Ars Magica GRIMOIRE

CREO CORPUS

Free the Accursed Body
Level: Gen, R: Touch, D: Mom, T: Ind
Cancels the effects (short of death) of a temporary malign corporem spell, if you can match the Level of the spell on die + Level.
(Base Gen, +1 Touch)
NOTE: Vim can do it better, but sometimes you go with what you know.

Respite of the Ailing Body
Level 15, R: Touch, D: Sun, T: Ind
Stops the progress of any disease, however it returns at full strength at the end of the spell duration.
(Base 3, +1 Touch, +2 Sun)

MUTO CORPUS

Evil Eye
Level: 15, R: Voice, D: Sun, T: Part
Enlarges one eye of the target, malforming the face and producing a grisly visage particurally associated with evil. Presence rolls that involve good looks and gaining respect from most people are at -3 for the duration.
(Base 2, +2 Voice, +2 Sun, +1 Part)

Curse of the Sneezing Banshee: 5
Level: 10, R: Voice, D: Conc, T: Ind
The target sneezes and continues to sneeze until the spell ends. A Stm roll of 9+ allows no sneezing for 1 round. Spellcasters must make Int + Conc stress roll of 12 + to maintain concentration, and others get -1 on most activities while sneezing.
(Base 3, +2 Voice, +1 Conc)

The Neverending Silence
Level: 30, R: Voice, D: Mom, T: Ind
Deafens a target. Disorientation will cause a -1 penalty to many Abilities, including combat. Magi when casting spells with a spoken component must roll 2 extra botch dice, as they cannot hear what they are saying. Heals as a Heavy Wound.
(Base: 20, +2 Voice)

Dance of the Bones: 20
Level: 20 , R: Touch, D: Diam, T: Ind
Lets you give a corpse a single simple command that it will continue to carry out for 2 minutes. You cannot give the corpse further instructions, and it will continue to carry out your order even if it is futile (such as attacking an already defeated foe).
(Base 10, +1 Touch, +1 Diam)
NOTE: 1st Ed. Stats for Animated skeletons:
Size 0 Cun-4
Stm N/A
Magic Might 5
Soak (no armor) +8 (+5 Soak vs. puncturing weapons.)
Body Levels: 1+ (Destroyed)
Skeletons have 0 in weapon skills and unlisted stats, so just use the base weapon stats.
1st ED. Stats for Zombies:
Size 0 Cun-4
Magic Might 5
Str +5 Stm N/A
Dex -3 Qik -3
Soak (no armor) +12 (+5 Soak against puncturing weapons)
Body Levels: 1-5 (-3) 6+ (Destroyed)
Immune to mentem spells.

CREO HERBAM

Restore Plant: Gen
Level: Gen, R: Touch, D: Mom, T: Ind , Ritual
Cancels the effects (shot of death) of a malign herbam spell, if you can match the Level of the spell on die + Level.
(Base Gen, +1 Touch)
NOTE: Vim can do it better, but sometimes you go with what you know.

Conjure an Apple: 5
Level: 4, R: Touch, D: Sun, T: Ind
Creates a beautiful apple without seeds or core. It leaves the eater hungry and grumpy, cursing the gods of magic that his spells can lay low the mightiest armies, but not conjure a decent bit of nosh.
(Base: 1, +1 Touch, +2 Sun)

PERDO HERBAM

Despoiler of Life’s Sustenance
Level: 15, Range: Voice, D: Mom, T: Group
Molds up to 10 bushels of vegetable food or fodder, making them inedible.
(Base 3, +2 Voice, +2 Group)

REGO HERBAM

Whip of Thorns
NOW: Level: 10, Range: Voice, D: Mom, T: Part
A branch whips itself at some object close to it, as you direct. A branch causes up to +4 damage, with a possible bonus if it is thorny.
(Base 3, +2 Voice, +1 Part)

Bear Bountiful Fruit
Rego Herbam Level: 20, R: Touch, D: Special, T: Ind
Causes a single tree or plant to come into fruit. The time required depends on the size of plant and number of fruits delivered, but no more than 2 hours for the largest affected cherry tree. The plants affected will not bear in their following fruiting season and cannot be made to bear by use of this spell for another year.
(Base 3 (-4 magnitudes for momentary effect vs. 2 hours as Creo guidelines) +1 Touch, +2 Sun (nearest), +2 size)

