Ward Against the Curious Scullion ReCo 10 [Covenants p. 104]: Used in round doorways or windowsills, or as metal rings engulfing the door or window from within.
Ward Against the Adamant Thief ReCo 30 (Base 15, +1 Touch, +2 Ring, +0 Circle): A similar effect, but can ward off people jumping or flying through the hoop.
Circle of Beast Warding ReAn 5: Applied either to windows and doors, like the above, or to the entire sanctum floor (+1 Warping, +1 Safety, -1 to Animal). Level 15 variant affecting Room is more likely than the standard Circle target for affecting the whole lab. Also applied as part of ring set to protect bookstands and cabinets.
Chamber of Spring Breezes variant CrAu 15 (Base 1, +1 Touch, +2 Ring, +2 Room, +1 unnatural): Creating some comfort.
Ward Against Flame ReIg 15 [Covenants p. 104] or higher against stronger fires: Surround heaths, lamps, braziers, and so on.
Light Without Flame variant CrIg 15 (Base 4, +1 touch, +2 Ring, +0 Circle): A few castings to instate Magical Lighting (Free Supernatural Virtue).
The Invisible Hearth CrIg 20 (Base 3, +1 Touch, +2 Ring, +2 Room): A casting will provide Magical Heating (Free Supernatural Virtue).
The Perfect Temperature Conserved ReIg 20 (Base 3, +1 Touch, +2 Ring, +2 Room): Another way to provide Magical Heating.
Cloak of the Duck’s Feathers variant ReAq 5 (Base 1, +1 Touch, +2 Ring, +0 Circle, +1 slightly unnatural): Part of ring set protecting bookstands and cabinets.
Suppressing The Mold PeHe 5 (Base 2 to prevent new growth, +1 Touch, +2 Ring, +0 Circle): Part of ring set protecting bookstands and cabinets. Prevents new growth, but doesn’t destroy old one as that may risk damaging books.
Ward Against Mold ReHe 15 (Base 4, +1 Touch, +2 Ring, +0 Circle): An alternative to the above.
Circle of Panic of the Trembling Heart CrMe 15 (Base 4, +1 Touch, +2 Ring, +0 Circle): An alternative to the Ward Against the Curious Scullion.
Panic of the Trembling Heart Doorway CrMe 25 effect (CrMe 15 base effect; Base 4, +1 Touch, +2 Sun, +10 levels unlimited frequency): A variant of the above, good for keeping people from flying or jumping through the doorway or window.
Punishing Coat of Flame CrIg(Re) 20 effect (Base 5, +1 Touch, +1 Diam, +1 Rego requisite): Invested as a trap that burns people who mishandle the item; the Rego requisite confines the fire to the victim. Sometimes created as a charged item, or with extra levels to increase frequency to beyond 1/day.
The Boring Read ReMe 15 (Base 4, +1 Touch, +2 Ring, +0 Circle): Placed on key locations, such as around the book cabinet, to induce sleep in nosy guests.
Fiery Floor CrIg 25 (Base 4, +1 Touch, +2 Ring, +2 Room): Installs Afire (Free Supernatural Flaw) in the lab.
Walls Are No Barrier MuTe(Au) 10 (Base 3, +1 Touch, +0 Momentary, +1 Part, +1 stone): Turns a segment of wall into air for a few seconds, allowing the magus to step through.
Wall of Magic CrTe 15 (Base 3, +1 Touch, +2 Ring, +0 Circle): Erects a permanent magical wall over a circle. The circle is pre-prepared and built around later, yet still the effect is prone to dispelling and the ring may be broken. Suppressing the Wizard’s Handiwork is later used to circumvent the wall, allowing entrance to the sanctum.
Wooden Doors Are No Barrier MuHe 15 (Base 5(?), +1 Touch, +0 Momentary, +1 Part): Allows to step through wooden walls.
Wooden Wall of Magic CrHe 10 (Base 3, +1 Touch, +2 Ring, +0 Circle): As above, except it creates a wooden wall. It can create a living wall or similarly strange structure.
