Creo Animal
Intellego Animal
Muto Animal
Perdo Animal
Rego Animal
Creo Aquam
Intellego Aquam
Muto Aquam
Perdo Aquam
Rego Aquam
Creo Auram
Intellego Auram
Muto Auram
Perdo Auram
Rego Auram
Creo Corpus
Intellego Corpus
Muto Corpus
Perdo Corpus
Rego Corpus
Creo Herbam
Intellego Herbam
Muto Herbam
Perdo Herbam
Rego Herbam
Creo Ignem
Intellego Ignem
Muto Ignem
Perdo Ignem
Rego Ignem
Creo Imaginem
Intellego Imaginem
Muto Imaginem
Perdo Imaginem
Rego Imaginem
Creo Mentem
Intellego Mentem
Muto Mentem
Perdo Mentem
Rego Mentem
Creo Terram
Intellego Terram
Muto Terram
Perdo Terram
Rego Terram
Creo Vim
Intellego Vim
Muto Vim
Perdo Vim
Rego Vim
Add A Spell
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Virtues & Flaws
Magic Items
Grand Index of Ars Magica
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CrMe 15
R: Voice, D: Diameter, T: Individual
Creates the thought in the target’s mind that he should come stand before the caster. They may detect the thought as foreign on an Intelligence 3+ check, and may will himself to ignore it on a Stamina 12+ check.
(Base 4, +2 Voice, +1 Diameter)
CrMe 15
R: Sight, D: Concentration, T: Individual
While the caster concentrates, they can form words directly into the mind of anyone within sight. The target recognises your voice and knows the message is of supernatural origin.
Judia of Tremere developed this spell so that she could coach or direct her consortis when he was speaking to mundanes on her behalf. Given her gift, this allowed her to remain back from the conversation, though still within earshot, whilst still having control over any terms of deals or bargains struck.
(Base: 3, R: Sight +3, D: Concentration +1, T: Individual)
CrMe 15
R: Eye, D: Concentration, T: Individual
The caster creates a full memory in the mind of the target.
This spell was invented by Malicus of Bonisagus, a magus who had poor social skills and could never seem to get a word in edgewise when speaking to his wife and children. He typically inserted the memory of him giving a long lecture into their minds and then maintained concentration on the spell while reminding them of “what he had told them”. He later discovered this spell to be an excellent way to communicate information quickly to his grog
(base 5, +1 range, +1 duration)
CrMe 20
R: Arcane Connection, D: Diameter, T: Individual
Allows the caster to create words in the mind of a person to whom she has an Arcane connection.
Carissa often used this spell in conjunction with the spell “Ear for Distant Voices” to hold conversations with her companions and spies whilst they were aboard. To anyone observing, the target might seem to be merely talking to himself.
(B: 3, R: Arcane +4, D: Diameter +1, T: Individual)
CrMe30
R: Voice, D: Sun, T: Group
Your words inspire courage in the members of the target group, granting them a temporary +3 bonus to appropriate Personality traits.
(B: 4, R: Voice +2, D: Sun +2, T: Group +2)
Contributor: Mark Faulkner
CrMe (req: In) 30
R: Sight, D: Concentration, T: Individual
While the caster concentrates, they can form words directly into the mind of anyone within sight. The caster can also hear the responses (by virtue of the Intellego requisite) by listening to the surface thoughts of the target. The target recognises your voice and knows the message is of supernatural origin.
Judia of Tremere developed this spell so that she could coach or direct her consortis when he was speaking to mundanes on her behalf. Given her gift, this allowed her to remain back from the conversation whilst still having control over any terms of deals or bargains struck.
(B: 3, R: Sight +3, D: Concentration +1, T: Individual; Requisite +1, Elaborate effect +2)
CrMe 35 Faerie Ritual
R: Eye, D: Bargain + Moon, T: Individual
The target will feel an overwhelming sense of guilt and regret over breaking their agreement. The target must pass a personality test with an ease factor of 9 every day to resist the temptation to go to the magus and explain and apologize for their actions.
(Base 4,+1 range, +6 duration)
CrMe (req: Re) 35
R: Voice, D: Concentration, T: Group
This enchantment creates the feeling of anger and frustration in a group (no more than a hundred strong). The Rego requisite allows the caster to focus this emotion upon a person, object or event. The crowd may only start by grumbling, then loudly protesting, but the longer the spell is maintained the more likely they are to become violent. At first only one or two members of the crowd (perhaps naturally inclined to disorder) may act aggressively, but this can quickly escalate to a full blown riot.
Orban notes a curious effect of this spell, which he believes is more due to human nature than any side-effect of the magic. He reports seeing even quite ordinarily rational or restrained individuals eventually getting caught up with a ‘mob mentality’ and eventually resorting to quite violent acts. He also notes that sometimes looting or violence may continue even after the duration of the spell has ended, and questions whether this is merely due to the veneer of civilised behaviour being swept away, or whether the sins of so many people attracts the attention of the infernal.
(B: 4, R: Voice +2, D: Concentration +1, T: Group +2, Size +1, Requisite +1)
CrMe 35 Ritual
R: Touch, D: Momentary, T: Individual
Target is cured of any madness. This Ritual oddly has no effect on magi of House Criamon.
(Base 30, R: Touch +1, D: Momentary, T: Individual)
CrMe 35 Ritual
R: Arcane, D: Momentary, T: Room
Everyone in room is filled with fear and dread. Any negative personality traits are doubled. The caster can write four words upon the wall of the target room.
(Base 4, R: Arcane +4, D: Momentary, T: Room +2, +1 Mentem)
CrMe 84 effect
R: Touch, D: Sun, T: Room
This is an enchantment effect to be placed in an invested device, an egg made out of gold (tiny gold item, 10 raw pawns of raw vis to prepare, and another 9 to instill). The item blesses the room it is in, increasing the Intelligence of everyone in it by +1 (to no more than +5).
A similar enchantment applies to Communication (Writer’s Muse) or Perception (Guardsman’s Assurance). Although some magi have used such means to increase their writing prowess or augment their lab work, the extreme high level of the enchantment and the incurred warping discourage its wide use.
(Base 55, +1 Touch, +2 Sun, +2 Room; +4 levels for permanent effect)
CrMe 95 Ritual
R: Touch, D: Year, T: Structure
This spell is used to bless a covenant or similar structure. Whomever enters the area finds that his mental faculties are enhanced: he is more cunning, sharp, and more receptive to learning. He effectively gains a +1 to his Intelligence (up to +5) while on the covenant grounds.
(Base 55, +1 Touch, +4 Year, +3 Structure)
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