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
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Grand Index of Ars Magica
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InAq Level 3
R: Personal, D: Momentary, T: Individual
You sense all properties of a liquid that you are drinking
InAq Level 3
R: Voice, D: Momentary, T: Individual
You sense the location of the nearest quantity of water (or another liquid) within voice range
Get your kid a glass of water without turning on the lights, see if the next cabin of the ship is leaking without opening the door,find a hidden bottle.
InAq 10
R: Touch, D: Sun, T: group
The target of this spell is unable to see water. They see through water as if it were air, they can not see rain falling or the reflections off of the surface of a lake. They can perceive the changes that water makes to other things such as when clothing or hair is wet. The targets can perceive other liquids.
Occulus of Guernicus created this spell to allow his crewmen to be able to see the aggressive aquatic faeries that often waylaid ships traveling from his covenant.
(Base 1, +1 touch, +2 sun, +2 group)
InAq 10 Faerie
R: road, D: momentary, T: group
The caster receives a momentary awareness of places where the road is wet or muddy and understands exactly how wet or muddy the road is at each location.
(Base 2,+2 range, +0 duration, +2 target,+0 size, +0 other)
InAq (req: Vim) Level 10
This spell informs the caster of any magical properties possessed by a liquid.
Erik of Ex-Miscellanea was a skilled herbalist, but often forgot to label his creations. To ensure he did not confuse his healing balms with his poisonous concoctions, he developed this spell. Some say that his forgetful nature still proved his undoing, as he often forgot to even cast this spell and drank one of his own toxic brews.
(Base: 5, R: Touch +1, D: Momentary, T: Individual)
InAq Level 20
The caster nose grows quite large and by smell they can learn the magical properties possessed by a liquid.
(Base: 5, R: Personal +0, D: Diameter +1, T: Smell +2)
InAq 25
R: Smell, D: Concentration, T: Individual
The caster can smell any poison for the duration of the spell. Fatal or Incapacitating poisons give a powerful and overwhelming stench, which is easily detected, though the storyguide might ask for Perception + Awareness rolls to detect more subtle poisons.
(B: 4, R: Smell +2, D: Concentration +1, T: Individual)
InAq 60 Faerie, Ritual
R: Arc, D: Until, T: Ind
The caster gains the ability to speak to the water within a fountain, well, or so on to which he has an arcane connection. The spell lasts until a condition is met, which must be stated on casting.
This spell was developed by Janus of Merinitia, who used it to scry on a small fountain his enemy, Haitha of Merinitia, installed in her lab. It was determined that he was scrying as the spell formed an arcane connection back to him, and it was revealed that the spell would be broken if a cross was placed in the water. Although charged with a High Crime, Janus argued that the spell was cast during a Wizard's War and that he could not uncast it. The tribunal found him guilty of a Low Crime, ordering him to provide Haitha with a large gold cross opened for enchantment. After it was revealed that the cross he provided was a relic and that he caused the Church to pursue it in the covenant, however, he was found guilty of endangering his sodales and was Marched.
(Base 20, +4 range, +4 duration)
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