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The Locust Swarm
MuCo (An) 40
Target: Ind
Range: Personal
Dur: Sun

Turns the Magus into a swarm of Locusts the operate as a single entity. If a number of locusts are separated or destroyed from the body of the swarm will not reform when the spell ends and be treated as damage acording to the storytellers discression.
(Base 20 [Equivilant to birds], Sun +2, Highly Unusual Effect +2)

Continuing my conversion of 1st Ed Spells to 5th Ed, discussions are found on this thread:

https://forum.atlas-games.com/t/the-forgotten-spells-part-the-second/1159/1

CREO IGNEM

Boil Water Elemental
Level: Gen , R: Voice, D: Mom, T: Ind
Heats and damages a creature composed of water, such as a Water Elemental. A base level 10 spell will inflict a Light Wound, 20 a Medium, 30 a Heavy, 40 an Incapacitating, and 60 will kill it.
(Base effect, +2 Voice)

INTELLEGO IGNEM

Sense of the Fires Nearby
Level: 30, R: Per, D: Conc, T: Hearing
The locations of all fires within earshot become apparent to you. Fires are energetic, and healthy campfires (with plenty of fuel) can be heard screaming almost a mile away. Especially large fires can be heard even farther, while dying fires are reduced to whispers. Candles produce sounds similar to soft whistles. Some overlapping or distant fires might require Concentration + Perception 6 + to pick out. With a Concentration + Int roll of 9+ you can concentrate on a specific fire heard and get some idea of what sounds are around it.
(Base effect 10, +1 Conc, +3 Hearing)

PERDO IGNEM

Destroy the Spirit of Fire
Level: Gen, R: Voice, D: Mom, T: Ind
Weakens and possibly destroys a creature composed of fire, such as a Fire Elemental. If the spell penetrates the creature’s Magic Resistance, the Elemental loses Might equal to the spell’s base level.
(Base effect, +2 Voice)

Quench the Rippling Flame
Level: 10, R: Voice, D: Mom, T: Ind
Puts out a bonfire, leaving the ashes warm.
(Base 4, + 2 Voice)

REGO IGNEM

Bind the Fiend of Fire
Level: 45, R: Voice, D: Sun, T: Ind
You can control a creature made of fire, and may give it one complex command at a time. The creature may resist a specific command on an Intelligence or Cunning roll of 12+, but this does not end the spell. If you try to bind an elemental again when its first binding wears off, you risk one extra botch die for every day the elemental has been in your service.
(Base 25, +2 Voice, +2 Sun)

Summon the Fiend of Fire
Level: Gen, R: Arc, D: Sun, T: Ind
You can summon any fire elemental if you know of it and have an Arcane Connection to it. Because of their nature, Arcane Connections to elementals are not as specific as they are to other creatures. For example, fire from a forge would serve as a connection to any elemental that inhabits such places. The level of the spell must exceed the Magic Might of the elemental to be summoned.
(Base Gen, +3 Arc, +2 Sun)

Ward Against the Fiends of Fire
Level: Gen, R: Touch, D: Ring, T: Circle
No creature composed of flame, such as a Fire Elemental, whose Magic Might is equal to or less than the level can affect anyone within the circle, or if it is within the circle, affect those outside. Fire creatures cannot directly or indirectly break the magic circle.
(Base Gen, +1 Touch, +2 Ring)

CREO IMAGINEM

Restoration of the Lost Image
Level: Gen, R: Voice, D: Mom, T: Ind
This spell will cancel the effects of any one ongoing PeIm spell that masks some sensation, such as invisibility spells, whose level is less than or equal to (spell level + stress die (no botch)).

