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Rego Vim

Bane ... Re Vi - Gen
R ... Portée : Touch ... Durée : Inst. ...
Enchants an item to work especially well vs. a particular opponent or class of opponent, making enchanting the item easier (+10 to laboratory work and +5 Level effect to ritual spells) to enchant after this spell is cast, but preventing the effects to work on anything but the enemy specified in the bane. The bane must be a fairly specific class of things, such as dragons, nobles, or diabolists -- more general classes than this will not work. The bane only affects spells of a Level equal to or lower than the Level of the bane + 10 put into it.

Binding the Mobile Forms ... Re Vi - Gen
... Portée : Near ... Durée : Spec. ...
With this spell, the caster can bind an elemental to perform one or more specific services. For each multiple by which the Level of this spell exceeds the elemental's Might, truncating all fractions, the elemental must perform one service for the caster. The services that a bound elemental performs for the caster must either all be specified at once, in which case the tasks are performed in order by the elemental until all are completed, or may be specified one at a time, in which case each will be performed as given, and the elemental will return to be given the next service, until all are completed. If the latter method is used, the maga must give the elemental the new service to be performed immediately upon its return, each time it returns. This spell ends when the caster fails to provide the elemental with a service to perform, all bound services are completed by the elemental, or at the new or full moon, whichever comes first.
Casting requisite: Form of the elemental.

Calling the Mobile Forms ... Re Vi - Gen
... Portée : Spec. ... Durée : Spec. ...
This spell summons an elemental to the caster and gives the caster the power to communicate with the elemental summoned until the next full or new moon or until the elemental finishes all services owed to the caster, whichever comes first. This spell must be cast where a large amount of the appropriate element exists in pure form -- the more powerful the elemental summoned, the larger and more pure the source must be. This spell is cast normally, but since the elemental summoned moves under its own power, it will take time to appear. In general, the elemental will take 15 minutes per 5 points of its Might to respond to the summons, modified by circumstances and location. The elemental summoned will be of Might equal to the spell level unless the location is not appropriate (not enough of the pure element for the summons) or other factors interfere, in which case the elemental summoned will be less powerful than desired. This spell will never summon a more powerful elemental unless a botch, the storyguide, or a whimsy card interferes, or the caster knows the name of the elemental to be summoned. This spell can be used to summon a specific elemental whose name is known to the caster, provided the elemental's might is less than or equal to twice the Level of this spell (having an elemental's name gives you more power over them).
Casting requisite: Form of elemental being summoned.

Catching the Fleeing Spell ... Re Vi - Gen
... Portée : Self ... Durée : Spec. ...
Helps the caster control her magic. If the next spell she casts is of lower or equal Level to the Catch, she gets 2 less botch dice on it. (1 die if she would get 2, 0 if she would get 1.) The spell must be cast before the next Sunrise/Sunset. If the next spell cast is of higher Level than the Catch, or the caster doesn't zero her roll, the spell fades with no effect.
This spell can also be fast-cast if the caster starts to lose control of a spell she is casting. If this is attempted, she must make an Int + Magic Theory + Qik roll of 15+ to catch the spell before it goes off. If successful, the caster gets 1 less botch die than normal -- no effect if she would have only 1.
This spell is often put in a ``continuously on'' magic item. However, if used this way, it can become a crutch, leaving the caster unable to control her magic at all without the item...

Delay of Mighty Magics ... Re Vi - Gen
... Portée : Near ... Durée : Spec. ...
Delays the effects of a spell for a few moments (one round per 5 Levels over half the Level of the spell). As it is designed to be cast with another spell it only requires a Concentration roll of 9+.

Enchantment of the Heartfelt Oath ... Re Vi - Gen
R ... Portée : Touch ... Durée : Spec. ... Me
A special form of Watching Ward (ReVi Gen), this spell places another spell in waiting on at least two targets, who must all be willing. All the targets make an oath during the casting, and all are bound so that the oath will be fulfilled. If one of the targets ever breaks the oath she will be subject to the spell placed in waiting, which cannot be stopped by any form of magical protection. Unlike the normal Watching Ward, this spell relies upon the belief of the participants (hence the Mentem requisite) -- if any of them believes they have broken their oath, they will be affected by the spell in waiting. Once one of the targets is affected by the spell in waiting, the Enchantment of the Heartfelt Oath is broken, releasing all participants from their oaths, and giving all participants an impression of the oath breaker and knowledge of their release. All participants must be present when this spell is cast, but once the oaths are made, there is no limit to the range at which this spell works. The spell placed in waiting may be of any Level up to the Level of the Enchantment of the Heartfelt Oath, minus 5 Levels per 2 participants in the spell. Because of the nature of this spell (involving willingness and oaths by the part of the participants, and distance between the targets), this spell acts as double its normal Level to resist dispelling unless all participants are present, and if it is dispelled with only one participant present, the other participants will still gain knowledge of the participant who broke the spell. If at any time all participants agree to the abolition of this spell, it will dissolve, and the spell placed in waiting will disperse.

