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SPELL GUIDELINES

for Ars Magica 5


th
edition
Basic Spells Guidelines
Range Personal Duration: Momentary !arget: Individual
Basic "ard Spells Guidelines
Range: Touch Duration: Ring !arget: Circle
Ranges
Personal
Eye/Touch
Voice/Road**
Sight
Arcane Connection
Durations
Momentary
iameter/Concentration
Sun/Ring
Moon/!ire**
"ear/#ntil $condition%**/"ear&'**
(argain** $&) Magnituedes to s*ell%
!argets
Individual/Circle/Taste*
Part/Touch*
+rou*/Room/Smell*
Structure/,earing*/(loodline**
(oundary/Vision*
*: Magical Sense only -or Intellego s*ells.
**: s*ecial *arameters only -or Magi /ith !aerie Magic $Merenita or initiated to the 0uter Mystey o- the ,ouse Merenita%.
Ranges Description
Personal: the s*ell only a1--ect the casting
magus2 or the thing that he is /earing or
carrying. The Target is tus never larger than
Individual.
E#e: the magus may target any *erson or
creature that he has esta3ilished an eye contact
/ith. A human 3eing /ho 4no/s o- no reason
to avoid eye contact ma4es it automatically i-
dealing /ithteh magus in a social setting. The
+i-t does not ma4e *eo*le avoid eye contact.
!or more in-ormation see *age '''.
!ouch: the magus or anything he touches2
/heter a *erson or thing.
$oice: anything to /gich the magus5s voice
carries. Ty*ically2 -irm voice and gesture carry
a3out '6 *aces2 /hile a shout carries a3out 67.
The range is 3ased on the distance that the
caster5s voice can carry2 not on /hether the
target can hear it. !or more in-ormation see
*age '''.
Road: the maga may target anyone or anything
on the same road or *ath as her. The identity o-
roads and *aths is not al/ays clear2 and the
trou*e may decide i- things are di--icult. !or
more in-ormation see *age 89.
Sight: anything the magus can see. I- the
magus is standing on the highest *oint -or
miles2 this range can 3e immense. A 3lind
magus can only a--ect himsel-. !or more
in-ormation see *age '''.
Arcane %onnection: anything that the magus
has an Arcane Connection to. istance is
immeterial unless the Storyguide chosees to
im*ose some limit. !or more in-ormation see
*age '''.
Durations Description
Mo&entar#: the s*ell last 3ut a moment2 and
then dissi*ates. In many cases the e--ects o- the
s*ell /ill endurelong a-ter the s*ell itsel-
-inishes. Ritual Creo s*ells /ith Momentary
duration create things that last as any other
thing o- that ty*e. The magic is gone in a
moment and so cannot 3e dis*elled.
Dia&eter: the s*ell last -or 9 minutes.
%oncentration: the s*ell lasts until the magus
concentrate. In a3sence o- distractions assume
that the magus can concentrte -or '6 minutes
-or *oint in the Concentration a3ility. I- there
are disctractions2 see *age :9.
Sun: the s*ell lasts until the sun ne;t rise or
sets
Ring: the s*ell lasts until the target o- the s*ell
moves uotside a ring dra/n at the time o-
casting2 or until the ring is *hysically 3ro4en.
!or more in-ormation see *age ''9.
Moon: the s*ell lasts until the moon ne;t rise or
sets.
'ire: s*ells /ith this duration can only 3e cast
on -ires2 and they last until the -ire targeted
goes out. !or more in-ormation see *age 89.
(ear: the s*ell lasts until sunrise on the -ourth
e1uino; or solstice a-ter the casting. A s*ell
/ith this uration must 3e a Ritual.
Until $condition%: the s*ells lasts until come
condition is met. #ntil $condition% re1uires a
ritual s*ell2 and cannot normally dis*elled 3y
magic2 unless this is a *art o- the condition.
The ending condition must 3e s*eci-ied /hen
the s*ell is cast2 and e;*ires i- the caster *asses
into T/ilight2 even tem*oraly2 or the caster or
the target dies.
(ear)*: this s*ell last -or an year and a day.
Also s*ells /ith this duration must 3e ritual2
3ut di--erently -orm "ear s*ells2 the duration o-
these s*ell is determined 3y the actual time that
*asses2 rather than the turning o- season.
Bargain: a s*ell /ith (argain duration can
only 3e cast on someone /ho has <ust
concluded a 3argain or agreement /ith the
maga. The maga Penetration Total4 is dou3led2
and i- the s*ell *enetrates the target Magic
Resistance2 nothing ha**ens unless the atrget
3rea4s the 3argain. I- he does the s*ell ta4es
e--ect /ithout the need to 3y*ass resistance
again. (argain s*ells have a second duation
/hich determines ho/ long the s*ells last a-ter
it ta4es e--ect. The s*ell can only en-orce a
3argain -or a ma;imum o- a "ear.
!argets Description
Indi+idual: the s*ell a--ectone discrete thing
such as a *erson or o3<ect.
%ircle: the s*ell a--ect everything /ithin a ring
dra/n 3y the magus at the time o- casting2 and
ends i- the target is 3ro4en2 even i- that is
3e-ore thae duration o- the s*ell e;*ires. The
s*ell also ends /hen its duration ends. !or more
in-ormation see *age ''9.
!aste: the in-ormation comes through the sense
o- taste. !or more in-ormation on the Magical
Sense see *age ''=.
Part: the s*ell a--ect a *art o- a discrete thing2
such as a *erson5s arm or a section o- the
ground. This Target re-ers to s*atial *arts2 that
you could2 at least in theory2 cut o-- and *ut in a
3ag. !or more in-ormation see *age ''9 > '').
!ouch: the in-ormation comes through the
sense o- touch. !or more in-ormation on the
Magical Sense see *age ''=.
Group: the s*ell can a--ect a grou* o- *eo*le or
things. The com*onent o- the grou* must 3e
close together in s*ace and the grou* itsel-
must 3e se*arated -rom any other things o- the
same ty*e. !or more in-ormation see *age '').
Roo&: the s*ell a--ects everything /ithin a
cham3er. This room can 3e very large2 3ut it
must 3e enclosed and have a de-inite
3oundaries. !or more in-ormation see *age '').
S&ell: the in-ormation comes through the sense
o- smell. !or more in-ormation on the Magical
Sense see *age ''=.
Structure: the s*ell a--ects everything /ithin a
single structure. The structure itsel- counts as
/ithin the structure -or this *ur*oses. !or more
in-ormation see *age '').
,earing: the in-ormation comes through the
sense o- hearing. !or more in-ormation on the
Magical Sense see *age ''=.
Bloodline: a 3loodline and all the *eo*le
descended3y 3lood -orm a given *erson2 the
immediate target. 0nly the immediate target
must 3e /ithin the s*ell5s range2 3ut all mem3er
s o- the 3loodline are a--ected immediately.
S*ouses do not count as *art o- the 3loodline.
!or more in-ormation see *age 89.
Boundar#: the s*ell a--ects everything /ithin a
/ell de-ined natural or man>made 3oundary. A
s*ell /ith this Range must 3e a Ritual. !or
more in-ormation see *age '').
$ision: the in-ormation comes through the
sense o- sight. !or more in-ormation on the
Magical Sense see *age ''=.
ANIMAL -An.
To tell i- a s*ell a--ects the mind o- a creature2 determine -rom the
animal5s Characteristics i- it has Cunning or Intelligence. I- the creature
ha Intelligence2 a Mentem s*ell must 3e used? i- it has Cunning an
Animal s*ell must 3e used. I- a Creature /ith Intelligence is
sha*echanged into animal -orm2 a Mentem s*ell must 3e used2 instead its
3ody is a--ected 3y Animal s*ells. I- a human 3ody has animal *arts $e.g.
/ings%2 only those *arts are a--ected 3y Animal s*ells. A (<ornaer magus
in animal -orm is truly an animal2 and so is a--ected in mind and 3ody 3y
Animal2 ho/ever s*ells /ith continuing e--ect casted on one -orm
continue to a--ect the other. A 3asic Individual -or Animal is an animal
o- a3out the same si@e as a *ony2 Si@e &'2 or lo/er.

%reo Ani&al -%rAn.
Ahen creating a magical creature2 the Magical Might o- the creature
cannot e;ceed the level o- the s*ell2 and re1uisites must 3e included -or
any s*ecial *o/ers. A Vim re1uisite2 -or the magical nature2 is al/ays
re1uired.To create treated animal *roducts add one magnitude to the
level necessary to create the e1uivalent amount o- dead animal. To
create treated and *rocessed animal *roducts2 add t/o magnitude o the
level necessary to create the e1uivalent amount o- dead animal.To
in-luence the 3eauvoir o- created animals2 a Rego re1uisite is re1uired
and as this is an additional e--ect add at least one magnitude to the s*ell
level. 0ther/ise they <ust do /hat comes naturally.
Le+el *: +ive an animal a &' 3onus to Recovery rolls.
Le+el /: +ive an animal a &) 3onus to Recovery rolls.
Le+el 0: +ive an animal a &B 3onus to Recovery rolls.
Le+el 1: +ive an animal a &8 3onus to Recovery rolls.
Le+el 5: Create an animal *roduct.
Create an insect or similar 3ug.
+ive an animal a &'9 3onus to Recovery rolls.
Le+el *2: Create a cor*se o- an animal.
Create a 3ird2 re*tile2 -ish or am*hi3ian.
+ive an animal a &'6 3onus to Recovery rolls.
Le+el *5: ,eal a Cight Aound.
+ive an animal a &': 3onus to Recovery rolls.
Create a mammal.
Cause an animal to reach -ull maturity over the course o- a
single day or night. This accellerated maturation
only a**lies during the s*ell5s duration2 and thus
-ull e--ect re1uires a Sun s*ell cast early in the day
or the night.
Le+el /2: ,eal a Medium Aound.
+ive an animal a &9' 3onus to Recovery rolls.
Cause an animal to reach -ull maturity over the course o- t/o
hours.
Le+el /5: Sto* the *rogress o- a disease.
,eal a ,eavy Aound.
Restore a lost sense.
Restore a lost lim3.
