Spell Archive

A listing of all the new spells that have been approved in the saga.

[ Animal | Auram | Aquam | Corpus | Herbam | Ignem | Imagonem | Mentem | Terram | Vim

Animal

Technique Level Reqs Spell Name R/D/T Focus
Rego 10 -- Repel the Animal's Bite Reach / Conc/Sun / Small A bone club (+3)
Deflects a single blow of any animal or weapon made from an animal product up to the size of a two-handed bone club. You can deflect a different attack each round. The attack automatically misses, but the attacker still rolls to see if he botches (with two extra botch rolls for melee weapons). If you ordinarily carry a bone weapon, it must be tossed aside for the casting.
Rego 10 -- Repel the Animal's Bite ?/?/? ?
Deflects a single blow of any animal or weapon made from an animal product up to the size of a two-handed bone club. You can deflect a different attack each round. The attack automatically misses, but the attacker still rolls to see if he botches (with two extra botch rolls for melee weapons). If you ordinarily carry a bone weapon, it must be tossed aside for the casting.

Auram

Technique Level Reqs Spell Name R/D/T Focus
Perdo 15 Co/An Long Arm of the Stolen Breath Far/Mom/Small A branch of holly (+3)
As Thief of the Stolen Breath but at Far range.

Aquam

Technique Level Reqs Spell Name R/D/T Focus
Creo 10 -- Like Rain from the Sky Touch/Sun/Group A vial of raindrops (+1)
After casting this spell, water pours from the caster's cupped hands. Enough water is producted to fill 12 large barrels.

Corpus

Herbam

Technique Level Reqs Spell Name R/D/T Focus
Creo 5, Ri -- The Wizard's Bounty of Saffron Touch/Inst/Small A pinch of saffron (+1)
Creates an overflowing double handful of saffron.
5, Ri -- Storeroom of the Bountiful Harvest Touch, Sun/Inst, Structure A handful of seeds (+1)
Creates herbal food -- wheat, fruits, etc. A Finesse check is required: on a botch, the food created is spoiled.
10 -- Storehouse of the Carpenter Touch, Sun/Inst, Room 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

Technique Level Reqs Spell Name R/D/T Focus
Creo 5 -- Conjuring the Stubborn Fire Touch/Diam/Small Ashes from a fire (+1)
After casting this spell, a fire will ignite provided there is suitable fuel, even if it's wet. This gives a substantial bonus to survival in the wilderness. Note that the fire must be mundanely maintained after 2 minutes.
10 -- Torchlight Sine Heat Touch/Sun/Small A piece of tinder (+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.

Imagonem

Mentem

Terram

Technique Level Reqs Spell Name R/D/T Focus
Rego 10 -- Repel the Swung Sword Reach / Conc/Sun / Small A metal sword (+3)
Deflects a single blow of any weapon made from metal up to the size of a two-handed sword club. You can deflect a different attack each round. The attack automatically misses, but the attacker still rolls to see if he, she, or it botches (with two extra botch rolls for melee weapons). If you ordinarily carry a bone weapon, it must be tossed aside for the casting

Vim

Technique Level Reqs Spell Name R/D/T Focus
Perdo 4 -- Revelation of the Unseen Magus Per/Inst/Ind none
This spell cancels Imagonem Hermetic effects: if quality die + 10 exceeds the casting total of the Imagonem spell, the spell goes down.