Non-Hermetic Grimoire

Yup confidence is a valid payment method. It would limit granting virtues willynilly, but still allow the occasional use of them.

Erm... Aren't you supposed to discuss thing in another thread and only post/edit the final consensus?

Interestingly, that's not in the intro to this particular thread.
However, I would happily delete the parts of the above discussion if it helps you.

You're right. I just don't like commenting in perma-threads, not that I had anything to say in this case.

While the magics employed by Soqotran sorcerers can be unorthodox, the tradition’s idiosyncratic understanding of magic does offer the potential for some very practical effects as detailed below.

Blessing of the Versatile Tongue
Myrrh 18
Range: Touch. Duration: Perpetual. Target: Individual.
This spell confers upon its target the Minor Heroic Virtue “Gift of Tongues” (See Houses of Hermes: True Lineages, page 105). For the duration of the effect, the target is able speak and understand any language known fluently to the person he’s communicating with. Naturally, this spell is extremely popular with merchants and other travellers.
(Base 3, +3 Touch, +12 Perpetual)

Frustrate the Malarial Fly
Cinnabar 21
Range: Touch. Duration: Perpetual. Target: Individual.
This spell grants its target a permanent +9 bonus on Recovery rolls related to the Major Disease, “The Ague”, Mythic Europe’s equivalent of Malaria (consult Art & Acadame, page 47 for details).
Note: The average recipient of this spell is rendered effectively immune to “The Ague”, having a 50% chance to ”Improve” each week and failing to “Stabilize” only on a Botch.
(Base 6, +3 Touch, +12 Perpetual)

Mend the Damaged Tree
Aloe 18
Range: Touch. Duration: Regrowth. Target: Individual.
This spell enhances the natural regenerative properties of a tree, allowing it to recover from any an all non-fatal injuries by absorbing plant material provided by the spell’s caster (often using foliage and incense harvested from the very same tree). As usual with Aloe Magic, the spell takes until the following dawn to do its work, but healing is complete and total.
Due to the Sorcerers' reliance upon their Spirit Allies, knowledge of this spell is widespread among the sorcerers who spend vast quantities of Vis to ensure a successful casting.
(Base 15, +3 Touch)

Steal the Voice
Myrrh 24
Range: Voice. Duration: Sun. Target: Individual.
This spell afflicts the victim with the “Mute” flaw, preventing him or her from speaking for the duration of the effect.
Long ago, when Socotra’s magicians were at war, the Myrrh Tribe used this effect against the Olibanum magicians to great effect, preventing their enemies from being able issue commands to objects and phenomena they control with their magic.
(Base 12, +6 Voice, +6 Sun)

The Enchanted Net
Olibanum 15
Range: Voice. Duration: Concentration. Target: Individual.
This spell is allows a Soqotran Sorcerer to verbally control the motion of a large fishing net for so long as he concentrates. Originally using the ‘Perpetual’ duration, this version of the spell is much lesser known and is used for combat purposes, allowing the Sorcerer to circumvent the MR of supernatural creatures (or Hermetic Magi) by dropping the net on them with a successful Finesse roll.
If the attack succeeds with an Advantage of 1 or better, the defender is grappled, imposing a -6 penalty on Attack and Defense and inhibiting casting gestures until the victim (or someone else) spends a round to free him from the confining folds of the net.
Note: Versus non-magic resistant foes, the net does not require any attack roll to entangle its victim and cannot be escaped so easily while the caster concentrates.
(Base 6, +6 Voice, +3 Concentrate)

PS. Apologies for the delay in getting these spells written up.

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I think I did not post them when I originally designed them, so I am posting them now. :slight_smile: I revewed some of the effects in light of better understanding of some things and corrected a few calculation mistakes.
if you want to comment, maybe it would be better if you did it in the original thread instead of here, in order not to contaminate Gremlin44's thread :slight_smile: The thread: https://forum.atlas-games.com/t/mechanica-of-heron-can-this-be-done/5388/1

WONDERS OF ALEXANDRIA: MECHANICA OF HERON
The Mechanica deals with stuff that seems to look mundane as far as I can see. this "magic" is about making magical stuff out of what was pure physics work. This entry uses Igneus, a 3rd century Mechanician from Alexandria as the creator of the items. He had a lab total of around +20 (easily achieved for a mechanician) and up to +24 when he is older and more experienced. Igneus had a penchant for fire and heat effects. He would have made good friends with a classical Flambeau magus.

Some sample items that Igneus and his helpers would have created.