Cure a disease counteracting the its e--ect $a Momentary
ritual or it only sto*s the *rogress o- the disease%.
Cause an animal to reach -ull maturity over the course o- a
ten iameters $97 minutes%.
Le+el 02: ,eal a Inca*acitating Aound.
Increase one o- an animal Characteristics 3y one *oint2 to no
more than the average score -or that 4ind o-
animal.
Cause an animal to reach -ull maturity over the course o- a
single iameter.
Le+el 05: ,eal all /ounds.
Increase one o- an animal Characteristics 3y one *oint2 to no
more the higher than the average score -or that
4ind o- animal.
Le+el 12: Increase one o- an animal Characteristics 3y one *oint2 to no
more than t/o higher than the average score -or
that 4ind o- animal.
Cause an animal to reach -ull maturity in a moment.
Le+el 15: Increase one o- an animal Characteristics 3y one *oint2 to no
more than three higher than the average score -or
that 4ind o- animal.
Le+el 52: Create a magical 3east. Such s*ell al/ays have Vim re1uisite2
-or the 3east5s magic2 and normally have other
re1uisites -or its *o/ers.
Increase one o- an animal Characteristics 3y one *oint2 to no
more than -our higher than the average score -or
that 4ind o- animal.
Le+el 55: Increase one o- an animal Characteristics 3y one *oint2 to no
more than -ive higher than the average score -or
that 4ind o- animal. A greater increase is not
/ithin the natural range -or the animal and thus
cannot 3e a--ected 3y Creo magic.
Le+el 35: Raise an animal -rom the dead.

Intellego Ani&al -InAn.
Ahen you try to get in-ormation -rom an animal2 remem3er that its
memories are gathered through its *articular senses2 /ith their *articular
strenght and /ea4ness. Animal cannot remem3er human /ords2 3ut
might remem3er toneo- voice and such. "ou may not get the e;act
in-ormation you are loo4ing -or. To communicate /ith an animal2 you
must 3ring yoursel- to the animal5s mental state D a *rocess that might
have strange2 through tem*orary2 e--ects on you. Additional ideas can 3e
seen in Intellego Cor*us and Intellego Mentem guidelines.
Le+el *: +et a mental image o- an animal.
Le+el 0: Sense the state o- consciousness o- a 3east.
+et general in-ormation a3out its 3ody.
Le+el 1: Sense the dominant drive o- a 3east.
Cearn a s*eci-ic -act a3out its 3ody.
Le+el 5: Cearn the origin2 age2 and hystory o- something made o-
animal *roducts.
Le+el *2: S*ea4 /ith an animal.
Read an animal sur-ace thoughts.
Le+el *5: Read the recent memories o- a 3east.
Le+el /2: Throroughly *ro3e the mind o- a 3east.

Muto Ani&al -MuAn.
Animal5s granted ne/ a3ilities2 such as /ings2 need a -e/ minutes to get
used to them. Ahen trans-orming things2 you can trans-orm things that
they are carrying /ith a**ro*riate re1uisite. Animal are not in-initely
muta3le2 and using too many o- these s*ells -or too long on an animal
can /ar* its natural constitution and even destry it. Additional ideas can
3e seen in Muto Cor*us guidelines.
Le+el *: Ma4e a su*er-icial change to something made o- animal
*roducts $changing the color%.
Le+el /: Ma4e a ma<or change to something made o- animal *roducts
that *reserve the su3stance $turn a leather jerkin
into saddle%.
+radually turn meat into vermin.
Ma4e a su*er-icial change to a 3east.
Le+el 0: Change an animal5s lim3.
Change something made o- animal *roducts into a di--erent
animal *roduct.
Le+el 1: Ma4e a ma<or change in a 3east2 /hile leaving it recogni@a3ly
the same sort o- animal $make a horse bigger and
change its color%.
Change something made o- animal *roducts in a minor
unnatural /ay.
Le+el 5: Change an animal into a di--erent animal.
Change an animal in a minor /ay so that it is no longer
natural $change the color of an horse's coat to
match the covenant's coat of arm%.
Le+el *2: Change an animal into human. It retains its animal5s
mentality and does not gain soul. Re1uire a
Cor*us re1uisite.
Change an animal into a *lant. $Re1uire a ,er3am re1uisite.%
Le+el *5: Change an animal in a ma<or unnatural /ay $give an horse
claws fangs and scaly armoured skin%.
Change an animal into a non living item. A**ro*riate
re1uisite re1uired.
Le+el /5: Radically change an animal into an unnatural /ay $give an
horse wings%.
+ive an animal a EmagicalF a3ility $fire breathing%
A**ro*riate re1uisite re1uired.
Perdo Ani&al -PeAn.
There is normally no Soa4 against Perdo Animal D the magic does not
create something that cause damage2 it <ust cause damage. Magic
Resistance is the only /ay to /ithstand it. Additional ideas can 3e seen
in Perdo Cor*us guidelines.
Le+el /: amage something made o- animal *roducts.
Le+el 0: o su*er-icial damage to a 3east $removes its hairs%.
Le+el 1: estroy something made o- animal *roducts.
Cause a 3east *ain2 3ut do not real damage.
Ma4e a 3east lose one !atigue level.
Le+el 5: In<ure an animal so that is ham*ered2 3ut not damaged $make
a horse lame, a bird lose its voice%. This roughly
hal- the e--ectiveness o- the targeted thing.
Recovery li4e a Cight Aound.
estroy an animal cor*se.
In-lict a Cight Aound.
Le+el *2: In-lict a Medium Aound.
Le+el *5: estroy one o- a 3east5s minor senses.
In-lict a ,eavy Aound.
Cri**le a 3east5s lim32 so that it is unusa3le2 3ut could heal.
Age a 3east 3y one t/el-th o- its natural li-es*an. 0nly a--ects
3easts that have already reached maturity.
Le+el /2: In-lict an Inca*acitating Aound.
estroy or sever a 3east5s lim32 so that it cannot naturally
regain it.
estroy one 3east5s ma<or senses.
Le+el 02: Gill an animal.
Le+el 12: estroy one *ro*erty o- an animal $its weight or aggression%.
Rego Ani&al -PeAn.
Additional ideas can 3e seen in Rego Cor*us and Rego Mentem
guidelines.
General: Create a circle o- /arding against animals -rom one Realm
$ivine2 Magic2 !aerie or In-ernal% /ith Might
score less than the level o- the s*ell. $(ase Aard
S*ells +uideline a**lies%
Le+el *: Mani*ulate items made o- animal *roducts.
Le+el /: Plant a single suggestion in an animal mind.
Protect the target -rom animal attac4s. 0nly a--ect animal
/ithout mystical a3ilities.
Le+el 1: Calm an animal.
Le+el 5: Mani*ulate animal emotions.
Paraly@e an animal.
Le+el *2: Ma4e an animal com*letely *assive.
Le+el *5: Com*letely control an animal.
A4UAM -A5.
A1uam s*ells a--ects /ater and all other li1uids. They cannot a--ect
li1uids in a 3ody2 such as 3lood2 that re1uies a Cor*us s*ell.
The a**lication o- Target category to A1uam magic is not as o3vious as
it is -or some other !orms2 so -urter guidelines are give here. I- the
standard target do a**ly2 they may also used.
Indi+idual: a stretch o- /ater /ith the same com*osition and curent. A
small *ond2 *art o- a stream2 or a s*ring.
Part: a *art o- an Individual. This category a**lies easily.
Group: a num3er o- Individuals. Can include a large river2 /here there
are several di--erent currents2 a num3er o- rivers -lo/ing together2 or a
la4e.
Roo&2 Structure and Boundar#: as -or the other !orm? the se*ll a--ects
all the li1uids /ithin the targeted area.
A 3ase Individual -or A1uam is a *ool o- /ater a3out 6 *aces $'6 -eet%
across2 and 9 *aces dee* at the centre. Haturally occurring li1uids2 such
as -ruit <uice or olive oil2 have a 3ase Individual '/'7 the si@e2 a3out 9
*aces across and a3out ' *ace dee*. Processed li1uids2 such as /ine or
3eer2 have a 3ase Individual '/'77 the si@e2 a *ool ' *ace across and hal
*ace dee*. Corrosive and other dangerous li1uids have a 3ase Individual
ten times smaller again2 a *uddle a3out ' -eet across and a3out B inches
dee*. Poison have a 3ase Individual o- a single dose.
%reo A5ua& -%rA5.
Aater created tem*orarily 1uenches thirst2 3ut *rovides no lasting
3ene-its to the drin4er. It can 3e used to /ash2 and the thing /ashe stay
clean.Slightly unnatural li1uids are one magnitude harder than /ater2
very unnatural li1uids are t/o magnitudes harder. Poison created at the
guideline level have an Ease !actor o- )? each magnitude added to the
level o- the s*ell adds ) to the Ease !actor.
General: Create a corrosive su3stance doing &$Cevel% damage.
$Increasing the Range to more than Touch is a
really good idea%
Le+el /: !ill a containe /ith /ater2 or som other natural li1uid $/ith
a**ro*riate re1uisite%.
Le+el 0: Create /ater $or some other natural li1uid% that is not
contained $spread over a surface%.
Le+el 1: Create /ater $or some other natural li1uid% in an unnatural s
ha*e $in a sphere%2 3ut /ater so created /ill
3ehave naturally.
Create a s*ring /ith a lo/ rate o- -lo/.
Le+el 5: Create a *oison that cause a Cight Aound.
Create a s*ring /ith a highe rate o- -lo/.
Le+el *2: Create a geyser /ith a very high rate o- -lo/.
Create a *oison that cause a Medium Aound.
Le+el *5: Create a *oison that cause a ,eavy Aound.
Le+el /2: Create a *oison that cause a Inca*acitating Aound.
Le+el /5: Create a *oison that cause a !atal Aound.
Intellego A5ua& -InA5.
Hote that Intellego A1uam s*ells do not normally re1uire re1uisistes
de*ending on the ty*e o- li1uid targeted.
Le+el *: Ma4e a sense una--ected 3y /ater.
Le+el /: +et an image o- /ater /ithin range.
Le+el 0: +et an image o- /ater and its sorrounding /ithin range.
Cearn all the natural *ro*erties o- a li1uid.
