Ars Magica GRIMOIRE

Inferno of the Mage's Ire
AKA The Devil's Sphere
Level 50

R: Sight, D: Mom, T: Ind

A pellet of flame shoots from your hand to the indicated target, and then explodes into a massive fireball, 30 feet across, doing +25 damage, reducing everying in its way to ash.
(Base: 20, +3 Sight, +3 Size)

From this thread:
https://forum.atlas-games.com/t/fireball-ala-d-d/1144/1

These spells are my attempted updates of 1st Edition spells into 5th Ed, with a bit of housekeeping. Extended thanks to Fruny for all his help with these.

This first batch is from this thread:
https://forum.atlas-games.com/t/the-forgotten-spells/1126/1

Creo Animal

Full Health of Beast and Bird
Level: Gen R: Touch, D: Mom, T: Ind
Cancels the effects (short of death) of a temporary malign Animal spell cast upon a beast of Size +1 or less if you can match the Level of the spell on die + Level.
Base Effect
NOTE: I realise there is a Vim spell that does this better, but it's nice to have multiple ways to do the same thing.

Bear’s Cloak
Level: 20 R: Touch, D: Sun, T: Ind
Makes a size +1 bear pelt. As a blanket, it keeps one warmer than a normal blanket would.
(Base 5 , +1 Touch, +2 Sun)

Conjuration of Savory Beef
Level: 20, R: Touch, D: Mom, T: Ind, Ritual
Produces a whole young cow worth of well cooked, highly spiced beef, enough to make a hearty meal for 300 adults.
(Base: 10, treated and processed +2)

Conjuration of the Tiny Killer
Level: 30 , R: Voice, D: Diam
Creates a shrew, whose bite is poisonous (see Stats, below). A shrew is a vicious animal who will attack whatever is moving and closest, unless further skills or spells are applied.
(Base: 15, Voice (+2), Diam (+1))
NOTE: To quickly quantify it, I would base the shrew on the Viper from the ArM5 Mundane Beasts, changing its stats based on it’s much smaller size (Viper -4, shrew -10: Strength (and Dam) reduced by 12 (to -20); Quickness (and Def) increased by 6 (to 9). I would use the Viper’s Venomous Bite (basically gets the venom in if it hits with Advantage greater than the target’s Armor Protection or the target must make a Stm check of 6+ or take a light wound).

Twin Eyes of the Stalking Shadow
Level: 30 , R: Touch, D: Sun
Creates a black cat whose tail has a white tip. The cat is exceptionally stealthy. Basically as the Shrew above, but since a cat isn’t likely to attack you, Touch range is fine.

Conjuring the Behemoth
Level: 45 , R: Voice, D: Sun
Creates a wild elephant of immense strength.
Base: 15, Voice (+2), Sun (+2) Size (+2)

Conjuring the Lord of Air
Level: 70, R: Voice, D: Mom, Ritual, Req: Vim
Creates an especially ferocious griffin, as described below
(Base: 50, Voice (+2), Size +2)

I’m not aware of a 5th Ed Griffin, but here’s the tweaked 1st Ed Stats:

Griffin
Magic Might 30 (Animal)
Size +4 Cun 0
Per +6 Stm +9
Talons: Init: +6 Atk: +7 Dam +22
Fat: n/a Def +2 Soak +26
Brave +6 Cowardly -6
This creature has a lion’s body in the back and an eagle’s in the front. It attacks with its talons, reserving its beak for tearing its dead victims and for emergency fights. It is ferocious when threatened or hungry, but it is not an innately malicious beast. Its heart is worth 3 pawns of Animal Vis.

Muto Animal

Curse of the Crawling Meat
Level: 4, R: Voice, D: Mom, T: Ind
Gradually turns meat, cooked or raw (but dead) into vermin: flies, spiders, maggots, mice, etc. The inside of each piece transforms first, so viewers watch as the meat first begins to bulge and moves as the vermin inside struggle to get out. Then, when they ear their way free, they crawl and fly about. This spell affects up to a full boar or an equivalent amount of meat.
(Base: 2, Voice (+2))

The Immaculate Beast
Creo Animal Level 15 , R: Touch, D: Sun, T: Ind
Makes an animal into a flawless specimen of its type, amplifying its outstanding features. The animal gets +3 on rolls related to its strongest feature. It will improve a hawk’s vision, a racehorse’s speed, a draft horse’s strength, etc.
(Base: 4, Touch (+1), Sun (+2))
NOTE: I used the recovery bonus as a base, and added +1 Mag for a more general bonus, though one could argue this is more natural for many creatures than healing faster.

