Non-Hermetic Grimoire

One thing is getting your arthitis better, and your son that was lost at sea come back home after a while because a fortunate log appeared and allows him to swim to the shore. Another is smithing the enemy with incandescent rain from Heaven, Summoned steeds of Light, getting a +24 recovery bonus easily and regular (say, once per month) cripples cured by the hundreds in Lourdes. Too much, too big, too unbelievable. At least IMS. Miracles? Sure, but God tends to be more subtle than that.


It comes from an attempt to provide Divine opposition to Hermetic magi in a high-fantasy saga. I wanted to see how a high-magic crusade, and Dominion, would look like. I think the result is actually rather disappointing - the Templars are fairly weak, not comparable to Hermetic magi in power and flexibility. Within the war altar's aura they are more powerful, but even there I think a smart middling covenant could decimate and route them. Within a strong Magic aura, i.e. an assault on the covenant, they are considerably weaker.

The real question for me is - is this enough? Will this power level form an interesting opponent to play against? And how to use the more powerful saintly powers and archangels without overwhelming the characters?

The number of Mythic Companions is probably too high, but is not overly important. Most of the effects really require a cadre of 6 or so practitioners; you could say the entire company is really led by a "coven" of Templar mystics, with the others being mundanes, without significantly decreasing the Templar's power.

I don't think those skill levels are unreasonable. Compared to Hermetic magi (in XP, not scores), they are low. They are in line with the guidelines for Companion XP, with room to spare (the character's aren't even Wealthy!).

I'd note that most of the Templars are not knights, they are "sergeants" that are not part of the holy tradition, mechanically. But yes, in this high-fantasy version of Mythic Christianity, there are lots of Mythic Companion divine folk around - why can the Cathars have Mythic Companion Perfecti, while the Catholics can't have Mythic Companion Catholic Priests? In my high-fantasy Mythic Europe, the Priests (i.e. Chaplains, for the Templars), are just as Mythic.

This is intended for a high-fantasy version of Mythic Europe. It is a world where the Divine truly is reliable to a far greater degree. I agree that making magic common lessens its magic, but I feel that if you maintain the higher-level magic rare or precious enough you can still create a highly magical setting. Having hospitallers effectively care for the sick in their charge, for example, is not cheapening magic - you go to this highly Divine place, suffused with Divine compassion, where you are healed of your wounds by the devout and holy men who serve there: that's a cool magical place, not an everyday hum-ho affair.

What I intend to avoid at all costs is direct Divine intervention. If God intervenes, that's just not fun for me - it's playing the ultimate trump card, and that's not a fan card to have in the game. Instead, I'm testing to see what the rules can support, with perhaps a little stretching, in terms of manifesting Divine power through man's actions.

Templars are not your average Christian. This is the Arm Militant of the Church, called upon to vanquish the infidels and heretics. Templars keep their Grace while killing people in the name of god - that's their thing. They are god's power on earth made manifest. They are a frightening epogee of Mythic Christian power. I think it's perfectly fine for such warriors of god to throw flashy Divine magic around to smite their foes with.

As for healing - I was pleasantly surprised to see Medicine is still critical. Meditation requires great time and effort, so Hospitallers won't be able to use it effectively on everyone, especially in field hospitals. Direct healing is also extremely difficult, requiring very high level effects. (Although the fact that raw vis is not required does cheapen the effect.) It's perfectly reasonable that Hospitallers will use Medicine to heal and diagnoze the sick, even with their magic. Of course, in this high-fantasy version of Mythic Europe, mundane doctors would generally be inferior to supernatural healing powers - such as a true Hospital; as it should be.

I take it you mean permanent loss? That's harsh. Incantation already requires the loss of a Faith/Confidence point, but Faith points, at least, return daily - thus we have the Templars casting 1 miracle per day, their protection from arrows; the other miracles are rare, cast only in dire straits, or by exceptional Templars (such as Master Templars or Chaplains), as they rely on higher Faith or the - much more permanent - expenditure of Confidence.

The use of Meditation requires a long-term Fatigue level, so would likwise largely be limited to once per day, at best, with exceptions in dire circumstances.

In other words, even in this high-fantasy version, the Templars essentially cast no overt miracles. In day-day, ordinary, life they pray at their war altar in their citadels, performing but a few ceremonies per day, at most, most with no discernible, flashy, effect. Only in battle is the frequency of miracles increased, and than too it isn't anywhere near comparable (in power or amount) to a Flambeau or Tremere contingent.