Le+el 1: Cearn all the natural *ro*erties o- a mi;ture o- li1uids.
Le+el 5: Cearn all the magical *ro*erties o- a li1uid.
Le+el *2: Cearn all the magical *ro*erties o- a mi;ture o- li1uids.
Le+el *5: S*ea4 /ith a natural 3ody o- /ater.
Le+el /2: S*ea4 /ith an arti-icial 3ody o- /ater $a fountain%
Muto A5ua& -MuA5.
"ou cannot trans-orm li1uids /ithin someone5s 3ody2 unless the s*ell is
designed that /ay and has a Cor*us or Animal re1uisites. Poison created
at the guideline level have an Ease !actor o- )? each magnitude added to
the level o- the s*ell adds ) to the Ease !actor.
General: Change a li1uid into another li1uid that does &$Cevel% *oints
o- damage on contact.
Le+el /: Change a natural li1uid into another natural li1uid.
Change a li1uid into a *oison causing a Cight Aound.
Le+el 0: Change a natural li1uid into a slightly unnatural li1uid $make
blue water% or vice versa.
Change a li1uid into a *oison causing a Medium Aound.
Le+el 1: Change a li1uid into an unrelated solid2 /ith Terram
re1uisite2 or gas /ith Auram re1uisite.
Change a natural li1uid into t/o or more di--erent natural
li1uids2 /ith the ty*es se*arate. Althrough they
/ill mi; again normally.
Change a li1uid into a *oison causing a ,eavy Aound.
Change a li1uid into a very unnatural li1uid2 re1uisites /ill
o-ten 3e re1uired. $a shocking pink liquid that
cause allucination%
Le+el 5: Change a li1uid into a mi;ture o- any li1uid2 solid2 /ith
Terram re1uisite2 or gas2 /ith Auram re1uisite.
Change a li1uid into a slightly unnatural solid2 /ith Terram
re1uisite2 or gas2 /ith Auram re1uisite.
Change a li1uid into a *oison causing a Inca*acitating
Aound.
Le+el *2: Change a li1uid into a very unnatural solid2 /ith Terram
re1uisite2 or gas2 /ith Auram re1uisite.
Change a li1uid into a *oison causing a !atal Aound.
Perdo A5ua& -PeA5.
As magnitudes in this s*ells rise2 the destruction caused 3ecomes more
su3tle2 or more *ervasive. estroying /ater that is *art o- something2
such as the -luid in a human 3eing2 re1uiresa target Part. estroying
/ater that is merely on someone2 such as the /ater ma4ing a *erson /et2
only needs a target o- Individual.
Le+el 1: Com*letely dry something2 u* to the si@e o- a small house2
that is /et.
Le+el 5: +reatly rteduce the amount o- a li1uid /ithout destroying it
com*letely.
Le+el *2: estroy a li1uid? re1uisites may 3e re1uired.
Le+el *5: estroy one *ro*erties o- a li1uid $alcohol's ability to
intoxicate, or sea water's saltiness%
Le+el /2: estroy a small s*ring2 so that it never -lo/s again.
Rego A5ua& -ReA5.
Rego A1uam can chnge /ater into ice or steam2 3ecause these are 3oth
states that /ater can have naturally. Add one magnitude i- the controlled
movement is slightly unnatural2 t/o magnitudes i- it is very unnatural.
General: Aard against creatures o- /ater 3elonging to one Realm
$ivine2 Magic2 !aerie or In-ernal% /hose Might is
less than or e1ual the level o- the s*ell. $(ase
Aard S*ells +uideline a**lies%
Le+el *: Control a li1uid in an e;tremely gentle /ay
Le+el 0: Change a li1uid into ice or steam. This does not re1uire
re1uisites.
Le+el 1: Control a li1uid in a -orce-ul 3ut calm /ay2 such as a -ast 3ut
constant current.
Le+el 5: Aard against mundane /ater.
Control a li1uid in a violent /ay.
Le+el *2: Control a li1uid in an e;tremely violent /ay.
AURAM -Au.
Auram s*ells usually a--ects air *henomena2 li4e /inds2 odors ...2 rather
than gases2 /hich is a modern conce*t. Some target categorie-or Auram
re1uires some clari-ication? i- the normal descri*tions a**ly2 they can2 o-
course2 3e used.
Indi+idual: a single *henomenon2 such as one /ind2 one cloud2 one 3olt
o- lightning.
Group: several related *henomenon2 such as the clouds2 /inds2 and rain
in a storm.
A 3ase Individual -or Auram is a /eather *henomenon that a--ects the
area /ithin a standard (oundary D an area '77 *aces across.
%reo Aura& -%rAu.
Aeather *henomena are normally created at Sight range. This is 3ecause
most /eather *henomena naturally 3egin in the u**er air2 and so s*ells
to create /eather must have enough Range to reach this area. It is
*ossi3le to create /eather *henomena that start at the ground2 3ut they
are very unnatural2 and the increase in level -or that *recisely o--set the
decrease -rom reducing Range to Touch. A-lying magus cuold2 o-
course2 use Touch range to create natural /eather *henomena2 3ut such
s*ells are not very *o*ulare in the 0rder.
Le+el *: Create a minor /eather *henomenon: a 3ree@e2 a mist2 a light
dri@@le.
Le+el /: Create a normal /eather *henomenon: a cloud2 /ind2 -og2
rain -rom a cloud that already e;ist.
Le+el 0: Create a severe /eather *henomenon: dea-ening thunder2
monsoon rain2 im*enetra3le -og2 gale -orce /ind.
Create a de3ilitating 4ind o- air: no;ious stench2 mild *oison
Le+el 5: Create a very severe /eather *henomenon: hurricane -orce
/ind2 lightning stri4e2 tornado.
Create a *henomenon in a slightly unusual -ashion: &'
magnitude $indoors%
Create a *henomenon in a very unnatural -ashion: &9
magnitudes.
Create a *henomenon /holly divorced -rom its normal
conte;t $lightning bolt speading from the caster's
hands): &= magnitudes.
Intellego Aura& -InAu.
Le+el *: Ma4e a your senses unhindered 3y the air $you can hear over
a howling wind%.
Le+el /: Sense one *ro*erty o- the air2 such as i- is is sa-e to 3reath.
Le+el 1: Cearn all the mundane *ro*erties o- the air.
,ave an intuition a3out some -act regarding the air.
Le+el *5: S*ea4 /ith air.
Muto Aura& -MuAu.
Trans-orming only one *ro*erty o- air generally lo/ers the level 3y one
magnitude.
General: Trans-orm air into a gas doing & Cevel damage.
Le+el 0: Trans-orm an amount o- air into another -orm o- air.
Le+el 1: Trans-orm an amount o- air into another element $-ire2 earth2
/ater%2 using the a**ro*riate re1uisite.
Le+el 5: Trans-orm an amount o- air into a mi;ture o- elements.
Trans-orm an amount o- air into something slightly unnatural
Le+el *2: Trans-orm an amount o- air into something /holly unnatural
Perdo A5ua& -PeAu.
Causing the destruction o- air /ith great *recision raise the order o-
magnitude 3y at least one level.
Le+el 0: Ma4e air stu--y and *oor -or 3reathing.
Le+el 1: estroy still air.
estroy a minor /eather *henomenon: a 3ree@e2 a mist2 a
light dri@@le.
Reduce the intensity o- a /eather *henomenon 3y one ste*.
The ste*s are Very Severe2 Severe2 Hormal2 Minor.
Le+el 5: estroy a normal /eather *henomenon: a cloud2 /ind2 -og2
rain -rom a cloud that already e;ist.
Le+el *2: estroy a severe /eather *henomenon: dea-ening thunder2
monsoon rain2 im*enetra3le -og2 gale -orce /ind.
estroy a de3ilitating 4ind o- air: no;ious stench2 mild *oison
Le+el *5: estroy a very severe /eather *henomenon: hurricane -orce
/ind2 lightning stri4e2 tornado.
Rego Aura& -ReAu.
Rego Auram allo/s the magus to control e;isting /eather *henomena.
Is is not *ossi3le create a 3ree@e /ith Rego Auram2 3ut it is *ossi3le to
direct the course o- a storm. This includes starting and sto**ing the rain
at the magus5 command. Controlling an amount o- air /ith great
strenght or great *recision raises the magnitude o- the s*ell 3y one *oint.
General: Aard against creatures o- the air -rom one Realm $ivine2
Magic2 !aerie or In-ernal% /hose Might is less than
or e1ual the level o- the s*ell. $(ase Aard S*ells
+uideline a**lies%
Le+el /: Control a minor /eather *henomenon.
Le+el 0: Control a normal /eather *henomenon.
Aard someone against a ty*e o- minor /eather *henomenon.
Le+el 1: Control a severe /eather *henomenon.
Aard someone against a ty*e o- normal /eather
*henomenon.
Le+el 5: Control a very severe /eather *henomenon.
Aard someone against a ty*e o- severe /eather *henomenon.
Le+el *2: Aard someone against a ty*e o- very severe /eather
*henomenon.
%6RPUS -%o.
A 3ase Individual -or Cor*us is an adult human 3eing u* to Si@e &'. The
*hysical Characteristics are Strenght2 Stamina2 e;terity and Iuic4ness2
and they can 3e a--ected and im*roved 3y Cor*us magic.
%reo %orpus -%r%o.
Many Creo Cor*us s*ells are most use-ul as ritual s*ells. #nless
other/ise noted2 a healing s*ell cast other than as a momentary duration
ritual actually sus*ends the healing *rocess so that u*on the s*ell5s
e;*iration2 /ound are as -resh as they /ere /hen the s*ell /as cast. Ho
,ermetic s*ell can restore !atigue levels. A s*ell that can heal
something can also heal less serious versions o- the same thing $a s*ell
that can heal Medium Aounds can also heal Cight Aounds%. ,o/ever2 a
s*ell to heal /ounds cannot cure diseases2 no matter ho/ high its level2
and vice versa.
Le+el *: +ive an character a &' 3onus to Recovery rolls.
Le+el /: +ive an character a &) 3onus to Recovery rolls.
Preserve a cor*se -rom decay.