Perdo Animal

Shed Fur
Level: 5, R: Voice, D: Mom, T: Ind
Removes the fur from any pelt or living animal up to size +1
(Base 3, Sight (+2))

Alleviate the Serpent’s Bite: 10
Level: 10 , R: Touch, D: Mom, T: Ind
Casting Req: Corp
Makes one dose of animal toxin harmless. If cast on toxin already injected into someone, it requires a corporem prerequisite, and it will keep the person from suffering further damage. It can make poison in a poisonous animal harmless if you can touch the animal in question. It has no effect on herbal or mineral poisons.
(Base: 5, Touch (+1))

Cleanse Verminous Infestation
Level: 50, R: Touch, D: Mom, T: Structure
Eliminates all vermin from a single building, such as a castle keep or covenant gatehouse. All spiders, snakes, rats, mice, lice and other little creatures emerge from their hiding places and kill themselves or each other until all are slain. Any animal Size -3 (or whatever size you designate) or greater is not affected.
(Base: 30, Touch(+1), Structure (+3)
NOTE: Not very likely to be ever used. A better spell might be:
Rego Animal Level 20 , R. Touch, D: Diam, T: Structure
Causes the vermin come out and to kill each other or themselves. There will be some survivors.
(Base 2, Touch (+1), Diam (+1), Structure (+3), complex suggestion (+1)).

The Hunter’s Lethal Arrow
Level: 35, R: Touch, D: Mom, T: Ind
Enchants an arrow to slay an animal. The arrow must be fired on the round after the spell is cast. If it hits an animal, the beast must make a Stm + Size Roll of 12+ or die. If it makes the roll, it still suffers normal arrow damage +10. The target gets normal magic resistance. This spell long ago passed from the secret pages of House Mercere and their Mutantum spells. It has since fell back out of common knowledge. This spell has been mutated to be more inline with Hermetic Magic, and knowledge of it does not allow a caster to create or cast other Mutantum spells.
(Base 30, Touch (+1), Tethered)

Rego Animal Spells

Circle of Beast Warding
Level: 5 , R: Touch, D: Ring, T: Circle
No natural animal will come within the drawn ward.
(Base 2, Touch (+1), Ring (+2))

Ward Against Shapeshifters
Level: General, R: Touch, D: Ring, T: Circle
Creates a magical ring around you. No lycanthrope can enter the ring unless its Magic Might is greater than the level of the ward. A Magus shape shifter must beat the level with his Animal Parma roll. A Bjornaer magus would be uneffected as they are considered normal animals. The ring can be seen as a golden-hued dome at certain angles during the night.

Creo Aquam Spells

Douse the Fiend of Flame
Level: Gen , R: Voice, D: Mom, T: Ind
Weakens and possibly destroys a creature composed of fire, such as a Fire 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)

Burden of the Watery Load
Level: 10, R: Voice, D: Diam, T: Ind
Water forms on one target. Unless the target is naked, the water will soak into furs and clothes, increasing the target’s Load by at least one point. Attack and Defense in Combat are reduced by this extra Encumbrance if the total exceeds the target’s Strength. The target will also leave wet footprints.
(Base 3, +2 Voice, +1 Diam)

Douse the Fire: 5
Level: 5, R: Voice, D: Mom, T: Ind
Creates water in a fire and puts it out if the fire is no larger than a bonfire. This spell causes a good deal of steam.
(Base 3, +2 Voice)

Lungs of Water and Death
Level: 30, R: Voice, D: Sun, T: Ind
Casting Requisites: Animal, Corpus
Fills a target’s lungs full of water, drowning it. The target must make Stamina rolls every 30 seconds, starting at a difficulty of 3, or lose 1 Fatigue Level. The Ease Factor rises by 1 every 30 seconds. Wounds are taken after the target is out of Fatigue. See "Deprivation" on pg 180 of ArM5.
(Base 4, +2 Voice, +2 Sun, very unnatural +2)

Muto Aquam

Water to Wine:
Level: 10 , R: Touch, D: Sun, T: Ind
Changes up to a large cask of water into decent wine. The many variations of this spell create different type of wines, however quality is based on a Int + Finesse roll.
(Base 3, +1 Touch, +2 Sun)

Ice Lock
Rego Aquam Level: 35, R: Sight, D: Sun, Target: Part
Over the course of an hour, one body of water up to the size of a small lake (no more than 2 miles in diameter) freezes. If the water is running, it will either freeze up (if it is small) or fill with ice floes (if it is large).
(Base: 3, +3 Sight, +2 Sun, +1 Part, +2 Size)

