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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Magic Items
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InTe 3
R: Touch, D: Momentary T: Individual
The caster learns some fact about a manufactured solid object constructed of earth, stone, or metal. This fact must be a fact that a skilled artisan could determine by merely looking at the artifact.
InTe 10
R: Personal, D: Sun, T: Smell
Whilst under the influence of this spell the caster can smell if the terrain of fenland or marshland is becoming dangerous to travel across. Extreme hazards, like quicksand, give off quite powerful smells that are relatively easy to detect, but the storyguide may call for Perception + Awareness rolls for more subtle threats.
While tracking an enemy of the covenant, Griselda of Bjornear realised she was being led into treacherous marshland where bogs and quicksand might easily ensnare her. Using this spell spontaneously at the time, she later developed it formulaically so she could reliably track foes through that area in future.
(Base: 2, R: Personal, D: Sun +2, T: Smell +2)
InTe 10
R: Touch D: Momentary T: Group
Instantly tallies all the coins in a single container, stack, or pile.
(Base 2, +1 Touch, +0 Momentary, +2 Group, +1 Size)
InTe 10
R: Personal D: Concentration T Touch
By weighing a metal object in his hand, the caster can determine the metals that compose it, and their approximate purity.
(Base 4, +1 Concentration, +1 Touch)
InTe 15
R: Personal, D: Sun, T: Hearing
Alerts you as to where anything metal will be in the immediate future by a howling that sounds in advance of it’s approach. As an items course may change, so your sense is not perfect. You gain a +9 bonus on Defense scores against metal weapons (provided you are able to parry or evade), and can automatically dodge any metallic or metal tipped projectile originating from more than ten paces distance.
The howl is only audible to you and cannot be mimicked by voices. It is also subtle and undistraction, only howling with loud volume when the metal is in motion with inertia.
(B:2 :, R: Personal, D:Sun +2, T: Hearing +3)
InTe 20
R: Touch, D: Momentary, T: Part (+2 size)
The caster senses how a particular section of earth and stone (up to 1000 cubic paces of earth or 100 cubic paces of stone) could be quarried or excavated in manners which would produce stable spaces or unstable spaces.
(Base 4, +1 range, +1 target,+2 size)
InTe 20
R: Arcane Connection, D: Concentration, T: Part
This spell only works underground. If the caster has an Arcane Connection to a point on the surface of the earth, she determines the direction that leads along the shortest route to the surface. Sometimes, the shortest route is impassible - it may be too narrow, or it may be totally underwater.
(Base 2, +4 Arc, +1 Conc, +1 Part)
InTe 25
R: Arcane, D: Concentration, T: Individual
This spell is cast upon a person who is used as an arcane connection to his place of birth. The caster can locate the person's birthplace on a map. If one knows ones exact date and location of birth one can draw a very accurate star chart for the person which is useful for spell casting.
(Base: 4, R: Arcane +4, D: Concentration +1, T: Individual)
InTe 25
R: Personal, D: Momentary, T: Part
Glimpse the presence of buried objects through up to 5 paces of earth or rubble. You learn the location of the objects and an approximate idea of their size. This spell was invented by a forgotten necromancer and was first known by another name: Seeking the Unmarked Grave.
Base: 20 (see through rock), +1 Part
InTe (req: Im) 35
R: Arcane Connection, D: Concentration, T: Room
This spell allows you to see a statue, and the surrounding room, for which you possess an arcane connection. If the statue is outside, the caster can see the area of a small market square or courtyard.
Terrene used this spell to watch the courtyard entrance of a house that belonged to a merchant her covenant suspected of having dealings with diabolists. She was able to watch from a safe distance away, and inform her sodales when suspicious characters were seen arriving at the house.
(B: 4, R: Arcane Connection +4, D: Concentration +1, T: Room +2)
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