Le+el 0: +ive an character a &B 3onus to Recovery rolls.
Prevent all o- a tartget5s /ounds -rom getting any /orse.
Le+el 1: +ive an character a &8 3onus to Recovery rolls.
Le+el 5: +ive an character a &'9 3onus to Recovery rolls.
Create an entire human cor*se.
Le+el *2: +ive an character a &'6 3onus to Recovery rolls.
Le+el *5: ,eal a Cight Aound.
+ive an character a &': 3onus to Recovery rolls.
Resolve a minor aging crisis.
Le+el /2: ,eal a Medium Aound.
,eal the de3ilitating a-ter>e--ect o- a disease2 *oison or
in<ury.
Resolve a serious aging crisis.
Le+el /5: ,eal a ,eavy Aound.
Restore a lost lim3.
Resolve a ma<or aging crisis.
Le+el 02: ,eal a Inca*acitating Aound.
Increase one o- a *erson5s *hysical Characteristics 3y one
*oint2 to no more than 7.
Cause a *erson to reach -ull maturity over the course o- a
single day or night. This accellerated maturation
only a**lies during the s*ell5s duration2 and thus
-ull e--ect re1uires a Sun s*ell cast early in the day
or the night. Peo*le do not learn under the in-lunce
o- this s*ell2 and -or these *ur*ose -ull maturity is
reached around the age o- 97.
Le+el 05: ,eal all /ounds.
Resolve a terminal aging crisis.
Increase one o- a *erson5s *hysical Characteristics 3y one
*oint2 to no more than &'.
Le+el 12: Increase one o- a *erson5s *hysical Characteristics 3y one
*oint2 to no more than &9.
Le+el 15: Increase one o- a *erson5s *hysical Characteristics 3y one
*oint2 to no more than &).
Le+el 52: Increase one o- a *erson5s *hysical Characteristics 3y one
*oint2 to no more than &=.
Le+el 55: Increase one o- a *erson5s *hysical Characteristics 3y one
*oint2 to no more than &6. !urther increase are not
natural to human 3eing and thus cannot 3e
a--ected 3y Creo magic.
Le+el 32: Raise the dead2 to a *oint. See The Shadow of ife !enewed
Intellego %orpus -In%o.
Le+el 0: Cocate a *erson to /hom you have an Arcane Connection.
Le+el 1: Sense very general in-ormation a3out a 3ody.
Le+el 5: Sense a s*eci-ic *iece o- in-ormation a3out a 3ody.
S*ea4 /ith a dead 3ody.
Le+el *2: Sense all use-ul in-ormation a3out a 3ody.
Muto %orpus -Mu%o.
Trans-ormation do not usually eradicate the original -orm2 something o-
the original must remain $turning a fat lame man in a wolf originate a
fat lame male wolf%. Trans-ormation can have su3tle2 and sometimes
dramatic2 *ermanent e--ect. Someone /ho s*ent a month or more as an
animal 3egins to act and thin4 li4e that animal. Eventually /ea4 /illed
individuals might lose their human identity altogether. Ahen
trans-ormed 3ac4 in human2 the target might tem*orarily or *ermanently
retain some -eature o- the other sha*e. Trans-ormation are tric<y things.
Muto Cor*us s*ells cannot alter *erson5s mind2 so they leave the
trans-ormed *erson5s intelligence and 4no/ledge intact. Magi can cast
s*ell /hile in animal -orm2 ut su--er the normal >'6 *enalty -or casting
/ithout hands and voice. The trans-ormed *erson gains any a3ilities the
animal -orm has though it may ta4e a day or so o- e;*erience to get used
to using them. To change accoutements along /ith the 3ody involves
re1uisites $"nimal for the leather armor and so on%. Accoutements are
trans-ormed only i- they are actually 3eing /orn2 not i- they are <ust
carried in the hand2 or i- the storyguide rules that the e1ui*ment is not
su--iciently *art o- the target5s /orn e1ui*ment. This untrans-ormend
e1ui*ment -alls to the ground. Ahen you are under the in-luence o- one
your sha*echanging s*ells2 you may change yoursel- 3ac4 3y
concentrating2 3ut doing so ends the s*ells. Ahile concentrating2 you
sym3olically remove some item to 3rea4 the s*ell $a wolfskin cloak,
some water in your hands%: this -oci are essential i- you are a3le to
3rea4 the s*ell in this /ay. I- you cast a s*ell /ithout them2 you must
dis*el the magic /ith Perdo Vim2 or /ait the duration e;*ire.
Le+el /: Change someone to give them a minor a3ility.
Le+el 0: #tterly change the a**earence or si@e o- a *erson $though
they must still remain human in -orm%.
Le+el 5: Ma4e a 3ody resistant to damage $&' Soa4%
Le+el *2: Turn a human into a land animal. Re1uires Animal re1uisite.
Ma4e a 3ody resistant to damage $&9 Soa4%.
Le+el *5: Ma4e a 3ody resistant to damage $&) Soa4%.
Le+el /2: Turn a human into a 3ird or -ish. Re1uires Animal re1uisite.
Ma4e a 3ody resistant to damage $&= Soa4%.
Le+el /5: Turn a human into a solid inanimate o3<ect. Re1uires Terram
re1uisite.
Ma4e a 3ody resistant to damage $&6 Soa4%.
Turn a human into a *lant $/ith ,er3am re1uisite%.
Le+el 02: Turn a human into an insu3stantial o3<ect. Re1uires Auram
re1uisite.
Perdo %orpus -Pe%6.
These s*ells harm *eo*le directly2 o-ten *ermanently2 unless outside
magics are used to re*air the damage. iseases caused 3y magic have a
Ease !actor o- B. !or every magnitude 3y /hich the s*ell level increases2
the Ease increase 3y '.It is not *ossi3le to riduce the level o- the s*ell 3y
reducing the Ease !actor. $See *age ':7 -or more on diseases%
Le+el 0: o su*er-icial damage to a 3ody $removes its hairs%.
Le+el 1: Cause *ain2 3ut do not real damage.
Le+el 5: ,am*ered a *erson2 /ithout actually in<uring them $make
them lame, blur their eyesight%. Recovery li4e a
Cight Aound.
estroy a cor*se.
In-lict a Cight Aound.
Le+el *2: In-lict a Medium Aound.
Cause the loss o- one !atigue level.
Le+el *5: estroy one o- a *erson5s minor senses.
In-lict a ,eavy Aound.
Cri**le a lim32 ma4ing it unusa3le2 3ut still ca*a3le o-
healing. The damage heals as a Medium Aound.
Age someone -ive years.
Le+el /2: In-lict an Inca*acitating Aound.
estroy or sever a lim32 so that it cannot heal naturally.
estroy one *erson5s ma<or senses. The damage heals as a
,eavy Aound.
In-lict a ma<or disease.
Le+el 02: Gill a *erson.
Le+el 12: estroy one *ro*erty o- *erson $its weight or solidity%.
Rego %orpus -Re%o.
General: Aard against creatures o- the Cor*us -rom one Realm
$ivine2 Magic2 !aerie or In-ernal% /hose Might is
less than the level o- the s*ell. ,ermetic Magi
have no Might2 and so are not a--ected 3y this
s*ell. $(ase Aard S*ells +uideline a**lies%
Le+el /: Ma4e a target lose control o- one 3ody *art.
Le+el 0 Move a target slo/ly in one direction2 as long as the sur-ace
can su**ort its /eight.
Le+el 1: Control the large>scale *ysical movement o- the target.
Move the target slo/ly in any diection you *lease.
Move the target slo/ly straight u* or in one direction over
sur-aces tha cannot su**ort it.
Le+el 5: ,old the target5s 3ody motionless.
Move the target slo/ly in any direction2 even i- the target is
unsu**orted.
Le+el *2: Control target5s motions.
Eliminate *enalties o- !atige and /ounds.
Animate a cor*se.
Trans*ort the target instantly u* to 6 *aces.
Le+el *5: irect the -lo/ o- 3odily energy.
Move a target in a ny direction you *lease.
Trans*ort the target instantly u* to 67 *aces.
Aard a target against another human 3eing. To /ard o-- an
,ermetic Magus2 the /ard must *enetrate his
Magic Resistance.
Le+el /2: Trans*ort the target instantly u* to 677 *aces .
Le+el /5: Trans*ort the target instantly u* to one league$62B4m%.
Le+el 02: Trans*ort the target instantly u* to seven league $)8294m%.
Le+el 05: Trans*ort the target instantly u* to a *lace to /hich you have
an Arcane Connection.
,ERBAM -,e.
A 3ase Individual -or ,er3am is a *lant roughly one *ace in each
direction.
%reo ,er7a& -%r,e.
Any -ood create is nutritious only i- the creation is ritual. The guideline
levels given 3elo/ are generally -or con<uring the lea-y *art o- *lants.
Plants may 3e created living or dead /ith e1ual ease. To create treated
,er3am *roducts $cut timber, a vegetarian meal, linen cloth% add one
magnitude to the level necessary to create the e1uivalent amount o-
un/or4ed living or dead *lants. To create treated and *rocessed ,er3am
*roducts $clothes or furniture% add t/o magnitudes.
Le+el *: Ensure that a *lant gro/s /ell -or the duration o- the s*ell.
The guideline can a--ect a *lant u* to '7 *aces in
any direction2 a large tree.That is2 this guideline
includes a &) Si@e enhancement.
Create a *lant *roduct $leaf, fruit###%.
Create a *lant.
Prevent a *lant -rm 3ecoming sic4.
Le+el /: Create a *rocessed *lant *roduct $finished plank of wood###%.
Le+el 0: Create /ood in an unnatural sha*e $a living wall of wood%.
Le+el *5: (ring a *lant to maturity over the course o- a single day or
night. Accellerated maturation only a**lies during
the s*ell5s duration2 and thus -ull e--ect re1uires a
Sun s*ell cast early in the day or the night.
Le+el /2: (ring a *lant to maturity over the course o- t/o hours.
Le+el /5: (ring a *lant to maturity over the course o- a ten iameters
$97 minutes%.
Le+el 02: (ring a *lant to maturity over the course o- a single iameter.
Le+el 12: (ring a *lant to maturity in a moment.