Perdo Aquam

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

Rego Aquam

Bind Spirit of the Water
Level: 45, R: Voice, D: Sun, T: Ind
You can control a creature made of water, 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 the elemental is already bound by a higher level binding spell, your spell will not work. A botch means the elemental will attack you to the best of its ability. 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 Spirit of the Water
Level: Gen, R: Arc, D: Sun, T: Ind
You can summon any water 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, water from a well 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. You must summon the elemental out of its natural element. A botch you means you have summoned the wrong kind of elemental, perhaps an unusually strong or hostile one.
(Base Gen, +3 Arc, +2 Sun)

Gift of the Floating Wood
Level: 30, R: Voice, D: Sun, T: Ind
Casting Req: Based on target's Form
Lets any object or creature of Size +3 or smaller float in water. Lasts until the object leaves the water or Sun.
(Base 5, +2 Voice, +2 Sun, +1 Size)
NOTE: This spell acutally makes the water float the object, unlike a Rego Terram or Corpus that makes the object lighter than water. Just another way to do the same effect that favors the Aquam mage.

CREO AURAM

Eroding Winds
Level: Gen , R: Voice, D: Mom, T: Ind
Whips up winds that weaken and possibly destroy a creature composed of earth, such as an Earth 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 AURAM

Smell Poisonous Vapors: 5
NOW: Level: 4, R: Per, D: Mom, T: Smell
You can sense whether the air you are breathing or nearby is poisonous.
(Base 2, +2 Smell)

MUTO AURAM

Chimes in the Breeze
Muto Imaginem Level: 3, R: Touch, D: Conc, T: Ind
The sound of the wind touching you rings with the sounds of lightly whispering chimes.
(Base 1, +1 Touch, +1 Conc)
NOTE: Hopefully I'll remember to move this to the Imaginem list :confused:

Blasting Wind, Blinding Mist
Muto Auram Level: 5, R: Voice, D: Mom, T: Ind
Increases the strength of some minor air phenomenon, including fog, smoke, odors, etc to half again its original strength. These effects will revert to their previous levels as circumstances dictate. The spell cannot increase a phenomenon beyond what is naturally possible.
(Base: 2, +2 Voice, +1 increased strength)

Heat of Hell’s Impending Doom
Level 25, R: Touch, D: Conc, T: Ind, Ritual
Req: Rego, Ignum
A huge wave of burning hot wind comes rolling over the area in a mile radius around you. During the ritual a space up to 100 feet around may be paced which will be exempt from the heat. The heat calls for a Fatigue roll of 6+ every round. Light wounds are inflicted once fatigue levels are gone. Drinking or immersion in copious amounts of water can add up to +6 to the save.
(Base: 4, +2 size, +1 Rego effect (protects center area))

PERDO AURUM

Slay the Spirit of the Winds:
Level: Gen , R: Voice, D: Mom, T: Ind
Weakens and possibly destroys a creature composed of air, such as an Air Elemental. If the spell penetrates the Elementa'ls Magic Resistance, the Elemental loses Might equal to the spell’s level.
(Base effect, +2 Voice)

Still the Gentle Breeze
Level: 10, R: Voice, D: Mom, T: Ind
Stops the nearest in range breeze to the caster. Under normal circumstances the winds will not pick up from that direction for at least an hour or so.
(Base 4, +2 Voice)

Air Clear and Pure
Level: 15 , R: Voice, D: Mom, T: Ind
Destroys a normal weather phenomenon, such as smoke, haze or odor.
(Base 5, +2 Voice)

Thief of the Stolen Breath
Level: 15, R: Voice, D: Mom, T: Part
Casting Req: Corpus or Animal
Takes a creature’s breath out of its lungs, causing panic and an instant drop of 1 fatigue level plus a second level unless a Stm roll of 7+ is made.
(Base 4, +2 Voice, +1 part)

REGO AURUM

Bind Spirit of the Winds
Level: 45, R: Voice, D: Sun, T: Ind
You can control a creature made of air, 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 Spirit of the Winds: Gen
NOW: Level: Gen, R: Arc, D: Sun, T: Ind
You can summon any air elemental if you know of it and have an Arcane Connection to. Because of their nature, Arcane Connections to elementals are not as specific as they are to other creatures. For example, air from a cloud would serve as a connection to any elemental that inhabits such places. The level of the Ritual must exceed the Magic Might of the elemental to be summoned. You must summon the elemental out of its natural element. A botch you means you have summoned the wrong kind of elemental, perhaps an unusually strong or hostile one.
(Base Gen, +3 Arc, +2 Sun)

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.

1 Like

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.