swelled purses, enlarged members, bulging bellies, draw their sword, turn green or nod off to varying degrees appropriate to the relative strength of that emotion within the room. Andreva has said conflicting things regarding whether or not she can re-calibrate the device to detect different emotions, certainly she has shown no desire to do so. This item was opened with 6 pawns of vis, The enchantment fills up 4 pawns of the items' capacity
(base 10, +1 touch, +2 room, +2 sun, +1 level 2 activation per day)
The Prospecting Fish is a simple knife somewhat larger than a hand in size. Avdreva included a removable piece in the pommel and had it fixed as a permanent arcane connection to the rest of the knife.
It has three effects instilled in it filling 8 pawns of the items 10 pawn capacity:
Pike of the Earth
Re(Mu)Te 30 unlimited uses per day Item maintains concentration
R: Pers., D: Conc. T: Ind
When this power is activated the user stabs the knife into the ground and the knife continues to move swimming through earth and stone as if it were a fish. The knife continues to a point specified by the user and then returns to its starting location. Due to Andreva's sigil, the knife tends to swim in less than perfectly straight lines on account of the with barrel rolls and waves it performs.
(base 3, +2 metal, +1 concentration, +1 muto requisite, +10 levels unlimited uses, +5 levels item maintains concentration)
Pluto's Vis Stores
InVi 20 unlimited uses per day Item maintains concentration
R: Pers., D: Conc., T: Hearing
The blade on one side of the prospecting fish is engraved with the image of panfish and a net. Typically the panfish in the picture are swimming freely. However if the knife, while underground, comes within hearing distance of vis then the image will change and the fish will appear inside of the net until the knife is reset. Note that Andreva can effectively use this power while she is carrying vis on her person because the effect will not penetrate her parma.
(base 1, +1 concentration, +3 hearing, +10 levels unlimited uses, +5 levels item maintains concentration)
Wailing of Lonely Jewels Desperate for Settings
InTe 25 unlimited uses per day Item maintains concentration
R: Pers., D: Conc., T: Hearing
The blade on one side of the prospecting fish is engraved with the image of a pike. Typically the pike has its jaws open displaying its teeth. However if the knife, while underground, comes within hearing distance of Jewels then the image will change and the fish will have the image of a gem in its mouth until the knife is reset.
(base 2, +1 concentration, +3 hearing, +10 levels unlimited uses, +5 levels item maintains concentration)
Andreva's Chest of Laboratory Equipment
CrTe 32 (penetration 0, 3 uses per day)
R: Touch, D: Moon, T: Ind.
This item appears as a very large wooden chest with exceptionally solid bronze hardware and intricate carvings of hermetic laboratories on every surface. Inside the chest is a collection of laboratory equipment of flawless quality each piece wrapped up in layers of embroidered silk to protect it. The chest is activated by sorting through the equipment describing how each piece is they user looks at isn't exactly what they need ("the neck is too long", "if this only had five feet rather than three", "this one's a little too small for what I need"). The chest then creates a single piece of laboratory equipment of perfect quality that exactly matches the desires of the user. The user unwraps the equipment and takes it to their laboratory where it lasts until both the full moon and new moon have crossed the sky before disappearing. Due to Andreva's sigil all of the created pieces are ornately decorated.
(base 5, +1 touch, +3 moon, +1 complexity, +2 levels three uses per day)
Glove of Marble lumber
MuTe 21 pen 0 50 uses per day
R: Touch, D: Sun, T: Group
A group of stones up to one cubic pace in size touched by the glove of marble lumber is altered in density so that weighs the same as an equivalent volume of hardwood. This effect naturally expires over the course of sunrise and sunset with the rocks regaining their former density gradually. As a result of Andreva's sigil the rocks targeted by The Glove of Marble Lumber frequently have repeated detailed patterns over their surfaces during the duration of the item's effect.
(base 1, +1 stone, +1 touch, +2 Sun, +2 group, + 6 levels 50 uses per day)
The following five enchanted devices (through the Wand of Titanic Sandcastles) were created for use on the Covenant’s ship.