Intellego ,er7a& -In,e.
Le+el *: +ain an intuitive 4no/ledgeo- a *lant $know whether a given
action would harm a plant%.
Le+el /: Cocate a *lant.
Le+el 0: Cearn general in-ormation2 or a single s*eci-ic -act a3out a
*lant or an item made -rom *lant *roduct.
Le+el 1: Cearn all mundane *ro*erties o- a *lant2 or an item made
-rom *lant *roduct.
Le+el *5: S*ea4 /ith a *lant.
Muto ,er7a& -Mu,e.
Changing a *lant into something else usually involves a s*ell o- one
magnitude higher than the guideline most a**ro*riate to the action. To
change *lants into treated or -inished material $wooden furniture, a
vegetarian meal, linen cloth% add one magnitude to the level necessary
to change *lants into natural2 un/or4ed *lants.
Le+el 0: Change a *lant or item made -rom *lant *roduct.
Le+el 1: Change a *lant or item made -rom *lant *roduct into metal or
stone. Re1uire a Terram re1uisite.
A/a4e the consciousness o- a *lant. Re1uire a Mentem
re1uisite.
Le+el 5: Cause a *lant to 3end and t/ist ra*idly in *lace.
Perdo ,er7a& -Pe,e.
The guidelines given here are -or destroying dead /ood. estroying live
/ood usually add one magnitude to the level o- the s*ell.
Le+el /: Cause the leaves to -all o-- the *lant.
Le+el 0: S*oil an amount o- -ood.
Le+el 1: estroy an amount o- dead /ood.
Le+el 5: estroy a *lant.
Rego ,er7a& -Re,e.
It is e1ually easy to control living or dead /ood.
General: Aard against creatures associated /ith /ood -rom one Realm
$ivine2 Magic2 !aerie or In-ernal% /ith Might less
than the level o- the s*ell. $(ase Aard S*ells
+uideline a**lies%
Le+el 0: Control an amount o- /ood.
Le+el 1: e-lect a single attac4 3y a /ooden /ea*on.
Control an entire *lant2 moving it around as you direct2
altgough it remain rooted.
Le+el 5: Control an entire *lant2 moving it around as you direct2 and it
need not to remain rooted.
Summon a mo3ile *lant.
Le+el *2: Ma4e a *lant or thing made o- *lant *roducts move /ith
*ur*ose and intelligence2 /ithout re1uiring your
costant control.
Le+el *5: Aard someone against mundane *lant *roducts.
Ma4e a tree 3lossom out o- season2 in a moment.
Aeave thread into a tunic.
IGNEM -Ig.
Cight and heat also -all /ithin the domain o- this !orm. It5s im*ortant to
remem3er that heat also includes relative a3sence o- heat2 so s*ells that
result in cold tem*eratures are *ossi3le though Ignem. The 3ase
Individual -or Ignem is a large cam*-ire or a -ire in the hearth o- a great
hall. !ire damage is e;*lained on *age ':'.
%reo Igne& -%rIg.
Le+el *: Create a light e1uivalent to moonlight.
Le+el /: Create a light e1uivalent to candlelight.
,eat an o3<ect to 3e /arm to the touch.
Ignite someting e;tremely -lamma3le $oil, wick###%.
Le+el 0: Create a light e1uivalent to torchlight.
,eat an o3<ect to 3e hot to the touch.
Ignite someting very -lamma3le $parchment%.
Le+el 1: Create a -ire doing &6 damage.
Create light as 3right as a cloudy day.
,eat an o3<ect enough to 3oil /ater.
Ignite someting -lamma3le $dry wood, charcoal%.
Le+el 5: Create a -ire doing &'7 damage.
Create a -ire doing &6 damagein an unnatural sha*e $ring,
sheet% or covering an o3<ect. Purely cosmetic
sha*es are -ree.
Create light as 3right as a cloudy day.
,eat an o3<ect enough to to ma4e it glo/ red hot.
Ignite someting slightly -lamma3le $leather, damp wood%.
Le+el *2: Create a -ire doing &'6 damage.
Create a -ire doing &'7 damage in an unnatural sha*e.
,eat an o3<ect enough to tmelt do/n.
Ignite someting 3arely -lamma3le $human body%.
Le+el *5: Create a -ire doing &97 damage.
Le+el /2: Create a -ire doing &96 damage.
Create a -ire doing &97 damage in an unnatural sha*e.
Le+el /5: Create a -ire doing &)7 damage.
Intellego Igne& -InIg.
Le+el *: Sense one *ro*erty o- a -ire.
Cocate a -ire.
Le+el /: Sense all mundane *ro*erties o- a -ire.
(ecome a/are o- all -ires /ithin the target area.
See a -ire /hich you have an Arcane Connection.
Le+el 0: Sense all mundane *ro*eries o- ash.
etect the traces o- -ires /hich 3urned /ithin the last lunar
month.
Le+el 1: See clearly through raging -ire. Auram re1uisite may 3e
necessary i- smo4e is *resent as /ell.
Cearn the magical *ro*erties o- a -ire.
Le+el *2: See a -ire you have an Arcane Connection to and all things it
illuminates $a campfire and everything within its
circle of light%.
Le+el /2: S*ea4 /ith a -ire.
Muto Igne& -MuIg.
The intensity o- a -ire also a--ects the di--iculty o- changing it. !or every
6 *oints 3y /hich the -ire5s damage e;ceeds &6 add one magnitude to
the s*ell5s level.
Le+el *: Change one characteristic o- a -ire /ithin the target area
$make a fire burnn more lightly%.
Le+el /: Totally change a -ire into another -ire 3y changing any or all
o- its characteristics.
Le+el 0: Change a -ire so that it is slightly unnatural $make the
flame colored, make the smoke smell of roses).
May re1uire re1uisites.
Le+el 1: Change a -ire so that it is com*letely unnatural $multicolored
flames forming images ). May re1uire re1uisites.
Le+el 5: Change a -ire into a natural e;am*le o- another element.
Re1uires the a**ro*riate re1uisite.
Le+el *2: Change a -ire into an unnatural e;am*le o- another element.
Re1uires the a**ro*riate re1uisite.
Perdo Igne& -PeIg.
The intensity o- a -ire also a--ects the di--iculty o- destrying it. !or every
6 *oints 3y /hich the -ire5s damage e;ceeds &6 add one magnitude to
the s*ell5s level.
Le+el /: +reatly reduce the amount o- light in an area.
Le+el 0: Com*letely e;tinguish all light in an area.
Reduce the si@e o- a -ire /ithout destrying it.
Le+el 1: E;tinguish a -ire2 cooling the ashes to merely /arm.
Chill an o3<ect.
Chill a *erson so that they lose a !atigue Cevel.
Le+el 5: Strongly chill an o3<ect $free%e water%
Chill a *erson so that they ta4e &6 damage.
Le+el *2: estroy one as*ect o- a -ire $heat or light%.
Chill a *erson so strongly that they ta4e &'7 damage.
Rego Igne& -ReIg.
The intensity o- a -ire also a--ects the di--iculty o- controlling it. !or
every 6 *oints 3y /hich the -ire5s damage e;ceeds &6 add one
magnitude to the s*ell5s level. Rego Ignem s*ells can control heat and
light as /ell as -ire.
General: Aard against creatures o- -ire 3elonging to one Realm
$ivine2 Magic2 !aerie or In-ernal% /hose Might is
less than or e1ual the level o- the s*ell. $(ase
Aard S*ells +uideline a**lies%
Le+el 0: Control -ire in a natural -ashion $control its direction of
spread%.
Move a -ire 1uic4ly throughs*ace /hile leaving it 3urning
naturally.
Le+el 1: Control -ire in a slightly unnatural -ashion $stop it from
burning a person%.
Le+el *2: Control -ire in a very unnatural -ashion $fashion into a
dancing humanoid shape%.
IMAGINEM -I&.
Imaginem is the !orm o- sensation and illusion2 thus one can creates2
*ercives2 trans-orms2 destroys2 and controls images2 not necessarily
illusions. Imaginem canot a--ect light2 as this is *art o- Ignem2 3ut it can
a--ect the things that light allo/s you to see. Stenches and *er-umes2 tints
and stains2 color and shado/2 melody and caco*hony2 s/eet and sour2 all
these are *erce*tions2 and so can 3e mani*ulated 3y the Art o- Imaginem.
An image /or4s on the senses2 not on the mind2 so an unthin4ing 3east
is as li4ely to 3elive an image as an imaginative human. Similarly2
everyone can sense an illusion create 3y Imaginem magic. Hevertheless2
Imaginem s*ells are still most e--ective at -ouling the communication on
/hich human society de*ends. (easts are li4ely to 3e -ooled 3y illusions2
as are the sim*ler undead. emons are very hard to deceive2 /hile -aeries
o-ten see throgh illusions and mani*ulate them to -ool you in turn.
Certain mem3er o- the Church have *roven remar4a3ly ade*t at
discerning truth -rom illusion though the talent is not de*enda3le.
Is more di--iculto to mimic a s*eci-ic o3<ect or *erson using an
Imaginem s*ell than is to mimic a general image2 and re1uires a
Perce*tion & !inesse stress roll: the higher roll2 the 3etter you can -ool
*eo*le. "ou get a a 3onus to your roll -or -amiliarity /ith /hat you are
mimic4ing $>) -or an un-amiliar o3<ect2 &) -or highly -amiliar o3<ect or
-or having the su3<ect avai3le -or modelling%. !or mimic4ing *eo*le2 a
roll o- B& lets you -ool ac1uietances o- the *erson2 8&lets -ool your
-riends2 and '9& lets you -ool close -riends and relatives. #se a similar
scale -or mimic4ing o3<ects. I- you 3otch the !inesse roll2 you may thin4
the image is satis-actory2 3ut it5s immediately seen through once in use.
A 3ase Individual -o Imaginem is the e1uivalent o- an adult human
3eing? /hether a visual image o- a3out that si@e2 an auditory illusion
ma4ing that much noise2 or /hether.
%reo I&agine& -%rI&.