Fragile Image of the Painted Statue
Level: 5, R: Voice, D: Sun, T: Ind
Makes the image of any normal-sized still human form the caster can picture. It affects only the sense of sight.
(Base 1, +2 Voice, +2 Sun)

Image of the Inanimate Thing
Level: 10, R: Voice, D: Sun, T: Ind
Makes the still image of any man-made object, up to the size of a human. It also affects the sense of touch.
(Base 2, +2 Voice, +2 Sun)

INTELLEGO IMAGINEM

Image of the Past State
Level: 15 , R: Touch, D: Conc, T: Ind
Casting Requisite: Based on form of target.
You can see what an object, animal, or person would look like if whole, even if you have only a part of the thing to be viewed. For instance, you could see from ashes what an original object looks like if it was gathered in its current state (e.g. the burnt remains of a door) or what a statue looks like when whole from a disguarded finger, up to the size of a small hut.
(Base 3, +1 Touch, +1 Conc, +2 size)

Eyes of the Past
Level: 20, R: Voice, D: Conc, T: Ind, Req: Mentem
Allows you to see what happened in your presence at a specific time in the past, up to five years ago and create the illusion of those events around you. You can only rewatch events as they happened, not alter how you saw them or perceive them with any sense but sight. This spell will allow you and those near you to see the events and notice things that you had previously not noticed, but will not allow you to see things that were not in your arc of vision at the time.
(Base 3, +2 Voice, +1 Conc, +1 fancy effect, +1 req)

Visions of the Wandering Eye
Level: 20, R: Arc, D: Conc, T: Vision, Req: Corpus, Rego, Mentem
Lets you take a lock of your hair that has been rolled into a ball and send it floating around at your command, allowing you to see everything you could from its vantage point. The “eye” floats at your current eye level, and moves at a brisk walking speed. It is quite fragile, and very strong winds or rain would destroy it.
(Base 1, +3 Arc, +1 Conc, +3 Req)

MUTO IMAGINEM

Illusion of the Altered Image
ReIm Level: 10, R: Touch, D: Sun, T: Ind
Causes an object or illusion up to the size of the door to look different but still normal. For instance, a door could look open instead of closed, or a person could look dirty instead of clean.
(Base 3, +1 Touch, +2 Sun)

Illusion of the Altered Image
Level: 5, R: Touch, D: Sun, T: Part
A voice affected by this spell sounds like a different voice, possibly another person’s voice. A Finesse+ Com roll vs. an observer’s Per + Folk Ken would let you mimic someone’s voice so that even friends would be fooled.
(Base 1, +1 Touch, +2 Sun, +1 Part)

Transparency of New-blown Glass
PeIm Level: 25 , R: Voice, D: Sun, T: Part
Makes any inanimate thing, up to door size, transparent. The transparency is equal to that of glass, so one can still tell that the object exists.
(Base: 4, +2 Voice, +2 Sun, +1 Part)

Visions of the Infernal Terrors
Level: 25, R: Voice, D: Sun, T: Ind, Req: Mentem
Causes everything the target sees to look and sound terrifying. The world looks basically the same, but everything is hideously transformed. The target must make a Int + Brave roll to see how affected they are. A roll of 0 or less indicates a loss of all Fatigue levels (fainted); 1 to 9 indicates the target is incapacitated with fear; 10 to 12 indicates the target will attempt to flee to safety, but will fight if cornered or obstructed (with -5 to all rolls); and a 13+ indicates the brave soul can carry on, but with -4 to all rolls.
(Base 2, +2 Voice, +2 Sun, +1 Req, +2 affects all sights and sounds target perceives)

REGO IMAGINEM

Voice from the Air
Level: 10, R: Per, D: Conc, T: Ind
Your voice comes out of the air at the spot you designate within 15 paces; your lips are covered by an illusion to look as if they are still.
(Base 5 (sight and sound), +1 Conc)

CREO MENTEM

Return of Mental Lucidity
Level: Gen, R: Voice, D: Mom, T: Ind
This spell will cancel the effects (short of death) of an ongoing malign mentem spell such as Past of Another, whose level is less than or equal to (spell level + stress die (no botch)).
(Base Gen, +2 Voice)

Embrace Understanding
Level: 5, R: Eye, D: Mom, T: Ind
Allows a simple concept, such as the correct key to open a lock or the location of an important book, to be communicated instantly and perfectly into the mind of the target. The concept can be neither long nor difficult. The thought simply “appears” in the target’s mind with no indication how it got there.
(Base 4, +1 Eye)

INTELLEGO MENTEM

Sense State of Consciousness
Level: 10, R: Per, D: Mom, T: Smell
You can determine the state of consciousness of one other intelligent being. Somc consciousness states are: asleep, awake, meditation, dead, drugged, possessed, and comatose.
(Base 4, +2 Voice)

