Next: Corporem Up: Auram Previous: Perdo Auram

Rego Auram

Weather Dome ... Re Au - Gen
... Portée : Near ... Durée : Sun./Perm. ...
Protects those within from the effects of weather. Even spells which produce effects of weather, such as the Incantation of Lightning (CrAu 35), must overcome a roll of the dome's Level + die to penetrate the dome. Once any weather phenomenon penetrates the dome, the dome falls.

Entrapping the Spirits of the Air ... Re Au - Gen
... Portée : Touch ... Durée : Spec. ...
The maga draws a binding circle of some form around an area, such as a pentagram or magic circle. Any appropriate entity within the circle when the spell is cast is unable to leave the circle or disturb the circle in any way unless its Magic Might is greater than the spell's Level - 5 + die. Should the integrity of the circle ever be broken in any way, the entities within are free to leave. As soon as they leave, the spell ends and must be recast. (Effectively a reversed ward with Ring duration.) It is possible to summon a creature so that when it appears, it is trapped within the circle.

Support the Lofted Arrow ... Re Au - 15
... Portée : Near ... Durée : Conc.(Once) ...
Doubles the range of a missile weapon for one shot, without impairing accuracy (count the range of the target as half the actual distance for purposes of the shot).

Guiding the Hunter's Arrow ... Re Au - 15
... Portée : Near ... Durée : Conc.(Once) ...
Increases the accuracy of a missile weapon by +7 for one shot. The target must be in the caster's line of sight and must be the same one the missile firer is aiming at.

Flight of the Gentle Breeze ... Re Au - 20
... Portée : Self ... Durée : Conc. ...
This spell is an easier version of the Wings of the Soaring Wind (ReAu 25) spell, thus very limited as well. Upon casting this spell, the maga rises to her desired height of travel above the ground, whereupon she floats along with the breeze. Thus the maga has no control over her direction or speed of travel, though the maga can control her height to a limited extent, i.e. altitude changes are slow.

Spells may be cast to control the breeze, such as Wind at the Back (ReAu 5) or similar. These, of course, require Concentration rolls...

Molding the Morning's Breath ... Re Au - 20
... Portée : Near ... Durée : Conc. ...
Shapes air into unnatural shapes, allowing the caster to shape weather and air phenomenon and to move bodies of air into liquids. The volume shaped has boundaries that air will not cross, but anything else may pass normally. The volume of air that can be shaped is a 5 pace diameter globe -- enough air for 1 person to breathe for 30 minutes.

Shielding the Rain of Death ... Re Au - 25
... Portée : Self ... Durée : Conc. ...
Makes the caster immune to all objects which travel through the air (and leave the wielders' hands), including spells which create missiles, before striking the caster. This applies only in the direction the caster is facing -- missiles from the rear are not deflected. Requisites depending on immunity chosen.

Retracing the Arrow's Path ... Re Au - 25
... Portée : Near ... Durée : Conc. ...
Reverses one missile per combat round back upon the attacker. The attacker makes an attack roll to hit the intended target, and if it is successful, that attacker is hit. Requisite depending on missile form.

Breath of the Djinn ... Re Au - 30
... Portée : Near ... Durée : Conc. ...
A 30' tall whirlwind is formed out of the air. It may cause up to +10 damage to anyone within four paces, due to flying debris, dependent on the circumstances: a wooded area contains limbs and sticks which will cause damage, while a wheat field only contains wheat and dirt which will cause less. Also, those who come within one pace of the whirlwind must make Qik - Enc rolls of 8+ to avoid being sucked up into it. These people are buffeted by the winds. When the whirlwind ends, they fall up to 20' to the ground, taking commensurate damage.

Calling the Wrath of the Storm ... Re Au - 40
... Portée : Local ... Durée : Nap ...
Cast during a storm, it allows the caster to call down one lightning bolt every 3 rounds upon targets in the storm for +50 damage per bolt. The spell lasts until the storm disperses for any reason. This spell is very good for covenant defense, but dangerous -- 2 extra botch dice.

Protection of the Raging Storm ... Re Au - 50
... Portée : Zone Near ... Durée : Conc. ...
Cast under a cloudy sky, this spell calls lightning down around the caster, making it dangerous for people to attack her directly. Every round, one or two lightning bolts strikes within 5 paces of the caster (70% chance of 1 bolt). All people touching the ground within that radius must roll a stress die + (5 * Size) + (3 * Metallic Load), with botches zeroing the roll -- good time for a botch! The caster then rolls a stress die - 7 for the ground, and the storyguide may roll for trees and so on within the area. The highest total, or two totals if there are two bolts, gets hit -- damage is +30, metallic armor doesn't count. Ties mean the bolt forked; +15 damage each.

The spell ends when the caster goes inside or the sky clears.

Next: Corporem Up: Auram Previous: Perdo Auram