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arsmagica



This wiki is dedicated to providing a source of Ars Magica fan created material. Based around the Net Wizard's Grimoire that provides hundreds of spells, it also provides virtues & flaws, enchantments, and more. Feel free to add your stuff!



 



Yair edited Paraphernalia

Sat, 28 Mar 2009 10:30:34 +0000

There are many useful accessories floating around the net. This page is intended to provide an index to character sheets, maps, and any other goods an Ars Magica player might be interested in. It includes official documents offered by Atlas Games, useful links and documents unrelated to but useful to ArM, and fan-created materials.
Atlas Games
Atlas offers many downloads for Ars Magica, including
Several ArM-related graphics can be downloaded from Atlas' site. These include a banner to promote ArM, an alternatebanner, and the ArM5 logo.
The main ArM5page contains several free downloads, including an empty charactersheet, formulaeoverview, a large scale (poor in detail) map of Mythic Europe, a Shape & Material bonus table bybonus and byshape, a comprehensive Virtues&Flawsindex, and the BookofMundaneBeasts giving many animal stats. It also leads to AbilitiesWorksheet meant to aid character generation, a (core-rules only) spell index byForm or byTechnique (ArM5
The Net Wizard's Grimoire has one by name), a CertamenWorksheet meant to aid run and keep a record of certamen, and a zip file of ItemSheets meant to aid record magical items. Finally, it holds the example covenant of Semita Errabuna, including its covenfolk, magi, and so on.
Atlas further offers a core-rules only Virtues&Flawsindex, and an alphabetized (core)spellsindex, a mapoftheRhineTribunal (taken from Guardians of the Forest), an indexofTheDivine, covenantrecordsheets for use with Covenants as well as a sample covenantoath, an indexofMysteryCults, and the first chapter (rules structure) of AncientMagic.
Unofficial Downloads
A spreadsheet of the magioftheRhineTribunal collecting information from Guardians of the Forest.
A little xls file by JeanMichelle to make covenantcalculations easier. It helps you control the number of craftsmen you need to reduce spending.
Relevant Internet Resources
Although not directly related to ArM, you may find the following links useful:
The CatholicEncyclopedia includes many articles on issues of interest to ArM players and storyguides, such as the entries on the Albigenses, details of the Franciscianorder, what a Metropolitan means, the Church's view on Magic, Gnosticism, or the TeutonicKnights. The Catholic prespective is exceedingly suitable as inspiration and background material for the game.
A good way to obtain covenant and character names is by using a Latin dictionary. A thorough English-Latin online dictionary can be found in the PerseusProject, including quotes from source material in Latin and Greek. A more rudimentary - but for that sometimes useful - English-Latin dictionary can be found here;
moved! Editing this dictionary also provides translation into French, Italian, Russian, and some other languages.
BehindTheNames provides names in multiple languages, complete with their meanings. This
PBWiki is an excellent resource for obtaining names in Greek or Latin, names from mythology, and so on. no longer possible. Please go to our new site, http://spellswiki.wikidot.com/.



Yair edited Grand Index of Ars Magica

Sat, 28 Mar 2009 10:30:06 +0000

Grand Index of Ars Magica Fifth EditionThe following is a fan-composited and therefore partial index to Ars Magica Fifth Edition. Entries may not be accurate and are probably not complete. We urge you to edit and add toThe Net Wizard's Grimoire has moved! Editing this index, so that it may become more comprehensive.Abbreviations usedArM5, Ars Magica 5th EditionCov, CovenantsGotF, Guardians of the Forests: The Rhine TribunalHoH:MC, Houses of Hermes: Mystery CultsHoH:S, Houses of Hermes: SocietatesHoH:TL, Houses of Hermes: True LineagesRoP:D, Realms of Power: The DivineRoP:I, Realms of Power: The InfernalTMRE, The Mysteries Revised Edition0-9"40" (Duration), RoP:D 68AAbdkypris HoH:MC 45,56Acute Sense (Mastery Ability) HoH:TL 71Adaptive Casting (Mastery Ability) HoH:TL 99Adjuration RoP:D 36, 49Adulteration HoH:MC 46, 53-55Adultery RoP:D 77Agents (rules) HoH:S 140-142Aging for animals HoH:MC 42Alluring to (Beings) (Virtue) HoH:MC 86Almohand Islam RoP:D 113Ambrosius HoH:MC 99-100Anamorph HoH:S 65Ancestor Sites (Bjornaer) HoH:MC 25Animae Magic (Mystery) HoH:MC 92, guidelines 94-95Anti-Jewish Sentiment RoP:D 125Angles RoP:D 17-33Apotropaic Mastery (Mastery Ability) RoP:I 122Arcadia HoH:MC 79-80Arcadian Mysteries HoH:MC 92-96Arcadian Travel HoH:MC 92Archmage, GotF 24Ardea HoH:MC 12Ars Notoria RoP:D 93, 97-100Art of Memory (Ability), TMRE 25Artemis HoH:MC 13Ascetics RoP:D 47Ascension (Divine) RoP:D 63Athlit (castle) RoP:D 11AuraDivine RoP:D creating 11, commanding 44-45, power 10, empyreal 14, tempering 38Automata HoH:MC 112, 128-131Avenue of/that (X) HoH:MC 61-72Awakaning HoH:MC 104Axis Magica HoH:MC 46-47, 57BBaal Shem RoP:D 140Baptism RoP:D 74Bear HoH:MC 41,43Beast Master (magi) HoH:S 108Beasts of Legend HoH:MC 41. Includes Asp, Badger, Bear, Boar, Crow, Dove, Eagle, Eel, Fox, Goat, Hare, Horse, Lizard, Otter, Partridge, Salmon, Stag, Swan, Weasel, Wolf.Becoming HoH:MC 93Beloved Rival HoH:S 80, (Flaw) 94Bind Curse HoH:MC 131Binding the Gift HoH:MC 91Bind Magical Creatures HoH:MC 134Birna See Bjornaer (The FoundeR)Bjornaer (The Founder) HoH:MC 7-9, 37, 76Blessing (Divine) RoP:D 36, 49, 51Bonisagus (The Founder) HoH:MC 75-76, 109Boosted Casting (Mastery Ability) HoH:TL 99Bronze Gift HoH:MC 90Brutal Artist (Flaw) HoH:S 56CCaldendar Christian, Curch, Mythic RoP:D 72, Islamic, Mythic RoP:D 107Cantores RoP:D 93Cato of Bonisagus HoH:MC 55-56Cathars RoP:D 94Cave of Twisting Shadows HoH:MC 45, 55-58Celestial Disorientation RoP:D 14Ceremonial Casting (Mastery Ability) HoH:TL 99, HoH:S 58 ?Ceremony (Divine) RoP:D 36Christianity, Mythic RoP:D 71-100Clan (X) (Bjornaer) HoH:MC 8, 11-15, 37Commanding Aura See Aura, Divine, CommandingCommunion (Range) RoP:D 68Confirmation RoP:D 74Confraternities HoH:MC 121-122,136Control Ferility (Ability) HoH:S 105Columbae HoH:S 110Chimera, Mystery of HoH:MC 31-32Chosen of Diana HoH:MC 35Clutch HoH:MC 46Counter-Cyclical Alam HoH:MC 47Craft Automata (Mystery) HoH:MC 136Craft Magic, 'HoH:S 60', Cov ?Creo Craft Magic, HoH:S 60Criamon (The Founder) HoH:MC 45Crintera HoH:MC 15-16Crusaders RoP:D 84Cult of Hephaestus HoH:MC 107-18Cult of Mercury, HoH:MC 108, as a Flambeau Society HoH:S 16Cult of Orpheus HoH:S 120Cult of Vesta HoH:MC 84Cult of Vulcan HoH:MC 108Curse HoH:MC 131-134Cursing, divine RoP:D 36, 51DDamhadh-Duidsan HoH:S 108Demetrius HoH:MC 56Dance That Heals HoH:MC 73Debate (rules) HoH:S 90Design & Inscription bonuses RoP:D 138Devotion (Duration) RoP:DDiana HoH:MC 34-35, of Merinita HoH:MC 56Disguised Casting (Mastery Ability) HoH:TL 99Disorientation, Celestial See Celestial DisorientationDimicatio HoH:S 21Divine Aid RoP:D 41Divine Ascent RoP:D 63Divine Form RoP:D 64Divine Gloom RoP:D 63Dominion, Aura See Aura, Divine; (Target) RoP:D 68Donatores Requietis Aeternae HoH:S 115Dream Interpretation RoP:D 137Dreams HoH:MC 82Durations, spell. See Spell durationsDurenmar HoH:MC 108-109EEden HoH:MC 83Effect & Power combinations RoP:D 48Elder Runes (Verditius) HoH:MC 127Empedocles HoH:MC 45-48, 52Enchanting (Ability) HoH:MC 86Emrys HoH:MC 99-100Envied Beauty (Flaw) HoH:S 56Epitome (Myst[...]