MUTO MENTEM

Subtle Shift of Heart
Rego Mentem Level: 10, R: Eye, D: Sun, T: Ind
Subtly modifies an emotion, or some elements of it, to a related but different emotion. For instance, loathing could become hate, greed become jealousy, and so on.
(Base 3, +1 Eye, +2 Sun)

Emotion of Reversed Intentions
Level: 10, R: Eye, D: Sun, T: Ind
The main emotion influencing a character at the time of the casting is replaced by its opposite over the next minute. The new emotion is felt as strongly as the original one was, but it lacks justification. Therefore, the reversed emotion can be talked out of someone. The target can resist with an Int roll of 8+.
(Base 3, +1 Eye, +2 Sun)

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CREO TERRAM

Laden Spirit of the Wind
Level: Gen , R: Voice, D: Mom, T: Ind
Throws dirt and dust into a creature composed of air, such as an Air Elemental, weighing it down and damaging it. A base level 10 spell will inflict a Light Wound, 20 a Medium, 30 a Heavy, 40 an Incapacitating, and 60 will kill it.
(Base effect, +2 Voice)

Tooth of the Staff
Level: 10, R: Touch, D: Sun, T: Ind
Casting Requisite: Herbam
Creates a polished, flint metal head. The caster makes an Int + Finesse roll, a 3+ indicates a functional spear head, when attached to a spear or staff making its damage +4. A Finesse roll of 6+ creates one of notable quality (Damage +5), while a roll of 12+ indicates an extraordinary item (Damage +6). The spear head can appear already fastened on the end of a magically created staff if cast with an Herbam Prerequisite (using either the short or long spear description in ArM5, pg 176, modified by the spear head damage).
(Base: 3, +1 Touch, +2 Sun)

Stone of the Hundred Shards
Level: 15, R: Voice, D: Mom, T: Ind
Requisites: Perdo, Rego
Creates a stone, the size of two fists which throws itself unerringly at the indicated target and breaks into a hundred pieces, causing +5 damage to all within 10 feet, and +15 damage to anyone hit by the stone itself.
(Base 3, +2 Voice, +2 requisites)

Rampart of Protecting Earth
Level: 10 , R: Voice, D: Sun, T: Ind
Creates a wall of packed dirt up to 100 cubic paces in area (e.g. 12 paces wide, 4 paces high, 2 paces thick). It can be dug through with sharp instruments in a few minutes under most circumstances.
(Base 1, +2 Voice, +2 Sun, +1 size)

Circle of the Faerie Stone
Level: 30, R: Voice, D: Sun, T: Ind
Requisite: Imaginem
Creates an ancient looking stone wall, made up of rough slabs of stone covered with runes in a circle up to 4 paces high and 8 paces in diameter. The wall is covered by a sight and touch based illusion to make any attempt to climb the stone or chip through it frustrating at best, and impossible at worst. Per + Search rolls of 12+ are required to make any progress each round. At your option, the circle may contain an entrance into the center and this may be covered by a shifting illusion confusing where one may exit or enter (or both) using the same Search roll as above.
(Base: 3, +2 Voice, +2 Sun, +1 Req, +1 extra sense, +1 size)

Opening the Earth’s Pore
Level: 50, R: Sight, D: Sun, T: Part, Ritual
Requisite: Ignem
Opens a hole from the surface of the earth down to the hot reaches of Hell. Molten rock spews forth out of this hole, accompanied by noxious gases. Normally people can outrun the lava flow, however those within 15 paces of the pore are hit by some of the lava on the initial eruption. The lava spill covers the land within one mile of the pore, doing +20 damage to anyone caught in it each round. Those outrunning the lava are still dealt +5 damage from heat and toxic gasses. On typical flat ground, the lava takes about an hour to reach the 1 mile point, though it can go much faster down hill (and even outpace a horse). The lava keeps erupting until the duration expires, but at the 1 mile mark the lava hardens and stops flowing. All wooden items are set ablaze, structures are destroyed or filled by the lava flow, rendering them unrecoverable, except by magic.
(Base: 3 (from Muto guideline), +3 Sight, +2 Sun, +1 Part, +1 Req, +4 size)
NOTE: Nasty.

