Congratulations!
I did rolls for ageing and there was no increase in apparent age.
Artisano had nine free seasons, He'll use these to pick up Teaching 1 (apprentices) and raise his penetration score to 7.
Ranulf will arrange for rituals for two points each in both presence and comunication.
I'm going to change neither the reputations nor the personality traits of Ranulf.
I'm going to give Artisano among the familiars of his tribunal for his recent magical augmentations, and perhaps a personality trait regarding liking his life as well. Because I imagine him as pretty pleased with recent events.
Ranulf's Enchanted devices as of 150 years post gauntlet.
Chest of the Ember Seed, see Magi of Hermes p.114 ,
Ribbon of Arcane Preservation, see Magi of Hermes p.113,
Hands of the Tiny Lizard
ReTe(He) 29
R: Voice, D: Conc. T: ind
This tiny golden wand that Artisano carries in a small pouch hung from the same chain as the Pendant of Patient Incantations is a lesser enchanted device. It can hold immobile or slowly manipulate a single item of clay, stone, base metal, or plant products . The targeted item is controlled with a force similar to that of a very strong person (+5). In general the more heavy an object is the slower it is moved. The effect has the same limitations as the spell unseen porter: the effect can not carry the wielder, nothing can be lifted above the height of a man, and delicate tasks require difficult finesse rolls on the order of ease factor 12)
(Base 3, +2 for stone and metal, +2 voice, +1 concentration, +1 Herbam requisite, +4 levels 12 uses per day)
Pendant of Patient Incantations
ReVi 30 (24 uses per day)
R: Touch, D: Conc. (item maintains concentration), T: IndThe Pendant of Patient Incantations is a small silver teardrop it is suspended by a tiny chain (appropriate for Artisano's neck). Only the teardrop is enchanted the chain is mundane. When this item is used in conjunction with casting a spell (requiring an intelligence + concentration roll of 6) the other spell is delayed in taking effect until the pendant ceases concentration on The Patient Spell. The target spell can be of no higher level than the level 20. A spell held using the pendant of the Patient Spell may be released to interrupt an action in the same manner as a fast cast spell requiring the same “fast casting” roll of concentration + finesse (ArM5 page 83). A spell released from the pendant can only be directed at a specific target if the wielder has a score in Finesse and an understanding of the magic that was released (such as a score in Magic theory for Hermetic magic). At sunrise or sunset any remaining spells in the pendant are released in random directions at random targets as the pendant's concentration ends.
Ranulf uses the Pendant of the Patient Spell to fill up 10 or fifteen spells , often skin of wax cast in a beneficial aura with ceremonial magic, hide of wax or Pillum of Fire. He then gives the pendant to Artisano. The pendant of Patient Incantations also provides Ranulf an opportunity to cast Boreal Flames with Pillum of Fire. Casting a spell in conjunction with the cessation of The Patient Spell also requires an intelligence + concentration roll of 6 to perform successfully if the caster is the one releasing the spell, it can be done automatically if the caster is cooperating with someone else who is wielding the item.
(base 4 +1 touch +5 levels item maintains concentration + 5 levels 24 uses per day)
Pendant of the eagle's vision
InIm 32
R: Touch, D: Sun, T: Ind
The target touched in the eye by this small golden eye shaped pendant is affected as if they had cast the spell Eyes of the Eagle (Arm5 p. 145)
(Base 3 +1 touch, +2 sun, +4 vision, +2 levels 3 uses per day)
Laboratory: Ranulf’s laboratory is described in see Magi of Hermes p. 114. It has the following qualities:
Highly organized
Excessive Heat
Excessive light
Lesser focus: Ignem
enchanted device : (+5 Ignem bonus)
Minor feature (balcony)
lesser focus (balcony)
Precious Ingredients
Superior equipmentThese qualities give the lab the following characteristics
General quality +2
Upkeep +4
Aesthetics +1Specializations:
Spells +3
Vis extraction +1
Ignem +7
Imaginem +2It has the following enchantments
Eyes of the Acolyte see Magi of Hermes p. 114
Laboratory that has learned from experience see Magi of Hermes p. 114
Façade of Pentecost see Magi of Hermes p. 114The Flame of Consummate Obedience
Cr(Mu,Re)Ig 50
pen 0 24 uses per day
R; Personal, Dur Conc. (Item maintains concentration) t: Ind.Ranulf's laboratory has been enchanted to create a nearly perfect fire at the will of its user. The Hearth within Ranulf's Laboratory can create a fire of any heat up to +25 damage. This fire can be as any size up to the size of a normal hearth fire. The flame can be altered into any form that does not require form requisites it can be more or less smokey, it can smell of roses, it can be of any color) the motion and the shape of the flame are also under the control of the user (it can be fashioned into the shape of a lizard or it can continually rotate around a horizontal axis) although the created flame can not leave the area of the hearth. The chief use that Ranulf and Artisano put the effect to however is to create a fire and alter the fire subtly for several minutes or even hours in order to create exactly the fire that they imagine.
(Base 20, +1 concentration , +1 rego requisite, +1 muto requisite, +1 breadth of variability; modifications +5 levels item maintains concentration, +5 levels 24 uses per day)
School of The Founder's Advocate
This invested device takes the form of a silver ring inlaid with a ring of polished hornbeam. It was opened with seven pawns of vis and the enchantment capacity of the item has been filled by the two effects Anticipation of Incineration and Unraveling the Fabric of Ignem.