Dish of Location
InTe 25 unlimited uses
R: Arcane Connection, D: diameter., T: Ind.
This is a lesser enchanted device opened with 3 pawns of vis. It is a large shallow stone bowl about two feet in diameter. Evenly spaced around the thick edge of this bowl are three small dishes carved into the stone. When one or more knives is placed in the large bowl and an arcane connection to a location is placed in one of the shallow dishes the knife in the bowl orients itself so that its tip points directly to the location. There are three dishes on the edge of the bowl so up to three different locations can be pointed to at once. Andreva's sigil manifests itself in this device by having the knives do a little dance prior to orienting themselves. (It should be noted that in the early 12th century accurate maps that would make this tool exceptionally useful did not yet exist. In Mythic Europe however magic might be used to produce them.)
(base 2, +4 arcane connection, +1 diameter, +10 levels unlimited uses)
Ground Run Aship on the Timbers
ReTe 50 (24 uses er day)
R: Touch,, D: Sun, T: Structure (+1 size)
This device is a shield adorned with clam shells and pieces of jet. It is enchanted as a lesser enchanted device. It is triggered by mounting the sheild upon part of a structure, typically the mast of a ship. The targeted structure (typically, but not necessarily, a ship) is warded against any damage caused by impacting upon or being impacted by sand, mud, clay, rocks, or glass. If a ship protected by this effect were to run into a a shoal of rocks or large submerged stone it would bounce off possibly shaking everyone and everything on the sip rather severely. As a result of Andreva's sigil, any sounds caused by impacts between the structure and terram targets are repeated two times in quick succession once a perfect fifth higher than the original sound once a perfect fourth lower.
(base 5, +1 stone and glass, +1 touch, +2 sun concentration,+3 structure, +1 size, +5 levels 24 uses per day)
Wand of Oarsman
ReHe 31 (pen 0, 50 uses per day)
R Touch, D Conc. (Item maintains concentration), T: Group
When this wand is used to touch one of a ship's oars, the oars become animated and move to the commander of the wielder for the duration of this effect. A set of oars animated by this wand can perform as if they were pulled by a full team of oarsman of average strength who are giving their all in a manner that actual oarsman could only prolong for a few diameters. Due to Andreva's sigil the oars commonly execute waves and coordinated spins on their recoveries.
(base 4, +1 touch, +1 concentration, +2 group, +5 levels item maintains concentration, +6 levels 50 uses per day.)
Glove of Frail Cargo Hands
This is glove (a thick leather glove with pieces of wood, magnetite, and bronze sewn in to it) is a lesser enchanted device that produces the following effect
Minute Shipment
MuTe(An, He) 30 (penetration 0, 1 user per day)
R touch, D: Moon, T: Group
This effect shrinks a clearly defined group (such as a stack or pile) of Terram, Herbam, and or Animal material to 1/2 of its measure in every direction making it 1/8 of its original size. As a result of Andreva's sigil items within the group shrink in order starting from the top and proceeding to the base of the pile.
(base 4 , +1 touch, +3 moon, +2 group, requisites as casting requisites)
Wand of Titanic Sandcastles
ReTe 48 6 uses per day
R: Sight, D: Conc. (Item maintains) T: Part (+3 size)
The Wand of Titanic Sandcastles is a 14" Bronze wand with silver inlays of flowers and swords that has been enchanted lesser device. Upon activation it moves a volume of up to 1,000 cubic paces of dirt, sand, clay, or loose stones into any shape that the wielder wishes even if the shape would not stand on its own. It can move material into moderately stretched out mushroom shapes but can not suspend its target completely in the air with no part of it touching the ground. The targeted material flows into its new conformation over the course of a several seconds and after the magic has ended the material flows to a natural repose over several seconds as well. By concentrating and using the wand the wielder can change the shape of his targeted material while the effect is ongoing. The wielder can not change the sand, rocks and other terram material that is targeted without activating the wand again. This could be used to trap living targets but it can not easily crush them. As a result of Andreva's sigil the dirt and sand form filigreed shapes and patterns as it flows and from its altered conformation.