The Hospitallers likewise mostly do unobstructive Revovery-boosting effects on the battlefield, and rarely, and conduct their great healing miracles only a few times per week in each hospital. Yes, hardly anyone would die there; this is a Mythic Europe, where the hospitals are actually infused with Divine power that works.

Especially as they have taken a vow of poverty! :smiley:

Effects designed for use with the Faerie Methods & Powers described in Realms of Power: Faerie are especially tricky because the caster needs to have a certain number of Sympathy Traits applicable to the rite. Nevertheless, it is my hope that the following effects are simple enough that some variation on them will be useful to the majority of casters.

Curse of the Fragrant Poppy
(Evocation, Beguile, Level 15)
Range: Voice. Duration: Focus. Target: Individual.
This rite causes the target to fall into a deep slumber from which she cannot be awakened until the duration of the effect has expired. Variants of this rite with the “Until” duration exist and are typically cancelled by a royal kiss. Unfortunately, the targets of such curses have a tendency to starve to death...
(Base 4, +2 Voice, +1 Focus)

Diminution of the Woodland Fae
(Empathy, Conjure, Level 30)
Range: Voice. Duration: Hour +1. Target: Individual.
This rite reduces the target to the size of a mouse (-10) for the duration of the effect. While transformed, the victim’s Quickness is increased by +10 and he suffers a -20 penalty to Strength. A typical application of this effect is to imprison the shrunken target in a small, but sturdy container so that the unfortunate victim will be brutally crushed to death when the spell expires…
(Base 10, +2 Voice, +2 Hour +1)

Exhaust the Determined Foe
(Empathy, Woe, Level 5)
Range: Voice. Duration: Sun. Target: Individual.
This rite causes the target to lose a level of Fatigue which cannot be restored for the duration of the effect. Because of its low-level, this effect is particularly effective against Magic Resistant foes.
(Base 1, +2 Voice, +2 Sun)

Incantation of the Forgetful Patron
(Evocation, Beguile, Level 10)
Range: Presence. Duration: Sun. Target: Individual.
This rite causes the target to forget having paid for a product or service. Honest folk will usually pay again with minimal prompting if they have sufficient funds. The effect is short-lived, however, so a wise merchant uses this effect sparingly lest he develop an evil reputation.
(Base 2, +2 Presence, +2 Sun)

Ossian's Gift
(Enchantment, Weal, Level 20)
Range: Personal. Duration: Until. Target: Individual.
This rite prevents the caster from making Aging or Recovery rolls for the duration of the effect. Due to the relatively benign nature of Faerie Calling, this effect represents a low-cost form of immortality for more sedentary characters. It should be noted, however, that when the effect does expire, the target must immediately make all the rolls she delayed. Therefore, the caster should be careful to choose a condition that is unlikely to be fulfilled accidentally.
(Base 4, +4 Until)

Resilience of Fairy Mail
(Evocation, Ware, Level 25)
Range: Personal. Duration: Not. Target: Individual.
This rite gives the caster a +3 Soak bonus for as long as she refrains from sexual activity (not more than a month, however). The effects of this power are not technically general, but higher level variants all of which grant a (Magnitude -2) Soak bonus are also available.
(Base 15, +2 Not)

The Fairies’ Gift
(Evocation, Grant, Level 30)
Range: Touch. Duration: Not. Target: Group.
This rite grants the targets access to one Sympathy Trait possessed by the caster at a value of +2. This power is generally used to grant a Sympathy Bonus on appropriate ability rolls, but it also allows faerie wizards to “share” Sympathy Traits amongst themselves. This effect is typically designed to persist for so long as the target stays sober.
(Base 5, +1 Touch, +2 Not, +2 Group)

The Gorgon’s Stony Prison
(Enchantment, Conjure, Level 25)
Range: Voice Duration: Sun. Target: Individual.
This rite allows the caster to turn the target to stone by playing his harp. Most incarnations of this effect cause target to appear as a statue of himself, but this is entirely an aesthetic decision on the part of the caster.
(Base 5, +2 Voice, +2 Sun)

The Road Goes Ever On
(Empathy, Portage, Level 15)
Range: Personal. Duration: While. Target: Individual.
This rite allows the caster to ignore Fatigue penalties while travelling, but at the same time prevents him from exerting Fatigue to travel more quickly. This effect is typically designed to persist for as long as the caster sings or plays some type of musical instrument.
(Base 10, +1 While)

Watching the World from Behind Another Face
(Enchantment, Dream, Level 30)
Range: Symbol. Duration: While. Target: Individual.
This rite enables the caster to perceive the world through the target’s sensory organs for as long as she continues to sing. This rite could be cast with an Arcane Connection instead, but Symbol is more common since a faerie magician must possess Sympathy Traits applicable to the target in either case and this version precludes the need for an AC.
(Base 5, +4 Symbol, +1 While)

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Despite being non-magical, the Natural Philosophy Formulae from Art & Acadame do offer some interesting spell-like guidelines for players to fool around with. As with other effects I’ve designed, some of these formulae are a bit unorthodox. Nevertheless, hopefully they'll prove useful to someone out there...