This device was created by a Ranulf and a fellow school of the Founder flambeau socitates Milites. Because it was well known that both of magi favored ignem magic, they worried that anyone who had advance warning of them might very well protect themselves with rego ignem wards against fire spells.
As is usually the case with such devices, the wearer must suppress their parma magica as they place the ring on their finger in order to allow the Anticipation of Incineration to target them. The ring functions only while the wearer keeps it on his or her finger. Anticipation of incineration only functions once per day, so if the wearer takes the ring off, it will not work again until the next sunrise or sunset.Anticipation of Incineration
InMe Level 30
R: Touch, D: Concentration, T: Ind
This effect reads the mind of the target (the wearer) and determines when they are starting to cast a creo ignem attack spell on a target. Anticipation of Incineration then triggers unraveling the fabric of ignem. Anticipation of incineration was specifically designed so as not to warp Ranulf as a powerful effect (the item can still cause warping to him as a long term effect if he were the sort of fellow who wore it most of the time, which he isn't).
(Base 15, +1 touch, +1 concentration modifications: +5 levels item maintains concentration)Unraveling the Fabric of Ignem
PeVi Level 40
Pen 40, 3 uses per day
R: Voice, D: Momentary, T: Ind
This effect has a linked trigger. It is set off when the anticipation of incineration enchantment detects that the wearer is about to attack a target with a creo ignem spell.
This effect is intended to remove ignem wards such as Ward Against Heat and Flames (ArM5 p. 143) that might otherwise protect the target from the deleterious results of getting hit with multicast pillum of fire spells. The effect functions as Unraveling the Fabric of [Form] (ArM5 p. 161), dispelling all hermetic ignem effects of level 25 + stress die (no botch) and lower. It functions three times per day and it has a penetration of 40.
A caster who spends a few days practicing with the School of the Founder's Advocate can learn to cast their spells sufficiently slowly to allow unraveling the fabric of ignem to take effect before their attack spell. When the caster does this, their initiative is reduced by two for the rest of the combat.
(Base 5, +2 Voice, modifications +2 levels 3x per day, +3 levels linked trigger, +20 levels 40 penetration)
Talisman of Ranulf
A description of Ranulf’s Talisman is in Magi of Hermes p 115At 120 years out of apprenticeship Ranulf’s talisman has been opened with 52 pawns of vis. 49 of these pawns have been filled. It has the following attunements
Bonus Subject
4 Affect dead wood
3 Affect living wood
4 Control things at a distance,
4 Destroy things at a distance,
3 Divination,
6 Fire related effects,
7 Harm or repel faeries
4 Leadership in war
3 Project bolt or missile
2 Repel things,
1 Terram
4 WardsThe Talisman has the following enchantments in it:
Topiary of Flames see Magi of Hermes p. 115
Flames of Stone see Magi of Hermes p. 115
Shadow of Spring times Departed see Magi of Hermes p. 115
Surfeit of Fuel see Magi of Hermes p. 115
Shriek of the Impending Staves see Magi of Hermes p. 115
Defense of the Roaring Furnace see Magi of Hermes p. 115Firey Attentive Talisman
ReVi 47
Pen +0, 6x per day , Item maintains concentration
R: Touch, D: Conc., T: Ind
Firey Attentive Talisman sustains a vim spell of duration concentration as Maintain the Demanding Spell. It can sustain concentration spells of up to level 40. Unlike casting Maintain the Demanding Spell activating Mindful Talisman while maintaining a spell requires an intelligence + concentration roll of only trivial difficult (ease factor 3).
(Base 30, +1 touch, +1 concentration, modifications: +5 levels item maintains concentration, +3 levels six uses per day )Sense the Pillums of Fire
InIg 10
Pen 0, 3 uses per day
R: Touch, D: Conc. (item maintains concentration)T: individual
This effect senses when the individual touched produces a bolt of flame. The effect can not distinguish between a PoF created by hermetic magic or some other effect that creates a similar bolt of flame. It is intellego Ignem not intellego vim.)
(Base 1, +1 range touch, +1 concentration, +5 levels item maintains concentration +2 levels 3 uses per day)Pillums of Jagged Bones
Mu Ig (Co) 70
penetration +74, 24 uses per day
R:Touch, D: Mom., T: Group
This effect alters pilums of fire as they are cast by the wielder changing them into wickedly sharp javelins of human bone. the javalins do +10 damage to any target they strike and also do +5 damage from their extreme heat (which is not dissipated by the spell, but the pilums no longer generate heat after their transformation). Ranulf instilled this to target creatures that were completely immune to heat, the bolts however can still be warded against by spells that control fire (muto does not remove the fire nature of the pillum). This enchantment is activated by linked trigger only when Sense the Pillums of Fire senses a Pillum of fire and the staff is being held in a specific manner.
(base 10, +1 Touch, +2 Group. modifications;+3 levels linked trigger, +5 levels 24 uses per day, +37 levels +74 penetration)Pila of Unmatched Heat
MuIg 106 50 uses per day 94 penetration
R: Voice, D: Mom, T: Group
This effect alters a pillum of fire or a group of up to 10 multi-cast pilums as they are created increasing the heat of the spell to do an additional +30 damage each (for a total of +45 for a normal Pof and +50 for a wizard's boosted PoF). This enchantment is activated by linked trigger only when Sense the Pillums of Fire senses a Pillum of fire and the staff is being held in a specific manner.