Yair edited Enchantments

Sat, 28 Mar 2009 10:29:40 +0000

Council DoorwayA large circular opening, glowing faintly with a silvery magical light, marks the entrance to the council chamber. It is set at the bottom of a wide staircase leading down from the main hall's floor, and a grog stands guard at all times. The guard is purely ceremonial – no mundane can pass through the gateway, not without a token. The gates open easily for magi.This is an invested device, and the lab texts describing it are in the covenant's library. The doorway itself provides a +7 shape bonus, but only a lead (+4 material bonus) rune set inside it has been opened for enchantment (a small base-metal item, requiring 10 pawns of Viim vis to open). ItThe Net Wizard's Grimoire has been invested with three effects:ReCo 20 (ReCo B3, +1 Touch, +2 Sun, +1 Circle, +3 levels environmental trigger, +2 levels 2/day), Penetration 0, prevents any human from passing through the doorway. The silvery light appears to be related to the magus' sigil.InTe 20 (InTe B4, +1 Touch, +2 Sun, +3 levels environmental trigger, +2 levels 2/day) detects if one of the tokens, designated at the time the effect is invested, is touching the doorway. These are small iron emblems, all made from the same ignot in the same forging, but their design isn't otherwise specified. The original lab text detailed six tokens being made, but the number can be varied if the effect is re-created.ReVi 33 (ReVi B10, +1 Touch, +1 Concentration, +10 levels unlimited frequency, +3 levels linked trigger) suppresses the doorways' magic, allowing people to pass through. To activate moved! Editing this effect a person has to touch the doorway's sill with one of the tokens, and concentrate.Contributor: YairNotes:Flour MakerA small grindstone is used to grind wheat by the covenfolk. Although it is small, it suffices for all of the covenant's needs easily, allowing it to store grain which it buys at the annual Festival from the nearby villagers to enjoy fresh bread all year around. The item is operated by a single covenfolk, traditionally the most agile (and, often, young) member of the kitchen's scullions. (The item provides 5 pounds in cost savings on food expenses.)This item was made as a lesser enchanted device. The lab text describing it is in the covenant's library.ReHe 35 (ReHe B5, +1 Touch, +1 Concentration, +2 Group, +10 levels unlimited frequency). This small grinding stone does the work of a whole mill, although it is only used intermittently by the covenfolk. A Dex + Finesse roll of 6 is required to operate it properly; a dexterous covenfolk is assigned to it, who would usually develop a low Finesse score by Exposure.Contributor: YairNotes:Hunting MaskThe covenfolk use a magical device to aid their hunting – a mask of a strange design, made of animal hide. The item is old, and patched, but still functions. %5BThe mask provides 2 pounds in coast savings on forestry.%5DThis was made as a lesser enchanted device. The lab text describing it is in the covenant's library. The mask provides a +4 shape bonus.InAn 20 (InAn B3, +1 Touch, +2 Sun, +2 Smell) provides the wearer with a magical sense of smell, allowing him to detect the presence of nearby creatures hidden from sight. This is of substantial aid in hunting small creatures such as ermine or sable, when those scatter and hide.Contributor: YairNotes:Boar Herding AmuletA small topaz stone (+5 material bonus), hung by a simple string, is used by the covenfolk herding the wild boar. It allows them to control the wild beasts. (The item provides 3 pounds in cost saving on forestry.)This item was made as a lesser enchanted device. The lab text describing it is in the covenant's library.ReAn 23 (ReAn B2, +2 voice, +2 sun, +2 group, +3 levels effect frequency), 6/day.Contributor: YairNotes:Preserver of BooksA bulky marble clam shell adorns the eastern wall of the council chamber. It suffuses the room with its magical effect, protecting the books from rot.This item was made as a lesser enchanted device. The lab notes describing it are in the covenant's lib[...]



Yair edited Virtues

Sat, 28 Mar 2009 10:29:20 +0000

Virtues & FlawsFor now, simply post the V&F here. If we gather up a few, we can move it to a better location.Careful Formulaic Casting: (Minor Virtue)You may cast formulaic spells very slowly, but with extra power. This takes a full minute, and adds +10 to your casting total. You may cast formulaic spells normally as well.Contributer: Bard, transcribed by YairNotes: +10, because this Virtue is much harder to use than 'Method Caster', and cannot be used in combat or stress situations. It might prevent fatigue (but not overwhelmingly likely, since most magi can mostly cast their formulaic spells without fatigue as it is) and it will certainly give some nice Penetration.Planned Spontaneous Magic: (Minor Virtue)You may, if you wish, plan how you will cast a spontaneous spell. Spend a minute thinking about the specific effect you are trying to achieve, and make an Int + Magic Theory simple roll of 9+. If this succeeds, you get an extra stress die on your spontaneous casting total (before division). The extra stress dieThe Net Wizard's Grimoire has one botch die regardless of the circumstances. You retain the bonus that you rolled -- on that specific spell -- for one minute after you achieve it or use it.Contributer: Bard, transcribed by YairNotes: Quicker but less reliable and less improveable than ceremonial casting. Better than Special Circumstances, but only applies to spont magic. No danger of twilight, but mild danger of warping. Like ceremonial casting, not usable in stress or combat situations.High Ceremonial Casting: (Major Virtue)You may cast spontaneous spells in a way that combines ceremonial and ritual styles. It takes 15 minutes and 1 pawn of vis for every magnitude of level you wish to achieve, and gives one long-term fatigue level. However, the level you achieve is 3/4(Casting Score + Art.Lib. + Philosophae + Stress Die) -- viz., 50% higher than with regular ceremonial casting. As with regular ceremonial casting, the level is limited by how long you spent on it. You can use regular ceremonial casting as well. This is not Ritual magic and cannot do things that require Ritual magic, though.Contributer: Bard, transcribed by YairPatterns of Improvisation (Minor Virtue)You have a particularly clear style of spontaneous magic. If you take the time to write down how you would improvise a simple spell (up to level 5), you will learn it as a formulaic spell and have a written copy for other people to study. (For each spell you write, make a stress roll for casting the spontaneous spell. If you succeed, the spell is written correctly; if you fail, the spell you have written contains some kind of flaw which may or may not be visible. Botches can make the spells quite interesting.) You may write up to 30 levels of spontaneous spells in moved! Editing this way in a season; they need not be of the same form and technique.Contributer: Bard from ArsMagicaFTPArchive, transcribed by DalakNotes: This lets a wizard get vast numbers of tiny spells which he could cast anyways, so it's a pretty cheap virtue.Subtle Sigil (Minor Hermetic Virtue)Your spell Sigil is subtle. It PBWiki is harder for people to notice spells that were just cast by the effects of the caster's sigil. Also makes Hermetic identification from a Sigil significantly harder.Contributor: Andrew MitchellBlatant Sigil (Minor Hermetic Flaw)Your spell Sigil is blatant. It is easy for people to notice spells that were just cast by the effects of the caster's sigil. Also makes Hermetic identification from a Sigil significantly easier.Contributor: Andrew MitchellSteadfast Ability (Minor Virtue)Allows the character to 'take five' instead of rolling with checks that involve this ability. In stressful situations where one choses to take five, a roll is still needed to check for a possible botch; if a zero is rolled, the character rolls one less botch die.Contributor: Andrew MitchellFolk Hero (Minor Story Flaw)You have gained a reputation (3) for helping common folk and they [...]



Yair edited Spell Discussion

Sat, 28 Mar 2009 10:28:51 +0000

If you encountered any problems with any spell, or have any other issues, please post here about it. You can leave a comment in the spell's notes to indicate it is under critique:
**This spell is contested, see the %5BSpell Discussion%5D page.**
Spell Discussions
Spell List Discussions
Tyrrell's big list of level 3 spells
Level three is a spell level that any magus can cast. It is a level that is practical to get with non-fatiguing spontaneous spells. It is a level that characters can spont when they use no voice and subtle gestures, or when they are fast casting.
I chose to create spells that are directly derived from the published guidelines so the derived spells would not be controversial. I did not include wards because a level three rego (x) ward vs. creatures of (x) is somewhat useless and not particularly creative.
I have in some situations interpreted the guidelines broadly, perhaps more broadly than would be appropriate for a formulaic spell (see bits of beasts that betray for an example). But these are not going to be formulaic spells. It is a simple matter to limit a specific spontaneous casting to the situation at hand.
Meta/Site Discussions
How about adding pages for enchanted items?
Hi,
The Net Wizard's Grimoire has moved! Editing this PBWiki is a very useful wiki for ArM5 players. I thought it would be nicer if pages for enchanted items exist.
(Mark F added) I would gladly contribute to this added page for enchanted items :)
(Yair added) Feel free
no longer possible. Please go to either add invested powers rather than spells (I think we have a few), or create a our new page for enchanted items and them there. Atlas' letters to us indicate they approve such (original) content. In fact, I've added one: see Enchantments.
How about writting the guidelines as found in the book? I like to cruise around and look at the spell on the wiki, but I dont always have my book with me, and it would be nice to look up the guidelines. (-Tarko)
(Yair added): This is NOT allowed. You may not post Atlas' text. You may post any guidelines you make up on your own (e.g. "I judge healing only the nails to be base level 4...").
site, http://spellswiki.wikidot.com/.



Yair edited Add A Spell

Sat, 28 Mar 2009 10:28:33 +0000

How To Add A Spell (Or Something Else)EditingThe Net Wizard's Grimoire has moved! Editing this wiki PBWiki is no longer possible. Please visit go to our new site, http://spellswiki.wikidot.com/. All of the text below is no longer valid.Please post only your spells. Do not post spells you copy from other places, minor variants of Ars Magica Fifth Edition spells (such as changing the spell's parameters), or conversions of spells from other sources (Ars Magica Fourth Edition, Hermes Portal, or so on).Please follow the template below when posting your spells, it helps make everything be formatted right.To post a spell, simply press the "Edit page" button on the upper- or lower-left of the appropriate Technique-Form combination page, and edit it. You will be asked for a password, it is "password".That's it! It's that simple.We accept also other original contributions, such as virtues, flaws, adventures, anything you would want to contribute. Again, post only your original content.This site exists as a fan site for Ars Magica, with permission from its publishing company, Atlas Games. This permission extends to fan-created materials only, do not abuse this site to infringe on Atlas' copyrights.You may rely on Atlas' publications and refer to them, but do not quote or paraphrase them. For example, you can say "this spell can only be cast by a Mutantes (see HousesofHermes:TrueLineages)", but do not explain what a Mutantes is.The Spell TemplateJust copy the template's text and paste it into the desired page, then edit to replace the information with your own. (The template is currently broken down by the SideBar in Internet Explorer; this is a bug, unfrotunately. It still works. Say, have you considered switching to Firefox?)The things in curled brackets are optional, remove the brackets if you use them. Retain one blank line between spell entries, and maintain the spell list's order: by spell level, and within the same spell level by alphabetical order. Please do not quote existing guidelines: state only the level of an existing guideline. Only post a new, original, guideline.!!The Spell Title.TeFo {(req: Te,Fo (listed in alphabetical order))} Level {Faerie} {Ritual}''{Uses # (where # is a book other than the core book, such as Houses of Hermes: True Lineages)}''**R**: Range, **D**: Duration, **T**: TargetThe spell description goes here. We recommend you write in the first tense ("You unleash a wave of hellish fire upon your enemies...").If the description includes details on its invention or history, put them at the end of the description, as a seperate paragraph.''(Base {"new guideline" estimated as} # {,+# range, +# duration, +# target,+# size, +# other})''Contributer: name.{Notes: notes.}As an example, here are two spell entries using the template:Ear of the BeastsInAn 30R: Personal, D: Concentration, T: HearingYou understand the speech of animals. Most animals have very crude thoughts and, hence, speech - but some can be very intelligent.This spell allows you to speak back to an animal in its own language. Each animal kind has a different language, and while you can speak back to any animal you can hear animals of a different kind may not understand you.(Base 10, +1 Concentration, +3 Hearing)Contributer: Yair.Notes: It is assumed that each animal type has a different langauge, so it wouldn't make sense for the spell to allow you to speak at a universal animal tongue.Curse of Mercury PsychopompusPeCo (req: Vi) 50 RitualUses Houses of Hermes: True LineagesR: Range, D: Duration, T: TargetThe spell description goes here. We recommend you write in the first tense ("You unleash a wave of hellish fire upon your enemies...").If the description includes details on its invention or history, put them at the end of the description, as a seperate paragraph.(Base "new guideline" estimated as #,+# range, +# duration, +# target,+# size, +# other)Contributer: Yair.Notes: This spell is available only to Muta[...]



