0% found this document useful (0 votes)
33 views81 pages

Spellbook v16

The document is a spellbook detailing various Animál spells used in Hermetic Magic, categorized by their effects and levels. It includes spells for healing animals, summoning creatures, transforming animals, and controlling their actions, along with specific mechanics such as duration and quintessence costs. Each spell is described with its level, effects, and any special requirements or limitations.

Uploaded by

Garry Moss
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
33 views81 pages

Spellbook v16

The document is a spellbook detailing various Animál spells used in Hermetic Magic, categorized by their effects and levels. It includes spells for healing animals, summoning creatures, transforming animals, and controlling their actions, along with specific mechanics such as duration and quintessence costs. Each spell is described with its level, effects, and any special requirements or limitations.

Uploaded by

Garry Moss
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Grimoire of Hermetic Magic v2

Hermetic Spellbook
Animál Spells
Animál Spells affect all natural things that are not plants or humans, doing to animals what Mentem and Corpus do
to people. Animál Spells may affect any animal-like mind or body.

Creo Animál (CrAn)


Full Health of Beast and Bird
Cancels or mitigates the effect (short of death) of an attack made against an animal (not for use on people).
Healing 1d6 per level (10) Only usable on animals (-½)
Level Various
Quintessence 1/level
Duration Sun (Instant)
Spontaneous 3 (10)
Formulaic 3 (10)
Ritual 2 (10)

Creo Animál (CrAn)


Weaver's Trap of Webs
Causes a huge net of spider webs to grow in the targeted area.
Entangle. 1d6 per level (10) Area of Effect Radius (4m) (+1/4)
Level Various
Quintessence 1/level
Duration Sun (Instant)
Spontaneous 4 (13)
Formulaic 4 (13)
Ritual 3 (13)

Creo Animál (CrAn)


Hat of Rabbits
This spell enables to pull a small animal (Rabbit, Dove etc) from a place that cannot be seen (eg sleeve)
Summon 10 pt animal (2), Expnded Class (+1/4), 0 End (+1/2)
Level 1
Quintessence 1
Duration Instant
Spontaneous 1 (4)
Formulaic 1 (4)
Ritual 1 (4)

Creo Animál (CrAn)


The Mended Tear
This spell flawlessly mends a tear in any fabric made of animal products such as wool and leather. A similar spell
exists for fabrics of plant fibre (Creo Herbam) and man-made synthetics (Creo Artificiem)
Cosmetic Transformation 2d6 (Repair) Total Points (6)
Level 1
Quintessence 1
Duration Instant
Spontaneous 1 (6)
Formulaic 1 (6)
Ritual 1 (6)
Creo Animál (CrAn)
The Venomous Blade
This spell creates a serpents venom on any bladed weapon. The victim must make a CON roll at -5 (or be immune to
poisons) or take an extra 1d6 Killing Damage from the wound. Each casting creates enough venom to coat one blade.
1d6 KA (15)
Level 2
Quintessence 1
Duration Sun (Instant)
Spontaneous 4 (15)
Formulaic 3 (15)
Ritual 2 (15)

Creo Animál (CrAn)


Wizards Mount
Creates a horse which is normal in every way but is not disturbed by the gift.
Summon one animal built on up to 60 Total Points (12)
Level 2
Quintessence 1
Duration Sun (Instant)
Spontaneous 8 (12)
Formulaic 8 (12)
Ritual 5 (12)

Creo Animál (CrAn)


Beast Summoning
With this spell, a conjuror can summon any normal animal built on up to 100 Character Points. This would include
any small animal or bird, a small bear, a chimpanzee, a pony, a wolf, or some serpents. The animal appears instantly
when the caster completes the spell.
Summon one animal built on up to 100 Total Points (20), Expanded Class (animals +½)
Level 3
Quintessence 3
Duration Sun (Instant)
Spontaneous 8 (30)
Formulaic 8 (30)
Ritual 5 (30)

Creo Animál (CrAn)


Calling the Pack
This spell will cause the nearest pack of predators Up to 200 point creatures, such as Lions, wolves, etc.) to appear
next to the spell caster. The pack will number four on arrival, because if the pack is larger than four, those not under
the Call will not be summoned. Makng a deal with the pack will depend on recognizing the pack leader and
befriending him.
Summoning 200 point (four animals) (50), Expanded class (pack predators (+¼), Extra Time: 15 minutes (-1)
Level 3
Quintessence 6
Duration Instant
Spontaneous 11 (60)
Formulaic 11 (60)
Ritual 09 (60)
Creo Animál (CrAn)
Dogs of War
With this spell the caster summons war dogs. These dogs will attack anyone the caster wishes in a certain area. They
will continue to attack as long as the caster maintains the spell. The dogs can be killed by normal weapons, and are
DCV 3, DEF 6 and have 12 BOD.
1d6+1 RKA (Physical) (20), AE 8m Rad, Selective (+3/4), Continuous (+1/2), The caster can be forced to make a new
attack roll on a target being attacked if the dog attacking is killed (-1)
Level 4
Quintessence 4/Phase
Duration Conc
Spontaneous 8 (45)
Formulaic 9 (45)
Ritual 6 (45)

Creo Animál (CrAn)


Animal Army
The character creates or unleashes a horde of tiny animals — rats, biting and stinging insects, scorpions, or the like
that swarm over a target, killing him with thousands of tiny attacks.
RKA 1D6 (15), NND (defense is a PD Force Field, being englobed in a PD Force Wall, or hermetically sealed resistant
PD; (+1), Does BODY (+1), Continuous (+1), Reduced Endurance (0 END; +½), Limited Range (10”; -¼)
Level 7
Quintessence 6/action
Duration Sun (Constant)
Spontaneous 14 (65)
Formulaic 16 (65)
Ritual 10 (65)

Intéllego Animál (InAn)


Image of the Beast
Gives you a mental image of an animal you have an arcane connection to.
Mind Scan, 6D6 (30), only vs. an animal you have an arcane connection to (-1).
Level 3
Quintessence 3/phase
Duration Sun (Constant)
Spontaneous 7 (30)
Formulaic 7 (30)
Ritual 5 (30)

Intéllego Animál (InAn)


Requisite Mentem (If wounds are on a person)
Vision of the Marauding Beast
By touching wounds created by a beast, you get a mental image of the beast from the perspective of the person or
creature attacked. If the victim didn’t see the beast, you can’t see it either. If the attacker wasn’t a beast, the spell
refuses to function. If the wounds are on a person, this spell requires a Mentem requisite.
Clairsentience (retrocognition) (40), Retrocognition only (-1)
Level 4
Quintessence 4/phase
Duration Sun (Constant)
Spontaneous 9 (40)
Formulaic 9 (40)
Ritual 6 (40)
Muto Animál (MuAn)
The Unseen Chef
Instantly converts raw ingredients into a well cooked meal. One casting prepares a meal for one and the caster can
choose the precise dish. If plates and dishes are placed with the ingredients then the meal will appear on them. The
quality of food is often a reflection of the magus’ own cooking skill (but not always), the food is always edible.
Minor Transformation (Raw Ingredients to cooked meal) 2d6 (10)
Level 1
Quintessence 1
Duration Instant
Spontaneous 2 (10)
Formulaic 2 (10)
Ritual 2 (10)

Muto Animál (MuAn)


Steed of Vengeance
Turns a horse into a ferocious magical beast, its coat a deep black and its eyes a fiery red. Its teeth transform into
fangs and its hooves into claws. The creature can gallop as fast as a cheetah and run on water. The horse tolerates a
Magus rider but when they dismount the horse must make CON roll or die of shock. The transformation is slow
taking approximately 1 minute.
Severe Transform 2d6 (30) (Horse 15 BOD + 100 points enhancements = 35 Bod = 70 to Transform), Uncon (+1/2), Continuous
(+1/2)
Level 6
Quintessence 6
Duration Sun (Instant)
Spontaneous 16 (60)
Formulaic 16 (60)
Ritual 11 (60)

Muto Animál (MuAn)


Create sewer beast
Turns a rat into a monstrous hybrid of man and rat. The transformation is slow and painful taking approximately 1
minute.
Severe Transform 2d6 (30) (Rat 3 BOD + 150 points enhancements = 35 Bod = 70 to Transform), Uncon (+1/2), Continuous (+1/2)
Level 6
Quintessence 6
Duration Sun (Instant)
Ritual 10 (60)

Muto Animál (MuAn)


Requisite Corpus
The Beast Remade
Gives one land beast a human form though its intellect stays the same. Some features of the animal are retained in
the human form. Once transformed the beast will be disorientated for a while but will soon adjust.
Severe Phy Transform 2d6 (30) (assorted animals +1/4), Uncontrolled (+1/2), Continuous (+1/2)
Level 7
Quintessence 7
Duration Sun (Instant)
Spontaneous 18 (70)
Formulaic 18 (70)
Ritual 12 (70)
Muto Animál (MuAn)
Create sewer beast swarm
Turns a swarm of rats within a 4m radius of the caster into monstrous hybrids of man and rat. The transformation is
slow and painful taking approximately 1 minute.
Severe Transform 2d6 (30) (Rat 3 BOD + 150 points enhancements = 35 Bod = 70 to Transform), Uncon (+1/2), Continuous
(+1/2), AE 4m R (+1/4), No Range (-1/2)
Level 7
Quintessence 7
Duration Sun (Instant)
Ritual 10 (70)