Concoction to Foil the Elfish Blade
(Theriac Level 25)
Potency: Mighty
This theriac, virtually the stuff of legends, is made from mead, egg-yolks and powdered lead. It is said to have the power to cure Apoplexy (a Critical Sanguine disease) within a Week’s time! Few apothecaries are capable of creating such potent medicine and even fewer patients can afford such wondrous healing...
(Base 5, +4 Mighty)

Flash Powder
(Reagent Level 10)
Alteration: Major
This reagent generates a silvery powder that burns brightly enough to rival the sun. In addition to providing increased illumination, any character looking directly at a fire when Flash Powder is added (SG's discretion) must make a Stamina +6 roll or be temporarily blinded until they make a successful Stamina 6+ roll (the victim may attempt one such roll per minute).
Note: This reagent cannot affect a fire with a volume greater than 27 cubic feet.
(Base 3, +3 Major)

Mallow and Extract of Lettuce
(Theriac Level 10)
Potency: Serious
This theriac, which takes the form of a soothing pink lozenge, promotes cool moist humours and aids in expelling excess choler. In game terms, the patient receives a +6 bonus on his next Disease Recovery roll involving choleric diseases such as Garotillo.
(Base 4, +2 Serious)

Self-Boiling Oil
(Reagent Level 15)
Alteration: Substantial
This reagent is a simple variation of the classic Calorific Stone. When added to a cauldron of tallow or some other fat, this innocuous grey stone causes it to boil instantly. An enemy who has boiling oil dumped on him suffers +12 damage from the scalding liquid.
Note: This reagent affects 500 cubic inches of oil. For the sake of convenience, this is equivalent to 8 litres or 2 gallons.
(Base 4, +2 Substantial, +1 Size)

The Water-Cleansing Marble
(Reagent Level 15)
Alteration: Minor
This reagent consists of a hard white pellet about the size of a marble. When placed in a source of water, the marble absorbs any impurities into itself, turning a matte grey in the process and leaving behind only pure potable water behind.
Note: This reagent can affect 270 cubic feet of water over its useful life. This is equivalent to approximately 2000 gallons.
(Base 5, +1 Minor, +1 Size)

Vitreous Glaze
(Reagent Level 10)
Alteration: Substantial
This reagent produces a clear, colourless liquid that causes any stone it comes in contact with to become as smooth as glass. Naturally, walls and ramparts treated with this substance pose a formidable obstacle for any invader, but this reagent is also used by Sculptors and Masons in a variety of civilian projects.
Note: Although this reagent only affects 270 cubic feet of stone, the way it is applied to the surface of a stone structure means that it can potentially be spread over a much greater surface-area (3240 square feet).
(Base 3, +2 Substantial, +1 Size)

What Malady Afflicts N?
(Inception Level 10)
Detail: Basic
This inception observes the astrological influence of the different planets upon the target’s horoscope. This enables an astrologer to determine what infirmity is most likely to affect the target. Note, however, that a character lacking the Medicine ability may be unable to effectively communicate the knowledge gleaned from this formula to a physician.
(Base 5, +1 Basic)

Will Gambling Be Successful for N?
(Inception Level 10)
Detail: Binary
This inception determines the influence of Jupiter upon the target’s horoscope. From this, a skilled astrologer can inform the subject whether or not it will be profitable for him to engage in games of chance during the next astrological sign.
(Base 4, +2 near future)

Will N Birth a Healthy Child?
(Inception Level 4)
Detail: Binary
This inception examines the lunar correspondences in the target’s horoscope. This allows the astrologer to determine whether a woman, who must be with child when the inception is made, will give birth to a healthy child.
(Base 3, +1 distant future)

Wine and Wormwood
(Theriac Level 10)
Potency: Strong
This theriac consists of compress of wormwood soaked in strong wine and grants the patient a +3 bonus on her next Wound Recovery roll involving a crushing wound with a severity of Heavy or less.
(Base 3, +3 Strong)

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Even though they make use of standard Hermetic guidelines, I feel that the Wondrous Items introduced in City and Guild are sufficiently distinct from Hermetic enchantments to warrant an entry in the grimoire. Although each effect was designed with a specific realm in mind, most of these items would work equally well for any realm.