Yair edited ReVi

Sat, 28 Mar 2009 10:27:33 +0000

Rego VimSpell as Bolt, Talisman as CrossbowReVi 10R: Personal, D: Diameter, T: IndividualA spell of level 30 or less that is cast by the magus immediately after he or she casts Spell as Bolt Talisman as Crossbow is held in the the magus's talisman rather than discharged immediately. The held spell is cast upon the first item/object/creature that the talisman touches (not including the magus if the magus is holding his or her talisman at the time Spell as Bolt, Talisman as Crossbow is cast). If the held spell is not discharged prior to the expiration of Spell as Bolt, Talisman as Crossbow the held spell is discharged upon he casting magus (Parma applies as normal). Spells of range voice will not work with this spell unless the caster vocalizes as he or she touches the object which the spell will be discharged on, likewise spells of range sight cannot be effectively discharged unless the caster sees the target and so forth(Base 5 +1 duration diameter)Contributer: TyrrellNotes: From the message board level 10-15 spells project (and thus written as a level 10 spell rather than a general spell).Transfer the Essence of VisReVi 20R: Voice, D: Momentary, T: IndividualThis spell moves vis that is within range of this spell, siphoning it out of whatever container it was in, and transfers it to an object that you hold in your hand. Objects can hold an amount of vis as indicated in the Material and Size Chart on p. 97 of ArM5. This spell will only transfer the amount of vis up till filling the object, the remainder stays where it was at.(B:10 :, R: Voice +2, D: Momentary, T: Individual)Contributor: Mark FaulknerSuppression of the Wizard’s FortificationReVi 40R: Voice, D: Diameter, T: IndividualThis effect suppresses the effects of any spell (up to level 25) upon a target for the duration of the spell.In yet another Wizard’s War, against Auster of Jerbiton, Discordia used this spell to weaken some of the enchantments he had used to augment his mundane guards. AfterThe Net Wizard's Grimoire has moved! Editing this her own agents were able to slay them, leaving Auster alone to face the Maga and her assassins.(B: 25, R: Voice +2, D: Diameter +1, T: Individual)Contributer: Badger101, transcribed by YairRegio's GateReVi 40R: Sight, D: Concentration +1, T: IndividualOccasionally a Regio exist for which there PBWiki is no path despite one being able to see it with Intellego Vim magic. One can open a gate to a Regio and travel to it if one can see it with this spell. The gate can be held open for others to use as long as the caster concentrates.(B: 20, R: Sight +3, D: Concentration +1, T: Individual)Contributor: Andrew MitchellNotes: Base level rational, InVi base detect Regio Boundaries is two magnitudes higher then detecting Vis; similarly ReVi can move Vis at a base 10 so effecting a Regio would be a two magnitudes higher effect.Coerce the Spirit of MagicReVi 30R: Voice, D: Moon +2, T: IndividualLike "Coerce the Spirit of the Flame", this more potent theurgic spell gives you control over any disembodied spirit from the magic realm, if you can coerce it into submission. The more lurid and dramatic the threats, the more cooperative the spirit is. If the spell penetrates the spirit’s Magic Resistance, make a stress roll of Com + Leadership to see how effective the maga’s threats are. The storyguide should always give a bonus or penalty depending on the potency of the threats, but note that any roll other than a botch compels at least minimal obedience, while increasing rolls indicate a more cooperative spirit.In theory, you could very well have Faerie or Infernal version of this spell. However, Merinita maguses frown over lording it to the faeries, and spells allowing you to control demons are, to say the least, suspicious. As per a Divine version of it, if someone has dared to invent it yet, he hasn't talked about it.(B: 05, R: Voice +2, D: Moon +3, T: Individual)Summo[...]



Yair edited PeVi

Sat, 28 Mar 2009 10:27:15 +0000

Perdo Vim
Gladius Magica
PeVi Gen
R: Voice, D: Sun, T: Individual
This spell was created by a member of House Diedne. All copies of the spell disappeared along with its House's members. If the level + stress die doubles the targets Parma Magica x5 not only is the Parma Magica taken down, it can not be raised again on the target until the next sun rise or sun set. This spell may have been created as a response to the Schism War or may have been the cause of it.
(Base Effect, R: Voice +2, D: Sun +2, T: Individual)
Contributor: Andrew Mitchell
Lancea Magica
PeViG
R: Voice, D: Momentary, T: Individual
This spell targets an opponent’s Parma Magica, and attempts to collapse it. If the spell penetrates, make a Lance Roll of a Stress Die + (the Spell’s Level +10). If this exceeds targets Parma Magica x5, then their Parma collapses and is ineffective until it is recast.
(B:G, R: Voice +2, D: Momentary, T: Individual)
Contributor: Mark FaulknerNotes: As Winds of Mundane Silence, pared down to a single target and type of magic. Inspired by the previous spell by Andrew Mitchell, and by the "Hammer of Shattering the
The Net Wizard's Pride", presented at the Berkeley Grand Tribunal's Verditius contest.
Incantation of the Conscientious Quasitor
PeVi 15
R: Personal, D: Momentary, T: Individual
Casting Incantation of the Conscientious Quasitor dispels any Hermetic mentem effects targeting the caster which have a level equal to or less than 35 + the roll of a stress die (no botch).
(base 15)
Contributer: TyrrellNotes: From the message board level 10-15 spells project.
Relieve the Body of the Corporeal Curse
PeVi 15
R: Touch, D: Momentary, T: Individual
This spell will cancel the effects of one corpus spell whose level is less than 30 + stress die (no botch).
Tired of living with Touch ranged Corpus spells for a whole day, Mycaelis of Bonisagus, developed this spell so that he could bring such effects prematurely to an end.
(Base Effect, R: Touch +1, D: Momentary, T: Individual)
Contributer: Badger101, transcribed by Yair
Curse of the Apprentice’s Penetration
PeVi 35
R: Voice, D: Diamter, T: Individual
The target of this spell
Grimoire has his casting totals reduced by 15 for the duration of the spell. Further castings of moved! Editing this spell do not have cumulative effect.
Discordia, no stranger to Wizard’s War, used this spell against a fellow Tytalan. Despite having a fair idea of the strength of her Parma Magica, he was disturbed to discover that his spells did not quite penetrate.
(B: 20, R: Voice +2, D: Diameter +1, T: Individual)
Contributer: Badger101, transcribed by Yair
Bastion of the True
PeVi 55 Faerie, Ritual
R: Touch, D: Until, T: Structure
Any faerie glamour magic that is inside the target structure is dispelled unless it
PBWiki is an effect of greater than 35th level. This protection will endure until the faerie of greatest authority in the area swears obedience to the dictates of the caster’s covenant.
This spell was developed by a powerful Merinita who's covenant was being harrased by an equally powerful faerie lord. The issue between these parties was never resolved and the Merinita moved rather than continue his fight. The Merinita has restricted his use of magic in hopes of delaying final twilight and has not had a twilight experience since the spell was cast. Most of the covenant's curent residents are unaware that the spell is still protecting them.
(Base 15, +1 range, +4 duration, +3 target)
Contributer: Tyrrell
no longer possible. Please go to our new site, http://spellswiki.wikidot.com/.