Muto Animál (MuAn)


Carrier Pigeon
This spell creates a carrier pigeon that can carry a message of upto two sentences. When it arrives it will sing the
message to the person before disappearing. The pigeon must actually travel the route from caster to recipeint
although it will never get lost or tired. It will not stop to eat or drink.
Mind Scan 4d6 (Standard Effect = 15) +20 OMCV (60), Slow (-2), Cannot Attack Thru Link (-1/2)
Telepathy 4d6 (Standard Effect = 15) (20), Linked to Mind Scan (-1/2), Slow (-2), Cannot Attack Thru Link (-1/2)
Level 8
Quintessence 8
Duration Sun (Instant)
Spontaneous 11 (80)
Formulaic 11 (80)
Ritual 08 (80)

Muto Animál (MuAn)


Requisite Corpus
Transformation of the Ravenous Beast to the Torpid Toad
Turns any animal into a toad
Transform 5d6 (Severe) (75) (assorted animals +1/4)
Level 10
Quintessence 10
Duration Sun (Instant)
Spontaneous 25 (95)
Formulaic 25 (95)
Ritual 18 (95)

Perdo Animál (PeAn)


Bug Zapper
This utilitarian spell is especially handy for those summer days when the bugs really begin to swarm. Any insect that
attempts to land on the wizard receives a nasty jolt of electricity, sufficient in almost every instance to kill the bug.
1 pip RKA versus ED (Electricity) (5), Constant (+½), 0 End (+1/2), AE (Skin) (+¼), Damage Shield, Persistent (+¼), No
range (-½)
Level 1
Quintessence 0
Duration Instant
Spontaneous 3 (13)
Formulaic 3 (13)
Ritual 2 (13)
Perdo Animál (PeAn)
The Chef’s Special
With this spell meat can be cut with such skill and finesse as to draw the eny of a master chef.
Cosmetic Transformation (Prepare Meat) 3d6 (9)
Level 1
Quintessence 1
Duration Instant
Spontaneous 2 (10)
Formulaic 2 (10)
Ritual 2 (10)

Perdo Animál (PeAn)


The Unravelled Seam
This spell affects any single item of clothing or personal possession (eg purse or bag) of leather or wool that has been
woven or knitted causing the item to unravel.
Cosmetic Transformation (Unravel Item) 3d6 (9)
Level 1
Quintessence 1
Duration Instant
Spontaneous 2 (10)
Formulaic 2 (10)
Ritual 2 (10)

Perdo Animál (PeAn)


Cleanse the Magi’s Body
This handy spell removes all those little annoying forms of life that people or animals can occasionally become host
to. It is much favoured by house-proud wizards and the better sort of wise-woman - however, it is important not to
use this spell on small or delicate pets!
½ d6 Energy RKA (10), AE (Surface) (+1/4), Only Affects Living Things (-¼), Does no Damage if Target is Not Killed (All
or Nothing) (-1)
Level 1
Quintessence 1
Duration Instant
Spontaneous 2 (10)
Formulaic 2 (10)
Ritual 1 (10)

Rego Animál (ReAn)


Determent of the Dog’s Bark
Dogs will not bark at the target as he approaches or passes by. Particularly viscious guard dogs will still attack but will
not bark.
Darkness to Hearing (Block Sound of Dog’s Barking) (5), AE 16m Rad (+3/4)
Level 1
Quintessence 1
Duration Concentration (Constant)
Spontaneous 2 (10)
Formulaic 2 (10)
Ritual 2 (10)
Rego Animál (ReAn)
Violence of the Long Calmed Beast
The target animal suddenly feels violent and rebellious. This seeming innocuous spell can be very disconcerting as
sheep become vicious killers etc.
Severe Transformation 3d6 (Murderous Beast) Alt Defense (MD instead of PD (+0), Against EGO, Not BODY (+1/4)
Level 6
Quintessence 6
Duration Sun (Instant)
Spontaneous 13 (60)
Formulaic 14 (60)
Ritual 09 (60)

Rego Animál (ReAn)


Mastering the Unruly Beast
You can make an animal perform any action it is capable of. Touch is required to give a command (or alter a
command) It is more difficult to control stubborn or fierce animals.
Mind Control 12d6 (Standard Affect 42) (60), Animals only (-1/2), Commands only issued when touching (-3/4)
Level 6
Quintessence 6/action
Duration Instant (1 Command)
Spontaneous 12 (60)
Formulaic 12 (60)
Ritual 09 (60)

Rego Animál (ReAn)


Curse of the Ravenous Beast
Calls a swarm of locusts or other destructive insects on an area, destroying wildlife, plants, fields and any animals left
outside eg cattle within a 10km area. When the duration ends the insects disappear just leaving the damage in there
wake. This spell does not affect people.
RKA 1D6 (every 20 mins) (15), Megascale (upto 10km) (+1 ¼), 0 End (+1/2), Constant (+1/2), Uncontrolled (+1/2).
Level 6
Quintessence 6
Duration Moon (Constant)
Ritual 10 (60)

Rego Animál (ReAn)


Mastering the Beast
You can make a Beast (Creature remade with near human intellect) perform any action it is capable of. Touch is
required to give a command (or alter a command).
Mind Control 12d6 (Standard Affect 42) (60), Animals only (-1/2), Commands only issued when touching (-3/4)
Level 6
Quintessence 6/action
Duration Instant
Spontaneous 12 (60)
Formulaic 12 (60)
Ritual 09 (60)
Rego Animál (ReAn)
Animal Spy
The character can communicate with many (perhaps all) of the animals in the vicinity, and can use them to spy for
him using there senses at a distance of up to 4 miles.
Clairsentience (Sight, Hearing, and Smell Groups) x16 range (60); Only through Th e Senses Of Animals (-¾), Extra
time (5 mins minimum) (-1)
Level 6
Quintessence 6
Duration 1 Hour (Constant)
Spontaneous 10 (60)
Formulaic 11 (60)
Ritual 07 (60)

Rego Animál (ReAn)


Violence of the Long Calmed Herd
The target herd suddenly feels violent and rebellious. This seeming innocuous spell can be very disconcerting as
sheep become vicious killers etc.
Severe Transformation 3d6 (Murderous Beast) Alt Defense (MD instead of PD (+0), Against EGO, Not BODY (+1/4)
AE 32m rad (+1), No Range (-1/2)
Level 7
Quintessence 7
Duration Sun (Instant)
Spontaneous 14 (70)
Formulaic 15 (70)
Ritual 10 (70)
Aquam Spells
Aquam affects water and all other liquids. It cannot affect the liquids in a body such as blood, that requires Corpus.

Creo Aquam (CrAq)


Footsteps of Liquid Oil
As the caster walks, a none flammable slippery oil spreads from his feet in a slick 8m wide. Any action other than
walking slowly and carefully requires a Dex or relevant skill roll at -3 to avoid falling. Once on the floor a roll is again
required at -3 to get to their feet.
Change Enviroment ( -3 to rolls to stay on feet) (12), Area of Effect Radius (8m) Mobile, None Selective (+3/4)
Level 3
Quintessence 3
Duration 1 Hour (Constant)
Spontaneous 5 (20)
Formulaic 6 (20)
Ritual 4 (20)

Creo Aquam (CrAq)


Copy Liquid
Creates a perfect copy (without) container of a liquid the caster has succesfully analysed
Major Transform 4d6 (40) Improved result group (+1/4), Must have succesfully analysed first (-1)
Level 5
Quintessence 5
Duration Sun (Instant)
Spontaneous 09 (50)
Formulaic 10 (50)
Ritual 07 (50)

Creo Aquam (CrAq)


Might Torrent of Water
A torrent of water explodes from your outstretched arms towards the target knocking them off their feet.
EB 8d6 (40), Double KB (+1/2), AE 2m and Accurate (+1/2)
Level 8
Quintessence 8
Duration Instant
Spontaneous 22 (80)
Formulaic 22 (80)
Ritual 14 (80)

Intéllego Aquam (InAq)


Subtle Taste of Poison and Purity
Determines all the mundane properties of a liquid that you touch with your tongue. Gives a +3 bonus to the roll.
Detect/Analyse/+3 to roll (15)
Level 2
Quintessence 2
Duration Instant
Spontaneous 5 (15)
Formulaic 5 (15)
Ritual 3 (15)
Intéllego Aquam (InAq)
Analyse Properties of Liquid
Determines all the mundane properties of a liquid that you touch with your finger. Gives a +3 bonus to the roll.
Detect/Analyse/+3 to roll (15)
Level 2
Quintessence 2
Duration Instant
Spontaneous 5 (15)
Formulaic 5 (15)
Ritual 3 (15)