It is im*ortatant to note that Creo Imaginem only create the images o-
things2 not the thing themsel-. This is the -irst $and most im*rtant% clue
that image is <ust an illusion. 0n the other hand2 the illusion o- a /all
may -eel solid2 3ut /ill *resent no resistance i- someone *ushes an hand
thrugh it. Increasing the com*le;ity o- a sensory *erce*tion2 such as
ma4ing a moving visual image or ma4ing clear /ords instead o- noise2
adds an additional level o- magnitude. Ma4ing an image or ma4e noise
at your direction as you concentrate add t/o level o- magnitude. In
addition a very intricate images $an intricately ornated bridge% are
generally one level o- magnitude higher as /ell.
Le+el *: Create an image that a--ects a single sense.
Le+el /: Create an image that a--ects t/o senses.
Le+el 0: Create an image that a--ects three senses.
Le+el 1: Create an image that a--ects -our senses.
Le+el 5: Create an image that a--ects -ive senses.
Intellego I&agine& -InI&.
These s*ells im*rove u*on your senses 3y 3ringing in images2 usually
sounds and images2 not normally avai3le. Hote that seeing or hearing
into another room or a hundred miles a/ay does you no good i- there is
no light or sound there. As in CrIm s*ells2 each aaditional sense you
/ish to *ercive increases the level o- the s*ell 3y one magnitude.
General: iscern an illusion caused 3y s*ells o- e1ual or lo/er level
than the level o- this s*ell $Vision target%.
Le+el *: #se one sense at a distance.
Memori@e or *er-ect your memory a3out an image you have
encountered.
(e a3le to discern your o/n illusions.
Le+el /: #se t/o senses at a distance.
Le+el 0: #se three senses at a distance.
Enhance one o- your senses in one /ay $to see clearly at
distance, to see things at distance, to see in the
dark###%
Le+el 1: #se -our senses at a distance.
Le+el 5: #se -ive senses at a distance.
Muto I&agine& -MuI&.
Muto Imaginem2 or indeed other Imaginem magic2 cannot overcome the
e--ects o- The +i-t2 although it might o--set them a little.
Le+el *: Change one sensation o- an o3<ect $make a leaf look like a
coin%2 3ut not its ty*e $not from sight to sound%.
Le+el /: Change t/o sensations o- an o3<ect.
Le+el 0: Change three sensations o- an o3<ect.
Le+el 1: Change -our sensations o- an o3<ect.
Le+el 5: Change -ive sensations o- an o3<ect.
Perdo I&agine& -PeI&.
estrying changing images is more di--icult D add one level o-
magnitude to the s*ell that do so. Hote also that shado/ are due to the
*hysical 3ody 3loc4ing the light2 thus destrying something5s shado/ is
Creo Ignem2 or *ossi3ly Rego Ignem2 and not Perdo Imaginem. Mirror
images2 ho/ever2 are cause to the s*ecies 3ounching o-- the mirror2 so a
s*ell destroying $or changing% the s*ecies also changes mirror images.
Le+el /: estroy an o3<ect a3ility to a--ect taste or touch.
Le+el 0: estroy an o3<ect a3ility to a--ect smell or hearing.
estroy an o3<ect a3ility to a--ect taste and touch.
Le+el 1: estroy an o3<ect a3ility to a--ect sight.
estroy an o3<ect a3ility to a--ect any three o- taste2 touch2
smell or hearing.
Le+el 5: estroy an o3<ect a3ility to a--ect any o- -our senses.
Le+el *2: estroy an o3<ect a3ility to a--ect all -ive senses.
Rego I&agine& -ReI&.
As /ith CrIm and PeIm2 it si slightly harder to a--ects changing images.
Add one level o- magnitude to s*ells that do so. Add a -uther level o-
magnitude i- the image os to change along /ith the o3<ect. Add one
level o- magnitude to the guidelines -or each additional sense to 3e
a--ected.
Le+el /: Ma4e an o3<ect a**ear $to one sense% to 3e u* to one *ace
a/ay -rom its actual *osition.
Le+el 0: Ma4e an o3<ect a**ear $to one sense% to 3e u* to 6 *aces
a/ay -rom its actual *osition.
Ma4e o3<ects a**ear to move ra*idly in a disorienting /ay..
Le+el 1: Ma4e an o3<ect a**ear $to one sense% to 3e u* to '6 *aces
a/ay -rom its actual *osition.
Ma4e an o3<ect a**ear $to one sense% to 3e contained or 3e
attached to another o3<ect de-ined at the time o-
casting $someone's voice appear to came from a
bag%.
Le+el 5: Ma4e an o3<ect a**ear $to one sense% to 3e u* to '77 *aces
a/ay -rom its actual *osition.
Le+el *2: Ma4e an o3<ect a**ear $to one sense% to 3e u* to in Sight o-
its actual *osition.
Le+el *5: Ma4e an o3<ect a**ear $to one sense% to 3e u* to in a location
to /hich the caster as an Arcane Connection.
MEN!EM -Me.
Intelligent minds are a--ected 3y Mentem s*ells /hile the minds o-
3easts are a--ected only 3y Animal s*ells. The mental Characteristics are
Intelligence2 Perce*tion2 Presence2 and Communication.2 and they can 3e
a--ected 3y Mentem s*ells. Minds do not have a si@e2 so si@e modi-iers
do not a**ly to Mentem e--ects /ith individual targets. ,o/ever2 minds
can 3e counted2 so -or +rou*s you still need to 3oost the si@e to a--ect
more *eo*le. Similarly Mentem s*ells a--ecting everyone in a Room2
Structure2 or (oundary have si@e modi-iers in the normal /ay.
%reo Mente& -%rMe.
In addition to healing minds2 these s*ells can also create thoughts
emotions and memories in another *erson5s mind. These creations
interact normally /ith the target5s other thoughts2 and may 3e changed
in the *rocess.
Le+el 0: !orm /ords in another5s mind.
Le+el 1: Put a thought or emotion into another mind.
Le+el 5: Create a memort in another5s mind.
Le+el 02: Increase one o- a *erson5s mental Characteristics 3y one
*oint2 to no more than 7.
Le+el 05: Increase one o- a *erson5s mental Characteristics 3y one
*oint2 to no more than &'.
Le+el 12: Increase one o- a *erson5s mental Characteristics 3y one
*oint2 to no more than &9.
Le+el 15: Increase one o- a *erson5s mental Characteristics 3y one
*oint2 to no more than &).
Le+el 52: Increase one o- a *erson5s mental Characteristics 3y one
*oint2 to no more than &=.
Le+el 55: Increase one o- a *erson5s mental Characteristics 3y one
*oint2 to no more than &6.
Intellego Mente& -InMe.
Additional ideas can 3e seen in Intellego Animal guidelines2 -or s*ell
that a--ects the mind. Hote that /riting does not contain any in-ormation
o- itsel-2 and is generally materials Animal2 ,er3am2 or Terram -or the
materials2 not Mentem. To translate /ritings2 you need someone /ho
can read it2 although you could read the translation -rom their mind. A
Momentary Mentem s*ell can ans/er a single 1uestion2 although is not
necessary that the ans/er 3e e;*ressa3le in a 3rie- -orm. !inding out a
lot o- in-ormation ta4es time
Le+el 1: Sense the state o- consciousness o- one intelligent 3eing
$asleep, awake, meditating, dead, drugged,
insane, or comatose%.
Le+el 5: Sense a single emotion in a 3eing.
#nderstand the meaning 3ehind s*o4en sounds.
Le+el *2: Sense all o- the emotions in a 3eing.
iscover the truth o- a statement.
Le+el *5: S*ea4 /ith any one human.
Read a *erson5s sur-ace thoughts.
Pic4 a single ans/er -rom the mind o- the target.
Le+el /2: Read the last day5s memories -rom one *erson.
Le+el /5: Cearn all the in-ormation you /ish -rom a *erson5s mind.
Muto Mente& -MuMe.
Muto Mentem s*ells give a mind *ro*erties it could naturally
ac1uire.These -all into three maincategories. !irst2 changing memories:
/hile memories may decay over time2 they do not naturally change
radically2 so ma4ing them so do is Muto. Second2 emotions and
thoughts that *eo*le cannot normally -eel: this incluses the thoughts o-
an animal and similar. Third2 non mental *ro*erties: this cover ma4ing a
mind *hysical and is very di--icult. +ranting a magical sense to other
*eo*le has a 3ase level one magnitude higher than granting it to yoursel-
using Intellego. The necessary increase to range2 and *ossi3ly2 target
increase the level -urther.
Le+el *: Ma4e a minor change in *erson5s memory o- an event.
Le+el /: Ma4e a ma<or change in *erson5s memory o- an event.
Le+el 0: Ma4e a ma<or change in *erson5s memory o- a series o-
events.
Ma4e a ma<or change to a *erson5s emotion.
Le+el 1: Ma4e a ma<or change in *erson5s memory o- a *eriod o- their
li-e.
Com*letely change to a *erson5s emotion.
Le+el *2: Com*letely re/rite a *erson5s memories
Le+el *5: Ma4e a mind or s*irit visi3le $re1uires Imaginem re1uisite%.
#tterly change a *erson5 mind.
Le+el /5: Ma4e a mind or s*irit solid. Re1uires the a**ro*riate
re1uisite to the !orm o- the sha*e.
Perdo Mente& -PeMe.
Emotions naturally rea**ear in a *erson2 so s*ells that destry them must
have a contunuing duration to ensure tha they do not come 3ac4.
Memories do not naturally return2 so Momentary duration s*ells remove
them -orever2 although a *erson could 3e told /hat he had -orgtten2 or
reconstruct the memory -rom things he does remem3er. A continuing
s*ell /ould *revent a *erson -rom relearning that in-ormation ho/ever.
Le+el 0: Remove a minor detail -rom the *erson5s memory.
Le+el 1: Remove an im*ortant detail -rom the *erson5s memory.
iminish a single mental ca*a3ility in a *erson.
Reduce the intensity o- all o- a *erson5s emotions.
Le+el 5: Iuell an emotion in a *erson.
Le+el *2: Remove a minor or short memory -rom a *erson5s mind.
Reduce all o- a *erson5s mental ca*a3ilities.
Le+el *5: Remove a ma<or or long memory -rom a *erson5s mind.
Remove all emotions -rom a *erson.
rive a *erson insane.