Yair edited MuVi

Sat, 28 Mar 2009 10:26:55 +0000

Muto VimProjecting the Aegis of the HearthMuVi Gen RitualR: Touch, D: Year, T: StructureThis spell is used by covenants with dependences. A dependence (monastic term that means a possession of a monastery far away from the monastery's core) is a magus' sanctum that is not physically linked to the rest of the covenant. The motivation for keeping a dependence may be because the magus' experiments are too dangerous for the rest of the covenant, or he may prefer to have the sanctum in a location useful for his magical studies. (an Auram magus might choose to be in a castle on the windy top of a mountain, with the rest of the covenant being in the valley below).As dependences will not be protected by a normal Aegis of the Hearth, this spell seeks to solvesThe Net Wizard's Grimoire has moved! Editing this problem. To use it one must use an object that was part of the covenant (for example, a stone from the wall, a statue, or a tree from its gardens). The object must be prepared for use in the casting of the Aegis of the Hearth. The object will be usable in successive castings of the Aegis without be prepared again, provided that the Aegis ritual is cast by the same person or people, with the same level, and is participated in by the same magically-Gifted people.The object must be implanted in the dependence, performing the same function it performed in the original covenant (the stone must be inside a wall, the statue or the tree must be placed in a similar place) in order to be a valid arcane connection.The ritual Projecting the Aegis of the Hearth may then be cast. Provided it is cast successfully, the Aegis of the home covenant is projected through the arcane connection and protects the dependence. While the Aegis of the Hearth ritual must normally be performed by all the magi of the covenant, the Projecting the Aegis of the Hearth need only be performed only by the magus (or magi) inhabiting the dependence. The maximum level of protection given by Projecting the Aegis of the Hearth is either the level of the covenant's Aegis or twice the level of the Projecting the Aegis of the Hearth ritual, being equal to the level of the lesser of the two.If the caster of the Projecting the Aegis of the Hearth ritual participated in the Aegis of the Hearth ritual, he does not need to penetrate the Aegis' resistance, otherwise the Projecting the Aegis of the Hearth's penetration must overcome the level of the Aegis.If the arcane connection is destroyed (the statue or the stone are destroyed or the tree dies) or it ceases to perform the function it performed in the original covenant (the stone is extracted from the wall, the statue is taken out of the dependence or the tree is uprooted) the link is broken and the dependence is unprotected.This system presents some dangers, for the arcane connection can be used to avoid the original covenant's Aegis. A dependence normally is less secure than a covenant, so the dependence might be a crack in the covenant's protection. Thus a dependence should not be set up for frivolous reasons. A common trick used by builders of dependences is to conceal the arcane connection or to use a fragile object so that the connection can be destroyed easily to protect the home covenant if the dependence is taken by force.If the home covenant's Aegis is dispelled, the Projecting the Aegis of the Hearth ritual is also nullified. The annual renewal of the Aegis (if performed by the same people, with the same level and the same Gifted people participating) does not affect the Projecting the Aegis of the Hearth, which will remain active until duration expires (though it may also be renewed).(Base Special)Contributer: ArsMagica870. Notes: This spell, like the Aegis of the Hearth, does not fit in standard Hermetic theory. It was developed from the same rituals that allowed Notatus of Bonisagus to develop t[...]



Yair edited InVi

Sat, 28 Mar 2009 10:26:38 +0000

Intellego VimDetecting the Swallowed Rhinoceros.InVi 3R: Personal, D: Momentary T: IndividualThe caster detects if any spells of sixth magnitude or higher level are active upon him or her.Contributor: Tyrrell. Notes: From Tyrrell’s big list of level three spellsScent of Raw Vis.InVi 3R: Personal, D: Momentary T: ScentThe caster’s sense of smell can smell vis for a single inhalation. Repeated castings can be used to locate vis.Contributor: Tyrrell. Notes: From Tyrrell’s big list of level three spellsTaste of Calamity.InVi 3R: Personal, D: Diameter T: TasteThe caster can taste if a spell of eighth magnitude or higher effects him or her for the duration of the spell. (a similar spell would detect spells of tenth magnitude for duration sun)Contributor: Tyrrell. Notes: From Tyrrell’s big list of level three spellsPercieve the Faerie of MightInVi 4R: Sight, D: Momentary, T: IndividualYou are able to sense the Faerie Might of the target to within one magnitude, but only if it is of “godly” power (Faerie Might 50 or more). Generally, the spell does not need to penetrate the creature’s Magic Resistance to detect it but the SG may rule otherwise for specific creatures if he feels their nature would protect them from the magic (for example, a faerie doppleganger taking the form of another character).(Base Base 1, +3 Sight)Contributer: Yair.Notes: Strictly speaking, the spell should not circumvent Magic Resistance, butThe Net Wizard's Grimoire has moved! Editing this was considered more apporpriate (see for example the description of the Second Sight ability, ArM5 p.67).%5BMagic Sensitivity or Second Sight? --wulfenbach%5D %5BYour're right, Second Sight PBWiki is clearer. I amended the spell. -- Yair%5DScent of the Magical BoundaryInVi 10R: Personal, D: Concentration, T: SmellThe caster, by use of this magic, can smell the presence of regio boundaries. This spell does not provide enough information to show the caster how to pass through the boundary, but will merely identify the presence of such.Thomasina of Criamon was exploring a magical ruin which her sodales had warned her possessed many regiones which were easy to enter, but difficult to leave. To ensure that she and her companions were able to explore safely, she developed this spell so that she would not accidentally pass into one.(Base: 3, R: Personal, D: Concentration +1, T: Smell +2)Contributer: Badger101, transcribed by YairSeeing Enchantment's ReflecetionInVi 10R: Eye, D: Momentary, T: IndividualThe caster senses if any magic is active upon a target by glancing at the target's eyes.(Base: 5, R: eye +1)Contributer: TyrrellNotes: from the message board level 10-15 spells projectPercieve the Might of the FaerieInVi 20R: Sight, D: Momentary, T: IndividualYou are able to sense the Faerie Might of the target to within one magnitude. Generally, the spell does not need to penetrate the creature’s Magic Resistance to detect it but the SG may rule otherwise for specific creatures if he feels their nature would protect them from the magic (for example, a faerie doppleganger taking the form of another character).(Base Base 5, +3 Sight)Contributer: Yair.Notes: Strictly speaking, the spell should not circumvent Magic Resistance, but this was considered more apporpriate (see for example the description of the Second Sight ability, ArM5 p.67).Sight of the Nature of VisInVi 25R: Persoanl, D: Concentration, T: VisionAllows the maga to see auras around objects containing vis. This aura varies in colour depending upon the technique or form of the vis (as the spell Sense the Nature of Vis).Having developed a spell to defraud Magi of vis (though she insists it was just a joke) – Discordia decided she’d better develop an Intellego spell that wouldn’t be fooled by her own spell.(B: 4, R: Personal, D: Concentration +1, T: Vision +[...]



Yair edited CrVi

Sat, 28 Mar 2009 10:26:19 +0000

Creo VimOblivious Magus Slap.CrVi 3R: Personal, D: Concentration T: IndividualThe caster momentarily taints him or her self with magic. This allows their physical body to be resisted by the parma of other magi. The spell can be used to allow magi to punch one another with all of their might and not risk hurting one another (providing that the spell does not penetrate).Contributor: Tyrrell. Notes: From Tyrrell’s big list of level three spellsSubtle Curse of Magic’s WarpingCrVi 10R: Touch, D: Momentary, T: IndividualThis spell creates a silent burst of magic which give the target 1 warping point.Eusebius of Tremere was as devious as he could be vengeful. After being slighted by a noble he made a point of humbly kneeling and kissing his signet ring each time they met. The noble, of course, was delighted by this display of humility by a wizard, but over the long years began to change …(Base: 5, R: Touch +1, D: Momentary, T: Individual)Contributer: Badger101, transcribed by YairGlyph of Arcane ConnectionCrVi 15R: Personal, D: Glyph, T: IndividualYou draw or inscribe a glyph upon the target, and thereafter a weak Arcane Connection exists between you and it. The connection lasts until the glyph is erased or marred in any way, and though it is very weak (no effect upon Penetration), it is continually perpetuated and easy to detect (as if it were Fixed). If eroded a single step (as per Perdo Vim Guidelines), it is obliterated completely.The Duration of Glyph was developed by Cornelius of Bonisagus in his failed search to discover Hermetic Rune Magic. This was a Minor Breakthrough he made before abandoning the greater project, and has been catalogued at Durenmar. Once in a while a researcher may come across a Glyph spell, add a trick or two to his repertoire, and send a creation of his own back to the Great Library. Use of this DurationThe Net Wizard's Grimoire has yet to spread far beyond a few members of House Bonisagus.(B: 4, R: Touch +1, D: Glyph +2, T: Individual)Contributor: Mark FaulknerNotes:The MarkCrVi 15R: Touch, D: Momentary, T: IndividualYou inscribe your Mark upon the target by permanently warping it with magic. The Mark is invisible but is easily detect by Intellego Vim magic, as easy as raw Vim, and is used to lay claim to places, objects, and people. It is most often found on Sanctum doors, Talismans, and apprentices. This spell inflicts one warping point.(B: 5, R: Touch +1, D: Momentary, T: Individual, +1 elaborate design)Contributor: Andrew MitchellNotes: Not sure what warping would do to objects. I'd say a Mark can be totally removed with a Perdo Vim spell of double the level of the Mark or overwritten with a higher level Mark, e.g. a L20 Mark which inflicts two warping points will overwrite a L15 Mark.Touch of TwilightCrVi 15R: Touch, D: Momentary T: IndividualThe target of this spell instantly receives two warping points and, if a magus, must resist going into twilight.This spell was created by Dugray of Flambeau before he took part in a wizard's march against an ancient magus who had been renounced. Dugray did not believe that he had a reasonable chance to vanquish his foe if he did not have the element of surprise working for him so he thought the limitation of the spell to range touch was reasonable sacrifice to allow him greater penetration.(base 10, +1 touch)Contributor: Tyrrell. Notes: From This is a pretty boring spell but I think that this spell and ones like it must exist as the easiest way to deal with ancient magi of fantastic power, (and of course for those ancient magi to learn and practice enough to acquire spell mastery with a specialization in defense making such spells much less effective). From the message board level 10-15 spells projectEmpty Shell of Precious VisCrVi 30R: Touch, D: Moon, T: IndividualThis ench[...]