Brazier of Unending Incense (Touched by Divine)
Twice per day, this beautifully engraved brass brazier can be made to generate the visual and olfactory illusion of sweet-smelling incense billowing gently from its interior. The exact type of incense mimicked is decided when the device is being made.
Craft Level 15: Magnitude 2 (Creo Imaginem base 2, +1 Touch, +2 Sun, changing image +1) +1 2 uses/day

Comforting Crucifix (Touched by Divine)
Once per day, this small, but exquisitely crafted silver crucifix can fill its owner with a profound sense of tranquillity that banishes fear and doubt. Mechanically, the user should benefit from a +3 bonus to any Personality Trait rolls related to overcoming fear or despair.
Craft Level 13: Magnitude 1 (Rego Mentem base 4, +1 Touch)

Cursed Boots of Fiendish Torment (Touched by Faerie)
Activated by the act of walking, these beautifully made leather boots can cause their target to experience the sensation of being savagely tickled. The victim suffers a -3 penalty to activities requiring concentration and must roll three additional botch dice for as long as he or she remains subject to the effect.
Craft Level 15: Magnitude 2 (Creo Mentem base 3, +1 Touch, +2 Sun), +1 2 uses/day

Envenomed Ring (Touched by Infernal)
Once per day, this intricately carved golden ring can magically transform any liquid it touches into a terrible poison. Any character drinking the poisoned liquid (usually a goblet of wine) must make a successful Stamina roll of 6+ or immediately suffer an Incapacitating Wound. These rings are a popular choice with certain noble families.
Note: Characters with MR cannot drink the transmuted liquid.
Craft Level 16: Magnitude 4 (Muto Aquam base 5, +1 Touch, +1 Diameter, +1 potency)

Flameless Lamp (Touched by Magic)
Once per day, this lovely copper lamp can illuminate an area by shedding light equivalent in intensity to a sunny day. Because there is no flame or smoke involved, this item is ideal for soldiers, magi and other adventuring sorts.
Craft Level 15: Magnitude 3 (Creo Ignem base 5, +2 Sun)

Saintly Staff (Touched by Divine)
Once per day, this gnarled wooden staff can call upon the power of the Divine to instantly dispel any ongoing supernatural effect with a level equal to or less than ((Craft Level - 13) x 5) + stress die or less. Variations of this item designed to affect only a specific type of magic (Infernal Curses or Faerie Illusions, for example) are very common, being more potent than the general variety.
Example: A staff with a Craft Level of 14 will terminate any effect of 5th level or less while a Level 17 version would be effective against spells of up to 20th level.
Craft Level General: Magnitude Varies (Perdo Vim general, +1 Touch)

Switch of Chastisement (Touched by Infernal)
Three times per day, this wooden disciplinary tool can impart an especially terrible sting. Once the switch’s magic is activated, the next person struck by it will suffer twice the normal wound penalty for the type of injury inflicted.
Example: A Light Wound cause by the switch would impose a -2 penalty, rather than the usual -1.
Craft Level 15: Magnitude 1 (Perdo Corpus base 4, +1 touch), +2 3 uses/day

Sword of Perfect Sharpness (Touched by Magic)
Twice per day, this finely wrought Long Sword can become fantastically sharp. This grants its user a +2 bonus to Damage when using the weapon in combat. Clever owners will also find a multitude of uses for this supernaturally sharp blade off the battlefield…
Craft Level 16: Magnitude 3 (Muto Terram base 3, +2 Sun, +2 Affect Metal), +1 2 uses/day

The Magnificent Gown (Touched by Faerie)
Twice per day, this finely tailored gown can project an illusion of unearthly beauty and grace over its wearer. This has the effect of granting the item’s user a +3 bonus to all die rolls related to the exertion of social influence in a courtly setting.
Craft Level 15: Magnitude 2 (Creo Imaginem base 3, +1 Touch, +2 Sun), +1 2 uses/day

Tidy Chamber Pot (Touched by Magic)
Once per day, this functional but ornate chamber pot can be activated to utterly destroy whatever human waste it contains at the time. This is a very handy item for adventurers, though admittedly rather expensive for such a mundane effect.
Craft Level 13: Magnitude 1 (Perdo Corpus base 4, +1 Touch)

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I feel a bit silly bumping a thread that I was pretty much the only contributor to, but thought I’d borrow a page from Xavi’s book and practice some threadomancy in the hopes that perhaps the release of Rival Magic had gotten peoples’ creative juices flowing with regard to the new systems presented therein or in one of the earlier books...