MUTO TERRAM

Statue to Animal
Level: 40, R: Voice, D: Sun, T: Ind
Requisite: Animal, Rego
Causes a hand-sized, earthen or stone statue of an animal to grow into the full sized animal it is a copy of. The animal will follow the vocal orders of the magus, and will revert to statue form commanded to do so, which ends the spell. If killed in animal form, the statue is damaged beyond repair. Damage done to the statue while in full animal form is not normally healed, but may be repaired with magic or craft. The animal may be any mundane creature up to size +1. It retains it stone-like soak of +15, but otherwise has the same stats as a normal creature of its type. It has no Magic Might score. Poorly constructed statues can impose penalties upon the full size animal, however a moderately skilled craftsman can create a normal statue in a couple of hours with a Dex + Craft roll of 6+.
(Base 10, +2 Voice, +2 Sun, +1 Req, +1 Extra effect (size change))

PERDO TERRAM

Destroy the Spirit of the Earth
Level: Gen, R: Voice, D: Mom, T: Ind
Weakens and possibly destroys a creature composed of earth, such as an Earth Elemental. If the spell penetrates the creature’s Magic Resistance, the Elemental loses Might equal to the spell’s base level.
(Base effect, +2 Voice)

REGO TERRAM

Bind the Spirit of the Earth
Level: 45, R: Voice, D: Sun, T: Ind
You can control a creature made of earth, and may give it one complex command at a time. The creature may resist a specific command on an Intelligence or Cunning roll of 12+, but this does not end the spell. If you try to bind an elemental again when its first binding wears off, you risk one extra botch die for every day the elemental has been in your service.
(Base 25, +2 Voice, +2 Sun)

Summon the Spirit of the Earth
Level: Gen, R: Arc, D: Sun, T: Ind
You can summon any earth elemental if you know of it and have an Arcane Connection to it. Because of their nature, Arcane Connections to elementals are not as specific as they are to other creatures. For example, rock from a mine would serve as a connection to any elemental that inhabits such places. The level of the spell must exceed the Magic Might of the elemental to be summoned.
(Base Gen, +3 Arc, +2 Sun)

Ward Against Spirits of the Earth
Level: Gen, R: Touch, D: Ring, T: Circle
No creature composed of flame, such as a Earth Elemental, whose Magic Might is equal to or less than the level can affect anyone within the circle, or if it is within the circle, affect those outside. Earth creatures cannot directly or indirectly break the magic circle.
(Base Gen, +1 Touch, +2 Ring)

REGO TERRAM

Clenching of the Earth’s Mighty Hand
Rego Terram Level: 10, R: Voice, D: Mom, T: Part
Slams the earth shut on a pit or crack up to 50 cubic paces, causing + 10 damage to anything trapped within it. The difficulty in getting out is up to the Storyguide, however solo escape for a completely buried normal individual is doubtful (stress Strength roll of 9+).
(Base 2, +2 Voice, +1 Part, +1 size)

Last batch!

INTELLEGO VIM

Wizard’s Subtle Touch
Level: 2 , R: Per, D: Mom, T: Touch
You can tell whether an object contains vis, cooked or raw makes no difference. While holding the object in your hand it will feel like the item is vibrating very quickly and softly if it is magical.
(Base 1, +1 Target)

Perceive Magical Scent: 20
Level: 20, R: Per, D: Conc, T: Smell
You become sensitive to magical things as if they gave off a scent. Generally you can sense any active magic within five paces of you. You can sense active magic farther away if it is powerful and if you make Per + Search rolls.
(Base 5, +1 Conc, +2 Smell)

MUTO VIM

Craft the Bottle of the Elements
Level: , R: Touch, D: Year, T: Ind, Ritual
The item so enchanted can hold an elemental of the appropriate form if its level exceeds the Magic Might of the elemental to be held. The elemental must be otherwise summoned and/or commanded to enter the bottle.
Casting Requisites: By elemental Form
(Base: Gen, +1 Touch, +4 Year)

Obscure Spell
Level: Gen, R: Touch, D: Mom, T: Ind
Changes the outward appearance of a spell that is currently being cast. That is, this spell can make a Pilum of Fire look like a Pilum of Fiber. The spell to be obscured must be less than twice the level of this spell). You can cast this spell while casting the one to be affected if you can roll an Int + Conc roll of 9+. This spell can only affect a spell for a moment, and longer duration versions may be invented as normal.
(Base: Gen, +1 Touch)