Le+el /5: Ceave a *erson a mindless hus4.
Rego Mente& -ReMe.
Additional ideas can 3e seen in Rego Animal guidelines2 -or s*ell that
a--ects the mind. Many changes to the mind are Rego e--ects2 3ecause
the mind could naturally assume that state.
General: Aard against s*irits 3elonging to one Realm $ivine2 Magic2
!aerie or In-ernal% /hose Might is less than the
level o- the s*ell. $(ase Aard S*ells +uideline
a**lies%
Le+el 0: Ma4e a su3tle di--erence to the target mental state.
Le+el 1: Control a target 5s mental state $awake, asleep, confused###%
Le+el 5: Control a natural emotion $calm, fear###%. Tha target must -eel
the emotion 3e-ore yuo can control it.
Control a disem3odied s*irit.
Incline a *erson to a *articular sort o- res*onse.
Le+el *2: Control an unnatural emotion $cultivate a person's feeling of
bravery where he is usually cowardly%.
Im3ue all o- a *erson5s res*onse /ith a *articular emotion.
Le+el *5: Control a human 3eing as long as you can see him.
Summon a ghost.
Le+el /2: +ive a *erson one com*le; command2 /hich he tries to carry
out to the 3est o- his a3ility.
Le+el 02: Com*letely control a *erson5s mind and emotions.
!ERRAM -!e.
Through Terram s*ells a--ect all manner o- solid o3<ects2 it is harder to
a--ect certain materials. ,ere in increasing order o- di--iculty are the
materials: earth $sand2 dirt2 mud%2 clay2 stone2 glass2 metal2 gemstones.
Each level o- di--iculty does not necesarily re*resent an increase in one
level o- magnitude. The 3ase Individual -or Terram de*ends on the
material involved. !or earth2 clay and other similar su3stances2 it is a3out
'7 cu3ic *aces o- stu--? -or stone it is a single cu3ic *ace? -or 3ase metals
it is a cu3ic -oot2 /hile -or *recios metals it is '/'7 o- cu3ic -oot? and -or
gemstones the 3ase individual is one cu3ic inch in si@e.
%reo !erra& -%r!e.
Creating earth in an ela3orate sha*e or /ith some unnatural *ro*erties is
one level o- magnitude higher than the listed guidelines.
Le+el *: Create sand2 dirt2 mud2 or clay.
Le+el 0: Create stone or glass.
Le+el 5: Create 3ase metal.
Le+el *5: Create *recious metal.
Le+el /5: Create gemstone.
Intellego !erra& -In!e.
Intellego Terram s*ells level are not a--ected 3y the material o- the thing
a--ected.
Le+el /: Cearn one visi3le *ro*erty o- an o3<ect. A *ro*erty that
someone /ith the a**ro*riate s4ill could
determine <ust 3y loo4ing.
Le+el 1: Cearn one mundane *ro*erties o- an o3<ect.
See an o3<ect and its sorroundings.
Le+el 5: Cearn all com*onent o- a mi;ture or alloy.
Le+el *2: Cearn all the antural *ro*erties o- an o3<ect.
Le+el *5: Sense all the mundane *ro*erties o- a com*osite o3<ect.
Le+el /2: Cearn all the magical *ro*erties o- an o3<ect.
Ma4e your sense unhindered 3y earth.
S*ea4 /ith a natural roc4 $a boulder%.
Le+el /5: S*ea4 /ith an arti-icial roc4 $a statue%.
Muto !erra& -Mu!e.
The target 3elo/ are -or changing earth $dirt2 sand2 mud...%. To change
to or -rom stone or glass2 add one level o- magnitude. To change to or
-rom metal or gemstone add t/o level o- magnitudes. These ad<ustment
only a**ly only once2 so that changing metal to metal is only t/o
magnitudes higher. The amount o- material you can change is limited 3y
the guidelines -or eache end. Thus you can turn a cu3ic *ace o- stone in
a cu3ic inch o- gemstone /ith a 3ase Individual.
Le+el *: Change one *ro*erty o- earth.
Le+el /: Change earth to another ty*e o- natural earth $sand, mud,
loam###% .
Le+el 0: Change earth so that is slightly unnatural. Re1uisites may 3e
re1uired.
Change earth into a li1uid or gas. Re1uisites may 3e re1uired.
Change earth to stone2 or vice versa.
Le+el 1: Change earth so that is highly unnatural. Re1uisites are o-ten
re1uired.
Change earth into a mi;ture o- li1uid2 solid and gases.
Re1uire the a**ro*riate re1uisites.
Change earth into a *lant. Re1uire ,er3am re1uisite.
Ma4e something gro/ to eight time its *revious volume.
Le+el 5: Change earth into slightly unnatural li1uid or gas. Re1uire the
a**ro*riate re1uisite.
Change earth into an animal. Re1uire Animal re1uisite.
Le+el *2: Change earth into highly unnatural li1uid or gas. Re1uire
a**ro*riate re1uisite.
Perdo !erra& -Pe!e.
Earth includes dirt2 sand2 mud and other similar ty*e o- earth. To
destroy stone or glass2 add one level o- magnitude. To destroy metal or
gemstone add t/o level o- magnitudes.
Le+el /: Aea4en earth.
Le+el 0: estroy earth.
Rego !erra& -Re!e.
Earth includes dirt2 sand2 mud and other similar ty*e o- earth. To control
stone or glass2 add one level o- magnitude. To control metal or gemstone
add t/o level o- magnitudes. Mani*ulating o3<ects /ith great *recision
may also 3e higher2 de*ending on the level o- *recision.
General: Aard against stone creatures 3elonging to one Realm
$ivine2 Magic2 !aerie or In-ernal% /hose Might is
less than the level o- the s*ell. $(ase Aard S*ells
+uideline a**lies%
Le+el *: Control or move earth in a natural -ashion.
Le+el /: Control or move earth in a slightly unnatural -ashion.
Gee* earth a/ay -rom you2 under your conscious control $you
must 3e a/are o- its *resence%.
Le+el 0: Control aor move earth in a very unnatural -ashion.
Le+el 5: Gee* all earth a/ay -rom your 3ody2 or /ard a target against
earth.
$IM -$i.
Vim s*ells hel*s your s*ell to have a 3etter e--ects. Many Vim s*ellsare
meant to 3e cast along /ithother s*ells2 and modi-y or change their
e--ects. Vim magic also encom*asses summoning and dealing /ith
emons2 3ut this *actice is *rohi3ited /ithin the 0rder2 rather -ighting
emons is allo/ed. Magi o-te use Vim s*ells to counteract magical
*henomena: in these case Storyguide should assign s*ell level -or all
magical *henomena that those using Vim counters*ells /ill have to
match. Most Vim s*ell are o- +eneral level2 and the guidelines *rovided
-or Vim s*ell ta4e account o- this2 and rather than giving an a3solute
level -or a corres*onding e--ect2 they give the relationshi* that the level
o- the Vim s*ell must 3ear to the level o- the target. Ahen you change
*arameters o- a +eneral s*ell2 you should ta4e account o- these change in
level 3e-ore multi*lying or dividing the the s*ell5s level to get the real
e--ect. The Individual target -or a Vim s*ell can re-er to either an
individual s*ell2 or an individual o3<ect or *erson2 and similarly -or
+rou*. I- a target is a *erson or an o3<ect2 the Vim s*ell /ill a--ect any
suita3le magic a--ecting that *erson2 not <ust one s*ell. Most such s*ells
can only 3e cast on either other s*ells or individuals2 3ut2 i- the
descri*tion suggests that they could 3e cast on either2 then they can.
S*ells and magical e--ect do not have si@es2 so si@e modi-ications do not
a**ly to the levels o- Individual Target Vim s*ells. ,o/ever Vim s*ells
a--ecting areas2 or num3er o- s*ells2 must 3e increased in level -or large
areas or large num3ers2 as normal. The guidelines 3elo/ re-ers mainly to
s*ells: this is -or the sa4e o- 3revity2 as Vim s*ells can a--ect magical
e--ects2 *roceeding -rom magical items2 magical creatures2 or demons.
,o/ever unless s*eci-ically stated other/ise2 the s*ells do not a--ect
magical items2 only the e--ects that they *roduce. It should 3e noted that
,ermetic magi2 and some non>,ermetic /i@ards2 do not have Might
score2 and thus are not a--ected 3y /ardings or other s*ells that act
against Might score.
%reo $i& -%r$i.
General: Create a magical shell /hich loo4s real to Intellego s*ells
/ith alevel less than t/ice its level *lus one
magnitude. This aura is generic EmagicF only D no
misleading in-ormation can 3e su**lied.
Create a magical shell /hich *revents Intellego s*ells /ith a
level less than its level *lus one magnitude -rom
learning any details a3out the magic on the target.
Create a magical shell /hich gives -alse in-ormation a3out
the target to Intellego s*ells /ith level less than
hal- its $level *lus one magnitude%.
Le+el 0: Taint something /ith magic.
Le+el 5: Create a 3urst o- magic that gives the target ' Aar*ing *oint.
S*ell that grant Aar*ing cannot have a duration o-
greater than Momentary. Hote that doing this to a
magus is an attac42 an clearly against the Code.
Le+el *2 +ive the target 9 Aar*ing *oint.
Le+el *5: +ive the target ) Aar*ing *oint.
Le+el /2: +ive the target = Aar*ing *oint.