Yair edited ReTe

Sat, 28 Mar 2009 10:26:00 +0000

Rego TerramPracticed defense of the Outcast Child.ReTe 3R: Touch, D: Momentary T: IndividualThe caster is warded against a particular mass of dirt, mud, or clay for a moment. This spell could be quick cast to prevent a thrown volume of mud from hitting the magus.Contributor: Tyrrell. Notes: From Tyrrell’s big list of level three spellsPoorly Calibrated Hourglass.ReTe 3R: Touch, D: Concentration T: IndividualThe caster controls the movement of mud, sand, or dirt in a natural way. This could be used to slow or speed up an hourglass or ensure that an amount of soil poured onto the ground assumes a specific configuration (providing that the configuration is not unnaturally precise).Contributor: Tyrrell. Notes: From Tyrrell’s big list of level three spellsCharm of OpeningNotes: Originally published in Hermes' Portal #14. Submitted by original author. Deleted due to similarity to Key of Theodorus (ReTe 10) from City and Guild p.78.False Tracks of the Escaping MagusReTe 10R: Sight, D: Concentration, T: InvidivualAfter casting this spell the Maga walks slowly backwards. From the point that the spell was cast her footsteps will appear, traveling in any direction (within range) the Maga chooses. Her tracks are essentially displaced to a location of her choosing within range.Aware that she was being followed, Ellena of Merinita decided to turn the tables on her tracker. She used this spell to leave tracks leading into the cave of a particularly vicious bear, whilst she hid some distance away. Sure enough her enemy arrived and dutifully followed the tracks into the cave, leaving Ellena plenty of opportunity to make her escape while he was preoccupied by the angry bear.(Base 2, R: Sight +3, D: Concentration +1, T: Individual)Contributer: Badger101, transcribed by YairRepel the Steely BladesReTe 10R: Personal, D: Concentration, T: GroupAll attacks you are aware of made by steel bladed weapons are automatically repelled. Blunt steel weapons such as a mace and non-steel blades such as a bronze axe do not qualify, but mythic & faerie iron (adamantine, mithrial, etc) does count. Another limitation is that attacs the caster is unaware of are not repelled.(B: 2, R: Personal, D: Concentration +1, T: Group +2, Metal +2, Limitation -1)Contributor: Mark FaulknerObstinacy of Homesick SoilReTe 15R: Voice, D: Diameter, T: InvidivualTarget item of earth, stone, or metal is pulled to the ground as if a strong man was pushing it down with all of his might.(Base 2 + 2 metal, +2 voice, + 1 diameter)Contributer: TyrrellNotes: From the message board level 10-15 spells project.Ward against the Dirt of the Day’s TravelReTe 15R: Personal, D: Sun, T: IndividualThis spell ensures that dirt, sand and similar materials are unable to settle on or strike the caster or their clothes.Terrene explains that this spell was invented when she was travelling in the Levant, as she had heard of sandstorms which posed a danger to travellers in some regions of the Tribunal. However, she was pleased to discover that the spell also had the pleasant effect of keeping her body and clothes free from dust and dirt as she travelled. She notes that casting this spell with an Aquam requisite also wards away mud as well.(B: 5, R: Personal, D: Sun +2, T: Individual)Contributer: Badger101, transcribed by YairWizard's Infallible ParryReTe 15R: Voice, D: Concentration, T: IndividualYou can automatically deflect one attack per round from a stone or metal weapon; this includes defending against the infamous "having a rock dropped on your head" spell. Because of the spell's range, you can block attacks coming against your allies instead of yourself. If you are pressed into melee, you will need to make Concentration rolls to maintain the spell, as usual (see ArM5, p. 82).(Base 2, R: Voic[...]



Yair edited PeTe

Sat, 28 Mar 2009 10:25:42 +0000

Perdo TerramCaptured FootprintPeTe 3R: Touch, D: Momentary T: IndividualThe caster weakens an individual quantity of dirt. If dirt walls can be separated into individual sized sectionsThe Net Wizard's Grimoire has moved! Editing this spell may eventually bring them down after repeated castings. It can be used to make the dirt floor of a hovel more easily excavated or to allow for soft enough ground to pick up footprints easily.Contributor: Tyrrell. Notes: From Tyrrell’s big list of level three spells.The Mage's PickPeTe 10R: Touch, D: Momentary, T: PartUp to 10 cubic paces of the earth (including dirt or stone) is destroyed. Controlling the shape of the destroyed volume requires a Finesse roll; an EF 6 suffices for a simple area's excavation, EF 9 is required for a more elaborate excavation such as several intersecting tunnels, and EF 12 or more is required for more elaborate excavations still. The caster can frely choose to excavate less material than the maximum allowed.The resulting structure is not necessarily stable, and may collapse on itself.(Base 3, +1 Touch, +1 Part, +1 size)Contributer: Yair.Notes: The finesse ease factors are totally ad hoc and arbitrary.Cry of the SapperPeTe 15R: Voice, D: Momentary, T: PartThis spell destroys part of a stone structure (such as a wall or building). By using the spell in the correct location most structures can be made to collapse. To do this the player must roll a 9+ on a perception + Craft (architect) roll. Especially sturdy structures require a higher ease factor. Previous significant damage to the structure (such as prior castings of Cry of the Sapper) generally give a cumulative +2 on this roll.(base 4 +2 voice +1 part)Contributer: TyrrellNotes: From the message board level 10-15 spells project.Extinguish the Light of the Bright GemPeTe 15R: Voice, D: Momentary, T: IndividualThe gemstone which is the target of this spell is destroyed, cracking and turning into dust of the course of a moment. If the gemstone was part of a magic item that required it, then of course, the item is rendered useless.Josias of Tytalus desired wizard’s war against an arrogant Flambeau who famously had a large ruby as part of his Talisman. Aware that to attack the talisman would require some penetration; he developed this spell and turned his attention to mastering it.(Base: 5, R: Voice +2, D: Momentary, T: Individual)Contributer: Badger101, transcribed by YairPillar of EmptinessPeTe 15R: Touch, D: Momentary, T: PartThe caster annihilates a straight column of stone, 13 paces in length and one pace in diameter. The column can run in any direction: vertical into the earth, horizontal through a wall, diagonally into a hill, but it must be columnar in shape.Annikki of Tytalus desired an abyss for her laboratory, but also prized her privacy and so didn't want to bring her covenant's grogs into her laboratory for work. Also, she thought, the spell could be used for penetrating defensive walls or hurting and trapping her opponents. In her version of the spell, a frigid wind blows into the Pillar for some days after the casting.(Base: 4, R: Touch +1, D: Momentary, T: Part +1; Size +1)Contributer: Bryan RegisterBone Carver of Atlas.PeTe 15R: Touch, D: Momentary, T: Part (+1 size)This spell destroys a mass of stone (up to 10 cubic paces in size) in the shape desired by the caster. The precision with which the shape of the destroyed section of rock PBWiki is controlled is determined by a finesse roll.(Base 3, +1 stone,+1 range, +1 target,+1 size)Contributor: Tyrrell.Faerie CirclePeTe 20 FaerieR: Touch, D: Fire, T: CircleAll iron taken into the target circle is destroyed as long as the fire in the middle of the circle burns. Breaking the circle immediately causes the fire to no lo[...]



Yair edited MuTe

Sat, 28 Mar 2009 10:25:22 +0000

Muto TerramObedient mud.MuTe 3R: Touch, D: Concentration T: IndividualThe caster changes one aspect of the target dirt, clay or mud.A magus could make a mud bottomed puddle drain as if it were sitting atop porous sand, or loosen/firm up the footing supplied by a distinct patch of ground that they touch, but more frequently Magi use the spell make individual stains of mud fall off of their robes as if the soil on their robes were dry sand.Contributor: Tyrrell. Notes: From Tyrrell’s big list of level three spells.Pass the Earthen BarrierMuTe 15R: Touch, D: Momentary, T: PartA section of stone you are touching briefly becomes soft, pliable, and flowing and viscous– somewhere between water and clay. A determined individual can push through it in a few moments before it hardens again, leaving no evidence of her passage.(Base 4, + Touch, +1 Part, +1 Affect Stone)Contributer: FallsWall of AccomodationMuTe 15R: Touch, D: Concentration, T: PartA section of a stone wall is changed into an open archway just large enough for a size 0 human to pass through comfortably. ( There is a common level 20 variant of this spell thatThe Net Wizard's Grimoire has an herbam requisite and not only works on wooden as well as stone walls but also places a simple door in the archway.)(Base:3, +1 magnitude stone, +1 magnitude range touch, + 1 magnitude duration concentration, + 1 magnitude target part)Contributer: TyrrellNotes: From the message board level 10-15 spells projectSublimation TombMuTe(Au) 15R: Voice, D: Momentary, T: PartA section of earth, roughly 6 feet deep and 50 square yards in area, instantly turns into gas. A moment later, it turns back into earth. This will require an aiming roll to get the exact part of the earth that you designate. It is useful for those pesky armies you wish to bury alive, and should (I believe) get around magic resistance as well.(Base 3, +2 Voice, +1 Part, +1 Size)Contributer: Max LeidnerCurse of the Spent FieldMuTe 20R: Touch, D: Moon, T: PartThis curse transforms the topsoil of a medium to large field from good earth to a sandy mixture of chalk and lime. Any crops attempting to grow in a field over the course of moved! Editing this spell have little hope of survival, and will certainly devastate any potential harvest.Jana of Merinita was determined to teach the local villagers to respect the old customs of the fae, and was incensed when they cut down the ‘last sheaf’ (usually reserved by custom for the faeries). To ensure they learnt the error of their ways, she developed this spell to ruin the next harvest and after its judicial use convinced the villagers to return to the old customs.(Base: 2, R: Touch +1, D: Moon +3, T: Part +1, Size +1)Contributer: Badger101, transcribed by YairNotes: This spell will affect about 100 cubic paces of earth. Given the topsoil is usually only a few inches deep, this should be sufficient to affect any reasonably sized field.Passage Through the Treacherous SwampMuTe 20R: Special, D: Sun, T: PartMakes soft ground firm within a 3 pace radius around you. The spell works as long as you are touching the ground or riding on something (such as a horse or wagon) that is in contact with the ground. You cannot cross open water, but any muddy or sandy ground becomes firm, dry earth.(Base 2, +2 special Range equivalent to Voice, +2 Sun, +1 Part, +1 effect moves with caster)Contributor: Andrew Gronosky. Originally published in Hermes' Portal #14.Shaping the Earth's FormMuTe 20 (req: Re)R: Touch D: Conc T: PartAllows the caster to soften and rapidly reshape up to a 10 pace volume of stone so long as the caster's concentration PBWiki is uninterrupted. The Rego requisite allows the caster to shape the affected mass via gestures[...]



