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Spells from the ArM3 Wizard's Grimoire that I coverted into fifth edition.
CrAu35 The Fulgurours Orb
R: Voice, D: Mom, T: Group
[tab][/tab]This spell creates a fist-sized crackling ball of lightning in the caster's hand, which is then hurled at the target area to explode in a web of lightning bolts accompanied by a deafaning thunderclap. The web affects an area roughly five-paces in diameter, and inflicts +20 damage to those caught within. Additionally, they must make a Stamina stress roll of 12+ or become deafened for a number of rounds equal to the amount they failed the roll by. If botched, they are deaf for a month.
(Base 5, +2 Voice, +5 Extremly Unnatural, +1 additional effect, -2 lessened damage)
ReAu25 Call Aeolus' Servants
R: Voice, D: Conc, T: Ind
Requisites: Creo
Potent Spell: Bag +3
[tab][/tab]This spell conjures a stiff wind that blows into the sails of a ship upon which the caster is aboard. The speed and direction of the wind is under the caster's control, requiring a Concentration roll of 9+ to make changes in course and speed.
This spell is an example of a Potent Spell, so the spell as invented from this text requires the use of a small bag or pouch of some sort that is opened to "release the servant winds". This text thus also teaches the Form & Effect bonus of "Bag/Pouch: +3 conjure/control wind".
(Base 3, +2 Voice, +1 Conc, +1 Rego, +1 unnatural, +1 variable strength
ReAu25 The Traveling Thisledown
R: Touch, D: Sun, T: Ind
Requisites: Creo, Muto
[tab][/tab]This spell affects the air surrounding the caster to make them naturally boyant, granting them control over the air to provide breezes that can propel them at speeds up to 20 miles per hour.If left unattended, the spell provides winds of whatever speed and direction last called for. Changes in the wind require a concentration roll of 6+. Speed can be adusted up or down by 5mph per round. Direction can be altered by (15 x Finesse) degrees in a single round.
(Base 5, +1 Touch, +2 Sun, +1 Requisite)
MuCo35 Blessing of Antaeus' Fortitude
R: Per, D: Sun, T: Ind
Requisites: Terram
[tab][/tab]While their weight rests upon the earth (buildings qualify; but standing on ice, treading water, hovering in the air, or riding upon a ship does not), the caster acquires the fortitude of a megalith. This includes a +15 bonus to soak, and the ability to parry or deflect blows from weapons with bare hands (treat this as a +6 Defense bonus). Futhermore, the caster recieves a +6 bonus to rolls resisting being knocked down or lifted. If lifted off the ground so that your weight no longer rests upon it, the spell is suppressed but not broken, and resumes once you are grounded again. While under the effect of this spell, the caster suffers a -2 penalty to all rolls that depend upon tactile senses.
(Base 25, +2 Sun, requisites required for full effect)
CrIg35 Breath of Vulcan
R: Voice, D: Mom, T: Ind
Requisites: Auram, Terram
[tab][/tab]This spell creates a cloud of red-hot ash, much like that from a vocanic eruption. The cloud initially occupies and area seven paces in diameter and does +20 from heat and inhalation of noxious fumes (about half from each). Each round after the first, the cloud spreads another three paces in diameter, but damage drops by five. The cloud typically dissipates after a few rounds, but a stiff wind can clear it up faster.
(Base 15, +2 Voice, +1 Requisites, +1 extended effect)
CrIg50 The Last Flight of the Phoenix
R: Per, D: Mom, T: Ind
Potent Spell: A Feather of a Phoenix +5
[tab][/tab]This spell is otherwise the same as the one described on page 37 of HoH: Societas. This version, however, is a Potent spell, and thus casting the spell invented from this lab text requires the use of a Phoenix Feather. This text also teaches the Form & Effect bonus of "Phoenic Feather: +5 create &/or control fire".
(as spell)
ReVi35 Rune of Protection
R: Touch, D: Special, T: Ind
Requisites: Muto
[tab][/tab]With this Ritual spell, the caster creates a magical rune marked upon the target or a token item they must continuously wear. After which, the caster may cast other spells (Touch range or greater) upon the rune, which are sustained and carried by the rune for as long as it remains unmared and/or the rune token remains intact and is constantly worn. These may be spells of Ring, Sun, or Diameter only. The Target of the second spell must be Individual or Circle (the circle is redefined to be the subject marked by the rune or wearing the rune token). The rune may contain and maintain a number of spell levels up to equal of this spell.
[tab][/tab]The spell takes it's name from the fact that it is intended to be used in conjunction with wards and protective spells. But it can be twisted for other uses. This spell was invented by Aspoesa Ex-Miscellanea, a byproduct of her research efforts involving rune magic.
(Base Effect, +1 Touch, +1 Requisite, ritual nature supports indefinite duration)