Aquam |
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After casting this spell, water pours from the caster's cupped hands. Enough water is produced to fill 12 large barrels.
Auram |
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Spell Focus: A violet amethyst (+5)Creates a thunderclap; anyone directly underneath must make a Sta stress roll of 9+ or be deafened. If deafened, the target gets another Sta simple roll each minute and recovers with a roll of 9+. If the first roll botches, the victim is rendered deaf for a month. Violet amethyst is the stone of Jupiter.
Spell Focus: An agate (+1)A wall of wind roars away from you, starting up to 10 paces away and continuing up to 30 paces. The wind is 5 paces wide. All within the area must make a Dex + Size stress roll of 9+ or fall down and be blown along by the winds. The rolls must be made at the start of the gale and each subsequent round that the wind is maintained. You must concentrate on the gale, but you may only maintain it for a maximum of five rounds. Missile fire into or out of the gale is futile, and marching against the gale requires a Str + Size stress roll of 15+. Failure in this attempt mandates another Dex + Size stress roll of 12+ to keep from falling.
Spell Focus: A Dollop of Mud from a Marsh (+1)Thick, yellow, sulfurous smoke rises up from the spot you designate, filling a circular area 9 paces across. It blocks sight, and for each round anyone breathes the smoke, a Sta stress roll of 9+ must be made or a Fatigue level is lost. Once a character is Unconscious, further failed rolls result in the loss of Body levels. The smoke dissipates naturally: it amy persist for less than a minute in the open, or it may hang in a closed room for hours. The area where the spell is cast will be damaged: small plants wilt and die, and tree growth is stunted. A faint stench of sulfur clings for days to anything exposed to the smoke.
Spell Focus: A four-leaf clover (+1)Lets you see clearly through all manner of obfuscation in the air nearby, including smoke, fog, and dust, even if the obfuscation is magical.
Spell Focus: Three Leaves from an Oak Tree (+1)The winds bear their tidings to your ears, allowing you to hear words spoken by any group of people within your line of sight, provided no solid barrier (including glass) intervenes.
Spell Focus: A Branch of Holly (+3)Takes a creature's breath out of its lungs, causing panic and the instant loss of a Fatigue level, plus a second level unless a Sta stress roll of 6+ is made. Casting req is Animal for beasts and Corpus for people. This spell cannot effect a target more than once a round.
As Thief of the Stolen Breath but at Far range.
Spell Focus: A Branch of Ash (+1)Stops all wind from blowing, leaving only calm air. This spell is not powerful enough to affect winds caused by Ritual magic. The branch of ash is said to provide protection from storms.
Spell Focus: A Star Ruby (+3)No air faerie whose Faerie Might is equal to or less than the level of the spell can affect those targeted by the spell. Faeries cannot directly or indirectly break the magic circle, nor can they use ranged attacks or magi to affect those within it.
The star ruby is a rare gem that aids in controlling many types of entities. Seen from certain angles at night, the ring appears as a violet hued dome.
Spell Focus: Bottled Breath of a Zephyr (+5)Surrounds you with winds that circle at great speed. Since the wind picks up dust and other small, loose objects, you may be obscured. Anyone standing near enough to attack you with a hand weapon must make a Size stress roll of 9+ at the beginning of each round or be blown back. Melee Attack rolls against you are at -3, and missile or thrown attacks are at -9. The wind blows while you concentrate, and then continues for five rounds after you stop. The zephyr's breath is released to encourage winds to blow faster.
Spell Focus: A Feather from a Bird of Legendary Size (+3)Generates a massive gust of air aroudn you that supports and pushes you along through the air at speeds up to 40 miles per hour. Hovering in place is difficult, and requires a Finesse roll of 9+ per round. It is dangerous for extended travel, because if you lose concentration, you are likely to sustain serious injuries (+15 damage).