Intellego $i& -In$i.
emons cannot 3e detected 3y Intellego s*ells unless they /ish to do $at
least to the common 4no/ledge o- the 0rder%2 3ecause they are the
essence o- dece*tion2 thus there are no demons locating s*ells in the
0rder. Magic items cannot 3e investigated /ith sim*le s*ells2 3ut
re1uires a season s*ent in la3oratory to discover /hat magic an
encheanted item contains and ho/ to use them $see the Ca3oratory
cha*ter%. !urther increase in level /ill give increased sensivity to
residues. The 3ase level o- a s*ell lso gives a -airly good idea o- the
strenght o- a s*ell $/ithin a magnitude%. In addition o- one magnitude
/ill say /hether the e--ect is ,ermetic2 and a magus -amiliar/ith other
ty*es o- magic /ill 3e a3le to identi-y them as /ell. The addition o- t/o
magnitudes /ill give in-ormation a3out Tecni1ue and !orm2 or nearest
e1uivalent -or other ty*e o- magic. !urthere increases in the level /ill
yeld -urther in-ormation2 de*ending on the design o- the s*eci-ic s*ell.
i--erent s*ells may 3e invented to detect !aerie2 ivine2 or In-ernal
e--ects. Each s*ells a--ects only one realm2 and Storyguide may disallo/
s*ells that detect the ivine or In-ernal. As general rule2 the residues o-
magic decline as -ollo/: as soon as the magic -inishes2 the magnitude
halves2 it then dro*s 3y one -or one -or every duration o- the s*ell that
*asses. Storyguide should em*loy this as a guideline2 not a rigid
-ormula2 and may i- they /ish2 allo/ high level detection s*ells to *ic4
u* residues /ith Enegative magnitudeF. Magical items can have an
e--ective residue magnitude e1ual to the num3er o- *a/n o- vis used to
o*en the enchantment $or the total *a/ns used -or lesser enchanted
devices%. Magnitudes -or non>,ermetic items must 3e setted 3y the
Storyguide. A s*ell that detect items /ill not also detect e--ects or
creatures2 and vice versa. Variants /ill detect item enchanted 3y
di--erent Realms2 as a3ove. Magical creatures can also 3e detected: trat
their Might as the level o- the e--ect? -or ,ermetic magic use their
highest Art. ivide Might $or the Art% 3y -ive $rounding u*% to get the
e--ective residue magnitude. Again this re1uires a di--erent s*ell and
variants may detect !aerie and *ossi3ly ivine creatures. Storyguide
may allo/ s*ells that detect other In-ernal creatures2 such as dia3olists
and undead. Ra/ vis /ill sho/ u* as magical2 sim*ly as ra/ vis2 under
any magical detection. The level o- the detecting s*ell is irrilevant as is
the the realm o- *o/er that is /as designed to detect. ,o/ever2 only
s*ecially designed s*ells /ill yeld any in-ormation other than that is ra/
vis.

Le+el *: etect magic o- '7J magnitude or higher
etect the *resence o- a mystical aura.
etect the *resence o- ra/ vis.
Le+el /: etect magic o- :J magnitude or higher.
etermine the *o/er o- a mystical aura.
Le+el 0: etect magic o- BJ magnitude or higher.
etect regio 3oundaries. I- cast /ith a Vision target2 this
*rovides enough in-ormation to -ind a /ay
3et/een levels2 -or regiones that allo/ that sort o-
entrance. 0ther/ise2 it reveals the *resence o- a
regio2 and *ossi3ly its rough sha*e.
Le+el 1: etect magic o- )J magnitude or higher.
Kudge the amount o- vis *resent.
iscern the Art o- vis.
Le+el 5: etect any active magic.
Le+el *2: etect the traces o- *o/er-ul magic.
etect the recent *resence o- /ea4 magic.
Muto $i& -Mu$i.
Most MuVi s*ells last as long as the s*ell that they have altered2 /ith a
nominal duration o- Momentary. It is not normally *ossi3le to have a
MuVi s*ell that lasts longer than the target s*ell. These meta>magical
s*ells have certain restrictions2 /hich a**ly to all MuVi s*ells invented
according to ,ermetic theory. !irst o- all2 they cannot 3e cast on
s*ontaneous s*ells: such magic is 3eing mani*ulated at /him D any
attem*t to alter it -urther /uold ma4e the caster lose control. Second2
you must ma4e an Intelligence & Concentration roll o- 8& i- you are
casting 3oth s*ells: i- this -ails2 the s*ells do not go o--? i- it 3otches2
they 3otch. I- you /ish to cast one o- these s*ells on a s*ell 3eing cast
3y another magus you must 3e either coo*erating2 or you must -ast cast
the MuVi s*ell. There is no other /ay to get the timing right. In addition
your Penetration total -or the MuVi s*ell must 3eat the other magus5s
Penetration total -or the s*ell to 3e changed2 unless you are coo*erating.
Touch range is su--icient to a--ect your o/n s*ells2 3ut Voice range at
least2 is needed to a--ect another magus5s casting. "ou cannot touch the
s*ell itsel-. These s*ells can only 3e used on ,ermetic magic2 as they
de*ends on a good understanding o- the *rocess involved. "ou may only
*ut a MuVi e--ect into a magical item i- it is to /or4 /ith another e--ect
in that item. All MuVi s*ells re1uire some tailoring to the s*eci-ic use2
and a magical item e--ect cannot 3e so tailored. Hote that a s*ell
invented according to one o- the guidelines 3elo/ /ill change another
s*ell in a s*eci-ic /ay? it is not *ossi3le to invent a single s*ell /hich
changes another s*ell ho/ever the caster /ants. See the e;am*le s*ells
-or ideas on ho/ s*eci-ic this should 3e. It is not *ossi3le to use MuVi
to a--ect another s*ell a-ter it has 3een cast.
General: Su*er-icially change a s*ell o- less than t/ice the $level &'
magnitude% o- the MuVi s*ell. This may not
change the *rimary e--ect o- the s*ell or its *o/er.
Signi-icantly change a s*ell o- less than the $level &'
magnitude% o- the MuVi s*ell. This may not
change either yhe Tecni1ue or !orm o- the target
s*ell. A change in *o/er o- *lus or minus one
magnitude is a signi-icant change2 as is change o-
target2 i- the target /as *ossi3le -or the original
s*ell.
Totally change a s*ell o- less than hal- the $level &'
magnitude% o- the MuVi s*ell.This may change the
Tecni1ue2 !orm2 or 3oth o- the target s*ell2 and
needs no re1uisites -or those Arts. The MuVi s*ell
a--ect the structure o- the s*ell2 not the things that
the s*ell targets. A change in *o/er u* to t/o
magnitudes is a total change. Any grater change
re1uires either Creo or Perdo to create more
magical energy or destroy some.
Perdo $i& -Pe$i.
I- you /ant to cast a PeVi s*ell on a character /ho has Magic
Resistance2 you must overcome the Magic Resistance.
General: Ma4e something2 including a magical item2 seem non>
magical to any Intellego s*ell o- less than t/ice the
$level D9 magnitudes% o- this s*ell.
is*el e--ects o- a s*eci-ic ty*e /ith a level less than the
$level &= magnitudes% o- the Vim s*ell & stress die
$no 3otch%. A s*eci-ic ty*e could 3e ,ermetic
Terram magic2 or Shamanic s*irit control magic.
A magus must have some 4no/ledge o- a ty*e o-
magic although not necessarily a3ility to use it% to
invent a s*ell to a--ect it. All ,ermetic magi have
some 4no/ledge o- all ,ermetic magic.
Reduce the target Might 3y the level o- a s*ell &'72 as long as
the s*ell *enetrates the creature5s resistance.
is*el any magical e--ect /ith a casting total less than hal-
the $level &= magnitudes% o- the Vim s*ell & a
stress die $no 3otch%.
Reduce the casting total -or all magic cast 3y the target 3y
hal- the $level &9 magnitudes% o- the s*ell. I- 9 or
more s*ells a--ect one target2 only the highest has
any e--ect: the *enalties do not add. The s*ell must
*enetrate the target5s Magic Resistance in order to
have any e--ect.
Le+el 5: Reduce the duration o- an Arcane Connection 3y one ste* on
the ta3le on *age :=. I- this reduces the duration
3elo/ ,ours2 the connection e;*ires immediately.
oes not /or4 on connections that naturally have
Inde-inite duration2 3ut can ma4e an Arcane
Connection that /as -i;ed in la3oratory e;*ire.
Hote that the Range is the range to the Arcane
Connection2 and you must 4no/ /hat you are
targeting2 <ust as -or any other s*ell.
Le+el *2: Reduce the duration o- an Arcane Connection 3y 9 ste*s on
the ta3le on *age :=2 as a3ove.
Le+el *5: Reduce the duration o- an Arcane Connection 3y ) ste*s on
the ta3le on *age :=2 as a3ove.
Le+el /2: Reduce the duration o- an Arcane Connection 3y = ste*s on
the ta3le on *age :=2 as a3ove.
Le+el /5: Reduce the duration o- an Arcane Connection 3y 6 ste*s on
the ta3le on *age :=2 as a3ove.
Le+el 02: Reduce the duration o- an Arcane Connection 3y B ste*s on
the ta3le on *age :=2 as a3ove.
Rego $i& -Re$i.
Theoretically is *ossi3le to con<ure and control demons through ReVi
s*ells2 3ut this 4no/ledge and its use are -or3idden 3y the ,ermetic
Code. Any /ho -ind and dare to use this 4no/ledge -ace dangers -rom
3oth the 3eings they deal /ith and those in the 0rder o- ,ermes /ho
strongly o3<ect to such *ractices. ReVi vuold a3le 3e the com3ination
o- Arts that granted Magic Resistance2 3ut not even (onisagus/as a3le
to turn Parma Magica into a s*ell. Aegis o- the ,earth is the 3est that
has 3een managed2 and that s*ell is not -ully integrated into ,ermetic
theory.
General: Aard the target against creature /ith a Might less than the
level o- the s*ell. A creature /arded against cannot
directly a--ect the target *hysically or 3y magical
means. A s*ell o- this nature /ill only /ard
against creatures o- one Realm $ivine2 Magic2
!aerie or In-ernal%. $(ase Aard S*ells +uideline
a**lies%
Sustain or su**ress a s*ell you have cast /hose level is less
than the $level & 9 magnitudes% o- the Vim s*ell.
Create a conduit or container -or s*ells /ith a level lesser
than the $level &6 magnitudes% o- the Vim s*ell. A
conduit *uts you in mystical contact /ith the
target $e--ective Touch range%2 /hile a container
/ill hold a s*ell -or a s*eci-ic lenght o- time
3e-ore releasing it.
Sustain or su**ress a s*ell cast 3y another /ith level less than
the hal- the $level &6 magnitudes% o- the Vim
s*ell.
Le+el *2: Move ra/ vis -rom one *hysical o3<ect to another2 /ithout
needing a la3oratory.

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