(base 1, +2 voice, +2 group, +3 target fires of up to +20 damage, +6 increases damage by +30, modifications: +3 levels linked trigger, + 6 levels 50 uses per day,+47 levels 94 penetration)Adamant Talisman
MuHe(Te) 23
pen 0 six uses per day
R: Personal, D: Conc. (item maintains Concentration) T: Ind.
The talisman becomes at least as hard as the hardest gemstone. Ranulf has not tested how hard it really gets and doesn't feel inclined to do so.
(Base 5, +1 Concentration modifications, +1 terram requisite for also effecting terram components of talisman; +5 levels item maintains concentration, +3 levels six uses per day)Flexibility of Twine
MuHe 5
pen 0
R: Personal, D: Sun T: Ind.
The talisman becomes as flexible as rope. It becomes no easier to bend than normal,. But it resists cracking and breaking when it is bent as if it were a piece of rope rather than a piece of wood.
(Base 3 +2 sun)
Scepter of Beastial Communication
CrAn 36 (6 uses per day 46 penetration)
R: Voice, D: Mom., T: Ind.
The Scepter of Beastial Communication is a large and elaborate wand decorated with magnetite and topaz. The scepter's wielder is able to implant thoughts in the minds of creatures with cunning by pointing with the scepter and speaking their thought to it. The targeted creature will understand the statement as if it were able to comprehend the language.
(base 4, +2 voice, +3 levels Six uses per day, +23 levels 46 penetration)
The Collar of Obedience bellow is presented in two ways. Which item you should use is dependent upon whether or not your game requires Animal spells that target an animal's mind to include modifications for the animal's size. If you do play with size modifications, then in addition to using the second Collar of Obedience, Ranulf also does not know the spell Command of the Lion.
Collar of Obedience
ReAn 33
R: Touch, D: Sun (constant effect), T: Ind.
The Collar of Obedience is an exceedingly large chain collar decorated with magnetite and a topaz. The collar was designed to fit a dragon-like creature of size +7, although it could also fit one of +8 or +6 without modification. Any creature with an animal like mind upon which the collar is placed will be compelled to obey the commands of the individual who placed the collar upon them, until the collar is removed. As a result of Ranulf's sigil, the creature's claws and skin become slightly bleached in color while this effect is active.
(base 15, +1 touch, +2 Sun, +3 levels environmental trigger, +1 level 2 uses per day)
The Collar of Obedience is an exceedingly large chain collar decorated with magnetite and a topaz. The collar was designed to fit a dragon-like creature of size +7, although it could also fit one of +8 or +6 without modification.
Obsequious Serpent
ReAn 49
R: Touch, D: Sun (constant effect), T: Ind.
Any creature of up to size +8 with an animal like mind upon which the collar is placed will be compelled to obey the commands of the individual who placed the collar upon them, until the collar is removed. As a result of Ranulf's sigil, the creature's claws and skin become slightly bleached in color while this effect is active.
(base 15, +1 touch, +2 Sun, +3 size +3 levels environmental trigger, +1 level 2 uses per day)This effect was enchanted using effect expiry. It will cease to function when Ranulf is 165 years old leaving him with a large collar which has been opened for enchantment.
Mask of Glamour Discernment
Mu(In)Me(Im) 57 (3 uses per day)
R: Touch, D: Conc. (item maintains), T: Vision
By briefly placing this mask to his face and looking through the eye holes, the wielder is granted the ability to see through illusions as per the spell Discern the Images of Truth and Falsehood (ArM5 page 144). The target can see through illusion effects of level 25 and lower. This effect has a penetration of 30 which applies both to applying the effect to the target and to the penetration of the target Vision effect to see the illusions altering the images of objects and creatures with magic resistance. Mask Incorporates decorations of rock crystal, hazel, and clear glass. In addition to the decorated snake's tongue emerging from the mask's mouth, there are actual snake's tongues laminated within the mask's interior above the eye holes. This device was constructed so as not to warp the intended purchaser. As a result of Adelbert's sigil, the eyes of the targeted creature are completely non-reflective for the duration of the effect.
Base 30, +1 touch, +1 concentration, +5 levels item maintains concentration, +15 levels penetration, +2 levels three uses per day)
Ranulf's unique spells as of 150 years post gauntlet
Animal spells
A Finer Cut of Meat
MuAn 10
R: Touch, D:Sun, T Ind.
A piece of cooked meat is transformed into a piece of meat of cooked meat different sort. This can be a different cut from the same animal or a cut from a completely different animal. Ranulf developed this spell to have fish available on days when he should fast, his priest told him that this was appropriate and he hasn't gone out of his way to find conflicting theological opinions. Ranulf has to weigh his concern for his immortal soul with the danger of suppressing his parma every time he takes a bite.
(base 3, +1 Touch +2 Sun)
Hide of Wax
MuAn Level 20
R: Voice, D: Diam, T: Ind (+1 size )
The target of this spell becomes very flammable. For the duration of Hide of Wax any soak totals the target generate against damage from heat receive a -10 modifier.
(Base 4, +2 voice +1 Diameter, +1 magnitude increased soak penalty)
Command of the Lion
ReAn25
R: Touch, D: Conc., T: Ind.
You implant a complicated command into an animal, which it carries out to the best of its abilities. The command must involve completing a certain task, such as finding a certain person. Vague orders, like “protect me,” do not work.