Yair edited InTe

Sat, 28 Mar 2009 10:25:03 +0000

Intellego TerramCraftsman’s Eye.InTe 3R: Touch, D: Momentary T: IndividualThe 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.Contributor: Tyrrell. Notes: From Tyrrell’s big list of level three spells.Smell of the Treacherous BogInTe 10R: Personal, D: Sun, T: SmellWhilst 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)Contributer: Badger101, transcribed by YairCounting the Miser's HoardInTe 10R: Touch D: Momentary T: GroupInstantly tallies all the coins in a single container, stack, or pile.(Base 2, +1 Touch, +0 Momentary, +2 Group, +1 Size)Contributer: HargifexScales of ArchimedesInTe 10R: Personal D: Concentration T TouchBy 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)Contributor: Andrew Gronosky. Originally published in Hermes' Portal #14; this is a corrected version.Howl of the Steel WeaponsInTe 15R: Personal, D: Sun, T: HearingAlerts 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)Contributor: Mark FaulknerHidden Pillars.InTe 20R: 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)Contributor: Tyrrell.Return from the Bowels of the EarthInTe 20R: Arcane Connection, D: Concentration, T: PartThis spell only works underground. If the casterThe Net Wizard's Grimoire 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)Contributor: Andrew Gronosky. Originally published in Hermes' Portal #14.Know the Earth at BirthInTe 25R: Arcane, D: Concentration, T: IndividualThis 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)Contributor: Andrew MitchellRevelation of the Burie[...]



Yair edited CrTe

Sat, 28 Mar 2009 10:24:43 +0000

Creo TerramConvenient Placement of Soil.CrTe 3R: Touch, D: Diameter T: IndividualA 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.Contributor: Tyrrell. Notes: From Tyrrell’s big list of level three spells.Load of a Thousand Wheelbarrows.CrTe 3R: 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.Contributor: Tyrrell. Notes: From Tyrrell’s big list of level three spells.Gift of the Roc.Cr(Re)Te 3R: voice, D: Momentary T: IndividualTen 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.Contributor: Tyrrell. Notes: From Tyrrell’s big list of level three spells.Ballista of the MagusCrTe 10R: voice, D: Momentary T: IndividualThis 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)Contributor: Tyrrell. Notes: From From the message board level 10-15 spells project.Summon the Iron ShacklesCrTe 15R: Touch, D: Sun, T: IndividualSummons 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)Contributer: Badger101, transcribed by YairWizard’s SilverCrTe 15R: Touch, D: Sun, T: IndividualThe 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)Contributor: Mark FaulknerNotes: In 5th edition, you cannot reduce the level of a spell by reducing the size of the target. (See pg 113.)Magical FangsCrTe 20 (Req: An)R: Touch D: Sun T: IndividualThis 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 t[...]



Yair edited ReMe

Sat, 28 Mar 2009 10:24:22 +0000

Rego MentemEquanimity Restoration.ReMe 3R: Personal, D: Momentary T: IndividualThe caster makes a momentary subtle change in his or her mental state. The caster’s new attitude will remain until situation change it.Repeated castings of this spell can help a magus remain completely calm under many circumstances in which they might otherwise become frantic. Magi who's masters forced them to cast this spell frequently when they were surly adolecents during their apprenticeship, are often very reluctant to use it on themselves for any reason.Contributor: Tyrrell. Notes: From Tyrrell’s big list of level three spells.Shake Free From the Spirit's BindReMe 5R: Personal, D: Momentary, T: IndividualCaster forces a spirit out of his body which had been controlling him. This spell is usually cast without voice or gestures since the spirit is in control of his body. The spell needs to penetrate the spirits magic resistance as normal.(Base: 5, R: Personal, D: Momentary, T: Individual)Contributor: Andrew MitchellThe Attentive StudentReMe 10R: Eye, D: Sun, T: IndividualThe target’s interest in the subjects which are discussed by the caster is greatly increased during the duration of this spell. This spell functions by increasing the amount of interest that a person has in a subject. In the rare case where target has absolutely no interest in something then the spell will fail to create any (it is uncommon for a human to have absolutely no curiosity what so ever regarding a subject but it is much more normal for supernatural creatures).This spell was originally designed to aid in the teaching of apprentices. If used consistently the spell does help with the uptake of information, (providing +1 bonus to a laboratories teaching specialization, per the rules in Covenants) but it will also cause warping to the student.(Base: 3, +1 R:eye, +2 D:Sun)Contributor: TyrrellNotes: From the message board level 0-15 spells project.Allay the Warrior’s FearsReMe 15R: Touch, D: Diameter, T: InvidividualBy touching the target, the Magus can largely reduce any feelings of fear for the duration of the spell. The target can still feel a little fear, enough to respond defensively when threatened, but will not panic or freeze because of fear.Leonardus of Tremere was often exploring haunted places at night in search of ghosts to question, however he was frustrated when his fearful guide was unwilling to accompany him. He used this spell to ensure that when he went into places of potential danger, his companions would not lack the courage to go with him.(Base: 5, R: Touch +1, D: Diameter +1, T: Individual)Contributer: Badger101, transcribed by YairThe Mind's MayflyReMe(Mu) 15R: Eye, D: Concentration, T: IndividualCauses the target to consistently transpose one word or idea of the caster's choice for another word or idea of the caster's choice. Thus a Lord who wanted his horse brought to him might order a sheep to be saddled. Or a Turb Sergent might order a grog to be rewarded instead of flogged. The targetThe Net Wizard's Grimoire has no idea he is misspeaking, probally bringing some ire if he is consistently "misunderstood".(Base 5, +1 Eye, +1 Conc)Contributer: angafeaNotes: From the message board level 10-15 spells project.Quid NuncReMe 15R: Eye, D: Diameter, T: IndividualTarget is inclined to say whatever is on his or her mind. This spell was invented by Menotti ex Miscellanea whose curious apprentice would often have questions but was afraid to ask them.(Base: 5, R: Touch +1, D: Diameter +1, T: Individual)Contributor: Andrew MitchellCompelling the Thoughtless DeedReMe 15R: Voice D: Momentary T: IndividualInstills in t[...]



Yair edited PeMe

Sat, 28 Mar 2009 10:24:01 +0000

Perdo Mentem
Bitter Choice of Restful Slumber.
PeMe 3
R: Personal, D: Momentary T: Individual
The caster removes a minor detail from their own memory.
Contributor: Tyrrell. Notes: From Tyrrell’s big list of level three spells.
Enchantment of Recklessness
PeMe 15
R: Touch, D: Diameter, T: Individual
The target of
The Net Wizard's Grimoire has moved! Editing this spell PBWiki is unable to fell fear until the duration of this spell expires. Ustavious of Tremere created his spell to synthesize brave troops from soldiers who weren't as brave or well trained as his normal auxiliaries. He met with some success but his spell caused complications from the fact that the targets were no longer afraid of Ustavious after he enchanted them.
(base 5 +1 touch, +1 diameter)
Contributer: TyrrellNotes: From the message board level 10-15 spells project.
Sweet Forgetfulness
PeMe 15
R: Personal, D: Momentary, T: Individual
The caster permanently erases from her mind the memory of a single event.
This spell was developed by Innocentia filia Phedophilus, whose master was notorious for his harem of young "wives". She never could remember when she used it or why she developed it, nor why her master filled her with such dread.
(B: 15)
Contributer: Yair
Soulreaper
PeMe 35
R: Voice, D: Momentary, T: Individual
Created by Jon of Tremere to use against the ennemies of the order, this much-feared spell blast their minds to shreds, leaving them a blank state. In time, one could educate such a person, but this would be akin to educating a baby.
(Base 25, +2 voice)
Contributer: The Fixer.
The Missing Face in the Mind’s Eye
PeMe 25
R: Eye, D: Momentary, T: Individual
By virtue of this spell the caster eradicates all memory of himself from the target’s short and long term memories. This includes memories of the Magus’ name, description, likeness, conversations, etc. Of course, if they speak to other witnesses who do recall, they may eventually learn of the Magus’ identity. However, unless some external clue is found, they will simply not be aware that the Magus has ever existed.
“We never had this conversation, and I was never here.” writes Orban. Orban often describes the use of this spell when trying to obtain information. It is often useful, when involved in some intrigue, not to leave a trail of someone asking questions.
(B: 15, R: Eye +1, D: Momentary, T: Individual, +1 Tricky effect (non continuous memory)
Contributer: Badger101, transcribed by Yair
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Yair edited MuMe

