Ars Magica GRIMOIRE

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)

Being a Lvl 50 effect Dragon's Breath must be a ritual spell....

Taking the Heart Re(In)Co 30
R: Voice D: Mom T: Part
This spell instantly transports the target's heart 5 paces beyond its body. Most creatures cannot survive without a heart and quickly die.

Marbaid of Flambeau's wizard's sigil is connected to his obsession with blood. In his version of the spell, he ends up holding the victim's bloody heart is his outstretched hand.
(B10, +2 Voice, +1 Part, +1 In requisite)

I'm curious - the above effect seems to do something usually associated with Perdo Corpus but at at least 2 to 3 magnitudes less. Is this a concern? The Clenching Grasp of the Clutched Heart is an instant-kill Corpus spell, but it's level 40. I'm concerned that this devalues Perdo, or rather, adds another level of value to Rego that should not be there.

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Spell:

"Light don't, Like me."
Cr(Re)Ig 40
Base 5 (highest of the 2 usable bases: 5 for Creo (light day) and 4 for Rego (unnatural change of light))
+1 Touch
+2 Sun
+2 Group
+1 Rego Requisite
+1 Mobility

Description: This spell create a lightsource in the area (if it don't exist) and everybody can see everything within this area, except the caster of this spell: he is not affected by light, so the other ones can't, if the spell penetrates, see him. When he moves, the spell moves with him.

"Year of the Black Sun"
PeIg 70
Base 3 (destroy light)
+1 touch
+4 year
+4 boundary
+6 size
As Wizard's eclipse but with an area - 10km radius and for an entire year and no light at all (wizard's eclipse is on base 2, here base 3).

What do you think?

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The second one is a nice variety of the CrIm spells that uses huge red letters in the sky saying: "March me, if you dare!"

Yup. Really useful in those area where the Order doesn't exist : Africa, Asia or Scandinavia... :smiley:

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