(Base 15, +1 Touch, +1 concentration)
Auram Spells
Conjuration of Iron Smoke
Cr(Re)Au(Te)35
R: Voice, D: Sun, T: Ind.
The caster brings into being a structure made of iron hard smoke. This smoke can be in any desired shape, the total structure can be no larger than 6 paces in any dimension. While the structure has no weight it can not be moved by forces that could not move an equivalently sized and anchored structure of iron. If the structure is bent, broken, or in part destroyed prior to the spell's expiration the remaining smoke of the structure will drift back into the original shape or a shape as close to the original as possible. A targeting roll is required if the caster wants to trap a moving creature in a cage of smoke, wrap coils of iron hard smoke around an elephant, or some similar stunt.
(base 2, +2 Voice, +2 Sun, +1 Terram, +1 Rego, +3 magnitudes because a self healing, weightless, iron hard structure that appears in any desired shape isn't really well reflected by the guideline for creating a cloud even after one adds adjustments for requisites )
Candle Cloud
MuAu(Ig) 25
R: Voice, D: Moon, T: Ind.
a target cloud (typically a cloud of smoke) is transformed into a small flame, the size of a flame in a lantern. Ranulf created this spell so as to be able to keep a ready supply of sufficiently large clouds available to work with. By storing the clouds as flames he is able to use his repertoire of Ignem spells on them, most importantly, Flames that Leap Leagues.
(base 4, +2 voice, +3 moon)
Fire's Grasp
Mu(Re)Au(Co) 35
R: Voice, D: Conc., T: Ind.
This spell transforms the smoke coming from a single fire into the shape of a gigantic hand one to two paces in size. The reshaped smoke becomes solid approximately as hard as flesh. The hand moves under the direction of the spell caster. The hand can reach and manipulate objects up to a distance of between 3 and 10 paces from the fire depending upon how large and smoky the fire is.
(base 10, +2 Voice, +1 Concentration, +1 Corpus requisite, +1 Rego requisite)
Resilient Smoke
MuAu(Te) 35
R: Voice, D: Moon, T: Ind.
Resilient Smoke targets a single cloud, (of either smoke or water vapor) which is small enough to fit within a standard boundary. For the duration of the spell the targeted cloud becomes as hard as oak. The targeted cloud's shape freezes in place and requires effort equivalent to the use of axes and saws to be altered. Unless the cloud is entangled with the ground or some heavy object it still rises and falls in the atmosphere as if its nature were unchanged. In Ranulf's version of the spell the targeted cloud becomes significantly lighter in color.
(Base 10, +2 voice, +3 moon)
Aisle Through Smoke
PeAu 25
Aisle Through Smoke clears a cylindrical path through a cloud by destroying destroying all of the vapor and smoke within it. The cylinder can be as small as a passage the size of a squirrel to one three paces in diameter. The path can extend all or part of the way through any given cloud. For the duration of the spell any additional vapor and smoke that drifts within the cylinder will be destroyed, but the spell targets a particular cloud, and it will move with the cloud as a whole. This spell is useful to provide paths of travel through smokey areas where people can breathe, but Ranulf also developed it as a tool to reach objects and creatures trapped within areas targeted by Resilient Smoke without necessarily freeing them. In Ranulf's version of the spell tendrils of vapor moving in to the cylinder become lighter and lighter in color until they disappear.
(base 5, +2 voice, +1 diameter,+1 part)
Nebular Cogs and Palaces
ReAu 20
R: Voice, D: moon, T: Ind.
This spell shapes a target cloud (In the case of Ranulf typically a cloud of smoke) into any shape desired by the caster he change in shape generally takes place over the course of a round and, at the storyguide's discretion, some exceedingly stretched out shapes may not be possible. The cloud's new shape can be quite, detailed although the story guide should require a finesse roll engraved messages and similar things. The cloud maintains this shape for the duration of the spell. While the cloud will not disperse during the duration of this spell it can be withered away by factors such as dry air and sun. Ranulf has noted that this spell will not function on a cloud that is already under the effects of Resilient Smoke.
(Base 2, +2 voice, +3 moon, +1 greater amount of control)
Captain the Bark of the Skies
ReAu25
R: Touch, D: Sun, T: Ind.
The cloud touched by the caster of Captain the Bark of the Skies moves under the magus' control. The cloud can move in any direction including straight up or down. The cloud can accelerate over the course of several rounds to eventually reach the speed of a falling object (the terminal velocity of a large book or moderately small bear). A typical cloud, one not protected by magic, would be torn apart by winds at a speed much slower than this. The caster can change the direction of the cloud while he or she is touching it but it slows down and or changes directions at the same rate as it accelerates. If A cloud will take as long to stop as it took to reach its present speed.
(base 5, +1 touch, +2 sun, +1 excessive speed)
Corpus spells
Skin of Wax
MuCo Level 20
R: Voice, D: Diam, T: Ind (+1 size )
The target of this spell becomes very flammable. For the duration of Skin of Wax any soak totals the target generate against damage from heat receive a -10 modifier.
(Base 4, +2 voice +1 Diameter, +1 magnitude increased soak penalty)
Assuming the Fiery Mantle
MuCo(Ig) Level 35
R: Personal, D: Diam, T: Ind
The caster (and his possessions if he uses casting requisites) is transmuted into a human shaped mass of fire. The caster is hot enough to do +10 damage to any being that touches him. While this effect is active the caster may neither speak nor manipulate objects that were not transformed with him. While in this form he is typically not damaged when hit with objects unless the object is somewhat larger than he is. He can take damage from an amount of water of greater than his size (typically +5 or +10 damage). See page 139 of Realms of Power magic for further details.