The amazon sorceresses detailed in Rival Magic employ a powerful, if somewhat quirky, system that meshes nicely with the tradition’s background fluff and offers some exciting spell ideas.

Aeolus’ Rage
(Alala, Nux, Level 20)
Range: Seen Stranger. Duration: Hour. Target: Individual.
This incantation causes the sky to rip open and a funnel cloud to descend to earth, damaging small buildings and inflicting +20 damage to anyone unfortunate enough to be in its path. Because the resulting tornado persists for several hours and the sorceress lacks the ability to control it, this effect is typically employed to harass enemy encampments or to cover a retreat, but it could also be an effective combat spell if the duration were to be increased to Exchange.
(Base 10, +2 Additional Damage)

Cripple the Insolent Wizard
(Papaios, Zoi, Level 35)
Range: Seen Stranger. Duration: Hour. Target: Individual.
This incantation seals the victim’s magical potential, forever robbing him of the Gift. Rarely used due the amazons’ preference for a more direct (and lethal) approach, this effect does see occasional use when a sorceress elects to capture an enemy spellcaster alive for the purposes of interrogation…
(Base 30, +1 Seen Stranger)

Donning Nyx’ Shadowy Mantle
(Papaios, Api, Level 3)
Range: Seen Stranger. Duration: Hour. Target: Individual.
This incantation drastically reduces the amount of sunlight within a 2700 cubic feet volume. While superficially similar to Rob Them of Goitosyros’ Gift, this effect wasn’t designed for battlefield use, but rather to assist amazon hunters and raiders to approach their quarry under the cover of darkness. Those within the area of effect receive a +3 bonus on Stealth rolls.
(Base 2, +1 Size)

Forging the Bonds of Camaraderie
(Alala, Kardia (Api), Level 30)
Range: Cousin. Duration: Month. Target: Individual.
This rite invests the target with a "Loyal" Personality Trait with a value of +3. This effect is sometimes performed on children that have been captured in raids. It doesn’t mitigate the negative effects of the Gift in any way, but does cause the targets to identify themselves as amazons, reducing the likelihood that a freshly gauntlet sorceress will lash out against amazon society as a whole.
(Base 20, +1 Cousin, +1 Month)

Ignominious Dismissal of the Sanguine Elemental
(Papaios, Nux, General)
Range: Seen Stranger. Duration: Hour. Target: Individual.
This incantation immediately dismisses an air elemental with a Might Score of (Level) or less. It’s unclear exactly what happens to elementals subject to this effect, but it gets rid of them which the amazons consider more important than any metaphysical implications.
Example: At Level 10 this effect dismisses air elementals with a Might Score of 10 or less while the Level 50 version banishes those air elementals with a Might Score lower than 50.
(Base General)

Lapidation of the Unworthy Foe
(Alala, Api, Level 10)
Range: Cousin. Duration: Hour. Target: Individual.
This incantation subtly opens a section of stone, forming a steep decline. Amazon raiding parties operating in mountainous terrain will construct piles of boulders which can later be sent cascading down the mountainside onto enemy troops with this handy incantation.
Anyone in the path of the tumbling stones should receive a Dexterity + Athletics roll to avoid damage. The SG should adjudicate the EF to dodge the rocks and the resulting damage based upon the relative size and number of stones such that larger stones do greater damage, but are easier to avoid owing to the smaller number of them.
(Base 4, +1 Stone, +1 Size)

Reveal the Sign of the Malicious Witch
(Ma’at, Zoi, Level 4)
Range: Cousin. Duration: Hour. Target: Individual.
This incantation allows the sorceress to perceive the casting sigil of whoever cast the spell currently affecting her target. The version presented here allows the sorceress to affect most of her fellow amazons, but is somewhat suboptimal in that to target a close comrade the range would have to be increased to Sister.
(Base 4)

