Entrapping the Spirits of the Earth ... Re Te - Gen
... Portée : Touch ... Durée : [-1]Sun. ...
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.
Prepare ye the Way ... Re Te - 10
... Portée : Touch ... Durée : Conc. ... In
Locks or unlocks any mundane, metallic lock, unless the metallic pieces involved
are too heavy.
Avoidance of the Leper's Touch ... Re Te - 15
... Portée : Near ... Durée : Sun. ...
The target of this spell is an object, which will be repulsed from
anything coming near it except the surface upon which it rests.
Whenever anything comes within 3 paces, the object will move in a
random direction away from whatever is approaching. The object will
stop when forced against an obstruction.
Casting Requisites: appropriate form for the target.
Lifting the Weighty Burden ... Re Te - 15
... Portée : Touch ... Durée : Sun. ...
Makes an inanimate object up to 10 pounds in
weight only half as burdensome as normal. Divide Enc for the object by 2.
Blessing of the Lightened Load ... Re Te - 15
R ... Portée : Touch ... Durée : Inst. ...
As Lifting the Weighty Burden (ReTe 15), but a permanent
enchantment on an item.
Terror of the Stones ... Re Te - 15
... Portée : Zone Near ... Durée : Sun. ...
Protects the caster from stone and metal missiles. Adds 6 to the ease
factor of an archer trying to hit the caster with fully stone or metal
missiles: sling pellets, rocks, etc., and 3 to the ease factor of an
archer attacking the caster with a missile partly made of metal or
stone: wooden arrows with stone or metal arrowheads, etc. Also provides
a +2 bonus on rolls to avoid damage from falling rocks, avalanches,
etc. If Stone Tell of the Mind that Sits (InTe 30) or a similar
spell is cast while this spell is in effect, all rocks will be fearful and
hostile.
Magic's Capable Hands ... Re Te - 20
... Portée : Touch ... Durée : Conc. ...
Controls an object, making it respond to your mental manipulations
rather than physical ones. The object is manipulated using the
caster's Finesse score rather than the normal skills required to
effectively use the item, and the caster's mental attributes are used
in place of physical ones: Int instead of Dex, Per instead of Qik, and
Stm instead of Str (Stm representing your magical strength rather than
your physical strength). For example, if used to wield a sword, your
combat totals would be: 1st = Per + Finesse + Weapon Speed; Atk = Int +
Finesse + Attack Bonus; Dam = Stm + Finesse + Damage Bonus, and Parry
= Finesse + Parry Bonus.
Magical Nail ... Re Te - 20
... Portée : Near ... Durée : Sun. ...
Holds an item motionless relative to the earth, no matter what
position the item is in, or whether the item has any support or not
(the item may be suspended in the air, for instance). The item resists
motion with a Str equivalent of +3 (which is strong enough for you to
climb on top of it, if you wish).
The Traitorous Blade ... Re Te - 20
... Portée : Near ... Durée : Conc. ...
As The Traitorous Spear (ReHe 20) but works only on weapons at
least 90% stone or metal.
Requires a casting requisite if the remainder is not Terram related
(usually Herbam or Animal).
The Two-Edged Armor ... Re Te - 20
... Portée : Near ... Durée : Conc. ...
Causes the target's metal armor to start crushing her. The target must
Soak +8 damage with Stm + Size each round the spell is in effect.
Liked by many magi for the irony as much as anything else...
Ward Iron ... Re Te - 25
... Portée : Self ... Durée : Sun. ...
Makes all iron (and steel) shy away from the caster, increasing
defense rolls vs. iron or iron tipped weapons by +10. However, the
caster will have a very hard time (-4 to rolls) when attempting to
hold items with iron attached, and may not pick up anything made of
iron.
Recall the Thieves' Bounty ... Re Te - 40
... Portée : Zone Sight ... Durée : Conc. ...
Transports anything you own and know well back to you.
Bringing Forth the Treasures of the Earth ... Re Te - 50
R ... Portée : Zone Sight ... Durée : Inst. ...
Casting this spell on an appropriate piece of land causes the earth to
open up and disgorge its treasures in the form of metals, gems and other
minerals specified by the caster and lying within 100 paces of the site
of casting. The earth then seals itself once more leaving the treasures
which it has given up. (NB: While this is a very effective means of
acquiring large amounts of wealth and vis(if you are lucky), it is not
the type of activity that is prone to endear one to Earth spirits of any
nature. Many Magi Terrae who have used this to garner vast amounts of
wealth have been destroyed later by elementals and faeries whose
treasures they were). There is also an Aquam equivalent of this spell.
Calling up the Wrath of the Earth ... Re Te - 50
R ... Portée : Touch ... Durée : Inst. ...
Causes an earthquake, about 8.0 on The Richter Scale. Standard effects
of this spell include widespread destruction of buildings and considerable
loss of life. Death of PC's in the area will have to be decided on a
case-by-case basis, with those in the open countryside unlikely to be
hurt, and those in a ruined tower almost certainly dead. If the area
is normally prone to earthquakes, the shock may cause aftershocks of
high magnitude. Using or transcribing this spell is generally frowned
upon, particularly as there are few areas far enough away from all
covenants to avoid causing damage to some of them. Also, it will
probably destroy some churches, angering the divine powers, and knock
down some Faerie woods, angering the Faeries. It is also quite
dangerous, since the caster is as affected by the spell as any other
in the area, and is unlikely to survive without protection. There are
also rumors that repeated use of this spell may anger some elemental
forces. In short, don't use this spell unless you are not prepared to take
on the whole universe.
Next: Vim Up: Terram Previous: Perdo Terram