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
Discussion
Virtues & Flaws
Magic Items
Grand Index of Ars Magica
Paraphernalia
CrTe 3
R: Touch, D: Diameter T: Individual
A pile of dirt sand, mud, or clay up to ten cubic paces in size is created by the caster. This could be used to hold a door shut, to break a floor by overloading it, to sink a boat in which the caster is standing or to create an earthen ramp.
CrTe 3
R: Touch, D: Momentary T: Individual (+1 size)
A pile of dirt and soil up to one-hundered cubic paces in size is created by the caster. This is a whole lot of dirt even if it only exists for a moment.
Cr(Re)Te 3
R: voice, D: Momentary T: Individual
Ten cubic paces of mud are created at sight within the range of the spell. This could be used to dump a good deal of mud on a target with a successful perception + finesse roll.
CrTe 10
R: voice, D: Momentary T: Individual
This spell creates a sliver (a "spear") of stone and propels it towards a target, doing +10 damage. On Timofey Ex Miscellaneas version of the spell the "spear" vibrates in flight, but does no extra damage.
(Base: 3, +2 voice, +1 rego requisite)
CrTe 15
R: Touch, D: Sun, T: Individual
Summons to the caster’s hands a pair of shackles which can be fitted (manually) to either wrists or ankles (the size the shackles can vary to fit individuals up to size +1). The shackles lock when snapped around the individuals limbs, and cannot be ‘unlocked’ until the end of the spell releases them.
Ricardus of Flambeau developed this spell to incarcerate prisoners so they could be taken back to the covenant. However, when he later discovered another use for this spell he was eventually charged under the Primary Code for molesting the fae.
(Base: 5, R: Touch +1, D: Sun +1, T: Individual)
CrTe 15
R: Touch, D: Sun, T: Individual
The caster creates a handful of silver coins, weighing up to an ounce all together. The image and style of the coin may be any that you have ever seen, or a design of your own choosing. Yrwynn of Merinita’s version always imprints his own goofy face on any created coins. This creates only a small number of coins, and it is wises not to distribute them widely or too close to home, ecause they disappear when the spell expires.
(B:15 :, R: Touch +1, D: Sun +2, T: Individual, Reduced quantity -3)
CrTe 20 (Req: An)
R: Touch D: Sun T: Individual
This spell creates a long sword out of the air, its handle wrapped in fine leather cord, the caster's Sigil typically appearing in the pommel or along the blade in some fashion. An Int+Finesse roll of 12+ must be made (9 difficulty for an Average task for a Mundane craftsman, +3 for magic). If the Finesse roll is lower than 12 the sword performs poorly, reducing its damage by 2. A botch on the roll would produce an inferior blade that will shatter on either the first strike it makes or blow it defends against.
(Base: 5 (create a cubic foot of Base Metal), +1 Range, +2 Duration)
It should be noted that unless the spell is made into a Ritual, or otherwise given a Momentary Duration (like with Rego) means that the weapon would be affected by Magic Resistance, as it is a magical creation (and thus need to use the Penetration score and its derivatives). Many magi have no problem with this as they will be safe(r) if their Grogs should turn on him with these wepaons (many will take the further step of casting the spell without Penetration just in case).
CrTe20
R: Voice, D: Momentary, T: Individual
This spell creates a foot long dart of iron with a sharp point, and streaks off towards the target. It always hits (though must penetrate Magic Resistance), and inflicts +10 Damage.
(B: 10, R: Voice +2, D: Momentary, T: Individual)
Contributor: Mark Faulkner
CrTe 20 Ritual (Req: An)
R: Touch, D: Momentary, T: Individual
This ritual repairs and improves a suit of metal armour, making it a better quality example of its kind. It is mended & oiled, cleaned of any dirt, rust or tarnish, and has any imperfections or impurities removed. The armour received an improved Protection bonus of +1 for a Partial suit and +2 for a Full suit. The improvement is natural and will fade over time if not maintained. A Variant spell used on a metal shield would grant a +1 Defense bonus.
(B:5 :, R: Touch +1, D: Momentary, T: Individual, Metal +2)
CrTe 20 Ritual
R: Touch, D: Momentary, T: Individual
This spell increases the quality of a sword, removing impurities and bringing it closer to it’s ideal true form. It is better balanced and will hold a keener edge, granting a +1 bonus to it’s Attack and Damage scores. As any item the sword needs normal care and maintenance, but the improvement is natural and permanent.