Ranulf created this spell so he could use Flames that Leap Leagues upon himself and travel by creating a chain of fires that are arcane connections to one another. He has also noted that assuming the fiery mantle provides him absolute safety from the effects of self immolation at the cost of removing his ability to speak.
(Base 30, +1 Diameter)
Mask of Glamour Discernment
Mu(In)Me(Im) 57 (3 uses per day)
R: Touch, D: Conc. (item maintains), T: Vision
By briefly placing this mask to his face and looking through the eyeholes, the wielder is granted the ability to see through illusions as per the spell Discern the Images of Truth and Falsehood (ArM5 page 144). The target can see through illusion effects of level 25 and lower. This effect has a penetration of 30 which applies both to applying the effect to the target and to the penetration of the target Vision effect to see the illusions altering the images of objects and creatures with magic resistance. Mask Incorporates decorations of rock crystal, hazel, and clear glass. In addition to the decorated snake's tongue emerging from the mask's mouth, there are actual snake's tongues laminated within the mask's interior above the eye holes. This device was constructed so as not to warp the intended purchaser. As a result of Adelbert's sigil, the eyes of the targeted creature are completely non-reflective for the duration of the effect.
Base 30, +1 touch, +1 concentration, +5 levels item maintains concentration, +15 levels penetration, +2 levels three uses per day)
Ignem Spells
A Warm Room to Work In
CrIg 45
R: Voice, D: Diam., T Ind (+3 size)
A Warm Room to Work In creates a shell of fire in a shape designated by the caster. The shape can be a fiery bubble only large enough to hold a sparrow or a room as large as a the naïve of a cathedral (including a floor and vaulted ceiling of flames). This fire emits an unusually small quantity of smoke for a fire of its size and smoke from the spell does not enter into hollow chamber in the center of the flames. The shell of fire can be created intersecting other objects including the ground. no flames are created inside of other objects. The flames are hot enough to do +20 damage to those touching them or passing through them quickly. The story guide must adjudicate how fast the interior of the interior of the shell heats up based on its size and configuration but with a large chamber it should be several rounds before the center of the room becomes painful to stand in. In Ranulf's version of the spell the flames burn with unusual brightness.
Base 15 +2 range Voice, +1 Duration Diameter, +3 excessive size, +1 complexity
Parliament of Fiery Raptors
Cr(Re)Ig 45
R: Touch, D: Diameter,T: Group
The Caster creates ten owl-shaped fires of remarkable heat. These fires fly at the command of the caster and repeatedly dive into the targets specified by him or her. The fires can move at a maximum speed of 60 paces per round. Targets hit by one or more of the fires in a round take +25 damage. This damage can be avoided with a dodge or athletics roll of ease factor 9 +3 for every fire attacking the character beyond the first.
(Base 20, +1 touch, +1 diameter, +2 group, +1 rego requisite)
Illumination of the Immaterial Form [magic]
MuIg(Vi) 25
R:Touch, Dur: Sun, T: Ind.
This spell targets the light produced by a single fire. This targeted light reflect off of and fail to pass through immaterial spirits possessing magic might. Observers can see bright spots at a spirit's location from the reflected glow of the targeted fire, providing that the spell penetrates the spirit's magic resistance. Immaterial magical spirits in the vicinity of the targeted which posses shapes also cast shadows whether or not the spell penetrates their magic resistance. Not all immaterial spirits have a shape to be illuminated and not all of those that do have a shape at all times Airy spirits typically do not but ghosts and those spirits encountered by the nightwaker tradition from Hedge Magic Revised Edition typically do. A similar spell could be created for each of the realms of power although it is unlikely that an infernal version would ever be of benefit to the caster.
(base 4, +1 touch, +2 sun, +2 magnitudes complexity, requisite is essential)
Illumination of the Immaterial Form [Faerie]
MuIg(Vi) 25
R:Touch, Dur: Sun, T: Ind.
This spell targets the light produced by a single fire. This targeted light reflect off of and fail to pass through immaterial spirits possessing Faerie might. Observers can see bright spots at a spirit's location from the reflected glow of the targeted fire, providing that the spell penetrates the spirit's magic resistance. Immaterial magical spirits in the vicinity of the targeted which posses shapes also cast shadows whether or not the spell penetrates their magic resistance. Not all immaterial spirits have a shape to be illuminated and not all of those that do have a shape have a shape at all times. A similar spell could be created for each of the realms of power although it is unlikely that an infernal version would ever be of benefit to the caster.
(base 4, +1 touch, +2 sun, +2 magnitudes complexity, requisite is essential)
Flames of Stone
MuIg(Te) 30
R: Voice, D: Conc, T: Ind (+1 size)
This spell changes the flames of the target fire to be as hard and stable as stone. The flames still have no weight and the target fire still produces both heat and smoke. Ranulf often uses this effect in combination with the topiary of flames effect to create temporary structures. The target fire can be no larger than a small house or large hut (ten times the size of a standard ignem individual).
(Effect: Base 10 +2 voice, +1 concentration, +1 size)
Wading in the Currents of of Smoke
MuIg(Au)20
R: Voice, D: Diam., T: Ind
The fire targeted by this spell continually generates an inordinate amount of especially dense smoke for the duration of both fire and spell. This smoke behaves naturally, likely to descend rapidly as it forced away from its source, collecting on the ground and in low places. Under favorable ground and wind conditions, Ranulf, the inventor of this spell, uses it to detect the feet and legs of invisible creatures as holes within a carpet of smoke. This spell can not target fires of exceptional heat (greater than +5 damage) such as many of the Fires that Ranulf creates with his magic.