Intéllego Aquam (InAq)


Enchantment of the Scrying Pool
Turn a body of water into a scrying pool. Innately magical people can see any spot they know of that is within sight of
some natural body of water. The view is as from a boat sat on the water. Maximum range for scrying is 500 miles or
800km (That is 500 miles from where the spell is cast to the body of water)
Clairsentience (sight) x80 range (50), Megascale 10km (+1 ¼),0 End (+1), Only thru natural body of water (-1)
Level 16
Quintessence 0
Duration Sun (Constant)
Ritual 22 (162)

Muto Aquam (MuAq)


Purify Water
Purifies a quantity of tainted or unclean water.
Major Transform 4d6 10 pints per Body rolled (40)
Level 4
Quintessence 4
Duration Sun (Instant)
Spontaneous 09 (40)
Formulaic 11 (40)
Ritual 06 (40)

Perdo Aquam (PeAq)


Cloak of the Duck’s Feathers
Makes water run off one object or creature, protecting the target and the target’s apparel from dampness. The spell
is broken if the target is submerged in water.
Barrier (2) (Skin) 1PD (Vs Rain Only) (-1)
Level 1
Quintessence 1
Duration Sun (Instant)
Spontaneous 1 (2)
Formulaic 1 (2)
Ritual 1 (2)
Perdo Aquam (PeAq)
Feathers of the Snow Owl
Makes Snow fall off one object or creature, protecting the target and the target’s apparel from dampness. The spell
is broken if the target is submerged in water or snow
Barrier (2) (Skin) 1PD (Vs Snow Only) (-1)
Level 1
Quintessence 1
Duration Sun (Instant)
Spontaneous 1 (2)
Formulaic 1 (2)
Ritual 1 (2)

Perdo Aquam (PeAq)


Requisite Corpus or Animal
Curse of the Desert
Removes most of the fluid from the target’s body, doing 2D6+1 damage. Casting requisites are Animál for beasts and
Corpus for humans.
2D6+1 RKA AVLD (35) (All or Nothing) (+1), Does Body (+1)
Level 11
Quintessence 11
Duration Instant
Spontaneous 30 (105)
Formulaic 30 (105)
Ritual 20 (105)

Perdo Aquam (PeAq)


Requisite Corpus or Animal
Desicate
Removes most of the fluid from the target’s body, doing 2D6+1 damage. Casting requisites are Animál for beasts and
Corpus for humans.
2D6+1 RKA AVLD (35) (All or Nothing) (+1), Does Body (+1)
Level 11
Quintessence 11
Duration Instant
Spontaneous 30 (105)
Formulaic 30 (105)
Ritual 20 (105)
Artificium Spells
Artificium governs the manipulation of man-made materials. If a material is a composite or alloy, that is MORE than
50% man-made it is affected by this Form.

Creo Artificium (CrAr)


The Mended Tear
This spell flawlessly mends a tear in any man-made synthetics. A similar spell exists for fabrics of plant fibre (Creo
Herbam) and fabrics of animal skins or wool (Creo Animal)
Cosmetic Transformation 2d6 (Repair) Total Points (6)
Level 1
Quintessence 1
Duration Instant
Spontaneous 1 (6)
Formulaic 1 (6)
Ritual 1 (6)

Creo Artificium (CrAr)


Ammunition Aplenty
This spell creates bullets out of thin air. Each casting creates one bullet for every 1 point rolled on the Transform.
Major Transform 3d6 (30) (create missile weapons out of thin air)
Level 3
Quintessence 3
Duration Instant
Spontaneous 8 (30)
Formulaic 8 (30)
Ritual 5 (30)

Creo Artificium (CrAr)


Requisite Auram (For power)
Iconic Ground Vehicle
This spell when cast on a working model of car, motorbike or other ground vehicle, quickly has all aspects of it
turned into a ‘perfect form’. A ground vehicle may attain all aspects of a Challenger SRT Hellcat or Camaro Z28 (If a
car) or MTT Turbine Y2K or Suzuki Hayabusa (If a bike) In each instance the vehicle this is cast on will retain its
original form (though that form will be immaculate in all ways)
Summon Iconic Ground Vehicle 200 points (40), Expanded Class (Ground Vehicle) (+1/4), Amiable (Slavishly Devoted) (+1),
OAF (Bulky) (-1 ½)
Level 9
Quintessence 9
Duration Sun (Instant)
Spontaneous 15 (90)
Formulaic 16 (90)
Ritual 11 (90)
Creo Artificium (CrAr)
Requisite Auram (For power)
Animate Technology
The character can use cyberkinetic commands to cause local technology and spare parts to re-assemble themselves
into several minor robots to help him perform tasks or attack his enemies. (See The HERO System Bestiary and other
Hero Games supplements for robot character sheets you could use in conjunction with this power, or design your
own, provided they cost no more than 150 Total Points.) The power will not function if the only parts available are
from machines that could have an affect on combat.
Summon up to 4 robots built on up to 150 Total Points (40), Expanded Class (minor “robots”; +¼), Slavishly Devoted
(+1), OIF (must have sufficient technology/parts available; (-½), Extra Time (Full Turn (-½).
Level 9
Quintessence 9
Duration Instant
Spontaneous 16 (90)
Formulaic 17 (90)
Ritual 12 (90)

Creo Artificium (CrAr)


Carnival of Carnage
This spell, when cast on a shooter, causes the bullet he fires to multiply in flight and become so numerous that they
strike every target in a 64m radius area. The shooter has to ‘Hold’ his Action until the Magi casts the spell, then let fly
with the Advantage applied to his bullet. The spell doesn’t create more ammunition for shooters to use again. The
Usable As Attack Advantage allows the Magi to apply it to the shooter with the Magi’s own action and pay the END
cost for it so the shooter can fire unimpeded. Characters can apply it to other arrows, crossbow bolts, sling stones,
thrown daggers, and other such missile weapons as well, provided they fit within the Active Point limit.
Area Of Effect (64m Radius; +1¼) for up to a 45 Active Point missile weapon, Usable As Attack (see text; +1¼)
Level 11
Quintessence 11
Duration Instant
Spontaneous 30 (110)
Formulaic 30 (110)
Ritual 20 (110)

Creo Artificium (CrAr)


Requisite Auram (For power)
Iconic Air Vehicle
This spell when cast on a working small plane or other air vehicle, quickly has all aspects of it turned into a ‘perfect
form’. An air vehicle may attain all aspects of a XB-70 Valkyrie (If a plane) In each instance the vehicle this is cast on
will retain its original form (though that form will be immaculate in all ways)
Summon Iconic air Vehicle 600 points (120), Expanded Class (Air Vehicle) (+1/4), Amiable (Slavishly Devoted) (+1),
OAF (Bulky) (-1 ½)
Level 27
Quintessence 27
Duration Sun (Instant)
Spontaneous 45 (270)
Formulaic 48 (270)
Ritual 33 (270)
Intellego Artificium (InAr)
Perceive Cellphone Data Stream
The caster can listen in on a phonecall being made over a 3G or 4G network from an individual that he can see as
long as they are within 500m of him as if using the cellphone himself.
Telescopic Hearing +10, +5 Hearing (10), Only to perceive cellphone conversations (-1)
Level 1
Quintessence 1
Duration 1 Hour (Persistent)
Spontaneous 2 (10)
Formulaic 2 (10)
Ritual 1 (10)

Intellego Artificium (InAr)


Analyse Computer
The caster can analyse all the hardware in a PC he touches. With a perception roll at +5 he can read all none-
encrypted data stored on local drives and cable connected storage eg an external HD.
Detect +5, Analyse, Discriminatory (20)
Level 2
Quintessence 2
Duration 1 Hour (Persistent)
Spontaneous 4 (20)
Formulaic 5 (20)
Ritual 3 (20)

Intellego Artificium (InAr)


Perceive and Analyse Local Data Streams
The caster can sense and analyse internet traffic flowing anywhere around him within a 1KM radius. A perception
roll at +3 enables the caster to tune into or understand a specific none-encrypted stream.
Detect +3, Analyse, Range, 360 degree, Telescopic +14 (30)
Level 3
Quintessence 3
Duration 1 Hour (Persistent)
Spontaneous 8 (30)
Formulaic 8 (30)
Ritual 5 (30)

Intellego Artificium (InAr)


Spy In The Sky 1
The caster merges his senses with any active cameras and microphones to perceive the world. He can use CCTV,
Phone Camera’s, Secuirity Cameras, Phone Microphones etc and can move his perception point to use other devices
to perceive the world thru.
Clairsentience (See/Hear) (25), x4 Range (1km) (10), Mobile Perception Point 12m/phase (5), Only with Cameras and
Micophones (-1)
Level 4
Quintessence 4
Duration Conc (Constant)
Spontaneous 7 (40)
Formulaic 8 (40)
Ritual 5 (40)
Intellego Artificium (InAr)
Spy In The Sky 2
The caster merges his senses with any active cameras and microphones to perceive the world. He can use CCTV,
Phone Camera’s, Secuirity Cameras, Phone Microphones etc and can move his perception point very rapidly to use
other devices to perceive the world thru. He can also use separate devices (Upto 4) Simultaneously
Clairsentience (See/Hear) (25), x4 Range (2km) (10), Mobile Perception Point 100m/phase (20), Multiple Perception
Points x 4 (10) , Only with Cameras and Micophones (-1)
Level 6
Quintessence 6
Duration Conc (Constant)
Spontaneous 12 (65)
Formulaic 12 (65)
Ritual 09 (65)