Sat, 28 Mar 2009 10:23:38 +0000

Muto MentemA Better first Impression.MuMe 3R: Eye, D: Concentration T: IndividualMake a minor change to a person’s memory of an event such as what someone wore, or how a particular question was answered. Note this spell's duration.Contributor: Tyrrell. Notes: From Tyrrell’s big list of level three spells.Fortuna IuvatMuMe 10R: Touch, D: Sun, T: IndividualTarget of spell gains the personality trait Brave +3 as well as the Reckless Flaw. This spell was created by Lucas ex Bonisagous who was desperately trying to fight off a well earned reputation for being a coward. The spell is also useful for motivating less adventurous grogs.(Base: 3, R: Touch +1, D: Sun +2, T: Individual)Contributor: Andrew MitchellChamber of PeaceMuMe 15R: touch, D: Concentration, T: RoomPeople within the target room have their emotional state altered so that they feel a great sense of peace and well being for the duration of the spell.This spell was originally developed by a young Jerbiton who hoped that use of the spell would help to diffuse tensions between two local barons who were threatening to go to war. (Their going to war would involve them moving troops inconveniently close to the Magus' covenant, and quite possibly lead the covenant to indulge in "interference in the affairs of mundanes" at a level that might not easily be explained). Unfortunately the spell backfired as the two lords felt so uninhibited that they gleefully told each other what they really thought of one another and then happily marched off to war. However, years later, the Jerbiton did find the spell to be most efficacious in the reeling in of his apprentice's temper during her time as a sullen adolescent(base 3 +1 touch +2 concentration +2 room)Contributer: TyrrellNotes: from the message board level 10-15 spells projectCursed Revelation of a Life’s FailuresMuMe 15R: Voice, D: Sun, T: IndividualMakes a major change to the target’s emotional state so that they feel an overwhelming sense of failure. The target may react by simply moaning and complaining self-piteously, slope off in dejection or perhaps even burst into tears. Targets with particularly strong cheerful or carefree type personality traits may be able to rally themselves for short periods of time, but for the duration of the spell soon sink back into self-pity.Misericordia of Merinita spent much of her life suffering feelings of low self-worth and depression. She developed this spell so that she would have someone to talk to with worse problems than her own (thus coining the pun amongst her sodales that ‘Misericordia loves company’)(Base: 3, R: Voice +2, D: Sun +2, T: Individual)Contributer: Badger101, transcribed by YairThe Faithful ServantMuMe (req: An) 15R: Voice, D: Diameter, T: IndividualThis spell utterly changes the emotions of the target, instilling within him the emotions of a trusted dog towards his master, with the caster serving as said master. He will genreally obey the caster and seek to please him for the duration of the spell, including wanting to be petted and so on. Note that while his emotions change to an animalistic level, his intellect does not.(Base 4 “completely change a person’s emotions”, +2 Voice, +1 Diameter.)Contributer: YairNotes: from the message board level 10-15 spells projectHarnessed Mind of the BeastMuMe (req: An) 15R: Personal, D: Concentration, T: IndividualYou change your understanding of language to that of an animal of your choice. You can understand the speech of this animal, but human languages sound like animalistic, meaningless, grunts.(Base 10, +1 Concentration)Con[...]



Yair edited InMe

Sat, 28 Mar 2009 10:23:16 +0000

Intellego MentemSense the State of MindInMe 5R: Eye, D: Momentary, T: IndividualThis spell tells what the targets relative mood is and their degree of lucidity.(B:4, R: Eye +1, D: Momentary, T: Individual)Contributor: Mark FaulknerSubtle Glance of AntipathyInMe 10R: Eye, D: Momentary, T: IndividualThe caster can detect if the target bears him any ill will and a general idea of how much dislike the targetThe Net Wizard's Grimoire has for the caster.(base 5 +1 eye)Contributer: TyrrellNotes: From the message board level 10-15 spells project.Put the Name to the Half-Remembered FaceInMe 15R: Personal, D: Momentary, T: IndividualBy casting moved! Editing this spell upon himself, the Magus can answer one specific question about an event they have a memory of. Typical uses of this are to enable recall of a detail of a personal description (What colour were her eyes? What was the device on his shield?), or the name of an individual they have heard but forgotten.Guglielmus of Bonisagus was a brilliant researcher, but in his later years had a terrible memory for the names of his many apprentices. To avoid the embarrassment of occasionally getting the name wrong, he developed this spell so he might reliably recall the correct name.(Base: 15, R: Personal, D: Momentary, T: Individual)Contributer: Badger101, transcribed by YairKindling the TruthInMe 15R: Eye, D: Momentary, T: IndividualBy concentrating on a simple statement and looking into the eyes of your target, you will get a vision that reflects the target's knowledge of the truth of that statement. If the target believes the statement is true, you will see his eyes flash once with firelight. If the target believes the statement is false, you will see a small puff of smoke burst from his eyes. If the target does not know or care about the veracity of the statement, nothing will happen. Only you can see these effects, so the target's vision PBWiki is not hindered by them. The target does not know that anything has happened, aside from any actions you may have taken in casting the spell. Since you must have eye contact with the target in the first place, you will always see the reaction if there is one.(B: 10, R: Eye + 1, Effect is cosmetic and thus free)Notes: This is a weak cross between two level 20 spells, "Frosty breath of the spoken lie" and "Posing the silent question" (from Ars Magica, 5th ed.). The former has a no longer duration, and the latter can ask questions not limited to T/F.Contributer: Max LeidnerSense of the Stranger’s PurposeInMe 15 FaerieR: Road, D: Momentray, T: IndividualFor a person the Maga is aware of, she can sense the general and most powerful motivation they possess.“You seek my aid in a matter of love. Well then, stranger, tarry not upon the road.”(B: 5, R: Road +2, D: Momentary, T: Individual)Contributer: Badger101, transcribed by YairRecall the Base Nature of ManInMe(Im) 20R: Voice +2, D: Momentary, T: IndividualTarget's image momentarily changes to match their personality. The image usually takes the form of animalistic characteristics and the stronger the personality trait the more animalistic the image, e.g. a brave person would look like a Lion.(B: 10, R: Voice +2, D: Momentary, T: Individual)Contributor: Andrew MitchellTouch of Empathetic SoulInMe 25R: Personal, D: Sun, T: TouchCaster feels all the emotions of anyone he touches.(B: 10, R: Personal, D: Sun +2, T: Touch +1)Contributor: Andrew MitchellReveal the Hidden Detail of the DayInMe 30R: Touch, D: Concentration, T: IndividualBy touching the target upon the temples and [...]



Yair edited CrMe

Sat, 28 Mar 2009 10:22:57 +0000

Creo MentemCome to MeCrMe 15R: Voice, D: Diameter, T: IndividualCreates the thought in the target’s mind that he should come stand before the caster. They may detect the thought as foreign on an Intelligence 3+ check, and may will himself to ignore it on a Stamina 12+ check.(Base 4, +2 Voice, +1 Diameter)Contributer: YairNotes: I'm not sure if I interpert it right, but the CrMe emotion creating spells maintain the emotion throughout the duration, so I figure the thought-creating spells should do the same, but gave a saving throw just to be safe. From the message board level 10 - 15 spells project.The Silent ConspiracyCrMe 15R: Sight, D: Concentration, T: IndividualWhile the caster concentrates, they can form words directly into the mind of anyone within sight. The target recognises your voice and knows the message is of supernatural origin.Judia of Tremere developed this spell so that she could coach or direct her consortis when he was speaking to mundanes on her behalf. Given her gift, this allowed her to remain back from the conversation, though still within earshot, whilst still having control over any terms of deals or bargains struck.(Base: 3, R: Sight +3, D: Concentration +1, T: Individual)Contributer: Badger101, transcribed by YairUninterrupted LectureCrMe 15R: Eye, D: Concentration, T: IndividualThe caster creates a full memory in the mind of the target.This spell was invented by Malicus of Bonisagus, a magus who had poor social skills and could never seem to get a word in edgewise when speaking to his wife and children. He typically inserted the memory of him giving a long lecture into their minds and then maintained concentration on the spell while reminding them of “what he had told them”. He later discovered this spell to be an excellent way to communicate information quickly to his grog(base 5, +1 range, +1 duration)Contributer: TyrrellNotes: From the message board level 10-15 spells project.Subtle Word to the Distant CompanionCrMe 20R: Arcane Connection, D: Diameter, T: IndividualAllows the caster to create words in the mind of a person to whom she has an Arcane connection.Carissa often used this spell in conjunction with the spell “Ear for Distant Voices” to hold conversations with her companions and spies whilst they were aboard. To anyone observing, the target might seem to be merely talking to himself.(B: 3, R: Arcane +4, D: Diameter +1, T: Individual)Contributer: Badger101, transcribed by YairCall to Inspire Mice into MenCrMe30R: Voice, D: Sun, T: GroupYour words inspire courage in the members of the target group, granting them a temporary +3 bonus to appropriate Personality traits.(B: 4, R: Voice +2, D: Sun +2, T: Group +2)Contributor: Mark FaulknerThe Silent ConversationCrMe (req: In) 30R: Sight, D: Concentration, T: IndividualWhile the caster concentrates, they can form words directly into the mind of anyone within sight. The caster can also hear the responses (by virtue of the Intellego requisite) by listening to the surface thoughts of the target. The target recognises your voice and knows the message is of supernatural origin.Judia of Tremere developed this spell so that she could coach or direct her consortis when he was speaking to mundanes on her behalf. Given her gift, this allowed her to remain back from the conversation whilst still having control over any terms of deals or bargains struck.(B: 3, R: Sight +3, D: Concentration +1, T: Individual; Requisite +1, Elaborate effect +2)Contributer: Badger101, transcribed by YairOath Breaker’s Remorse[...]



Yair edited ReIm

Sat, 28 Mar 2009 10:17:53 +0000

Rego Imaginem
Displacement of the Contemplative.
ReIm 3
R:Personal, D: Concentration, T: Individual
The caster appears to be one pace away from his or her actual location for the duration of
The Net Wizard's Grimoire has moved! Editing this spell. If the caster moves, the spell PBWiki is ended just as if they had ceased concentrating.
Contributor: Tyrrell. Notes: From Tyrrell’s big list of level three spells.
Hopping Beer Stein.
ReIm 3
R:Personal, D: Concentration, T: Individual
An object that the caster touches appears to teleport one pace away from its actual location for a fraction of a second and then return to its original resting place.
Contributor: Tyrrell. Notes: From Tyrrell’s big list of level three spells. Question: Is the range personal or touch? Is the level correct?- Yep, needs to be level 4 and +1 for Touch range. Y.R.
Mask of Distaste
ReIm 10
R: Sight, D: Momentary, T: Individual
The facial features of the target of this spell momentarily contort into a look of abject disgust and loathing.
(base 2 for one sense, +1 changing image +3 range sight)
Contributor: TyrrellNotes: From the message board level 10-15 spells project
Wizard's Words Eternal
ReIm 15
R: Touch, D: Ring, T: Circle
In the caster's voice and image, target circle holds and repeats a short sentence that the caster speaks while casting the spell and finishing the ring. While the caster speaks the stored sentence he appear within the ring and not outside of it.
(Base: 2, R: Touch +1, D: Ring +2, T: Circle, +1 two sense, +1 changing)
Contributor: Andrew Mitchell
Putting Words into another’s Mouth
ReIm (req: Mu) 15
R: Sight, D: Concentration, T: Individual
The caster may throw his voice so that it appears to be coming from another person within 5 paces. The Muto requisite allows the Magus to attempt to change the sound of the illusionary speech; though Perception + Finesse rolls would be required to mimic a specific person.
Sextus of Jerbiton used this spell to once sway the outcome of a trial. By creating illusionary calls from the crowd, and making anonymous arguments, he eventually won around the opinion of the mob, who then started to independently demand the release of Sextus’ companion.
(Base: 3, R: Sight +3, D: Concentration +1, T: Individual)
Contributer: Badger101, transcribed by Yair
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Yair edited PeIm