(Base 4, +2 Voice, +1 Diameter, +1 increased smoke production)
Removal of Conflagrations
PeIg45
R: Voice, D: Mom, T: Group
A group of fires no one fire of which can be hotter than +30 damage is instantly put out their coals are cooled to be merely slightly warm to the touch.
(base 4 +2 voice, +2 group, +5 damage up to +30)
The Carpenter of Flames
ReIg. 30
R: Touch, D: Mom T: Group
The Magus selects a pile of wood or stone that has been transformed into a fire and the spell cuts , splits, carves, and joins the transformed wood or stone into the desired form. This form will persist even after the spell transforming the wood to fire expires. The magus must make a perception + finesse roll to determine the success of the process substituting for a craft carpenter or masonry roll and if this fails the results are just a mess of chopped up wood or rubble the ease factor is at least 6 higher than a carpenter's craft roll would require so the simplest basic items would have an ease factor of 9.
If the magus chooses inappropriate wood or stone, the spell still acts but he resulting goods will undoubtedly be of inferior quality. The magus' choice of wood or stone can be aided by spells like The Carpenter's Keen Eye (Covenants p.51) or the advice of an actual craftsman.
(Effect: Base 10 +1 touch, +2 Group, +1 flexibility)
Parade Ground of Conflagrations
ReIg 30
R: Voice, D: Conc., T: Group
A group of fires targeted by this spell can be moved according to the whim of the caster. Affected fires move no faster than the speed of a running human (44 paces per round when using the optional movement rules from Lords of Men) . The fires can move along any solid surfaces or the surfaces of flammable liquids. The affected fires can not jump or move away from a surface. Any non-magical fires removed from their fuel extinguish themselves in one round or perhaps two rounds in the case of exceptionally large or hot fires. Ranulf developed this spell for use in conjunction with Stockade of Infernos but he has frequently found other uses for it such as extinguishing several fires at once by removing them from their fuel or moving the creations of the Fasting Hearth spell.
(Base 5, +2 Voice, +1 Concentration, +2 group)
Flames that Leap Leagues
ReIg 40
R: Touch, D: Mom., T: Part
A fire or portion of a fire targeted by this spell is transported to a location up to seven leagues distant that the caster can either see or has an arcane connection to. Fuel that is being burnt by the fire can be transported with the fire by use of an appropriate casting requisite (typically herbam). if there is no fuel for the fire to burn at its destination or if the fire's destination is not amenable to a fire (such as a snow drift or a lake) the fire will be extinguished almost immediately. Ranulf uses this spell to split a fire into multiple fires at distant locations that are arcane connections to one another. Ranulf typically casts the spell with an herbam requisite to include some fuel for the fire at its new location but when it is important thatthe fire not be extinguished he also been known to both spontaneously cast a MuIg spell to allow the fire to burn without fuel and cast Enduring Flame on the original fire. Ranulf is hindered in his use of this spell by his poor eyesight and would very much like to acquire an item that would cast eyes of the eagle on him but he has not yet done this. Ranulf can use this spell in conjunction with not only unified flame and discourse of glowing tongues but also with transformation of fire or Transformation of Fiery Steel to send objects far away. Ranulf can also use this spell on Artisano when he is under the affects of Assumption of the fiery mantle.
(Base 30, +1 Touch, +1 Part)
Flames that Leap Across the Earth
ReIg 45
R: Touch, D: Mom., T: Part
A fire or portion of a fire targeted by this spell is transported to a location that the caster can either see or has an arcane connection to. Fuel that is being burnt by the fire can be transported with the fire by use of an appropriate casting requisite (typically herbam). if there is no fuel for the fire to burn at its destination or if the fire's destination is not amenable to a fire (such as a snow drift or a lake) the fire will be extinguished almost immediately. Ranulf uses this spell to split a fire into multiple fires at distant locations that are arcane connections to one another. Ranulf typically casts the spell with an herbam requisite to include some fuel for the fire at its new location but when it is important that the fire not be extinguished he also been known to both spontaneously cast a MuIg spell to allow the fire to burn without fuel and cast Enduring Flame on the original fire. Ranulf is hindered in his use of this spell by his poor eyesight when not using magical augmentation to correct it. Ranulf can use this spell in conjunction with not only unified flame and discourse of glowing tongues but also with transformation of fire or Transformation of Fiery Steel to send objects far away. Ranulf can also use this spell on Artisano when he is under the affects of Assumption of the Fiery Mantle.
(Base 35, +1 Touch, +1 Part)
Discriminating Inferno
ReIg 50
R: Touch, D:Sun, T: Ind
This spell controls a fire, preventing it from directly heating or burning a particular substance (such as human flesh or the wood of the elm tree) chosen by the caster at the time of casting. The caster must either have a sample of the material to be protected or must cast the spell with an appropriate casting requisite. Ranulf frequently casts this spell several times upon the same fire in order to make the fire safe for specific environments. The spell only affects the fire that it is cast upon. Other fires, including fires which have been lit from the subject of this spell are not affected. Fires up to ten times the size of a hearth fire can be targeted with this spell.