Intellego Artificium (InAr)


Spy In The Sky 3
The caster merges his senses with any active cameras and microphones to perceive the world. He can use CCTV,
Phone Camera’s, Secuirity Cameras, Phone Microphones etc and can move his perception point very rapidly to use
other devices to perceive the world thru. He can also use separate devices (Upto 4) Simultaneously
Clairsentience (See/Hear) (25), x4 Range (4km) (10), Mobile Perception Point 100m/phase (20), Multiple Perception
Points x 100 (35) , +5 See/Hear (15), Only with Cameras and Micophones (-1)
Level 10
Quintessence 10
Duration Conc (Constant)
Spontaneous 18 (100)
Formulaic 19 (100)
Ritual 13 (100)

Muto Artificium (MuAr)


Requisite Auram (For power)
Cybermorphing 1
The magi has the ability to cyberkinetically transmutate one machine into another machine, or a collection of spare
parts into a working machine. The GM determines the BODY of the machine or spare parts (see 6E2 170-73 for
guidelines). The rules for adding or removing abilities with Transform (6E1 306) apply. Depending on the situation,
the GM may limit the scope of what the character can do with this power based on the material he’s got to work
with and the degree of similarity between the two machines. For example, a cyberkinetic could Transform a
television remote control into an infrared laser pistol, but not into a starter motor.
Severe Transform 4d6 (60)
Level 6
Quintessence 6
Duration Sun (Instant)
Spontaneous 13 (60)
Formulaic 16 (60)
Ritual 09 (60)
Perdo Artificium (PeAr)
The Unravelled Seam
This spell affects any single item of clothing or personal possession (eg purse or bag) of a synthetic or man made
fabric that has been woven or knitted causing the item to unravel.
Cosmetic Transformation (Unravel Item) 3d6 (9)
Level 1
Quintessence 1
Duration Instant
Spontaneous 2 (10)
Formulaic 2 (10)
Ritual 2 (10)

Rego Artificium (ReAr)


Requisite Auram
Vehicle Repair Interface
Allows the caster to interface with the vehicle, and have much greater knowledge over how all the parts work.
+5 Mechanic (10)
Level 1
Quintessence 0
Duration Concentration (Constant)
Spontaneous 02 (10)
Formulaic 03 (10)
Ritual 02 (10)

Rego Artificium (ReAr)


Requisite Auram
Vehicle Movement Interface
Allows the caster to interface with the vehicle, and have much finer tune over how it responds to his touch.
+5 Combat Driving (10) and +5 Combat Piloting (10)
Level 2
Quintessence 0
Duration Concentration (Constant)
Spontaneous 04 (20)
Formulaic 05 (20)
Ritual 03 (20)

Rego Artificium (ReAr)


Requisite Auram
Vehicle Repair
The caster becomes ‘one’ with the broken vehicle, splitting it into its component parts before they reassemble at
incredible speed into perfect working order. The repair can take from seconds to minutes depending on the size and
complexity of the vehicle. A requisite of Auram powers the electrics of the device but no fuel is provided.
Major Transform 2d6 (Standard Effect) (20), Improved Results Group (broken to repaired) (+1/4), Constant (+1/2)
0 End (+1/2), Requires a Mechanic (or other relevant skill roll) (-1/2)
Level 5
Quintessence 0
Duration Concentration (Constant)
Spontaneous 10 (45)
Formulaic 11 (45)
Ritual 07 (45)
Rego Artificium (ReAr)
Requisite Auram
Computer Repair
The caster becomes ‘one’ with the broken computer (this can include laptops and cellphones etc), splitting it into its
component parts before they reassemble at incredible speed into perfect working order. The repair can take from
seconds to minutes depending on the complexity of the device. A requisite of Auram powers the device.
Major Transform 2d6 (Standard Effect) (20), Improved Results Group (broken to repaired) (+1/4), Constant (+1/2)
0 End (+1/2), Requires a Computer Tech (or other relevant skill roll) (-1/2)
Level 5
Quintessence 0
Duration Concentration (Constant)
Spontaneous 10 (45)
Formulaic 11 (45)
Ritual 07 (45)
Auram Spells
Auram is the form of air, wind, and weather. It also governs gases. Auram is also used with Terram or Artificium to
manipulate electrical current and with Mentem to mentally interface with and control machines. A cyberkinetic can
read computer files. Some can even disrupt the functioning of machines, or cause them to fall apart.

Creo Auram (CrAu)


Requisite Rego
Support Life
Creates air that continually moves throughout a room, keeping the air breathable even if the room is air- tight.
Life Support (Self contained breathing) (10), UOO (Everybody within 10m) (+1)
Level 2
Quintessence 0
Duration Sun (Persistant)
Spontaneous 4 (20)
Formulaic 5 (20)
Ritual 3 (20)

Creo Auram (CrAu)


Requisite Rego
Chamber of Spring Breezes
Creates a breeze of fresh air that continually moves throughout a room, keeping the air continuously breathable
even if the room is air- tight.
Life Support (Self contained breathing) (10), UOO (Everybody within 10m) (+1)
Level 2
Quintessence 0
Duration Sun (Persistant)
Spontaneous 4 (20)
Formulaic 5 (20)
Ritual 3 (20)

Creo Auram (CrAu)


Air’s Ghostly Form
A thick fog forms around the magus, extending outwards for several paces. A breeze can push the fog around. The
fog dissipates at its natural rate, and may be all gone within as short a time as a minute.
Change Environment (create fog), -3 to ALL Sight Group PER Rolls and normal hearing (18), 0 End (+1/2)
Level 3
Quintessence 0
Duration Up to 1 hour (Constant)
Spontaneous 06 (25)
Formulaic 07 (25)
Ritual 04 (25)
Creo Auram (CrAu)
Requisite Artificiem
Charge Power Cell
Fully charges a depleted or partially empty battery or power-cell. A single A cell will charge from empty in 1 phase, a
car battery may take a few turns.
Minor Transformation 2d6 (10), 0 End (+1/2), Constant (+1/2), Uncontrolled (+1/2)
Level 3
Quintessence 0
Duration Instant
Spontaneous 4 (25)
Formulaic 5 (25)
Ritual 3 (25)

Creo Auram (CrAu)


Destroy the Personal Network
The character can project an electronic pulse of data that damages Internet Connected Devices on multiple targets in
a given area of effect one after the other. It jumps from Smartwatch, to Cellphone, Tablet, ebook reader etc. The
bolt hits the first target, then the second, and so on, and in the process it travels over or around any obstacles or
targets the character wishes it to ignore.
1D6+1 (Standard Effect) KA (20), Area Of Effect 4” Any Area 9-16x2m (+1
Level 4
Quintessence 4
Duration Instant
Spontaneous 16 (40)
Formulaic 19 (40)
Ritual 11 (40)

Creo Auram (CrAu)


Jupiter’s Strike
Creates a thunderclap heard only by one person who must make a CON roll -3 or be temporarily deafened.
Flash vs hearing 8d6 (40)
Level 4
Quintessence 4
Duration Instant
Spontaneous 09 (40)
Formulaic 09 (40)
Ritual 06 (40)

Creo Auram (CrAu)


Cloak of Sparks
The caster is wrapped in a cloak of electrical sparks that burn any opponents that strike the wizard. This spell will fail
to function if the wizard is wearing any form of metallic armour that could serve as a conductor for the electricity.
4d6 EB (Lightning) (20), Continuous (+1/2), AE (Surface) Damage Shield (+1/4), ½ End (+1/4), No Range (-1/2)
Level 4
Quintessence 2
Duration Conc (Constant)
Spontaneous 08 (40)
Formulaic 08 (40)
Ritual 06 (40)
Creo Auram (CrAu)
Breath of the Sandman
While casting this spell, the caster inhales a deep breath, then exhales a cone-shaped cloud of sparkling gas The gas
gradually creates a lethargic state in victims caught in the cone, clouding their thoughts and causing them to lose
coordination. The gas remains in place as long as the Wizard continues to spend END, and victims becoming
increasingly sleepy if they remain in the cone. Anyone warned beforehand, or entering the gas-filled cone after the
spell is cast, can hold their breath and avoid the effects of the gas. However, those who take damage from an attack
must make an EGO roll to avoid inhaling. An airtight head cover, a Fresh Air spell, or lack of need to breathe will
provide immunity to the effects of the gas. Once the caster exhales the powder, he cannot avoid the effects if he
then inhales the gas.
1d6 Drain Dex (10) & 1d6 Drain Int (10), NND (life support, holding breath) (+1/2), Area Effect Cone 8m Side (+1/4),
Continuous (+1/2), 0 End (+1/2), Doesn't work in rain or strong winds (-½).
Level 6
Quintessence 0
Duration Conc (Constant)
Spontaneous 11 (55)
Formulaic 12 (55)
Ritual 08 (55)