Blacksmith’s well versed in their craft can forge such a weapon, but only if they have been taught the proper technique of Damascus steel forging. In Iberia this is known as Toledo steel. Such quality weapons cannot be improved again by this spell.
(B:5 :, R: Touch +1, D: Momentary, T: Individual, Metal +2)
CrTe 25 (req: He, An)
R: Touch D: Sun T: Individual
This spell creates a Chainmail Cuirass, complete with cloth padding and leather staps. It requires an Int + Finesse roll of 15 to create the suit from nothing (12 for Hard task for a Mundane craftsman +3 for magic) and the suit defaults to a Size 0 man, add 1 to the difficulty of the Finesse roll if the size must be changed to either +1 or -1. A Finesse roll of 15+ indicates a fine Full suit of Chain, using the normal stats found on page 176. A roll of 10-14 indicates it either fits poorly or has gaps in its protection causing either a -1 Soak or a +1 Load. A roll of 5-10 indicates a poor suit having -1 Soak and +1 Load. 0-5 has both penalties also, and every hit the wearer takes reduces the Soak by one as it literally starts to fall apart. A botch should make a suit that seems fine, but begins to affect the wearer's combat stats as soon as a fight begins, a cumulative -1 to attack and defense each round.
Base: 5 (create a cubic foot of Base Metal), +1 Range, +2 Duration, + 1 Requisite
Options: The Duration can be increased to Moon for only 1 extra Magnitude. Or it can be changed to Momentary, for a Ritual spell, and the level would stay at 20. Several suits could be made by changing the Target to Group; up to 10 suits of Chain could be made. The Finesse roll could be simpler by changing the Armor to a less complicated suit, such as Metal Scale, which would reduce the Finesse roll to 12. If the wizard has the materials at hand Rego could be used instead and reduce the Duration to Momentary without making it a Ritual, the level would become 10 but the Finesse roll would stay the same
CrTe 25 Ritual (Req: An, He)
R: Touch, D: Sun, T: Individual
This ritual conjuration culminates with the caster touching the subject, who is then dressed in full suit of mail and equipped with a sword and shield. The requisites pertain to the accoutrements; straps, buckles, belts, scabbard, boots, tunic, gauntlets, and etceteras. The caster’s sigil is usually made manifest in the coat of arms upon the tunic and shield. The design and weapon may be altered somewhat, such as a mace instead of a sword or a variation on the type of shield. A Variant Ritual, Barding of the Valliant Steed, conjures similar protection for a war-horse. It is one magnitude higher because of size, and conjures a lance alongside the barded steed.
(B:5, R: Touch +1, D: Momentary, T: Individual, Requisites enhance effect +1, Crafted product +1, added equipment +1)
CrTe (req: Re) 25
R: Voice, D: Diameter, T: Group
Creates a series of a dozen flat stepping stones, each the size of a serving platter, that magically float in mid-air. The first stone appears up to one foot above ground level one pace from your feet, and the rest are placed in a straight line away from you up to one pace apart. The stones therefore extend about twelve paces (or as far as your voice carries, whichever is less). You can walk across these stones to cross narrow streams, chasms, and the like. You can place the stones so they ascend like steps, in which case they need to be closer together and can reach about six paces high. Each stone can support the weight of two normal people. The spell is designed with a Duration of Diameter rather than Concentration so the caster can traverse the stones without the risk of losing concentration and falling.
Base: 3 (create stone), +2 Range, +1 Duration, +2 Target, +1 Requisite
CrTe 25
R: Voice, D: Sun, T: Ind
Creates a stone statue of a person or animal you designate, who must be within range when you cast the spell. The statue is a more or less accurate representation of the subject's equipment, posture, and facial expression at the time of the casting. A Per + Finesse roll indicates how crudely or finely the statue represents the target, with a 9+ representing a statue similar to that of an average human sculptor. Your Wizard's Sigil may manifest in the color and texture of the stone, or in the details of the statue.
Base: 3 (create stone), +2 Range, +2 Duration, +2 very elaborate shape
CrTe (req: Re) 25
R: Voice, D: Momentary, T: Individual
Creates a 3 foot long javelin of solid iron, which is propelled at high speed (by the Rego effect) to automatically strike the target of the spell. Upon striking, assuming it penetrates any magical resistance, the victim receives +15 damage.