Guiding the Spell ... Re Vi - Gen
... Portée : Spec. ... Durée : Spec. ... In
This spell helps aim other spells. It is cast, and then, while concentration is maintained on the Guide, another spell of not more than the Guide's Level is cast. The second spell then gets a +5 to its aiming roll. If the second spell is not more that half the Guide's Level, the bonus is +10, if quarter, then +15, etc., because lower Level spells, having less power and thus less ``inertia'', are easier to turn towards their target.
Note that this spell actually perceives the target the other spell is aiming towards, and actively changes the spell's direction, thus there is a casting requisites of the form of the target (normally Animal or Corporem).

Pentagram ... Re Vi - Gen
... Portée : Near ... Durée : Sun. ...
General supernatural being warding spell, preventing beings with might scores up to Level / 2 + die from crossing the circle. This spell will last any length of time if it is used to contain a supernatural being, but will have a duration of only Sun. if it is used to keep supernatural beings from entering the ring. In either case, the spell depends upon the containing force of the Pentagram, and if the markings of the Pentagram are broken, the spell will cease.

Restraining the Eager Magics ... Re Vi - Gen
... Portée : Spec. ... Durée : Conc. ...
Delays the effects of the next spell(s) you cast for as long as you concentrate. Since this spell was designed to be cast with another spell, the Concentration roll required to maintain this spell while casting another is only a 9+. Multiple spells may be delayed with this spell, provided the total Level of the spells does not exceed the Level of this spell.
You might want to increase the Concentration roll by +3 per spell being restrained, but I don't think it's really necessary. With this spell, you can hold several small spells, and release them all at once. Targeting is a tricky matter to deal with in any delays.

Shielding the Prying Eyes ... Re Vi - Gen
... Portée : Near ... Durée : Conc. ... In
Protects against Intellego spells, acting as magic resistance against Intellego spells. Level of resistance is equal to Level + 10 + die.

Spell's Faithful Guardian ... Re Vi - Gen
... Portée : Spec. ... Durée : Spec. ... Me
Makes a spell independent of the caster's control, giving the spell freedom within certain guidelines outlined by the caster. Botches on this spell usually make the guidelines wrong (not necessarily disastrous), and even on successes the spell may end up taking liberties with the guidelines, especially if the spell runs for a long time. Spells up to the Level of the Spell's Faithful Guardian spell may be made independent, but once this spell has been cast, the spell it was cast on may no longer be controlled by the caster. May only be cast on spells the caster has control of -- see Stealing the Wizard's Art (ReVi Gen). This spell ends when the target spell ends, and extends the duration of spells normally requiring concentration to Sun. Hermetic scholars continue to argue whether this spell creates a pattern for the spell or calls up a minor elemental (Vim elemental?) to run the spell.

Stealing the Wizard's Art ... Re Vi - Gen
... Portée : Spec. ... Durée : Spec. ...
The caster of this spell may wrest control of a spell already cast or being cast by another maga, allowing the caster of this spell to determine the course (target, motion, etc.) of the original spell. An already cast spell resists with Level + die vs 1/2 Level of this spell + die. A spell being cast is resisted by the casting maga with a roll of Re + Vi + Int + form + die, where form is the form of the spell being cast. Once the spell has been taken over, it acts exactly as if the new controller had cast it except where the power of the spell is concerned.
Casting Requisites: Technique and form for the spell being usurped.

Thaumaturgic Triangle ... Re Vi - Gen
... Portée : Near(Ring) ... Durée : [-1]Sun. ...
This spell amplifies and focuses magical energies causing them to affect a larger area than normal. The caster draws a circle on a surface, inscribed with a triangle, that defines the area of the spell. Cast on another spell, the Thaumaturgic Triangle creates a ring which will affect everything that comes into contact with the perimeter which extends in a dome above the circle as though it had been effected by the contained spell. The circle is 2 paces in diameter, but may be expanded (see below). Any spell up to the Level of Thaumaturgic Triangle may be affected, minus five Levels per pace beyond 2 the circle diameter is extended. If the circle is too large for the spell it contains, the contained spell will be weakened by 5 Level equivalents per extra pace diameter or fraction thereof of the Thaumaturgic Triangle.
Casting Requisites: Technique and form of the contained spell.