Transmogrify Spell
Level: Gen, R: Touch, D: Mom, T: Ind
This spell allows you to increase one facet of another spell by two magnitudes while reducing another facet by 1 magnitude. These faucets could be general effect (the effect may increase in power only, not change), range, or target (size or number). Durations may not be affected. The spell modified cannot have a level higher than the Transmogrify Spell’s level. This spell can only affect momentary spells , and longer duration Transmogrify Spells can be invented as normal.
(Base: Gen, +1 Touch)

Hans architect's doom

Lvl 30
rego teram
range: touch duration: inst target: group

This spell allow to the magus to turn an amount of materials into a construction (buildings, bridge, port to give a few examples.) you can also build a PART of the building, bend the shape of the metal bar and cut the wood to make it fit use as long as it's not raw wood. You need a finess+ perception roll dc 6 to make at least viable and a 9 if you try to cast it multiple time to build a larger structure (like your covenent).

Base 1 Touch +1 group +2 Flexible +1 size +2 requisit (herbam) +1 affect metal+1

MuCo/MuAn 5 /MuTe(He) 10 Greenness of the Mundane
(there are 3 versions of this spell)
T: part
D: Inst
R: voice

Used with Forceless casting

Effect: Makes the person/animal/item ear or other concrete part glow bright green for a moment.

This means that if the spell is resisted by the creature or item and so, the creature or item does NOT glow, it means that the creature has MR of some kind. Hence it is detected to be a supernatural being by negating the spell.

There is a more powerful version for items that also affects metal, but given the fact that you can usually target "softer" parts of the item more easily afected by magic it is not as popular as the above version.

Base 2: +2 voice, +1 part. +1 for He requisite in the Te spell.

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That was lefthanded
ReIm 20 R:Voice D:Sun T:Individual
Base 2, Voice +2, Sun+2, changing image +1, moved image matches changes +1

The target of this spell gets "mirrored", so when he's waving his right hand, it apears to be the right hand. When he's looking left, he seems to turn his head to the right.
This will distract opponents a lot in melee: All the attacks that seem to come from the left do actually hit from the right and vice-versa.

Target gets +2 bonus to attack and defense in melee (opponents are distracted) as well as -3 to all social interaction (target looks into wrong directions, handshaking...).

If you can see the reflection of your target in a mirror, this will add +3 to your casting roll for obvious reasons...

Apparently I was to fast submitting this spell. The spell is still being discussed.

Mirror of Redirection
MuVi (General)
Duration: Momentary
Target: Individual
Range: Voice
Targeted
This spell allows a magus to alter the target that another spell is being aimed at. The target spell must have a range greater than Personal and can be redirected at any valid target. The mirror spell must have equal or greater Penetration than the target spell to effect it. The spell cannot be cast on Spontaneous spells and will effect spells up to (level + 1 magnitude) of this MuVi spell. This spell can only effect magic which the magus is familiar with (i.e. all hermetic magic)
(Significantly change a spell, base effect, +2 voice)

This spell was created by a Bonisagus who was the target of repeated Wizard Wars for sharing mystery secrets.

The Warm Wizard and The Warming Wizard

The Warm Wizard
* CrIg 4
* R: Personal T: Sun T: Individual
* Base: 2 +2 Sun
* keeps the caster warm enough to be comfortable in cold conditions avoiding fatigue loss. Any spell or magical effect that penetrates their magic resistance may cause fatigue loss however. Originally designed so that Thomas Sealman could keep warm if he had to hide for hours in a frozen lake. Thomas has deficient Ignem so he found it hard to create the effect spontaneously.

The Warming Wizard
* CrIg 5
* R: Touch T: Sun T: Individual
* Base: 2, +1 Touch +2 Sun
* keeps the subject warm enough to be comfortable in cold conditions avoiding fatigue loss. Any spell or magical effect that penetrates their magic resistance may cause fatigue loss however. This is "The Warm Wizard" expanded to allow it's use on others.

Need guidance on whether this is legitimate, is having such a warm coat a "minor ability"? Is it worth more that +1 to difficulty?
Skin of the Seal MuCo(An) 5???