Seal the First Concoction
(Papaios, Soma, Level 5)
Range: Seen Stranger. Duration: Month. Target: Individual.
This incantation seals the target’s bowels, preventing him from passing waste for the duration of the spell. Mechanically, this should be treated as a Light Wound with no chance for Improvement until the expiration of the effect (which brings automatic relief). However, because no actually wound is inflicted by this spell, Medicine is not applicable to the patient’s Recovery rolls nor are most other recovery modifiers (chirurgical intervention may be effective at the SG's discretion, however).
This somewhat vulgar effect is far too slow-acting to be useful in battle, but it is sometimes cast on fleeing enemies, taking advantage of the high-penetration and potential lethality to neutralize enemies who don’t pose an immediate threat to the Amazon nation.
(Base 1, +4 Months)

Slay the Troublesome Foe
(Alala, Soma, Level 20)
Range: Seen Stranger. Duration: Momentary. Target: Individual.
This incantation magically tears a jagged bloody gash in the victim’s chest, killing him instantly. While this effect must be aimed and permits a resistance roll, its superior Penetration compared to Clenching Grasp of the Crushed Heart makes it a formidable weapon against Hermetic Magi who often possess a poor Defense anyway.
(Base 20)

Test the Warrior’s Mettle
(Ma’at, Kardia, Level 4)
Range: Seen Stranger. Duration: Day. Target: Individual.
This incantation allows the caster to detect the presence of the Brave Personality Trait with a value of +3 among their enemies. The amazons make extensive use of this effect when selecting the targets for their raiding parties.
(Base 2, +2 Seen Stranger)

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Hardly "forever" - given the duration is only Hour.

Even if I do not contribute to this kind of thread, I find it enlightening to see what could be designed using the rules for fairly "standard" effects that could be considered to be relatively common :slight_smile: Thanks!


I think this is a fantastic thread and want to applaud Gremlin44. Thank you. I can't wait to see spells for the other rival traditions.

Matt Ryan


YMMV. The base guideline seems to imply that the target's Gift is indeed destroyed as opposed to merely being temporarily suppressed for the spell’s duration (as is ascribed to a lesser guideline). Therefore, I view CtIW as being similar to using Momentary to wound a foe with Perdo Corpus, or Diameter to move a boulder using Rego Terram – the magic itself doesn’t take long to do its work, but nevertheless yields potentially long-lasting results...

Incidentally, I would, however, probably rule that the effect remains active (and thus subject to being dispelled) for the number of hours indicated so as to reward those players who choose to increase the duration to Exchange or Momentary.

As to Matt' Ryan, Xavi and Tellus' comments - thanks for the support. I think I'll finish Rival Magic at the very least since I am about midway through my spell designs for the Augustan Brotherhood...

Ill chime in with appreciation as well.
Im far too mechanical when i design spells so its nice to see how others do it, and seeing the nonhermetic stuff is even better!

That'd work for me

I (Runemaster) Write to Understand the Foreigners
Ansuz 20, Method I
This rune allows the Vitkar to make sense of things said in foreign languages within 10 paces of him.
This is accomplished by accessing the surface thoughts of those nearby.
The rune is traditonally carved on a piece of jewelry (often a ring) which can be worn innocently in a social setting.
Some weave the rune into cloth instead.

I (Runemaster) Curse my Foe (Target) that his Wounds will never fully Heal
Berkanan 20, Mannaz (target), Method II
A horrible curse that prevents all of the target's Light Wounds from healing naturally.
Typically carved on a piece of wood bound with the target's hair or marked with his blood and then hidden or kept where it can be conveniently thrown into the fire if the vitkar is charged with witchcraft. Some prefer to write it on stone instead ad the bury the stone.
Please remember that natural healing is in stages, all wounds must progress through Light Wound to be fully healed.

I (Runemaster) Curse my Enemy (Target) that his day shall be few and grey.
Dagaz 20, Mannaz (Target), Method II
Curses the target with a +4 penalty on aging rolls.
Traditionally carved on a hollowed-out bone to underscore the nature of the curse.
The Arcane Connection is typically placed within the bone itself, which is then stopped and sealed with wax.
This is a specific version of a general Rune. It can be learned with almost any magnitude. Penalty equals magnitude.

I (Runemaster) Carves this Rune for my Health
Jera 5, Method I
The Runemaster will be healthy and strong, immune to natural illness and blight while this rune is worn.
Many a vitkar wears this rune on a small amulet somewhere.
Unfortunatly this rune causes Warping if worn constantly for a long time

I (Runemaster) carve this, that my Wife (Target) shall rise again after giving Birth
Ingwaz 20, Method II
Ensures that a pregancy and birth is easy and that the baby is healthy, as long as the rune is worn throughout the pregnancy.
This rune is usually carved on a piece of jewelry.
This particular version works with just Ingwaz but a versioned designed to affect someone not of the Vitkar's own household would probably require a rune to describe the target.