(Base 4, +1 Touch, +2 Sun, +1 size +5 fires of up to +35 damage)
Inaginem Spells
Inconspicuous Thunderheads and Cathedrals
PeIm 30
R: Touch, D: Conc., T: Ind
The target becomes completely undetectable to normal sight, regardless of what he, she or it does, but still casts a shadow. This spell can be cast on objects up to 1000 times the size of a size 0 human.
(Base 4, +1 touch, +1 Conc., +1 changing image, +3 excessive size)
Terram Spells
Consummate Transformation of Fire
Mu Te (An, He,Ig) Level 40
R: Voice, D: Diam, T: Part (+1 size)
This spell transmutes an object of stone, wood, soil, metal, animal or plant derived material or part of some such object into a fire. The fire is still essentially the original object and will not be extinguished for lack of fuel but it can be doused or extinguished in other ways. The transmuted fire is no larger than 20 paces in size and it is hot enough to do +5 damage. Objects smaller than 20 paces in size will turn into fires of their own size when they are subjected to this spell.
(Base 5, + 2 Voice, +1 Diameter, +1 Part, +2 to affect stone metal and gems, +2 Herbam and Animal requisite, +1 size)
Transformation of Fiery Steel
Mu Te (He,Ig) Level 45
R: Voice, D: Diam, T: Part
This spell transmutes an object of stone, wood, soil, metal, or plant derived cloth or part of some such object into a fire. The fire is still essentially the original object and will not be extinguished for lack of fuel but it can be doused or extinguished in other ways. The transmuted fire is no larger than 2 paces in size and it is hot enough to do +5 damage. Objects smaller than 2 paces in size will turn into fires of their own size when they are subjected to this spell.
(Base 5, + 2 Voice, +1 Diameter, +1 Part, +2 to affect stone metal and gems, +1 herbam requisite)
Vim Spells
Touch Group Wizard's Reach (ignem)
MuVi Gen
The range of a targeted group of multi-cast spells increases by one category. The spells targeted by Touch Group Wizard's Reach must be at least two magnitudes lower than the Touch Group Wizard's Reach spell. A single spell may not be affected more than once by this spell, although it may be affected by wizard's boost, Wizard's expansion or Wizard's endurance providing that the level of the targeted spell is lower than the level of the Touch Group Wizard's Reach -5 per each other spell applied to the target spell.
All Beasts are made from Plants
MuVi Gen
R: Voice, D: Mom., T: Ind.
An Animal spells of a level equal to or less than the level of All Beasts are made from Plants is altered to include an Herbam requisite. Ranulf invented this spell when he realized that he often wished to wear linen clothes that were not appropriate targets for Doublet of Impenetrable Silk. He also found that using A Finer Cut of Meat changed the flesh that he ate but not the accompanying spices and the results were frequently unappetizing.
(base general, +2 Voice)
Buttress to the Walls of Notatus
MuVi Gen.
R: Voice, D: Conc., T: Ind.
Buttress to the Walls of Notatus targets a vim spell of a level at least 10 lower than Buttress to the Walls of Notatus and raises power of the base effect by one magnitude in a manner similar to Wizard's Boost (vim). Ranulf created this spell specifically to increase the power of his covenant's Aegis of the Hearth without requiring more vis or the creation of a new Aegis ritual. While maintaining concentration on a spell for the entire duration over which a ritual is cast is normally very problematic the enchantment Mindful Talisman in Ranulf's talisman is able to maintain concentration on spells of up to 40th level.
(Base effect +2 voice, +1 concentration)
Spell Tethered to the Face of Diana
ReVi General
R: Touch, D: Moon, T: Ind.
You cast this spell on a spell that you have already cast and are maintaining through concentration. The spell that requires concentration is then automatically maintained for the duration of this spell, whether you concentrate or not. You cannot change the effects of the first spell without concentrating on it again. For instance, you can use The Unseen Arm (ReTe 5) to hold an object in the air without concentrating, but to move the object still requires concentration. A Stamina + Concentration stress roll of 6+ must be made in order to cast this spell while keeping the first one going (a lower roll than normal because this is what the spell is designed for). This spell only works on spells of a level equal to or lower than the level of Spell Tethered to the Face of Diana -10.
(Base effect, +1 Touch, +3 Moon)
Two flights of Pila
MuVi 45
R: Touch, D: Mom., T: group
This spell targets a group of ignem spells that have target individual during their casting. These spells are cast with a target of two individuals. Ranulf developed this spell to take advantage of the abilities of the Pilla of Unmatched Heat enchantment on his talisman that can target 10PoF's, somewhat more than he can multicast at once. This spell can target spells level 20 and lower.
(base 20 ,+1 touch, +2 group, +1 non-standard target)
Myriad of Flaming Pila
Mu(Cr)Vi 50
R: Touch, D: Mom. T: Ind.
An ignem spell targeted by Myriad of Flaming Pila has its target increased three levels to target group with a size modifier, such as from Individual to Group (+1 size modifier) or from Group to Group (+3 size modifier). The spell targeted by Myriad of Flaming Pila must be level 20 or lower.
(base 35, +1 touch, +2 additional magnitude)
Chamber of [Realm] Discomfort
PeVi
R: Touch, D: Mom., T: Room
All entities within the targeted room which posses might aligned with the realm of Chamber of [Realm] Discomfort loose might equal to the level of the spell -5. In Ranulf of Flambeu's version of this spell the room brightens a tiny bit as the spell is cast.
