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.