Creo Auram (CrAu)


Fog of War
This spell invokes a bank of thick, cloying fog covering an area with a radius of over 100 meters. A battle-mage can
use it to confuse enemy troops or conceal the movement of his own troops.
Change Environment (create fog), -3 to ALL Sight Group PER Rolls and normal hearing (18), 0 End (+1/2), Area of
Effect Radius, Selective (125m) (+1 1/2)
Level 6
Quintessence 0
Duration Sun (Constant)
Spontaneous 12 (55)
Formulaic 12 (55)
Ritual 08 (55)

Creo Auram (CrAu)


Controllable Chain Lightning
The character can project a bolt of lightning that hits multiple targets in a given area of effect one after the other.
The bolt hits the first target, then the second, and so on, and in the process it travels over or around any obstacles or
targets the character wishes it to ignore.
2d6 KA (30), Area Of Effect 4” Any Area (+1), Selective (Works against targets full DCV) (+¼).
Level 7
Quintessence 7
Duration Instant
Spontaneous 16 (70)
Formulaic 19 (70)
Ritual 11 (70)
Creo Auram (CrAu)
Jupiter’s Resounding Blow
Creates a thunderclap; anyone directly underneath must make a CON roll -3 or be temporarily deafened.
Flash vs hearing 8d6 (40), AE 32m r (+1)
Level 8
Quintessence 8
Duration Instant
Spontaneous 18 (80)
Formulaic 21 (80)
Ritual 12 (80)

Creo Auram (CrAu)


Deactivation
This power allows a cyberkinetic mage to break, shut down, or otherwise deactivate an electronic device, such as an
enemy’s blaster, a computer, or the spark plugs in a car. Once this Dispel works, getting the affected power
functioning again typically requires a Full Phase and succeeding with a roll using Electronics (or another appropriate
Skill); the roll suffers a -1 penalty for every 5 point by which the Dispel roll exceeded the power’s Active Points. Any
other powers built into the same device remain unaffected.
Dispel 20d6, Variable Effect (60), Any Electrical Device power one at a time (+½)
Level 9
Quintessence 9
Duration Instant
Spontaneous 20 (90)
Formulaic 24 (90)
Ritual 14 (90)

Creo Auram (CrAu)


The Incantation of Lightning
A lightning bolt shoots forth from your outstretched hand in the direction you are pointing, doing 4d6 damage to a
single target it hits. Those near the target must make a Dex roll -3 to remain standing. The bolt is inaccurate.
RKA 4d6 (60) Inaccurate -3 OCV (-9)
5d6 EB (25), Double KB (+1/2), AE (1 hex) (+1/4)
Level 10
Quintessence 10
Duration Instant
Spontaneous 20 (95)
Formulaic 25 (95)
Ritual 15 (95)

Creo Auram (CrAu)


Electromagnetic Pulse
The character projects a pulse of electromagnetic energy that disrupts the flow of electricity. This allows the
character to shut off electrical devices by frying their circuitry.
Dispel Electricity Powers 8d6, Expanded Effect + Variable Effect (all Electricity Powers simultaneously; +4)
Level 12
Quintessence 12
Duration Instant
Spontaneous 27 (120)
Formulaic 32 (120)
Ritual 18 (120)
Creo Auram (CrAu)
Breath of the Open Sky
You can call up a wind capable of devastating the countryside. You must stand under the open sky to cast this spell.
Once you have completed the ritual, a breeze picks up in front of you. As long as you face in the same direction, the
wind grows in speed and breadth. After a half an hour has passed, the wind is a gale roaring over the visible
countryside and beyond, strong enough to topple wooden structures and knock down trees. If you turn away from
your original facing for more than a few seconds, you have to make an EGO roll at -3 to maintain the spell. If you turn
away for a minute or more, the spell ends.
Telekinesis STR 40 (60), AE Cone (Up to 16m on a side) (+1/2), Megascale (1m = 1km) (+1), 0 End (+1/2), Complete
concerntration throughout (-1)
Level 18
Quintessence 0
Duration Sun (Constant)
Ritual 30 (180)

Creo Auram (CrAu)


Wrath of Whirling Winds and Water
The spell can only be cast at sea or at the coast, and creates an immense storm, 40 or more miles wide, of hurricane
intensity. The storm takes three or four hours to form completely, and rages for at least a day, or longer of it is cast
during time when storms are common in the region. The gale-force winds and lashing waves cause immense
damage along shorelines. Visibility is reduced to a few paces, missile fire is futile, and travel is nearly suicidal. Weak
structures are blown over, and all but most seaworthy ships are certain to flounder unless they can be beached
before the storm reaches full intensity. You must be able to see the area where you want to center the spell. The
cyclone dissipates at the storyguide’s discretion, but lasts for at least a day.
Telekinesis STR 60 (90), AE Rad 8m (+1/2), Megascale (1m = 10km) (+1 1/4), 0 End (+1/2), Persistent (+1/4),
Complete concerntration (-1/2), Slow (-1/2)
Level 30
Quintessence 0
Duration Sun (Constant)
Ritual 40 (300)

Intellego Auram (InAu)


CameraVision
The character can interface with monitoring devices within 2 miles of him, such as security cameras and “bugs,” and
use them to see and hear what they see and hear. The senses he can use depend on the “senses”
these devices have. For example, if he accesses a videocamera that cannot record sound (or does not have audio
recording turned on), he can’t use the Hearing Group part of this power.
Clairsentience (Sight and Hearing Groups) x16 range (50), Only Through Cameras And Listening Devices (-½),
Attack Roll Required vs DCV 3 (-¼)
Level 5
Quintessence 5
Duration 10 Minute (Constant)
Spontaneous 10 (50)
Formulaic 11 (50)
Ritual 07 (50)
Intellego Auram (InAu)
Requisite Mentem
Cyberpathy
The character mentally interfaces with a machine to read its files and records of use See APG 73 for more
information and guidelines.
Telepathy 8d6 (40)
Speed Reading x10,000 Speed (10)
Level 5
Quintessence 5
Duration 1 minute (Instant)
Spontaneous 11 (50)
Formulaic 13 (50)
Ritual 08 (50)

Rego Auram (ReAu)


Cybercontrol
The magi mentally interfaces with a computer or similar machine, overriding its control software and taking
command of it. This can prove particularly effective if the computer’s hooked up to large weapons or a building’s
security system.
Mind Control 8d6 (Machine class of minds) (40), 3 STR telekinesis (For flicking switches etc) (0)
See Cyberkinesis APG1 p70
Level 4
Quintessence 4
Duration Sun (Instant)
Spontaneous 09 (40)
Formulaic 11 (40)
Ritual 06 (40)

Rego Auram (ReAu)


Cloud Writing
On occasion, Air Wizards need to leave a message for all to see. This spell allows the Wizard to leave clearly visible
writing high overhead using wisps of vapour gathered from the air. The maximum altitude that a message can be
written is 7 kilometres, while the largest radius is ½ kilometre.
Images to Sight (10), AE 256m Radius (+1 3/4), 0 END (+½), x16 Increased Range (+1), Only to write with clouds (-1),
Not in low overcast or foggy weather, indoors or underground (-1)
Level 4
Quintessence 4
Duration Conc (Constant)
Spontaneous 06 (40)
Formulaic 16 (40)
Ritual 05 (40)
Rego Auram (ReAu)
Requisite Mentem
Erase/Alter Records
A cyberkinetic mage with this power can add, alter, or remove software and files to or from a computer with his
mind. See APG 73 for more information and guidelines about Mentally Transforming software and the like. In most
cases, adding, removing, or altering a sentient machine’s Psychological Complications requires a Severe Transform.
So does adding, removing, or altering a piece of software. Adding, altering, or removing a computer file may only
require a Cosmetic, Minor, or Major Transform effect, based on the GM’s judgment regarding the complexity and
importance of the information; the Partial Transform Advantage allows the cyberkinetic to achieve such lesser
effects easily.
Severe Transform 2d6 (30), ACV (uses OMCV versus DMCV (+¼), AVAD (MD) (+0), Partial Trans(+½), NoRange (-½),
Limited Target (computer software and files (-½)
Level 6
Quintessence 6
Duration Sun (Instant)
Spontaneous 10 (55)
Formulaic 12 (55)
Ritual 07 (55)

Rego Auram (ReAu)


Cleanse the Air
This spell is the most powerful of the spells that remove pollutants. In addition to removing smoke, pollen and other
irritating impurities, it will detoxify any and all poisonous gases, both those which act by inhalation and those which
act by skin contact. By removing impurities released by breathing, it will supply fresh air even in an enclosed space
indefinitely, but it will not supply air in a vacuum,
or underwater.
10d6 Dispel (30), Against upto 6 powers of a given special effect (Gases) & Variable Effect (+3), AE 8m r’ (+1/2)
Level 13
Quintessence 13
Duration Instant
Spontaneous 30 (135)
Formulaic 32 (135)
Ritual 21 (135)
Corpus Spells
Corpus magic affects dead bodies and the bodies of magical or faerie creatures that look human, as well as those of
living humans.