Lightbringer
Effectively, a POF wand
CrIg35
Penetration: 22, 12 uses/day.
Range: Voice. Duration: Momentary. Target: Individual.
A (rather bulky) brass baton with the head of a dragon at one extreme. The dragon head has its mouth open, ruby eyes, and is profusely decorated. The baton shots jets of flame using an improved naphtha mix. It deals +15 damage to the target at voice range. After running out of charges, the baton needs to be recharged before it can be used again. This is a time consuming operation, but not something overly complicated.

Igneus created this item because his patron demanded him to accompany him in an upcoming military campaign. Being a total toad in close combat, Igneus decided he would need some kind of combat capabilities to survive. The best way to keep enemies at bay is playing with their fear of “the mighty wizard” (and roast them if they get too near). Igneus had to experiment to create this item, and the result is that the results tend to be so spectacular that he attracts the attention of everybody at Voice range each time he uses Lightbringer (minor flaw).
B10; +2 voice; Penetration +11, uses/day +4
Magnitude: 7
Difficulty Level: 24 (7*3 +3 easily transportable)
Cost: 8 pounds

Alter Mechanica: Lightbringer
Penetration 12, 12 uses/day.
Some years after the military campaign that was so scary for Igneus, he decides to go on an expedition (men never learn…). Carrying a Baton all day long is not something he wants, especially one that is so easy to spot. Igneus decides to alter Lightbringer and turn it into an armband. The final design looks like an armband that links a small deposit of naphtha located in Igneus’ back to a shooting overture just under his wrist. The mechanism operates by pulling a string attacked to his fingers with a strong movement of his wrist. The conversion works well, but the effect still has the flaw of attracting everybody0s attention at voice range when activated.
Inspiration for the second potential design form of the Lightbringer: Image in Sub Rosa #3 p.14 (Societas Flambonis)
CrIg30. Hand sized (+6) and Penetration 12, since the downsizing of the shooting mechanism has limited the impetus of the flames. The item requires to have a Base effect of difficulty 18 (6th magnitude spell effect) to accommodate the smaller size with the same lab total. This heavily reduces the penetration.

Flames of Alexandria
Braziers of eternal flame without fuel. 2 of them because it looks cooler (cosmetic effect)
CrIg24
Pen: 0, Constant effect.
Range: Pers. Duration: Sun. Target: Ind.
The Flames of Alexandria are a pair of braziers on a tripod that have an eternal flame without fuel. This is not obvious at first sight, since the height of the tripod means that the braziers are above the eye level of the observer. They illuminate a whole room with a light equivalent to a cloudy day. Igneus built 2 pairs of these braziers, 2 for himself and 2 for his patron (2 seasons in total). A pair of them can be found still working in the council chamber of Castra Solis, but nobody has bothered investigating them. They are just assumed to be Hermetic by casual observers.
Base 4, +2 Sun, +2 Room; +1 2 uses/day, +3 environmental trigger
Magnitude 5.
Difficulty Level: 15
Cost: 5 pounds for the pair

Crown of Light
Aura of Rightful Authority crown.
ReMe25
Pen: 0, 1 use/day
Range: Touch. Duration: Sun. Target: Room. 1 use/day
The crown of light is a crown that uses mirrors, transparent jewels and reflective gold and silver to project the light of a candle around the wearer in an awe-inspiring display. The wearer appears to shine and appear god-like, and people tend to be willing to follow his lead, assuming him to be their natural superior. The crown also prevents the wearer from moving fast, since the candle and mirror displays need to be moved with care, so he must act regally whether he likes it or not. After each use, the mirrors and jewels become dirty with smoke and need to be cleansed, preventing repeated use of the item. Being designed for awe inspiring entries and processions, this is not a major problem. The candle is designed to last quite a long time, and the effect remains even if the candle is consumed and the light recedes since the awesomeness is still in the mind of the observers.
Base 5, +1 Touch, +1 Sun, +2 Room; 1 use/day,
Magnitude 5.
Difficulty level: 15 (5*3 +3 Easily transportable -3 Additional time to use)
Cost: 5 pounds