Wizard’s Hop ReCo 10 (Base 10, +0 Personal, +0 Momentary, +0 Ind): Teleport up to 5 paces to a place you can see or have an Arcane Connection to. Used to hop into the sanctum from outside, using an arcane connection. Higher level variants, all the way to The Leap of Homecoming ReCo 35, are possible.
Suppressing the Wizard’s Handiwork ReVi 10: This level is enough to suppress the Ward Against the Curious Scullion or a Wooden Wall of Magic. A level 15 variant is needed to bypass a Wall of Magic.
Token of Safe Passage ReVi 15 effect (ReVi 5 base effect; Base 4, +1 Touch, +0 Momentary, +0 Individual, +10 levels unlimited frequency): Allows the bearer to pass through a Ward Against the Curious Scullion or a Wooden Wall of Magic. A level 20 variant is needed to pass through a Panic of the Trembling Heart effect (circle or doorway), or through a Wall of Magic. Effect expiry may be used to make this item more swiftly, or a token may be made with an effect use limited to a specific person.
Apparent Deactivating Trigger InIm 15 effect (InIm 10 base effect; Base 1, +1 Touch, +2 Sun, +2 Room, +2 levels 2/day, +3 environmental trigger): Detects some subtle hand movement, a complex sigil, or some other visible key. This is used to deactivate a magical trap. The trap re-activates at another sign, when the man bearing the sigil exits through the door, or so on.
Secret Mark Safety Trigger InCo 35 effect (InCo 25 base effect; Base 5, +1 Touch, +2 Sun, +2 Room, +2 levels 2/day, +3 environmental trigger): Detects some hidden mark, such as a tattoo beneath the hair or an iron peg inserted into a bone, that is present in the person. This is used as a linked trigger, activating the trap against anyone not detected as not bearing the mark. The affect needs to penetrate magic resistance to detect the presence or absence of a mark, so levels for penetration are always added.
Mental Password Safety Trigger InMe 45 effect (InMe 40 base effect; Base 15, +1 Touch, +2 Sun, +2 Room, +2 levels 2/day, +3 environmental trigger): As above, except that the effect reads the mind for a password. A deactivating (and activating) mental trigger is also possible.
Right of Passage Trigger InCo(Vi) 35 effect (InCo(Vi) 25 base effect; Base 5, +1 Touch, +2 Sun, +2 Room, +1 Vim requisite, +2 levels 2/day, +3 environmental trigger): Detects whether people in the room are of the correct magical lineage. It needs to penetrate magic resistance to determine that there is a person in the room, of the correct lineage or not. This can serve as a deactivating or safety trigger.
Voices From Hollow Places ReMe 35 [True Lineages p. 140]: Used to trap ghosts in objects.
Eternal Coercion of the Spirit of the Night ReMe 40 effect (Base 20, +1 Touch, +2 Sun, +0 Ind, +2 levels 2/day, +3 environmental trigger): Forces the ghost to obey a very complicated command, instructing it how to use the item’s other powers. Although a disembodied spirit can apparently be controlled by the level 5 guideline, the core spell Coerce the Spirit of the Night makes the control seem partial and not too reliable; this higher spell guideline should provide a more robust and reliable control, and be harder to dispel – vital if the device is to function properly.
Reading the Bound Mind InMe 35 effect (Base 15, +1 Touch, +2 Sun, +0 Ind, +2 levels 2/day, +3 environmental trigger): Reads the surface thoughts of the bound ghost, serving as a trigger for other effects.
Curse of Acid Blood MuAq(Co) 48 effect (Base 10, +1 Touch, +0 Momentary, +2 Room, +1 requisite, +1 for “part” target, +10 levels unlimited frequency, +3 levels linked trigger): Turns the blood of everyone in the room into burning acid, a fatal transformation. Used with a deactivation trigger to affect the lab in your absence, or with a safety trigger and a Rego requisite (+1 magnitude) to not affect you and your guests.