Creo Corpus (CrCo)


Miraculous Healing
The character can repair long-term damage to another person’s body over a 1 hour period — anything from damage
to the eyes, to loss of limbs, to removing scars and tattoos. In game terms, this Transform removes Complications
with physical effects, such as Physical Complications or Distinctive Features. The GM may also allow it to have
related effects, such as removing some Limitations from powers when they derive from a physical malady of some
sort.
Severe Transform 3d6 (45) (person with physical disabilities or deformities to otherwise identical person without
those disabilities or deformities; heals back through another application of this power, Fleshwarping, or a like power)
No Range (-½).
Level 5
Quintessence 5
Duration Sun (Instant)
Spontaneous 09 (45)
Formulaic 11 (45)
Ritual 06 (45)

Creo Corpus (CrCo)


Doppelganger
This spell allows the caster to divide himself into two exact duplicates. Each duplicate is free-willed and has the same
abilities as the original, including magical abilities. Though there is no absolute time limit on this spell, after a week
apart from the caster, the duplicate begins to develop independence, and may no longer desire to rejoin.
Duplication, 1 (up to) 500 point duplicate (100), Duplicate develops independence after one week (-1), 3X End (-1)
Level 10
Quintessence 30
Duration Instant
Ritual 12 (100)

Creo Corpus (CrCo)


Contagion
The character can, by touching another person, inflict a debilitating and possibly fatal disease upon him.
Drain CON 2d6 (20), Delayed Return Rate (points return at the rate of 5 per Hour; +1¾), NND (defence is Life Support
[appropriate Immunity]; +1) (75 Active Points); Extra Time (onset time begins 5 Minutes after victim is touched; -2),
No Range (-½)
RKA 1d6, NND (defence is Life Support [appropriate Immunity]; +1), Does BODY (+1), Extra Time (onset time begins 5
minutes after victim is touched; -2), Linked (-½), No Range (-½)
Level 12
Quintessence 12
Duration Instant (5 minutes onset time)
Spontaneous 17 (120)
Formulaic 19 (120)
Ritual 13 (120)
Creo Corpus (CrCo)
Company of Heroes
With this spell, the Wizard is able to multiply the numbers of a group 8-fold so that a small war band can become a
small army. The spell as written is for 175 point characters - if more powerful characters are in the area of effect,
weaker (175 point) duplicates of them are formed. At the spell’s end (when the caster wills it, or is incapacitated) the
duplicates all combine and the points totals are averaged. This may result in the death of surviving copies, if
sufficient injuries have been suffered.
Duplication (8 copies of up to 175 points each) (50), UOO (Up to 20 individuals) (+1 ½), 1 charge lasting 12 hours (+0),
Duplicates cannot recombine until end of spell (-1).
Level 12
Quintessence 0
Duration 12 Hours (Persistent)
Ritual 17 (125)

Intellego Corpus (InCo)


Detect Ailment
This spell enables the caster to determine if the person touched is suffering from some sort of ailment.
Detect Ailment (10)
Level 1
Quintessence 0
Duration Conc (1 Patient) (Persistent)
Spontaneous 2 (10)
Formulaic 2 (10)
Ritual 2 (10)

Intellego Corpus (InCo)


Detect and Diagnose Ailment
This dweomer will tell the caster (assuming the target is ill with something) precisely what the disease is. It will work
only for mundane diseases – unnatural diseases - lycanthropy and the like - are curses rather than diseases
Detect Ailment, Analyse, Discriminatory, +5 to PER Roll (20)
Level 2
Quintessence 0
Duration Conc (1 Patient) (Persistent)
Spontaneous 4 (20)
Formulaic 5 (20)
Ritual 3 (20)

Intellego Corpus (InCo)


DNA Profile
The character can “read” a subject’s DNA profile just by touching the subject’s skin, or a tissue or fluid sample from
the subject. The character can later recognise the subject using the same power. If the character has an appropriate
Science Skill or Knowledge Skill, he can also recognise and diagnose genetic diseases that might otherwise go
undetected.
Detect DNA Profile (28) (INT Roll) (no Sense Group), Discriminatory, Analyse, Microscopic (x1000), +6 to roll
Level 3
Quintessence 0
Duration 1 Subject (Constant)
Spontaneous 7 (30)
Formulaic 8 (30)
Ritual 5 (30)
Intellego Corpus (InCo)
Detect Life
This spell allows the caster to detect the presence of living creatures nearby.
Detect Life, Analyse, Discriminatory, Range, 360 degree, +5 to PER Roll
Level 3
Quintessence 0
Duration Instant
Spontaneous 8 (30)
Formulaic 7 (30)
Ritual 5 (30)

Muto Corpus (MuCo)


Synapse Enhancement
Caster can use this spell to make himself or others swifter and deadlier than normal.
Lightning Reflexes (+5 DEX for All Actions) (5); Costs Endurance (-½),
Level 1
Quintessence 1
Spontaneous 01 (5)
Formulaic 01 (5)
Ritual 01 (5)

Muto Corpus (MuCo)


Warriors Swiftness
Calling on his warrior-mage’s training, the caster can use this spell to make himself swifter and deadlier than normal.
Lightning Reflexes (+5 DEX for All Actions) (5); Costs Endurance (-½),
Level 1
Quintessence 1
Duration Sun (Constant)
Spontaneous 01 (5)
Formulaic 01 (5)
Ritual 01 (5)

Muto Corpus (MuCo)


The Magi’s Hound
This spell allows the caster to track odours as efficiently as a Bloodhound. However, he will still be unable to identify
any odours unless they have been smelled previously. Due to the enhance olfactory sense, powerful odours cause
STUN damage.
Tracking on scent (5), +5 PER Tracking Scent (10), Strong odours can cause cause STUN damage (-1/2), Doesn't work
in rain, or strong winds winds (-½).
Level 1
Quintessence 0
Duration Conc (Persistant)
Spontaneous 03 (15)
Formulaic 03 (15)
Ritual 02 (15)
Muto Corpus (MuCo)
Blood of the Earth
This spell allows a Geomancer to draw mana up out of the earth to fortify his body - making him as tough as the
mountains.
1d6 Aid to BOD (6), Inc Max Effect x4 (+(1/2), 20 Maximum, Constant (+1/2), Uncontrolled (+1/2), 0 End (+1/2),
Caster must be in contact with earth, rock, stone or brick (-½).
Level 2
Quintessence 2
Duration Sun (Constant)
Spontaneous 04 (18)
Formulaic 04 (18)
Ritual 03 (18)

Muto Corpus (MuCo)


Gift of the Bears Fortitude
This spell enhances a warrior-mage’s ability to endure damage in personal combat.
Armor 6PD/6ED (18), (only in personal combat -1/2)
Level 2
Quintessence 2
Duration Sun (Constant)
Spontaneous 05 (18)
Formulaic 05 (18)
Ritual 03 (18)

Muto Corpus (MuCo)


Enhanced Diaphragmatic Breathing
Calling caster can use this spell to make himself or others far more resistant to fatigue than normal.
+50 End, +5 Rec (15)
Level 2
Quintessence 0
Duration Sun (Persistent)
Spontaneous 03 (15)
Formulaic 04 (15)
Ritual 02 (15)

Muto Corpus (MuCo)


Neptunes Blessing
The caster casts this spell on a group of people that he wishes to enchant. If the spell is cast successfully, the entire
group of people will be able to breathe underwater as long as they stay close to the mage. Not only does the spell
allow the characters to breathe underwater but it also protects them from the crushing pressures and cold
temperatures found at deep depths.
Life Support (breathe underwater, withstand severe pressure, and intense cold) (8), UOO (Any within 10m, willing)
Must stay in LOS of caster (+1)
Level 2
Quintessence 0
Duration Sun (Persistent)
Ritual 02 (15)
Muto Corpus (MuCo)
Adrernal Surge (Strength)
Caster can use this spell to make himself or others far stronger than normal.
+15 Str (15)
Level 2
Quintessence 0
Duration Sun (Persistent)
Spontaneous 03 (15)
Formulaic 04 (15)
Ritual 02 (15)

Muto Corpus (MuCo)


Adrenal Surge (Reflexes)
Caster can use this spell to make himself or others far more agile than normal.
+10 Dex (20)
Level 2
Quintessence 0
Duration Sun (Persistent)
Spontaneous 04 (20)
Formulaic 05 (20)
Ritual 03 (20)

Muto Corpus (MuCo)