Focus of Helios
Archimede's burning mirror
MuIg25
Pen: 0, unlimited uses/day
Range: Voice. Duration: Momentary. Target: Part.
This huge enchanted mirror gathers and concentrates the sun's light and heat into a narrow beam, which can be used to ignite distant objects. If the item’ user succeeds on his Aiming roll, the target becomes extremely hot and may ignite flammable objects, like ships. After each use, the mirror needs to be recalibrated and focused again. The Focus of Helios can only be used in clear days; fortunately, those are quite common in the Mediterranean. On those clear days, Voice range can go well beyond a mile.
Base 4, +2 Voice, +1 Part; +10 uses/day.
Magnitude 5.
Difficulty level: 9 (5*3 -3 Additional time to use, -3 wagon sized)
Cost: 3 pounds

Wings of Ikaros
Wings of Soaring Wind
CrAu37
Pen: 0, 3 uses/day
Range: Touch. Duration: Conc. Target: Ind.
A pair of wings made of wax, brass, wood and eagle feathers attached to a rigid leather jerkin. It allows the wearer to fly, even if it is a tiring experience to do so (you need to flap the wings with your arms), and not overly comfortable. The wings have Daedalos’ warning to Ikaros written in the jerkin’s chest, as a reminder to the user about the dangers of hubris. Igneus designed it to accommodate the baton form of Lightbringer in a special compartment in the belly to be able to “play dragon” and shot jets of flame to the ground while making low flights. It is extremely vulnerable when doing so, though (risk of crashing and of being shot down), so he tends to avoid doing that. To fly the Wings, the wearer uses Athletics.
Base 5, +1 Touch, +1 Conc, +2 highly unnatural, +1 Rego req.; +5 item maintains concentration, +2 uses/day
Magnitude 8.
Difficulty level: 24
Cost: 8 pounds

Fireplace of Wonders
MuIg20
Pen: 0, 1 use/day
Range: Touch. Duration: Conc. Target: Ind.
A big fireplace that can change the color and shape of the flames in it by an ingenious system of wind pipes (lots of them) and powders that can be blown into the steady fire, shaping it in any form the controller (using a series of levers) wants. It tends to be used to tell stories. Given its extreme flexibility it has been used even to draw maps. The fireplace is extremely useful to make impressive fire displays and to illustrate moods or stories in the area. It is especially popular with children and with visitors during troupe representations. Without constant maintenance, the wind pipes that manipulate the fire become chocked with soot and the item stops working, so it might still be laying in a townhouse in Alexandria or the Middle East without its current proprietors knowing they have such a marvel at home.
Base 4, +1 Touch, +1 Conc. +1 Complexity (mutable display); +5 Item maintains concentration.
Magnitude 4.
Difficulty level: 6 (4*3 -3 cart size -3 Additional time to use).
Cost: 2 pounds

Breath of Aeolus
Structure chamber of spring breezes
CrAu24
Pen: 0, Constant use.
Range: Touch. Duration: Sun. Target: Structure.
A big face of a blowing titan (Aeolus) set in a wall of the underground area of the patron of Igneus. An ingenious water system behind the statue keeps cooling the air and keeps it cycling, so it does not become stagnant.
(Base 1, +1 Touch, +2 Sun, +3 Structure, +1 unnatural; +1 uses/day, +3 environmental trigger
Magnitude 5.
Difficulty level: 12 (5*3 -3 cart size)
Cost: 4 pounds

Bathtub of Cleopatra
ReAq7
Pen: 0, 24 uses/day
Range: Touch. Duration: Instant. Target: Individual.
This system regulates the temperature of a big bathtub full of water (or another liquid, like milk) to a nice warm state or the temperature that the user wishes. It does this using a series of canalizations linked with a boiling water cauldron and other canalizations linked with a cold water source. The amount of heat can be regulated by a system of levers and shutters that can be operated from within the tube itself. After a few changes of temperature the boiling water source tends to become exhausted and needs to be left to cool before using it again. The item needs to be prepared before use, since the water caudron needs to be brought to boiling temperature.

This was one of the first projects made by Igneus. These bathtubs were fairly popular among the nobility of Alexandria, and the apprentice Mechanicians created a lot of them to practice their art and get easy income and patronage. A few of them might still lay around abandone in several parts of the old Hellenistic area of influence.
Base 1, +1 touch; +5 uses/day
Magnitude 2.
Difficulty level: 3 (2*3 -3 cart Sized -3 Additional time to use; minimum difficulty is 3 anyway)
Cost: 1 pound

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What do you think? Sorry the language, but I thought... magical transport to one Gifted that can't overcome so easily the Gift... making one Animation that cover that. Sorttes Virginale tell the horse where it must go.

http://mariojpcsimon.blogspot.com/2014/05/ayudas-y-trasfondo-para-ars-magica-ix.html

The process of Elementalist Investigation and Integration. I was thinking on make one difference, and I think that the way to get more of that it's the first advantage after create one Elemental Theory, but they need at elast ideas to make the whole, and some minor Advantages to get more after and all that.