Spell Focus: A Captured Gust of Wind from a Tornado (+3)Makes winds rise upward, pulling one object, creature, or person up to 50 feet into the sky before letting that target drop. Even a small building can be torn from its foundation, though such a building can be no larger than 20 feet to a side, and cannot be built out of a material heavier than stout wood. Uprooted objects fall randomly, unless you make a Finesse stress roll of 12+ to choose where the objects will fall.
Corpus |
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Spell Focus: Bloodstone (+3)The person touched can recover a lost Body level by making a Sta stress roll of 3+, to which is added the highest Chirurgy skill of anyone who has successfully tended the wounds. Also, subtract the wound penalty from the roll. Does not heal damage from poison or disease.
Spell Focus: Hair from a Cat (+3)The target gains the eyes of a cat, which allow him or her to see in near darkness (but not in absolute darkness, such as a lightless subterranean cavern).
Spell Focus: The Feather of an Eagle (+3)Allows the target to float vertically to any height, carrying up to 50 pounds, and rising as fast as smoke rises, slower if carrying a heavy load. The target cannot move horizontally through this spell.
Herbam |
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Spell focus: a handful of seeds (+1).Creates herbal food -- wheat, fruits, etc. A Finesse check is required: on a botch, the food created is spoiled.
Spell focus: a piece of lumber (+1).
Creates lumber suitable for carpentry. The wood is not all the same: it varies in straightness and knotted-ness. A Finesse check determines the visually aesthetics of the wood; on a botch, all the wood produced is gnarled and full of knots.
Ignem |
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Spell Focus: A Piece of Flint (+1)A flame leaps up in your palm, which must be upturned for the spell's duration. The flame does +10 damage to anyone else that touches it.
Spell Focus: A Piece of Flint (+1)Creates a ball of light which is as bright as a torch, which then stays in place until the spell expires. The ball is insubstantial and is warm to the touch.
Creates a small campfire which blazes hot enough to heat objects to a red-hot temperature.
Summons a ball of flame. At any point, the caster can concentrate on the ball, changing its light intensity anywhere from torchlight to a cloudy day. The ball will follow whatever the spell is cast on (a person, a wall, etc). The ball of light is insubstantial and warm to the touch.In Lucius IV of Bonisagus' version of this spell, the ball of light is a constant shower of bright blue sparkles.
Imagonem |
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Spell Focus: A fern seed (+1)The target becomes completely undetectable to normal sight, regardless of what it does, but still casts a reflection in a mirror.
Mentem |
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Spell Focus: A Clear Crystal (+2)Lets you say two words directly to the mind of a target. The target can recognize your voice and knows that the message is of supernatural origin.
Terram |
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Spell Focus: A Silver Shaving (+1)Slowly moves a light, nonliving thing such as crates; it cannot oppose intentional resistance. Magi use this spell to manipulate things at a distance, but the spell cannot be used to pull something from a person's hand or to move something that is held. Roughly speaking, this spell has the capabilities of a very strong person (Str +5). The heavier the object is, the slower the unseen porter moves. If delicacy is required, high Finesse stress rolls (12+ or so) are needed. The spell can only carry inanimate objects, and cannot carry you. It also cannot lift things more than 6 feet above the ground. The focus must be from a valued serving platter. Casting reqs of an appropriate From for target are required.
Vim |
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Spell Focus: A Silver Globe (+3)Concentrates the raw vis in a corpse into one part of that corpse, which can then be removed. This spell lets you gather all the raw vis you find without lugging around entire corpses of beasts. Note that the vis in many magical creatures is already concentrated in this manner in some speific organ, though this spell will allow you to relocate that vis if you wish.
This spell cancels Imagonem Hermetic effects: if quality die + 10 exceeds the casting total of the Imagonem spell, the spell goes down.PeVi baseline: Reach/Inst/Ind.
PeVi 10: cancel all Imagonem effects (10 + quality die vs. casting total).
-10 Reach->Per