  • 2 base effect change person in a way that gives them a minor ability,
  • sun +2
  • +1 for a slightly more powerful effect than giving a minor ability.

The caster grows thick, waterproof fur that keeps him warm even in icebound water.

[size=150]Weight of the Ugly Mundaneness[/size] Level 5
Target: Individual, Range: Voice, Duration: Diameter
Make loose slowly Might score to one being of one Realm, and of this manner makes easiest latter spells. Must penetrate the Resistance of the target.
[Base level 2, Range Voice +2, Duration Diameter +1]

I made a spell Ease the Babe's passage which assumed that you could use the Creo Corpus guidelines for bonuses to recovery rolls to aid childbirth. EDIT: I have since read in A&A p 60 that the actual guideline is different. So I'm going to cut everything I wrote after this except the actual spell mechanic, which I will change.

Ease the Babe's Passage Lvl 15 (CrCo 4, +1 touch, +2 sun) +3 to childbirth recovery rolls.

My artistically inclined Verditius is planning following spells as he has noted that mundane art produced by magic is not really as impressive as normal art. He has talked about his dreams to other magi , but they aren't as excited and haven't perhaps even noticed the difference. He hopes that making real magical art might change their perception.

MuIg(Te) 15 (Base 4, Touch +1, Circle, Ring +2) Sculptable flames of Lucatorus
Transforms flames inside circle so that they can be manipulated as easily as soft stone having several qualities associated with stone. Fire inside is still hot and bright as it was previously, but it is inert and hard.

MuIg(Aq) 34 (Base 4, Touch +1, Group +2, Sun +2, Two uses +1 level, Enviromental trigger +3 level) Book afire with flames like ink
Turns flames touching the book into something akin ink. Flames are still bright and hot, but they do not burn. Flames still have their original color so given flames transformed for example with alchemical knowledge one could produce exquisite book with colorful pictures. This would be rather expensive operation.

MuHe 15 (Base 4, Touch +1, Ring +2, Circle) Awakening the slumbering tree
Tree in the circle has awakened with traditional personality traits associated with aforementioned tree in question - it can slowly shift itself.

Given sufficiently vain tree it could be perhaps persuaded with eloquent speeches to change into more beautiful form given season or two of effort. This is yet to be tested

CrHe 4 (Base 1, Touch +1, Ring +2, Circle) Preserving health of tree
In case previous spell actually works then it is really good idea that tree doesn't fall sick.

CrHe (Base 1, Touch +1, Ring +2, Circle) Growth of tree
Trees do not naturally grow very fast so ensuring healthy growth of tree is very good idea. Besides it probably makes tree happier and more malleable.

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I'm pretty sure +6 to childbirth rolls has a base of 5. (A&A p.60)

Chris

Curse of Febo MuIg Level 20
R: Voice T: Group D: Momentary
This spell transforms part of Daily light in a fatal blast, becoming a group of sun's light beams so hots that cause +10 damages.
Base: 2 transform a natural propiety of fire (light in this case) completely, +2 magnitudes for +10 to the damages, + 2 Group, + 2 Voice.
Others more fatals versions exits, including this.
Faeton's Fall Mu(Re)Ig Level 75 Ritual
R:Sight T:Boundary D:Sun
This Spells summon a great dissaster; emulating the mythic fall of the chariot of Helios in a Country. By the duration a great and strange brightly sphere or figure (depending of the Sigil of the caster or casters), damaging all the boundary limit designated, go along the sun's way in the sky. The effects are dramatics.
Base: 2 transform completely a natural propiety of the fire (light in this case), +4 magitudes by +20 of damage, +4 for Boundary, and +3 for Sight, +2 by Rego requisite for protect the caster or casters.

Dragon's Breath CrIg 50
R: Voice D:Conc. T: Group
Flames errupt from the caster's outstreached palms in a 120 degree arch, causing +30 fire damage to all within, for each turn the caster concentrates.
(Base 25, +2 Voice, +1 Conc., +2 Group)

Dispach the Unwanted Niusance ReCo 25
R: Touch D: Mom. T: Ind.
Anyone the caster touches is instantly transported up to 500 paces away. (One of my players threw someone upwards... unpleasent)
(Base 20, +5 Touch)