Enhanced Running
By overriding his body’s production of fatigue poisons and increasing the flow of blood to his leg muscles, the
character can run much faster than normal.
Running +10m (10), Reduced Endurance (0 END, character must still pay END for his base 12m of Running; +½)
Level 2
Quintessence 0
Duration Sun (Persistent)
Spontaneous 4 (15)
Formulaic 4 (15)
Ritual 2 (15)

Muto Corpus (MuCo)


Rapid Healing
When injured, the character kicks his metabolism and healing processes into overdrive so he returns to full health in
a matter of hours instead of days.
Regeneration (2 BODY per Hour) (16)
Level 2
Quintessence 0
Duration Sun (Persistent)
Spontaneous 4 (16)
Formulaic 4 (16)
Ritual 2 (16)
Muto Corpus (MuCo)
Adrenal Surge (Speed)
Caster can use this spell to heighten the reflex speed of himself or others.
+2 Speed (20)
Level 2
Quintessence 0
Duration Sun (Persistent)
Spontaneous 4 (20)
Formulaic 5 (20)
Ritual 3 (20)

Muto Corpus (MuCo)


Kevlar Skin
This spell enhances a casters ability to endure damage in personal combat.
Armour 6PD/6ED (18), (only in personal combat -1/2)
Level 2
Quintessence 2
Duration Sun (Persistent)
Spontaneous 5 (18)
Formulaic 5 (18)
Ritual 3 (18)

Muto Corpus (MoCo)


Requisite Animal
Animal Cry
This spell allows the wizard to reproduce the calls of a specific animal. The vocal chords change their form to match
those of the creature, so the wizard is unable to speak while maintaining this spell.
Images (Sounds) -5 to Roll (20)
Only to imitate calls of animal (-½), No Range (-½), Reforms vocal chords, making speech impossible (-½).
Level 2
Quintessence 0
Duration Conc (Constant)
Spontaneous 3 (20)
Formulaic 3 (20)
Ritual 3 (20)

Muto Corpus (MoCo)


Requisite Animal
Animal Forms
The spell for which Animist wizards are best known. This spell allows the wizard to take the physical form of any
animal. The new form does not gain any powers of the copied animal, and the mass of the wizard is not altered.
Shape Shift (to any animal forms), sight and touch groups
Level 2
Quintessence 2
Duration Concentration (Constant)
Spontaneous 4 (20)
Formulaic 5 (20)
Ritual 3 (20)
Muto Corpus (MoCo)
Requisite Animal
Animal Tongues
This spell enables the caster to speak in the languages of the beasts. While the spell is in effect, the caster can
communicate with any creature, but only one language may be spoken at a time. The usefulness of this spell
depends on the intelligence and perceptions of the target animal; sheep, for instance, probably wouldn’t have a
great deal of knowledge or interest in anything but grass, other sheep, and predators.
Level 2
Quintessence 2
Duration Instant
Spontaneous 4 (20)
Formulaic 5 (20)
Ritual 3 (20)

Muto Corpus (MuCo)


Body Heat Control
Description: By controlling his body temperature, a character can “blend in” with the ambient heat, thus rendering
himself invisible to the ability to perceive thermal variations.
Invisibility to Infrared Perception (20), 0 END (+½)
Level 3
Quintessence 0
Duration Concentration (Constant)
Spontaneous 7 (30)
Formulaic 5 (30)
Ritual 5 (30)

Muto Corpus (MuCo)


Requisite Creo and Rego
Living Hair
The character’s hair is extremely strong, and can move and lengthen up to 6m at his command. He can use it as extra
limbs.The character’s Extra Limbs also make him a skilled fighter in HTH Combat with Punch, Disarm, and Grab.
Extra Limbs (up to 10) (5); Costs Endurance (-½)
Stretching 6m (6); Limited Body Parts (Extra Limbs/hair only; -¼)
+3 with Punch, Disarm, and Grab (10)
Level 3
Quintessence 1
Duration Concentration (Persistent)
Spontaneous 4 (20)
Formulaic 5 (20)
Ritual 3 (20)

Muto Corpus (MuCo)


Appearance Manipulation
The character can alter the cosmetic details of his appearance — hair colour, eye colour, facial shape, lack or
presence of facial and body hair, and so forth. The transformation takes approximately 5 minutes.
Shape Shift (Sight Group), Imitation, Makeover (23), Reduced Endurance (0 END; +½); Cosmetic Details Only (-¼),
Extra Time (takes 5 Minute to alter shape; -¾).
Level 4
Quintessence 0
Duration Concentration (Constant)
Spontaneous 6 (35)
Formulaic 7 (35)
Ritual 5 (35)
Muto Corpus (MuCo)
Astral Awareness
This is the ultimate in sense spells. Through the use of Spatial Awareness, the casting mage becomes fully aware of
his surroundings.
Spatial Awareness (32), 360 degrees, Telescopic +8, +5 to PER rolls
Level 5
Quintessence 5
Duration Concentration (Persistant)
Spontaneous 09 (45)
Formulaic 11 (45)
Ritual 06 (45)

Muto Corpus (MuCo)


Bonewarping
This power allows a biomanipulator to warp, twist, and snap a victims bones, inflicting horrific damage.
RKA 1d6 (15), Constant (+½), NND (defence is having no skeletal structure or Power Defence; +½), Does BODY (+1),
No range (-½)
Level 5
Quintessence 5
Duration Concentration (Constant)
Spontaneous 09 (45)
Formulaic 11 (45)
Ritual 06 (45)

Muto Corpus (MuCo)


Disease Incubation
The character can use his control over his immune system as a weapon. He allows a disease to enter his body, then
uses his biomanipulatory powers to “wall it off” so that it continues to exist within him but doesn’t infect or affect
him in any way. If he wants, he can “unleash” the disease in such a way that he can infect anyone he touches.
Drain CON and BODY 4d6 (40), Expanded Effect (two Characteristics simultaneously; +½); Damage Over time (four
damage increments, 4d6 every two days for eight days, defences only apply once, cannot be re-used on target until
all damage has accrued; -3½), No Range (-½).
Level 6
Quintessence 6
Duration Instant
Spontaneous 07 (60)
Formulaic 08 (60)
Ritual 06 (60)

Muto Corpus (MuCo)


Desensitisation
Effect: Sight, Hearing, Smell/Taste, and Touch Flash 9d6
The character can with a touch, briefly shut down all of the character’s senses. It only works on senses coming from
a part of the target’s own body; it has no effect on technological senses, or magical senses.
Sight, Hearing, Smell/Taste, and Touch Group Flash 9d6 (60 Active Points); No Range (-½), Organic Senses Only (-¼).
Level 6
Quintessence 6
Duration Instant
Spontaneous 11 (60)
Formulaic 13 (60)
Ritual 08 (60)
Muto Corpus (MuCo)
Phermonic Control
The character’s body emits enhanced and augmented pheromones at his command. He can use these pheromones
to make himself more desirable or likeable to other people. Target must be very close to character (2 to 3 feet)
PRE +20 (20)
Mind Control 10d6 (50), Based on CON (-1), No Range (-½), Only to be more likeable/desirable (No real control) (-1½)
Level 7
Quintessence 7
Duration Instant
Spontaneous 11 (70)
Formulaic 12 (70)
Ritual 08 (70)

Muto Corpus (MuCo)


Fleshwarping
With his merest touch, the character can warp and shape the flesh of another living creature, causing it to melt,
meld, and reshape. The victim becomes not only hideous to look at, but weaker and less able to control and use his
misshapen body.
Severe Transform 3d6 (living creature to living creature with half his STR and DEX, two-thirds his CON, and two levels
of “ugly” Striking Appearance; heals normally or through a second application of this power), Partial Transform
(+½); Limited Target (living creatures; -¼)
Level 7
Quintessence 7
Duration Sun (Instant)
Spontaneous 14 (65)
Formulaic 16 (65)
Ritual 10 (65)

Muto Corpus (MuCo)


Cure Disease
This spell enables the caster to cure a person of disease.
17d6 Dispel vs. Diseases (51), Variable Effect (Any Disease) (+1/2), No Range (-½)
Level 8
Quintessence 8
Duration Instant
Spontaneous 16 (80)
Formulaic 17 (80)
Ritual 11 (80)

Muto Corpus (MuCo)


Induce Heart Attack
The character can cause persons near him to suffer a heart attack (or some similar, potentially fatal condition,
defined when he purchases the power).
RKA 3d6, NND (defence is Power Defence, having an artificial heart, or not having a heart; +½), Does BODY (+1),
indirect (character is always the Source, but Path can change with every use to avoid obstacles; +½), Limited Range
(40m; -¼), No Knockback (-¼).
Level 14
Quintessence 14
Duration Instant
Spontaneous 27 (135)
Formulaic 32 (135)
Ritual 20 (135)
Muto Corpus (MuCo)
Awake the Beast
This demanding spell is only rarely used as the caster has very little control over what can be an enhanced
bloodthirsty group of savages. It enhances ALL physical characteristics as well as running, climbing swimming
abilities. Senses become more acute, physical skills boosted.
Aid Physical Char 5d6 (30) Expanded Effect and Variable Effect (+4), 1 continuous charge of 5 minutes (-1), Useable
on Others (5 people) (+1), Side Effect (Major) whenever spell is used (blood thirsty and animalistic tendencies on
spell recipients) (-1)
Level 18
Quintessence 18
Duration Instant
Spontaneous 30 (180)
Formulaic 30 (180)
Ritual 25 (180)