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Nasty!! I like it :smiling_imp: The imagery is strong.

Nasty as well! And with even a stronger imagery. I can imagine the vitki carving this in the bone by the fire in his hut humming lowly to the Aesir in the process. Then the runes glow for a momment and the damage is done.

I liked your spells, since you did make quite a few uses of Method II runes, something I have not fully explored when I built up muy own vitki :slight_smile: Enlightening.


Neat rune scripts, Tellus. I especially liked the 1st, 3rd and 4th ones, like Xavi said, it’s always interesting to see new Method II applications for rune magic. Particularly where separate effect and target runes are utilized.

The vigilo rites practiced by members of the augustan brotherhood (see Rival Magic) are very different from hermetic model, representing some fairly unique options.

Conceal the Cunning Trap
(School of Prometheus, Ease Factor 21)
Range: Touch. Duration: Sun. Target: Structure.
This rite wards a structure so that all lights within the protected area are magically extinguished when the effect is triggered, as are any sources of light brought into the targeted area for the duration of the effect.
While this rite is not especially dangerous in and of itself, virgilian wizards make extensive use of this effect in protecting their lairs because the resulting darkness makes intruders more likely to stumble into other mundane and magical traps.
Example: This rite is usually set to activate when a doorway is breached without first speaking the correct password or when a particular object within the warded area is disturbed.
(Base 9, +6 Sun, +6 Structure)

Enrage the Placid Swarms
(School of the Vigilant Bees, Ease Factor 30 Ritual)
Range: Touch. Duration: Sun. Target: Boundary.
This rite wards a clearly marked area no greater than 1000 paces in diameter (usually the perimeter of a forest) so that any bees within the area will become extremely aggressive to humans when the effect is triggered. If time permits, this effect can be made even more deadly by encouraging wild bees to colonize the warded area using a combination of vigilo rites and mundane apicultural techniques.
A single bee sting inflicts negligible damage, but those being attacked by a swarm of bees automatically suffer +10 damage per round (see The Lion and the Lily, pg 75 for details). This ritual is sometimes cast as an area-denial weapon against foreign armies, but due to the Vis cost it’s often safer and more economical to inscribe the effect into an animation.
Example: This ritual is usually set to activate when a particular trigger-word is spoken either by unwitting enemy soldiers or one of the wizard’s agents. When invested into an animation, it’s often triggered by a linked Sortes Virgilianae effect that detects the presence of enemy soldiers (EF 21; 18, +3 2 uses/day).
(Base 12, +6 Sun, +9 Boundary, +3 Size)

Ensnare the Unsuspecting Foe
(School of the Sylvan Dryads, Ease Factor 24)
Range: Touch. Duration: Sun. Target: Room.
This rite wards a room so that items made from plant material will attack the room’s inhabitants when the effect is triggered, binding them securely. Most virgilian wizards keep a coil of rope in their sancta for use with this effect, but in many cases the victims’ own clothing is sufficient to immobilize them.
Some members of the brotherhood like to include the School of Vigilant Bees as a requisite so that the rite can also affect articles of clothing fashioned from wool, silk, or leather.
Example: This rite is typically set to activate when someone seeks to injure another person within the warded area or when a chest is opened without first speaking the correct password.
(Base 15, +6 Sun, +3 Room)

Jupiter’s Tears Nourish Gentle Ceres
(School of Boreas, Ease Factor 24 Ritual)
Range: Touch. Duration: Sun. Target: Boundary.
This rite wards a clearly marked area no greater than 1000 paces across (usually a nobleman’s croplands) so that a nourishing rainfall is called up when the effect is triggered.
While this rite does see occasional use, its Vis cost means that the effect is more typically inscribed into a stationary animation and set within the warded area. As implied by the name, statues of the Goddess Ceres are most commonly enchanted for this purpose.
Example: This ritual generally set to activate when a particular passage from “The Aeneid” is recited within the warded area. When inscribed into an animation, however, it’s generally activated by a linked Sortes Virgilianae effect that detects when a plant within the warded area is suffering from a lack of water (EF 12).
(Base 6, +6 Sun, +9 Boundary, +3 Size)