The Trickster's Indirection ... Re Vi - Gen
... Portée : Spec. ... Durée : Spec. ...
This spell shifts the originating point of another spell involving a target, shifting it to another person or thing. The original caster of this spell determines the target normally, and then determines the effective caster with this spell. In essence, the caster acts only as a catalyst for the spell, designating where both ``ends'' of the spell will be. Any spell up to the Level of The Trickster's Indirection may be effected.

Wizard's Riposte ... Re Vi - Gen
... Portée : Spec. ... Durée : Spec. ...
A specialized Watching Ward (ReVi Gen), the spell placed in the Riposte is automatically cast at the source of any attack made against the target of the Riposte, whether the attack succeeds or not. The type of attack to respond to (magical, mundane, or either) is specified when the Riposte is cast, and when the Riposte is activated, the spell in the Riposte is cast without any intervention by the target of the Riposte, allowing the target of the Riposte to perform other actions as well.

Traversing the Magical Path ... Re Vi - 10
... Portée : Self ... Durée : Spec. ...
This spell gives the caster a +5 bonus for crossing the first regio boundary encountered. If not used by sunrise or sunset, the spell dissipates. Previous knowledge of a boundary is not necessary for the spell to work.

Firing the Cursed Clay ... Re Vi - 15
... Portée : Near ... Durée : Sun. ...
Binds a demon into its current form, preventing it from changing shape for the duration of the spell.

The Contest of Wills ... Re Vi - 20
... Portée : Near(Eye) ... Durée : Nap ...
This spell enables the caster and a demon to undergo a test of wills. The victor of the contest gains a great deal: if the caster wins, she gains complete control over the demon for a full year; if the demon wins, she gains the caster's soul. The demon must be willing to enter into the contest.

The Deceiver's Oath ... Re Vi - 20
... Portée : Near ... Durée : Perm. ...
Binds a demon to its word, forcing it to fulfill the letter of the statement it makes. The demon must be willing to succumb to this spell, but once the demon has said it will succumb, it cannot change its mind. The letter of a demon's word is what is adhered to, not the intent, so this spell is obviously very limited, since the demon will not intentionally say anything which will bind it in any meaningful way. Even demons make mistakes, though.

The Futile Limit ... Re Vi - 20
... Portée : Near ... Durée : Sun. ...
Places a limit on a demon, preventing it from performing any one action for the duration of the spell. The action specified must be specific, for example ``biting anything'', ``using your power of flight'', ``attacking innocent people'', etc., and it may name a specific person or thing: ``harming me'', ``using magic on the mayor'', ``interfering with mass'', etc. Actions more broad than these will have little or no effect.

Reigning in the Forked Tongue ... Re Vi - 20
... Portée : Near ... Durée : Sun. ...
Forces a demon to remain silent for the duration of the spell, uttering no sounds but making noise for other actions such as movement.

Transfer the Essence of Magic ... Re Vi - 20
... Portée : Near ... Durée : Conc. ...
This spell ``moves'' raw vis from one medium into another, at the rate of one vis point(pawn) per minute, during which concentration must be held. The "container" to which the vis is moved must be appropriate for the Art. Without an appropriate container, the spell fails, leaving the vis in its original form. Botch ideas include release of the power contained in the vis, or simply having the vis be destroyed, in addition to any normal botch effects. The spell ends when all vis points have been transferred, or the Magus stops concentrating. Only vis of a type attuned to one Art may me transferred with each casting of this spell; if there is both Muto and Animal vis in a corpse, you have to cast the spell twice to move both. This spell requires a Casting Requisite in the Art of the vis being transferred, and also requires an extra botch die for every point of vis in the source attuned with this spell.

Tearing the Mystical Veil ... Re Vi - 25
... Portée : Touch ... Durée : Spec. ... Pe
This spell creates a temporary magical opening into a regio one level higher or lower than the one currently occupied by the caster. When casting, the mage actually reaches out and tears a hole in the fabric of the regio with her bare hands, so the width of the tear is limited by the mage's arm-span and the height of the tear is roughly twice the width. The opening must be physically held open by the caster and will snap close one round after releaed. Each round that the tear is held open, the caster must make a fatigue roll of 6+. A failed roll simply indicates a lost fatigue level, and does not affect the spell, unless the mage falls unconscious. For the spell to have any effect, the penetration roll of the spell must equal or exceed the roll needed to enter regio under normal circumstances. Beings passing through the opening cross into the next level of the regio automatically.