Ease of the Covenant
( Succurro Salutem Gen)
Range: Touch Duration: Season Target: Group
(Base Effect +3 Season, +1 Group)
Description: At level 5 it adds +1 to the Living Conditions Modifier of a group. Each additional magnitude adds another +1. This amulet needs to be made with 4 charges and so needs a Lab Total of at least 16 higher than it's level.
LT LC Modifier
21 +1
26 +2
31 +3
36 +4
41 +5
46 +6*
etc.

  • At + 6 and above it's a Magnitude 6 effect and therefore causes warping.

Blessing of the New Life
( Succurro Salutem Gen 10)
Range: Touch, Duration: Moon Target: Individual
(General Effect (4) +2 Moon)
Adds +4 to the roll to not get childbed fever. Use of amulets like this dramatically reduce female mortality in the communities with Cunning Folk or Learned Wizards.

Once you have a Lab Text, this is inaccurate. You can give it as many charges as your Lab Total will allow, regardless of its strength.

It causes 1 warping a year for being a continuous effect, regardless of its strength. As it's an Amulet, it was made for the group, so being a powerful effect doesn't change anything.

An Amulet for the Crafting of Amulets (Succurro Magicam 35)

Range: Touch Duration: Season Target: Individual
(Base Effect 20 +3 Season)

This amulet grants its user the Major Virtue Strong Amulet Magic, allowing him to potentially create amulets and chartae that are beyond his natural abilities, though no such item will last after the spell concludes. While this isn't too useful for amulet-making, it can be used to create Lab Texts for chartae that are beyond the magician's ability.

A Charta for the Crafting of Amulets (Succurro Magicam 30)

Range: Touch Duration: Moon Target: Individual
(Base Effect 20 +2 Moon)

Far more efficient than the amulet for its purposes, but being a charta, requires a higher Lab Total to invent. Perhaps the amulet might help. (Another way to do this might be to use a Sun-duration charta to work up to the Moon-duration one, if you can get by on daily horoscopes.)

An Amulet for Empowering the Philosopher's Stone (Succurro Magicam 35)

Range: Touch Duration: Season Target: Individual

This amulet confers the supernatural ability of Mythic Alchemy with a score of 4. For Learned Magicians who have reached the limits of experimental philosophy, but do not wish to subject themselves to the necessary ordeals before attaining the alchemist's craft, this amulet provides a useful way to bypass such inconveniences, at the small price of a bit of Warping. But then, you only need to keep it on until you've created the Lapis Major, right?

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Mythic Alchemy has received an unfortunate lack of attention in this thread. This must be rectified!

[size=120]The Steel of Damascus[/size]

This formula is a closely-guarded secret of the finest Mythic Alchemists in the Middle East; some say that the formulae used originate in far Hindustan. Starting with nothing but common iron ore or metal scraps, an alchemist of Damascus can not only eliminate the randomness inherent in medieval steelmaking, but purify the steel to create an alloy harder than any other nonmagical metal. Swords forged from this alloy can cut through weapons made from lesser metal, or rend armor as if it were cloth.

This process actually requires two formulae. The first is the smelting of the steel, and this requires Mythic Alchemy to perform; mere experimental philosophy has not reached the stage where it can produce steel of this quality. The second is the enhancement of the steel's qualities, which can be performed without Mythic Alchemy's aid if need be. It is entirely possible that the second formula is instead a naranj of Solomonic Alchemy; the level for this is unaffected, but the transmutation can be accomplished much more quickly.

Crucible-Fired Steel
Mythic Alchemy, Reagent level 15
Alteration: Major
The alchemist smelts the ore in an alchemical crucible, adding a precisely-measured amount of coal and other secret ingredients, and refines the product into true steel without the randomness of the blacksmith's forge. The metal is suitable for any purpose that requires steel, such as weapon or armor-crafting, and reduces the Ease Factor for any Craft (Swordsmith) or Craft (Armorer) roll by 4. One dose of this reagent makes sufficient steel for a suit of chainmail, two longswords or eight shortswords-in short, a season's work.
(Base 2, +3 Major, +2 size)

Steel of Damascus
Experimental Philosophy, Reagent level 25
Alteration: Major
This formula is used to enhance the qualities of iron or steel bar stock, and is often practiced on the crucible-fired steel created through the former formula. The alloy created is of unparallelled strength; swords made from it need hardly ever be sharpened and have a +3 to damage, while metal armor created from such steel has +3 Protection for no added weight. The formula creates enough Reagent to make a dagger; three doses would make a sword, six doses would make a cuirass, and ten doses would be needed (along with a gambeson and greaves) for a suit of full mail. A single Size increase would create doses equal in size to those created by Crucible-Fired Steel, but only a truly masterful (or Solomonic) alchemist could dream of this.

