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Creo Terram

Avalanche from the Clear Sky ... Cr Te - 20
... Portée : Near ... Durée : Sun./Perm. ...
Creates a number of large, jagged stones. There are enough to cover a circle one pace across, centered on whatever point the caster designates. They cannot be created inside of a solid object, but can be created in mid-air.
This spell can be used for filling in caves, making fords, etc.; but the most common usage is to create the stones over someone. When used in this way, they must be aimed. The aiming is a +3 if the stones are created immediately above the target, but for every 4 feet above the target, the aiming is at -1. Damage is +1 for every foot above the target. Furthermore, since cuirass armor does not include a helm, it does not protect the wearer from this damage; hauberk armor protects with half its normal value. The target can parry with a shield, giving them a +10 on the Soak roll, or dodge; either on a defense roll of 14+. Reduce the ease factor by 1 for every 4 feet above the target the stones are created.
In addition, the target is trapped. To get free requires 20 accumulated points (Ars Magica, p 38) from Str * 3 rolls against a 4 ease factor. Other people may help, and they have a 0 ease factor, but each attempt requires a Fatigue roll of 6+ for the helpers or 8+ for the target.

Distant Shadow of Manipulation ... Cr Te - 20
... Portée : Near ... Durée : [-1]Conc. ... Re
Creates a duplicate of some item anywhere within the caster's line of sight, which moves as the original item does. Thus, a copy of a sword can be created to attack an enemy at range, a page can be written from across a room, etc. Penalties for range will apply to all actions, making fine work difficult. The duplicate is an exact, mundane duplicate of the original, so it will not possess any enchantments the original may have. The spell ends when the caster stops concentrating, or when the item is prevented from mimicking the original by destruction, restraint, etc.

Gleam of the Recent Polishing ... Cr Te - 20
R ... Portée : Touch ... Durée : Perm. ...
Causes any one metal object to be unaffected by the passage of years. It will, in fact, continue to gleam as if polished. Any Perdo Terram spell aimed at affecting the metal as if it had aged must win a die + Level. Even if the Perdo Terram spell wins, the Gleam will remain, and will return the object to its undecayed, polished state in 10 days if the object is not destroyed in the meantime. It does not increase the object's strength, except insofar as it was weakened by decay. It can be cast on one object of up to man-size. If the object is broken, the spell vanishes.
This spell can also be used to restore rusted items, but it will not regenerate the item.
If the object is small, the ritual uses less vis.

Barrier of Faerie Stone ... Cr Te - 25
... Portée : Near ... Durée : Sun./Perm. ... Vi
As Circle of Faerie Stone (CrTe 30), but forms a wall one pace thick, which can be at most five paces by five paces and which must be anchored by rock on at least three sides.
This spell would make an effective doorway to a sanctum if it were cast (with vis) over the doorway. Then, casting Suppressing the Wizard's Handiwork (ReVi Gen) could be used to open it.

Umbrella of the Piercing Rain ... Cr Te - 25
... Portée : Touch ... Durée : Nap ...
The target of this spell is a missile which, once fired, will split into several copies of itself (simple die + 1 copies), which will each attack the target separately. Make a separate roll for each missile, and apply the damage of all that hit to the target. Duplicates of the original will be mundane versions of the original, so any magical properties the original may have will only apply to the first missile which attacks. A botch with the targeting roll for the original missile indicates a botch for all missiles.

Protection of the Immovable Rock ... Cr Te - 35
... Portée : Self ... Durée : Sun. ...
Creates a spherical rock around the caster with a 5 pace diameter. The caster is left in a small hollow about 2 paces across. The rock is rough enough not to roll down gentle hillsides; casting this spell on steep slopes is not recommended. The air in the hollow lasts only an short time, but a CrAu spell of about 10th Level would refresh the air for the duration.
Requisites: Intellego Imagnonem to see out.

Bands of Burning Iron ... Cr Te - 35
... Portée : Near ... Durée : Conc. ... Ig
Creates 3 Bands of Burning Iron around a person, which then contract rapidly to entrap the target. One surrounds the person just below the shoulders, one around the waist, and one on the lower legs. If the target is expecting the Bands, she can make a Qik roll of 7+ to avoid having her arms bound to her body; if she is not, she must first make a Per + Alertness roll, and add 1 to the ease factor of the Qik for every point under 15 of her Per + Alertness roll.
The Bands are nearly unbreakable, being half an inch of high quality iron -- the target will only be able to break if them if she is giant or magically strong. Other people might be able to pull the top and bottom Bands off with a Str * 3 roll of 20+; each attempt will cause the other person +10 fire damage. The actual target gets +15 fire damage each round that all three Bands are on her (+8 for 2 and +2 for 1 Band.) The flames go out when the caster loses concentration, and the Bands crumble to dust a round later.

As Once Was, So Shall Be Again ... Cr Te - 70
R ... Portée : Touch ... Durée : Sun./Perm. ... Mu Vi
Makes an object for which the caster has all the pieces whole and complete as if it had never been broken -- it does not repair the object; it actually undoes the breakage. The object regains its magical powers and other special properties. Useful for mending artifacts and other such things where lesser spells are not appropriate. The ritual might also take special components or other hard-to-find stuff related to the artifact.
Casting Requisites: Form of the target, and maybe arts appropriate to any major powers of the artifact.

Builder of Mountains ... Cr Te - 70
R ... Portée : Touch ... Durée : Moon/Perm. ...
The caster causes a steep mountain to grow from the spot on which he stands. The caster must maintain concentration, and for each round he concentrates, the mountain grows 3 paces high, starting at about 5 paces in diameter the first round, increasing by 5 paces in diameter each round. Any structures caught in the path of the growing mountain will be destroyed or severely damaged, and anyone attempting to climb the growing peak will be at -4 to all movement rolls due to the instability and steepness of the grade. Most plants will survive unharmed, or will be damaged only slightly (roll of 3+ for undamaged, a roll of 0 means the plant was killed). The caster need not make any rolls to remain atop the mountain, but needs to make a Concentration roll of 9+ every minute to continue the spell. If the caster is distracted by anything, a normal spell Concentration roll is required. The spell will stop if the edge of the mountain ever reaches consecrated ground, or if the mountain ever reaches 300 paces high (roughly 500 paces in diameter).

Conjuring the Splendid Home ... Cr Te - 70
R ... Portée : Near ... Durée : Moon/Perm. ...
A more advanced version of Conjuring the Mystic Tower (CrTe 50), this spell will create a building exactly to the caster's specifications. It can be up to 120 feet tall, and 50 feet around. The appearance of the stone can be whatever the caster specifies, for example black marble, gold, or pure gemstones. Whatever the appearance, it will be super-hard, in effect the very essence of stone. Virtually no earthly power will affect it. In particular, any spell that wishes to destroy or harm the tower must match its Level on a die + Level! Any spell or power that could, even possibly, be blocked by stone, will be blocked by the walls of this tower, thus Pilum of Flame (CrIg 20) will flame uselessly against the tower, the caster of Image from the Wizard Torn (ReIm 15) will always fail her Concentration roll when attempting to pass through (or, at least, it's increased by +70), but Summoning the Distant Images (InIm 35) will be unaffected, since it cares not about the intervening medium, thus it is good to still have a Parma Magica around a covenant in this tower.

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