(General base level, + 1 range Touch, +2 target Room)
Snuffing the spell's flame
Pe Vi (gen)
R: Voice, D: Mom, T: Ind
This spell cancels the effect of the target spell if the level of the target spell is doubled on a roll of snuffing the spell's flame level +10 + stress die. The spell must penetrate to affect effects on a target with magic resistance. In order for a spell to be targeted by snuffing the spell's flame the target spell's affects must be sensed by the caster. This makes spells like blessing of childlike bliss difficult to target without an intellego vim spell such as sight of the active magics. Snuffing the Spell's flame can target non hermetic magic and parma magica in a manner similar to wind of mundane silence. Perceiving the parma magica's effects however is not necessarily an easy thing to do.
Flames Impervious to [Realm]
ReVi(Ig) Gen
R: Touch, D: Diam., T: Group
The group of fires touched by the caster can not be entered, passed through, or affected by any creature with a realm specific might less than the level of Flames Impervious to [Realm] -5. In Ranulf's version of the spell the flames take on a slivery aspect. Ranulf's intention in creating this spell was to use it in conjunction with things like the spell Parade Ground of Conflagrations or the Topiary of Flames effect of his Talisman to be able to trap and move creatures of might.
(base: +1 Touch, +1 Diameter, +2 Group)
The following spells are not spells that Ranulf knows but they came up as likely sponts for him
Cloud at a Snap
CrAu 5
R: Touch, D: Diam., T: Ind.
The caster creates a large cloud of thick mist. This cloud is very difficult to see through giving penalties to sight rolls. This spell would require a further 1 magnitude modifier if it were to be cast indoors.
(base 2, +1 Touch, +1 diameter, +1 size)
Untroubled Breath
ReAu 10
R: Touch, D: Sun, T: Ind.
The target of this spell is incapable of breathing in smoke for the spell's duration. Smoke is filtered out of the air they inhale, in some environments this can lead to small puffs of smoke gathering outside of the target's cheeks each time they breathe in. The target is also incapable of smelling smoke or incense for the spell's duration.
(base 3, +1 Touch, +2 Sun)
Smoke's Stockade
ReAu 5
R: Touch, D: RIng T: Circle
Smoke will not pass through the circle used for this spell. Ranulf uses this spell in conjunction with Wading in the Currents of Smoke so smoke generated within the ring piles up, becoming both more dense and forming a progressively taller and taller cylindrical tower of smoke.
(base 2, +1 Touch, +2 Ring)
Reconstructing the ashes of memory
CrIg 15
R: Touch, D: Conc., T: Ind.
This spell refreshes a fires memory of a specific event to be as clear as immediately after the event's occurrence (which in the case of a fire is likely still confused and unclear). The guideline is taken from comparison to the Creo mentem guideline.
(base 5, +1 touch, +1 concentration)
Stoking a Flame's Affection
CrIg 15
R: Touch, D: Sun, T: Ind.
This spell creates an overwhelming fondness for the caster within the target fire. The guideline is taken from comparison to the Creo mentem guideline.
(base 4, +1 touch, +2 Sun)
Blending out the telltale shadow
ReIg 15
R: touch, D: Sun, t: Ind.
The shadow touched when this spell is cast is filed with light the the surroundings to the extent the that shadow and the surroundings are indistinguishable from one another. This causes a larger area around the shadow (approximately 4 paces in diameter but varying depending upon the size of the shadow) to be slightly darker than it would otherwise be. This darker area can be seen (and in the case of a shadow cast by the recipient of the spell veil of invisibility used to estimate the invisible item or creature's location) but not easily. The ease factor of perception + awareness rolls for perceiving the darkened area is based upon the illumination of the area.
Supernaturally bright 9
direct sunlight 12
twilight or cloudy days 15
torchlight or similar 18
These difficulties are lowered by three if the creature making the roll knows what he/she/it is looking for.
Blending out the tell tale shadow only targets a single shadow. In an area with multiple light sources only the strongest shadow an item casts will be affected by a single casting of this spell.
(Base 3 +1 range touch +2 duration sun +1 moving image as perdo imaginem guidelines)
Touch of Honesty
PeMe 10
R: Touch, D: Diam., T: Ind.
The target's ability to create and tell untruths is drastically hindered for the duration of this spell. The target needs to spend a confidence point to even attempt to mislead anyone with whom they are communicating, and any such attempts are obvious to the listener unless the target of the spell succeeds in an opposed test of their communication +guile -9 versus the listener's perception + guile. While this spell does not force demons to tell the truth it does cause them great discomfort and other effects determined by the storyguide (such as increased botch dice).
(Base 4 +1 touch, +1 diameter)
Armor of Steel Feathers
MuTe 20
The target item become significantly less dense (it has one third of its original weight) while keeping the same strength and hardness. When used on a suit of steel armor it reduces the load of the armor by 1/2.
(Base 3, +1 Touch +2 Sun, +2 change metal and stone)
There's a second older magus nearly done, (I'm still going to have to come up with a bunch of personality traits for both of them from the bond enchantments).
The final 15 year period was not as cool as the previous one with the smoke magic and the fire drake, but I think that came down to not having as cool of a plan. Making Artisano even more loaded with fire magic isn't as big of a deal because the two of them already had so much fire magic, being a better diplomat isn't going to be, for the most part, about more powerful magic. Ergo it all fits, but it isn't as badass as chaining a dragon in a collar of iron smoke.