Fish Out of Water MuCo(An,Me) 58 effect (Base 20, +1 Touch, +1 Diameter, +2 Room, +1 Me requisite, +10 levels unlimited frequency, +3 level linked trigger): Turns the people in the room into fish, who proceed to die outside water. Used as above. A variant of level 53 without the Me requisite will maintain the victim’s mind, and hence isn’t suitable as anything but a hindrance against magi.
The New Statue MuCo(Te) 63 effect (Base 25, +1 Touch, +1 Diameter, +2 Room, +1 Me requisite, +10 levels unlimited frequency, +3 levels linked trigger): As above, but turns people into stone statues. This change is reversible, lasting but a diameter once the victim is removed from the room.
The New Plant MuCo(He) 63 effect (Base 25, +1 Touch, +1 Diameter, +2 Room, +1 He requisite, +10 levels unlimited frequency, +3 levels linked trigger): As above, but turns people into plants.
Death Trap PeCo 63 effect (Base 30, +1 Touch, +1 Diameter, +2 Room, +10 levels unlimited frequency, +3 levels linked trigger): Simply kills the people in the room. Again, used with a deactivation trigger or a safety trigger and Rego requisite, and levels are always added for penetration.
A Brief Stay in Tartarus PeCo(Me) 78 effect (Base 40, +1 Touch, +1 Diameter, +2 Room, +1 Me requisite, +10 levels unlimited frequency, +3 levels linked trigger): Turns people into incorporeal ghosts and traps them in a stupor. Used as above, again the effect fades in one diameter once removed. The advantage here is that the ghosts’ mind can be probed for memories, whereas a statue or plant has none.
Paralysis ReCo(Me) 43 effect (Base 5, +1 Touch, +1 Diameter, +2 Room, +1 Me requisite, +10 levels unlimited frequency, +3 levels linked trigger): Freezes both the body and the mind, again allowing for magical interrogation of memory and fading after one diameter.
The Docile Servant Return MuMe 43 effect (Base 10, +1 Touch, +1 Diameter, +2 Room, +10 levels unlimited frequency, +3 levels linked trigger): Changes the person’s memories, making him think he is a loyal servant sent to the place and ordered to sit down and await his master. Renewing each round, the person doesn’t notice time has passed.
Losing the Marbles MuMe(Te) 63 effect (Base 25, +1 Touch, +2 Sun, +2 Room, +10 levels unlimited frequency, +3 levels linked trigger): Turns the victim’s mind into a pebble that drops to the floor at his feet, leaving him mindless. (Unlike Inmost Companion, the person’s mind no longer controls his body. The affect may is reinstated every sunrise or sundown, which may allow some brief moment of awareness at the SG’s whim.
A Mindless Husk PeMe 58 effect (Base 25, +1 Touch, +1 Diameter, +2 Room, +10 levels unlimited frequency, +3 levels linked trigger): Leaves people in the room catatonic. As usual, this passes within a diameter.
The Obedient Intruder ReMe 48 effect (Base 15, +1 Touch, +1 Diameter, +2 Room, +10 levels unlimited frequency, +3 levels linked trigger): Makes people in the room stand still, sit in the corner doing nothing, or do whatever else the creator of the effect chose – even kill themselves. Generally personality traits allow the person to avoid such external commands after a while, at the hands of most SGs.
The Enigmatic Trap CrVi 48 (Base 20, +1 Touch, +0 Momentary, +2 Room, +10 levels unlimited frequency, +3 levels linked trigger): This effect induces 4 warping pints in the victim, sending magi to temporary twilight. Should they emerge from it while still in the room, the trap will strike them again…
Bjornaer Statues MuAn(Te) 48 effect (Base 15, +1 Touch, +1 Diameter, +2 Room, +10 levels unlimited frequency, +3 levels linked trigger): Turns an animal, body and mind, to a statue. This effect is intended to operate against pesky Bjornaer magi, who in their heartbeast form aren’t subject to Corpus or Mentem.