(Base 10, +3 Major)

Steel created through this process has a distinctive watery banding in the metal. Providing it to a craftsman with the necessary skill may provide weapons and armor of superior or exceptional quality on top of the benefits provided by Steel of Damascus. Such weapons and armor are essentially priceless, on par with Wondrous Items; a story may revolve around a Flambeau of the School of Ramius' quest to acquire this weapon.

(NB: I didn't write the different size requirements, I'm taking them from the books.)

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Having spent the last week and a half making a viktir family, and noticing the rather lacking total grimoire for Viktir, I bring you 10 neat effects I thought of:

I, (the runemaster) sense the magical air
Perth 10, Method I
This script, often carved into a small amulet allows its wearer to sense Magical or Faerie auras with 10 paces of them, as well as their strength.

(the runemaster) curses his enemies with weeping wounds
Berkanan(Mannaz) 20, Method II
For as long as this script lasts, none of the target's Light Wounds will heal naturally (N.B. All wounds must become Light Wounds to heal naturally), though they can still be healed magically. This script is usually cast using a hair of a target, or Method III shenanigans.
(I feel like I've read this one somewhere, so it may not be original)

(the runemaster) ensures a disease-ridden death for (target)
Kauno(Mannaz) 30, Method II
The target receives a -18 penalty to recovery rolls due to sickness or disease, often sealing their fate to a gruesome death. This does not include recovery rolls for physical injuries. It is also worth noting that this script will inflict a Warping Point when cast, and an additional one each season it lasts, essentially condemning the target to succumbing to Warping, or to disease eventually. This script is often combined with one to inflict a relatively minor disease with a long recovery interval, which when combined with this script, ensures nearly no chance of improvement unless the target has magical aid.

(the runemaster) sharpens this weapon for (target)
Othila(Mannaz) General, Method II
This script gives the target a bonus equal to the magnitude of this spell to his Initiative, Attack and Damage score so long as he wields the weapon this script was cast on.
For example, a Level 10 spell would give a +2 bonus, while a Level 50 spell would give a +10 bonus.

I, (the runemaster) learn of my precious family
Ingwaz 20, Method I
This script, often scribed quickly on a coin the target is holding, or any hard piece of clothing (or even skin if chalk or dye is available) gives the target an instinctive understanding of where his or her family is, including distance, direction and their current emotional state.
Stígandr, a Norse Viktir will often cast this at the beginning of each day, and during his meals when his family members are away from home (he's a bit of a worry-wart), and cancels it if he thinks they are reasonably safe. If he
knows, or detects that they are getting into trouble, he will often keep the spell going for days on end so he can keep tabs on them and help them if need be.

(the runemaster) reassures his precious family
Tiwaz(Ingwaz) General, Method II
This script, often carved before the viktir, or any of his family go on a long or treacherous trip, increases the target's Confidence Score by 1, so long as their current Confidence Score is no greater than the magnitude of this spell -3.
For example, a Level 20 version of this spell would allow a maximum Confidence Score of 2, while a Level 50 version would allow a maximum Confidence Score of 8.

I, (the runemaster) steel my spells
Perth General, Method I
This script decreases the amount of botch dice the target rolls for a certain category of botch by the magnitude of this spell. This variant decreases the number of botch dice rolled on a magical botch, to a minimum of zero.
For example, a Level 10 version of this spell would mean the target rolls 2 less botch dice, while a Level 50 version would mean the target rolls 10 less botch dice.