Neptune Wreaks a Terrible Vengeance
(School of the Naiads, Ease Factor 30 Ritual)
Range: Touch. Duration: Sun. Target: Boundary.
This rite wards a clearly marked area no greater than 1000 paces across (usually a bay or cove) so that the waters are transformed into a terrifying whirlpool when the effect is triggered. While the resulting vortex proves devastating to any enemy ships seeking to enter the harbour, the risk of damaging friendly vessels or even the port itself means that this effect is almost always employed as a last resort. Nevertheless, to avoid the Vis cost associated with the repeated casting of rituals, several animations inscribed with this effect are rumoured have been constructed by members of the brotherhood.
Example: This ritual is usually rigged to activate when a silver coin with a pentagram etched on one face is cast into the water or when a trumpet is sounded. When invested into an animation, however, the trigger is usually a linked Sortes Virgilianae effect that detects when the protected city is besieged by enemy ships (EF 16; 18, -3 City, -2 Ships, +3 2 uses/day).
(Base 15, +6 Sun, +9 Boundary)

Returning Persephone to Pluto’s Side
(School of Prometheus, Ease Factor 24)
Range: Sight. Duration: Ring. Target: Pentagram.
This rite wards a pentagram so that everything within its perimeter is chilled, but not frozen for so long as the pentagram remains unbroken. Increasing the range to Sight allows the pentagram to be drawn on the ceiling instead of the floor which in turn prevents it from being disturbed by routine traffic of the patron’s kitchen staff while still remaining clearly visible. Although this rite is most often used to extend the shelf life of food products stored within the warded area, it can also provide temporary relief from the stifling summer heat by chilling the air that passes through open windows and doors.
(Base 12, +6 Sight, +6 Ring)

Trap of the Spinning Blades
(School of the Stones, Ease Factor 21)
Range: Touch. Duration: Sun. Target: Room.
This rite wards a room so that when the effect is triggered five steel daggers leap into the air, whirling menacingly in a series of seemingly random patterns, but always remaining safely within the confines of a large pentagram inscribed on the floor. Anyone entering the pentagram (which should, ideally, impede access to the rest of the room) is subject to a dagger attack each round.
This effect could, perhaps, be made more deadly by adding more blades or by not restricting the blades’ motion to a Pentagram, but the version described here is intended more as a deterrent than a life-threatening defence.
Example: This rite is usually set to activate when a door is opened without speaking the correct password, but is sometimes initiated by someone entering the pentagram instead.
(Base 6, +6 Sun, +3 Room, +6 Metal)

Vulcan’s Bane
(School of the Stones, Ease Factor 18)
Range: Touch. Duration: Momentary. Target: Room.
This rite wards a room so that any metal objects within the target area will crumble to scale in mere seconds when the effect is activated. Virgilian wizards frequently use this effect to destroy their opponents’ weapons and armour, leaving the targets vulnerable to animations armed with wooden or stone weapons.
Example: This rite is usually set to activate when one person attacks another within the confines of the protected area, but the sounding of a trumpet is another relatively common trigger.
(Base 9, +3 Room, +6 Stone)

Ward against the Blackest Treachery
(School of the Naiads, Ease Factor 21)
Range: Touch. Duration: Momentary. Target: Room.
This rite wards a room so that any poisons in the targeted area (usually a dining hall or throne room) are destroyed when the effect is activated. Unfortunately, the inability of virgilian magic to directly affect the human body means that this rite is of no use to those who have already been poisoned. A variation of this rite with the target upped to Structure and Sun duration is sometimes inscribed into animations for unusually paranoid nobles.
Examples: This rite is usually set to activate in response to a specific word or phrase (often from "The Aeneid"), but when invested into an item, a standard environmental trigger is much more common.
(Base 18, +3 Room)

Ward against the Stealthy Thief
(School of Boreas, Ease Factor 12)
Range: Touch. Duration: Momentary. Target: Room.
This rite wards a room so that a deafening crack of thunder is brought into being when the effect is activated. While this rite could ostensibly be made easier by drawing a pentagram across the doorway and using that as the designated Target, most members of the augustan brotherhood prefer the added security afforded by the Room version.
Example: This rite, being an alarm, is almost always set to activate when someone enters the warded area without first speaking the designated password, but is occasionally activated by a command phrase instead.
(Base 9, +3 Room)

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If the Health Rune can cause warping , wont the same thing happen with the Childbirth Rune?

Yup, it does cause warping as well

Indeed, however the Childbirth rune is rarely worn for more than a year at a time (while hoping for conception and then during the entire pregnancy) while the Health rune could reasonably be worn at all times.