Bjornaer’s Bane PeAn 58 effect (Base 30, +1 Touch, +0 Momentary, +2 Room, +10 levels unlimited frequency, +3 levels linked trigger): Simply kills any animal in the room.
The Trapped Animal ReAn 43 effect (Base 10, +1 Touch, +1 Diameter, +2 Room, +10 levels unlimited frequency, +3 levels linked trigger): Holds an animal paralyzed and incapable of thought.
Protective Lightning CrAu(Re) 53 effect (Base 5, +2 Voice, +0 Momentary, +0 Ind, +4 highly unnatural, +1 Rego requisite, +10 levels unlimited frequency, +3 levels linked trigger): A bolt of lightning strikes the target, dealing +30 damage. The Rego requisite prevents damage to the laboratory, which might otherwise be extensive. The spell must be directed via a safety trigger; sometimes a bound ghost is used to provide it, as intelligence is required to aim the spell. As the spell uses Voice range, it is vulnerable to spells that silence the item.
The Trap’s Voice CrIm 15 effect (Base 1, +1 Touch, +0 Momentary, +0 Ind, +10 levels unlimited frequency, +3 levels linked trigger): This effect is used to facilitate the Voice range in the trap effects.
Protective Balls of Fire CrIg(Re) 53 effect (Base 25, +2 Voice, +0 Momentary, +0 Ind, +1 Rego requisite, +10 levels unlimited frequency, +3 levels linked trigger): Deals +30 fire damage. Otherwise as Protective Lightning above.
The Deep Freeze PeIg 43 effect (Base 20, +2 Voice, +0 Momentary, +0 Ind +10 levels unlimited frequency, +3 levels linked trigger): Deals +20 damage from cold, which is usually enough to freeze a man solid. This effect has the advantage of being relatively low level and not damaging the lab without a Rego requisite, but the damage is relatively low.
The Bow Automaton ReHe 30 (Base 15, +1 Touch, +2 Ring, +0 Circle): Cast on a suitably-extended and sculpted small crossbow turret, complete with a face and arms, the spell awakens it into purpose and intelligence. The bow becomes an eager sentinel, and will shoot at intruders (Attack bonus +0).
Hail of Arrows ReHe effect (Base 3, +1 Touch, +0 Momentary, +2 Group, +3 linked trigger): The spell fires a barrage of arrows at the first detected target. Anything standing at the targeted places gets hit by a simple die of arrows, each causing +6 damage. Magic resistance doesn’t apply, although it can aid in avoiding the triggering. Sometimes a mechanical trigger is used, or even a mechanical trap for the same effect.
Bolts of Counterspelling PeVi 23 effect (Base 4, +1 Touch, +1 Diameter, +3 levels linked trigger, +10 levels unlimited frequency): This effect imposes a -5 to the casting total of the target; a level 23 variant imposes -10, a level 33 imposes -15, a level 43 imposes -20, and so on. The effect is triggered via a safety trigger, or a bound ghost.
Mystic Veil of Counterspelling PeVi(Re) 30 effect (Base 4, +1 Touch, +2 Sun, +2 Room, +1 Rego requisite): As above, except the effect is triggered by a physical trigger and doesn’t affect those touching the item when it is set off.
Wind of Mundane Silence variant PeVi(Re) 45 effect (Base 25, +1 Touch, +0 Momentary, +2 Room, +1 Rego requisite): Dispels all Hermetic spells of level 45 + stress die, except for spells cast by the user of the item. Lower level winds are certainly possible (as are higher level ones); a level 25 variant will dispel only level 5 spells. The wind does need to penetrate magic resistance to affect spells affecting an intruder, so levels are added for penetration. It is activated by a physical action, being an item rather than a trap.
Neverwnding Winds of Mundanity ReVi(Re) 56 effect (Base 25, +1 Touch, +2 Sun, +2 Room, +1 Rego requisite, +1 2/day): As above, except that the wind lasts the day.