(Base 3 , +3 sight, +1 concentration, +1 part, +3 size, +1 stone, +5 levels item maintains concentration, + 3 levels 6 uses per day)
I did not include the statue of Peter and Patricia that she created for Bausas
and thinking more about a next period, Andreva might be a good fit for The Knights of the Green Stone. It would be interesting to have a wealthy ~120 year old maga in the role of the new initiate, because power changes personal dynamics even when it shouldn't.
If I did that, I'd need to deal with the fact that the knights teach free expression which she already has, magical memory which might be the weakest virtue in fifth edition, and vulgar alchemy which has messy rules that don't work as they should.
Tellus
(Tellus)
October 3, 2017, 6:18pm
384
If I did that, I'd need to deal with the fact that the knights teach free expression which she already has, magical memory which might be the weakest virtue in fifth edition, and vulgar alchemy which has messy rules that don't work as they should.
sigh yeah... I know just what you mean.
jason72
(Jason)
October 3, 2017, 7:01pm
385
and thinking more about a next period, Andreva might be a good fit for The Knights of the Green Stone. It would be interesting to have a wealthy ~120 year old maga in the role of the new initiate, because power changes personal dynamics even when it shouldn't.
If I did that, I'd need to deal with the fact that the knights teach free expression which she already has, magical memory which might be the weakest virtue in fifth edition, and vulgar alchemy which has messy rules that don't work as they should.
Errata says its Puissant Art of Memory (plus teaching in the Ability), not the Virtue Magical Memory.
jason72
(Jason)
October 3, 2017, 7:31pm
386
Should Grace's Might be associated with a Form?
Also, is it worth re-forging the familiar bond yet?
I associated her might with Terram, that's what 2 of her 3 initial powers are associated with and she was bound with ReTe.
She has bond scores of 2,2, and 3
Their present ReTe lab score is
Re 18
Te 31
Lab quality 2
Lab Teram specialization 4
Lab Rego specialization 6
Aura 3
MT Andreva 8
Int Andreva 3
MT Grace 11
Int Grace 3
Total 89
If they did an early riser routine they could change their bond scores to 3,3,3 that might be worth it.
With further thought on Grace. I had never calculated her human characteristics. Looking at getting characteristics from human to animal on p 23 of HoH: Mystery Cults the general method is if both are positive or negative then use the greater absolute value, if not add them (intelligence is an exception and doesn't change between forms). I looked at the characteristics of a human when compared to the baseline of a horse but that got weird.
I just took Grace's deviation from a standard Destrier and used that for her human values
Int +3
Per 0
Pre +2
Com +2
Str 0
Stm +1
Dex 0
Qik 0
So having (for now) completed this big project I went back to read through it. I found that during the 60-75 period I had already had Andreva learn wind of Mundane silence, Revoke the protection of Bonisagus, and Sight of the Molting Magus.
this made two of the 76-90 seasons redundant. (although in the later period she learned higher level spells and did sight of the molting magus as a talisman enchantment rather than a spell).
To correct this mistake I'm changing those two seasons in 76-90 and instead of putting Search for the Keys to the Castle in her talisman she'll do this
Malevolent Eye of the Sword
ReVi 60 24 uses per day penetration 40
R: Sight, D: Conc. (item maintains) T:. Ind.
This effect opens up an arcane tunnel to a target that Andreva can see. This tunnel can be used to cast spells of level 35 or lower
(Base 10, +1 concentration, +3 sight, +5 levels item maintains concentration, +5 levels 24 uses per day, +20 levels penetration 40)
I'll have made the changes to the above posts before you read this.
I didn't notice this post earlier. That's good news indeed.
We (the community here) should really get a good alternative rule set developed for Vulgar alchemy. It would make so many things easier.