I, (the runemaster) carve the runes of quality
Othila 15, Method I
These runes, when carved on an object, make it better at its function. A sword becomes light and sharp, a pick more able to dig into the earth. The object functions as if it were of Exceptional Quality, and reduces the potential botch dice when used by two.
N.B. Since the target is non-living, Warping can mostly be ignored (the spell affects the tool, not its user), but allowing this script to run for a long time may result in a Warped item, though I have no idea how one would represent that

(the runemaster) binds the runes of healing
Naudiz (Berkanan, Mannaz) 25, Method II
This spells binds another Berkanan (Mannaz) spell, so that its duration lasts as long as the runes used in this spell. This script is often used to ensure that a rune used to heal (or prevent healing) lasts as long as necessary, even if the original runes are found and destroyed. Method II requires an Arcane Connection to the target be worked into the runes when the target is further than 10 paces away, but since the viktir is an AC to all his scripts, and all his scripts are ACs to him, the Arcane Connections are implied.

I've been reading A&A recently, and I wanted to see if I could integrate its disease system into magical use. The following spell is that attempt:

(the runemaster) curses (target) with Hel's sickness
Kauno(Mannaz) 30, Method II
This script, often carved near the target, and immediately removed or destroyed; or far far away, with an Arcane Connection to the target, inflicts a Serious (with Severity of no greater than 15) disease, as described below, that will not heal naturally so long as the runes last. Often simply casting the script is enough to cripple the target, and so the caster can immediately destroy the runes.

Hel's Sickness
Serious Sanguine Disease, Severity 15
Stable: 12, Improve: 18, Interval: Week
Caused by a curse, this disease is difficult to resist even by those of strong constitution, and even harder to shake off. It is rumoured the disease will not go away until the curse is lifted.
Symptoms: Chills, fever, nausea, mild muscular spasms and pains. If the disease worsens to a Major disease, muscle and bone rot sets in and the patient is inflicted by the Enfeebled Flaw, and will find it incredibly difficult to move with the constant pain, and any action requiring a Fatigue roll also requires an immediate Disease Recovery roll (before the Fatigue roll), with no chance of improvement. If this roll is above the Stable Ease Factor, then nothing happens. If it is below the Stable Ease Factor, the patient suffers an immediate Medium Wound as he has torn a muscle group during the strenuous period.

Combined with the disease spell above, the target would have to roll a 30 to be stable, or 36 to improve, essentially damning them unless they have magical aid.

Please do tell me if any of these seem outside the guidelines, or a bit out of flavour, as I'm still new to working with Hedge Magic

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A version of this is on p. 3 of this thread :slight_smile:

Huh. Probably should've read the thread more carefully then :stuck_out_tongue:
I'll try to avoid that in the future.

Nice collection of runes. Thank you.

I saw an Errata (I am not going to open a new thread bec) on RoP-I.
Both "These shall give their power and strength unto the beast" and "Break the body, bend the will / One can injure, one can kill" are badly wtritten becauyse in the calculations the first talks about having another person like victim, and includes a +2 to victim, but the second one talks about any living being but not include it in the calculation. Actually the first one would be very easy, but the another one very difficult, changing their calculations to be level 10 and 40 ecach one, insted o 20 and 30.

[quote="MarioJPC, post:99, topic:4290, full:true"]
I saw an Errata (I am not going to open a new thread bec) on RoP-I.
Both "These shall give their power and strength unto the beast" and "Break the body, bend the will / One can injure, one can kill" are badly wtritten becauyse in the calculations the first talks about having another person like victim, and includes a +2 to victim, but the second one talks about any living being but not include it in the calculation. Actually the first one would be very easy, but the another one very difficult, changing their calculations to be level 10 and 40 ecach one, insted o 20 and 30. [/quote]

Sorry for taking so long to respond. All Consumption spells have a 'Victim' as it's one of the defining characteristics of that power.

With regard to the maleficium that does cite '+2 Victim', my best guess is that was shorthand for additional magnitudes spent to 'steal' additional points of Strength up to +3/-3, but was changed for some reason prior to publication without updating the spell's final level or the calculator.

Another possibility, based on the preamble about the ritual involving 'at least one other person' is that the spell was originally designed with a Target parameter of 'Group' or perhaps 'Passion'.

Unfortunately, now that the line is complete, I'm not sure where one would forward such errata...

PS. In the latter case I'm not 100% convinced that's what +2 Victim was referring to, but even if it were, the 'Victim' modifier would only apply to the person being wounded which, in that spell, is specified as human. The fact that their life-force is being used to heal an animal or plant doesn't factor in the way it would if the situation were reversed.

It has been many years since I wrote it, but my best guess is that I was saying that the maleficium could drain Strength from people, animals, or plants, which adds two magnitudes to the level. I only had enough words for two maleficia for each combination, so I felt like there should be one example of that. Adding 2 to the maximum score available through this effect seems to me a much better use of the extra magnitudes, though!