Travel the Paths of Shadow ... Re Vi - 25
... Portée : Spec. ... Durée : Spec. ...
This spell must be cast within 3 paces of a Shadow Cairn. It allows the caster to enter the Shadow Roads and travel along them. The caster may take one other person she is linked with -- someone she is touching directly, or who is linked via a line of people touching -- along for every 5 points by which her roll exceeded the spell Level. If the caster does not roll high enough to take everyone with whom she is linked, the spell will fail, and the caster will lose a fatigue level. The spell lasts as long as the group travels along the Shadow Roads, or until the dawn comes and the moon is no longer visible in the sky, at which point the travellers will be abruptly returned to regular modes of travel. The caster may end the spell at any point she passes a Shadow Cairn, but may not end the spell while between two stones.

Servant of Singular Value ... Re Vi - 25
... Portée : Near ... Durée : Conc. ...
This spell limits a demon to using only one of its powers, which the caster must specify -- if she doesn't know what any of its powers are, this spell won't work. The demon may not use any magical powers other than the power specified for the duration of the spell, though it may perform any non-magical actions it wishes, and it cannot be prevented from using powers which work automatically or which have constant effect.

The Unholy Puppet ... Re Vi - 35
... Portée : Near ... Durée : Conc. ...
The caster speaks the name of a demon and gains complete control over it, controlling its movements, the use of its powers if its powers are known, its speech, etc. so long as concentration is maintained. Control over the demon's motions are complete, and Finesse rolls need not be made, since it is actually the demon performing the actions -- the demon is simply following mental commands. Does not work if demon Might exceeds 50.

The Sorcerer's Revenge ... Re Vi - 40
R ... Portée : Self ... Durée : Year/Perm. ... Co
This spell enchants the caster's own body and mind so that when the caster is killed, she will be preserved long enough to utter one last spell -- a dying curse on the caster's murderer. In addition, this spell will channel the caster's magical energies upon its release, effectively doubling the Level of the curse, making the Level of the spell equal to the total of the caster's Int + arts + affinities, and adding +20 Penetration, but draining the caster's body of all magical and mental energies -- meaning the body will have no vis and the caster's soul will be destroyed, leaving no ghost. Note that the caster is who determines at the time of her death who exactly her murderer was, which can lead to some incorrect blame being placed. Legends in the Order of Hermes tell of the mad magus Telyanos, who, upon her death by a rock slide, cursed the mountain itself, making the mountain a dangerous place for many years, and eventually reducing the mountain to a huge pile of rubble. It is the preservation of life long enough for selection of the target and the use of the vis in a maga's body that makes this spell different than a Watching Ward (ReVi Gen) carrying a given spell.

The Ties that Bind ... Re Vi - 40
R ... Portée : Touch ... Durée : Moon/Perm. ... Co Me
Binds the caster and a willing consors together magically, so that they may share magic and strength. They will know the direction and approximate distance, the wounds and state of fatigue, and the general emotions of each other at all times. They are considered under Wizard's Communion (MuVi Gen), and each may choose to take body and fatigue levels from the other instead of themselves when they are wounded or fatigued. Spells cast on either must overcome the magic resistance of both, and if successful, will affect both equally. In addition, each may add their Confidence to the others' rolls, whether they know what the other is rolling for or not.

Anchoring the Mystic Veil ... Re Vi - 50
R ... Portée : Touch ... Durée : Perm. ...
Creates a permanent point of entry from the mundane world to a particular place and level with a specific regio. The spell must be cast twice, first from within the regio, then on the corresponding point in the mundane world. The castings must both succeed and be performed within the space of a sunrise to sunset (or vice-versa) for the gateway to form. The actual spell must be anchored to two objects which have some semblance, however remote, to a door or gateway - and which exist on both levels of existence (eg. two stately trees, a pair of rock columns, or a set of ever-burning, magica braziers.) If any of the anchors for the spell are destroyed, the gateway is dispelled. Warning: Often the inhabitants of regio do not like their peace disturbed, and may take an active role in destroying the gate or tormenting its cretors. Casting requisite: appropriate for the form of the gate-anchors.

Word of Betrayal ... Re Vi - 50
... Portée : Near ... Durée : Conc.(Once) ...
This spell forces a demon to speak its true name, loud enough so that it can be clearly heard.

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