Sat, 28 Mar 2009 10:17:33 +0000

Perdo ImaginemHound’s gift.PeIm 3R:Touch, D: Momentary, T: IndividualThe caster momentarily destroys the ability of a single object to affect the sense of taste. This allows the caster to swallow nearly anything that he or she can gulp down in the short duration of the spell.Contributor: Tyrrell. Notes: From Tyrrell’s big list of level three spells.Missing Skin.PeIm 3R:Personal, D: Diameter, T: IndividualThe caster can not be felt for the duration of this spell.Perhaps this could provide a bonus to an attempt to pick a pocket or make it difficult for a blind opponent to grapple the caster.Contributor: Tyrrell. Notes: From Tyrrell’s big list of level three spells.Cast off the Hound’s PursuitPeIm 10R: Touch, D: Sun, T: IndividualThe target of this spell gives off no scent. This would make tracking an individual by smell impossible.Sibylla of Verditus invented this spell originally though it went by another name. She was unusually sensitive to the body odours of others, and insisted that her servants had this spell cast upon them if she was to spend any time in their company.(Base: 3, R: Touch +1, D: Sun +2, T: Individual)Contributer: Badger101, transcribed by YairBook of Indecipherable ScribblesPeIm 15R: Touch, D: Sun, T: IndividualThis spells dulls and distorts the visual image of the target object making it muddled and indecipherable. This makes books unreadable and objects unidentifiable as to their specific identities. (Is this the knife that was stolen from you? "I can't tell")(base 4 +1 range touch, +2 duration sun)Contributer: TyrrellNotes: From the message board level 10-15 spells project.Vanishing VeilPeIm 15R: Pers, D: Conc, T: IndividualDestroys your ability to affect sight, hearing, smell, and touch. For those times when you REALLY don't want to be found. You will still cast a shadow, but you can move around without ending the spell. Concentration durationThe Net Wizard's Grimoire has moved! Editing this PBWiki is there so you can drop the veil at a moment's notice if you need to cast a voice-range spell (if you don't drop it, you won't be heard!) But 15 is a conveniently low level for this spell.(Base: 5, +1 Conc, +1 Moving image)Contributer: ChameleonSilence the Cockerel's CryPeIm 15R: Voice, D: Sun, T: IndividualThe target of this spell can not make a sound. They could however ring a bell to make noise but they themselves can not generate a sound.(Base: 3, R: Voice +2, D: Sun +2, T: Individual)Contributor: Andrew MitchellWait until DarkPeIm 25R: Touch, D: Conc, T: RoomAll species of sight, sound, touch, and smell in the target room are destroyed for the duration of the spell. That includes species from the light in the refrigerator, if applicable. The effect makes spellcasting very difficult, since it entirely rules out ranges of Voice or Sight; range Touch (probably with a target of Room) is a possibility, since touch species from the floor will pass directly into an individual's Parma Magica or other magic resistance, and thus be protected from destruction.(Base 5, +1 Touch, +1 Conc, +2 Room)Contributor: Scott Orr Notes: This spell makes an excellent sanctum defense, and thus is more likely to be seen as an item effect or as Ring/Circle. Of course, the magus who creates the effect will need a second spell or item effect to detect the intruder. no longer possible. Please go to our new site, http://spellswiki.wikidot.com/.[...]



Yair edited MuIm

Sat, 28 Mar 2009 10:17:09 +0000

Muto ImaginemDangerous Bouquet.MuIm 3R:Touch, D: Concentration, T: IndividualThe caster changes the visual sensation of a single object to be that of a different object. A long dagger could be made to appear as a bouquet of flowers.A similar spell could make a frog sound like a lute.Contributor: Tyrrell. Notes: From Tyrrell’s big list of level three spells.Disguise the Wizard’s Apearance.MuIm 3R:Personal, D: Sun, T: IndividualThe caster changes their visual appearance to that of another person.This spell could be followed up by additional spells for every other sense until the caster is completely transformed.Contributor: Tyrrell. Notes: From Tyrrell’s big list of level three spells.Momentary Glimpse of the HagMuIm 5R: Sight, D: Momentary, T: PartThis very simple spell causes the target’s face to appear old and wrinkled, with white eyes and jagged, black teeth, for a fraction of a second. Perception + Finesse rolls are occasionally required for a more subtle effect.Waiting for two people to be in conversation, Narius describes the use ofThe Net Wizard's Grimoire has moved! Editing this spell. The victim’s companion PBWiki is treated to a disturbing flash of a hideous contortion of the victim’s face. At the very least they may become somewhat suspicious or frightened of the target. Narius particularly liked to cast this spell on love rivals, so that the object of his desire could see their true ugliness, if only for a second.(B: 1, R: Sight +3, D: Momentary, T: Part +1)Contributer: Badger101, transcribed by YairMercurial Change of LiveryMuIm 10R: Touch, D: Sun, T: GroupThe visual appearance (and only the visual appearance) of the target group changes. The modified appearances of the group must all be similar to one another, thus a group of grogs could be made to resemble a group of farmers, a group of monks or a a group of pesent children, but they could not be made to resemble a mixed parrty of a knight and his attendants(B: 1, +1 touch +2sun +2 group (a case for an additional magnitude for complexity could be made as well but was not used for this level calculation))Contributer: TyrrellNotes: From the message board level 10-15 spells projectThe Illusionary SealMuIm 10R: Touch, D: Moon, T: IndividualCast upon a door, the illusion creates the visual and physical impression of a continuous wall. If a person is simply examining the surface of the wall (e.g. looking for a secret entrance they will ‘feel’ a wall there. The wall is, of course, illusionary – and a person can simply walk through it; if they can find the handle of the door. The Storyguide might ask for Perception + Finesse rolls if the wall is particularly complex or ornate.Narius once ‘locked’ a person in an unlocked room for a month with this spell. He finds it perplexing that most mundanes do not question what they see. The prisoner in question died of thirst, but Narius displays no sympathy towards someone so “lacking in imagination”.(B: 2, R: Touch +1, D: Moon +3, T: Individual)Contributer: Badger101, transcribed by YairMoon SilverMuIm 15R: Touch, D: Moon, T: IndividualChanges the appearance, sound and feel of a bag of leaves into a bag of coins. At the end of the duration of the spell the illusion fades; revealing the contents to be worthless.Omfridus of Tytalus was once tricked by a faerie gift which transformed into leaves by the time he had returned to his covenant. Inspired by his loss, he developed this spell [...]



Yair edited InIm

Sat, 28 Mar 2009 10:16:50 +0000

Intellego ImaginemEyes in the Back of the Head.InIm 3R:Personal, D: Ring, T: IndividualThe caster can see out of another portion of their body instead of their eyes until they leave the ring that is designated during casting.A similar spell with duration concentration can be used to peak around corners and the like while only exposing the tip of one’s talisman.Contributor: Tyrrell. Notes: From Tyrrell’s big list of level three spells. This spell moves a sense that the caster already possesses rather than creates a new magical sense. As such the vision target is not appropriate for it.A Day Saved for the Future.InIm 3R:Personal, D: Sun, T: IndividualThe caster’s memories during the duration of the spell are complete in every detail that the caster’s senses perceive even if the caster does not notice each detail (and they almost certainly won’t). Memories created by this spell will fade at a normal rate. Use of this spell with a Creo Mentem spell similar to “By His Works” or “The good Witness” (both from HoH True lineages p. 73) will allow the caster to make further observations regarding what he experienced during the duration of “A Day Saved for the Future” as if the caster were back in the time and place where the memories were created.Contributor: Tyrrell. Notes: From Tyrrell’s big list of level three spellsRocket from the Sockets.InIm 3R:Voice, D: Momentary, T: IndividualThe caster takes a single look from a point at a distance.Contributor: Tyrrell. Notes: From Tyrrell’s big list of level three spells. This spell moves a sense that the caster already possesses rather than creates a new magical sense. As such the vision target is not appropriate for it.Traveler's AwarenessInIm 4 FaerieR Road, D Diameter, T individualThe caster can see as if they were standing at any point along the selected road. By succesivley moving his or her point of view to the furthest loation on the road that he or she can presently see, a caster can scan a road for many miles in a matter of seconds. The caster can not choose to view from a location on a road that heThe Net Wizard's Grimoire has not seen (either by passing by the spot or use of this or a similar spell).(Base 1 ,+ 2 range, +1 duration)Contributer: TyrrellNotes: This spell moves a sense that the caster already possesses rather than creates a new magical sense. As such the vision target is not appropriate for it.Awaken the Painted ImageInIm(Mu) 5R: Touch, D: Concentration, T: IndividualA painting become animate and tells a short story to those present. One can see and hear the picture as the artist felt it and expressed it. A master painter's work can tell an in-depth story but a child's scribble may just express a single word. The spell does not look back in time but rather it keenly interprets the painted image.(B: 2, R: Touch +1, D: Concentration +1, T: Individual +0, +1 Muto)Contributor: Andrew MitchellAttentive PerceptionInIm 10R: Touch, D: Sun, T: Grouphe targets of this spell are completely aware of every species that their senses perceive throughout the duration of the spell. this gives the target a bonus of +3 bonus to all rolls to perceive phenomena and a -3 penalty to all rolls involving concentration. While the targets of this spell become aware of all that their senses perceive their minds are not naturally able to hold all of this information.This spell was developed by Occulus of Gurnicus wh[...]