Carissa developed this spell, as an alternative to the more ‘showy’ Ignem spells, to defend herself from mundane attackers.
(B: 5, R: Voice +2, D: Momentary, T: Individual; Shape +1, Requisite +1)
CrTe (req: In) 25
R: Touch, D: Diameter, T: Individual
By touching a lock, the magus can conjure a key in his hand which fits and turns it. A Perception + Finesse roll of 9+ will allow the key to work most locks. The difficulty may be higher, at the storyguide’s discretion, if the lock is of very high quality or elaborate design.
Terrene of Guernicus describes this spell as most helpful when undertaking investigations, whether in the mundane or Hermetic worlds. Her spell sigil makes her spell effects smooth or graceful, and in this spell the key turns as if well oiled (so long as the finesse roll is successful).
(B: 5, R: Touch +1, D: Diameter +1, T: Individual; Requisite +1, Elaborate shape +1)
CrTe 30 Ritual
R: Touch, D: Momentary, T: Individual
The ritual creates a wall of solid white marble surrounding an area you designated walking around the perimeter of that area. The wall grows up from the ground behind him as he walks, up to a height of twenty feet and rooted ten feet into the ground, and long enough to surround a small village. Though of simple design, you may designate Portals and holes as desired. This basic fortification then can be further refined by craftsmen or more magic. Cornelius of Bonisagus, who invented this spell when he was young and inexperienced and only used it once; says he would not use such a crude conspicuous defense now that he has grown wiser.
(B: 3, R: Touch +1, D: Momentary, T: Individual, Size +5, Complexity +1)
CrTe 35 (Req: Pe, An, He, Aq, Co)
R: Touch D: Ring T: Circle
This spell can save a Covenant on the salary of blacksmiths and the maintenance of equipment. The caster will typically choose the storage chamber for the equipment and draws a circle almost flush to the walls (a round room is preferred). The spell will then maintain armor and weapons placed within the circle, keeping them polished, gleaming and oiled. The CrTe keeps the materials from rusting and decaying. The requisites for An and He are to maintain those materials, while the Pe destroys dirt and debris (Te) and even blood and viscera (An and Co). Finally the Aquam makes a thin layer of protective oil on weapons and armor, much as a journeyman smith would do to maintain his lord's kit. With this enchantment cost savings can be applied as per the rules in the Covenants book.
Base: 5 (create/maintain an amount of base metal), +1 Range, +2 Duration, +2 for Requisites (creating oil, destroying dirt), +1 for special effect on multiple items
CrTe 30 Ritual
R: Touch, D: Momentary, T: Individual
This modestly named spell creates a perfect Star Ruby which is useful for conjuring and controlling supernatural beings. Further more the caster can perfectly attune the stone to a specific supernatural being by speaking its true name during the Ritual. This attunement increases the Material bonus for effects that target the being to +10. This spell comes down from the line of Solomon.
(Base 25 , Touch +1, Momentary, Individual)
CrTe (req: Mu) 35 Faerie Ritual
R: touch, D: until, T: individual
A sword of supernatural sharpness is created (as edge of the razor) that will endure until it is swung against its creator.
(Base 5 ,+1 range, +4 duration, +1 muto requisite)
CrTe 40 Ritual
R: Touch, D: Momentary, T: Group
An elaborate stone structure, formed in accordance with mundane building techniques, rises out of the ground. The structure is up to 10,000 cubic paces in size, and up to 80 feet tall at its highest point. You determine the design of the chambers within.
(Base 3, +1 Touch, +2 Group, +3 size, +3 elaborate design)
CrTe 45 (Req: An, He) Ritual
R: Touch D: Momentary T: Group
This spell was created by the renowned Verditian and smith, Vulcantus, in his bid to become an Archwizard. While the spell is impressive, it was only cast once and retired to the libraries of Verdi and Durenmar due to its high expense, it would certainly cost less Vis and effort to merely summon the gold and silver necessary to buy the equipment.
This spell creates a full kit of armor (full chain), sword (long) and shield (heater) for a turb of up to 10 men. When Vulcantus cast it, his Sigil of gleaming perfection was apparent on them all making them highly coveted. A very high Int+Finesse roll of 21+ is required for
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