Perdo Corpus (PeCo)


Dust to Dust
Turns a dead body or mindless undead body to dust in two turns. The spell doesn’t affect those undead possessed by
spirits. Once the spell is cast, there is no concentration required from the caster. To do this to an animal corpse
requires a Perdo Animál spell.
Minor Transform 1d6 (Standard Effect) (5), Constant (+1/2), 0 End (+1/2), Uncontrolled (+1/2)
Level 1
Quintessence 0
Duration Instant
Spontaneous 03 (15)
Formulaic 04 (15)
Ritual 02 (15)

Perdo Corpus (PeCo)


Death Touch
+3DC (15), Cost End to Activate (-1/2), Only v. 1 Specific Individual (-1), Must Have LOS on Target to Activate (-0)
Level 1
Quintessence 1
Duration Instant
Spontaneous 03 (15)
Formulaic 03 (15)
Ritual 02 (15)

Perdo Corpus (PeCo)


Marked for Death
This spell lets a death magi create a link with the victim enabling him to promote his weaknesses in combat. This
spell will only effect 1 target and gives the caster vastly enhanced hand to hand combat ability.
+5 x 5 point CL’s (All HTH Combat) (25), Cost End to Activate (-1/2), Only v. 1 Specific Individual (-1), Must Have LOS
on Target to Activate (-0)
Level 3
Quintessence 3
Duration 1 Hour
Spontaneous 04 (25)
Formulaic 04 (25)
Ritual 03 (25)
Perdo Corpus (PeCo)
Marked for Death
This spell lets a death magi create a link with the victim enabling him to promote his weaknesses in combat. This
spell will only effect 1 target and gives the caster vastly enhanced ranged combat ability.
+5 x 5 point CL’s (All Ranged Combat) (25), Cost End to Activate (-1/2), Only v. 1 Specific Individual (-1), Must Have
LOS on Target to Activate (-0)
Level 3
Quintessence 3
Duration 1 Hour
Spontaneous 04 (25)
Formulaic 04 (25)
Ritual 03 (25)

Perdo Corpus (PeCo)


Debilitating Disease
By means of this spell, the caster can touch a target and inflict a debilitating disease. The muscles of the victim will
wither and he will suffer gradual loss of strength, usually becoming as weak as a child. It will require several weeks
for this spell of weakness to pass.
1d6 Strength Drain (10), Recover 5 per Week (+2½), Continuous, Uncontrolled (+1), No Range (-½), Gradual Effect
(every 5 hours) (-3½),
Level 5
Quintessence 6 per Drain
Duration Instant
Spontaneous 6 (50)
Formulaic 6 (50)
Ritual 5 (50)

Perdo Corpus (PeCo)


Deafen
12d6 minor transformation (normal person to deaf person) , Deafness can reputedly be removed by a variety of
means - listening to a whole service of a church of healing, listening to a seashell into which a charm of healing has
been recited, etc. (-1/2)
Level 6
Quintessence 6
Duration Sun (Instant)
Spontaneous 12 (60)
Formulaic 13 (60)
Ritual 09 (60)
Perdo Corpus (PeCo)
Requisite Mentem
Curse Strong
This spell calls upon a major power of the lower planes to curse the target with a serious affliction. The caster has little
actual choice about the type, the actual affliction being determined by the evil spirit performing the task. To determine
the type, roll on the table below:

3D6 Affliction
3 Blindness (All the time, fully impairing)
4 -10 CON: Wasting Disease.
5 Claustrophobia (Uncommon, Total)
6 -5 DEX: Clumsiness 7 Deafness (Frequently, greatly impairing)
8 -10 STR: Weakness
9 -10 EGO, Only versus fear (-1): Cowardice
10 -10 COM, Disfigurement from Warts, Boils, etc.
11 Age Disadvantage, 5 point
12 -10 CON, Only versus disease (-1): Poor Health
13 -1 SPD: Gout
14 Muteness (Frequently, greatly impairing)
15 Amnesia (Common, Total)
16 5d6 Unluck, only for financial matters
17 Caster can choose one
18 Make two rolls on this table

The curse can only be lifted by a blessing from a god or holy artefact.
6d6 Major Transform (60), Limited Class (+¼); No choice over type (-¼)
Level 8
Quintessence 8
Duration Instant
Ritual 11 (75)

Perdo Corpus (PeCo)


Disintegrate
This powerful spell does just what it says. A target struck with this spell, even if protected by armour, will disappear
into a cloud of fine dust. Fortunately, the drain on the wizard's stamina is so enormous, this spell is rarely used.
3d6 Energy RKA (45), Penetrating (+½), Autofire 10 (+1), Does no stun (-1), Can only be shot at a single target (-¼), No
Range (-1/2) = 110/13
+16 Penalty Skill Levels vs Auto-fire Penalty (15), Linked to RKA (-1/2) = 15/2
Level 12
Quintessence 100
Duration Instant
Ritual 15 (125)

Perdo Corpus (PeCo)


Fog of Death
A sickly yellow mist rolls forth from the caster, enveloping and poisoning everything in its path. The only hope for
survival lies in fleeing the expanding cloud. After two minutes the poisonous effect dissipates, leaving a dense yellow
fog that covers the area for up to an hour.
4d6 BODY Drain (40), AE 1000m Cone (+2), Recover every Minute (+1), Continuous Uncontrolled (+1); Gradual
Effect (Every turn, -¼), 1 Continuing Charges 2 Minutes) (-1), Cone only advances 4" per segment (-1), No Range (-½)
Darkness to Sight Group (10), AE 1000m Cone (+2), 1 Continuing Charge lasting 1 Hour (Dispersed by Strong Winds)
(-1/2), Linked to Drain (-½), Cone only advances 4" per segment (-1), No Range (-½)
Level 23
Quintessence 23
Duration Instant
Ritual 25 (230)
Perdo Corpus (PeCo)
Requisite Mentem
Curse Major
The ultimate in damning an enemy, this powerful curse mercilessly depletes its victim of physical and/or mental
abilities. However, like many of the most powerful spells, when cast the mage must accept that the spell’s effects
will return to him threefold at some time in the future. To effect this spell, the caster must procure the victim's most
personal, most highly-cherished possession.
5d6 Drain vs. any 3 Characteristics (50), Expanded Effect & Variable Effect (Affects any 3 Characteristics
Simultaneously) (+1 ½), Recover 1 point per year (+3 ½), Caster will succumb to triple the spell’s effects at some time
(GM's discretion) in the following 20 years (-2), Must rest for 1 day afterwards (-1), OAF (victim's most personal
effect, Expendable, (-2)11
Level 30
Quintessence 30
Duration Instant
Ritual 26 (300)

Rego Corpus (ReCo)


Enhanced Digestion
The character’s body can derive nutriment from virtually any organic substance, provided he can swallow it safely.
Life Support (Diminished Eating: Any Protein) (1)
Level 1
Quintessence 0
Duration Sun (Persistent)
Spontaneous 1 (1)
Formulaic 1 (1)
Ritual 1 (1)

Rego Corpus (ReCo)


Environmental Resilience
The character can override his need for comfortable temperatures, food, and drink, thus making it more likely that
he can survive exposure and starvation.
Life Support (5) (Safe Environments: Intense Cold, Intense Heat; Diminished Eating: only has to eat once per week).
Level 1
Quintessence 0
Duration Sun (Persistent)
Spontaneous 1 (5)
Formulaic 1 (5)
Ritual 1 (5)

Rego Corpus (ReCo)


Anaesthetize
This spell will allow a healer to perform chirurgy and/or treat wounds without causing the patient pain. The spell will,
over the course of the casting time, put the patient to a deathlike sleep that will hold them quite motionless. The
spell thus aids the healer in his tasks. The caster must estimate the length of time he requires the patient’s
unconsciousness to last — once the trance is initiated, it cannot be cancelled until it has run its duration, without the
use of a spell such as Dispel Magic.
Simulate Death (3), UOO (+1/4)
Level 1
Quintessence 0
Duration 1 hour (Constant)
Spontaneous 1 (4)
Formulaic 1 (4)
Ritual 1 (4)
Rego Corpus (ReCo)
Environmental Resilience
The character can override his need for comfortable temperatures, food, and drink, thus making it more likely that
he can survive exposure and starvation.
Life Support (5) (Safe Environments: Intense Cold, Intense Heat; Diminished Eating: only has to eat once per week).
Level 1
Quintessence 0
Duration Sun (Persistent)
Spontaneous 1 (5)
Formulaic 1 (5)
Ritual 1 (5)

Rego Corpus (ReCo)


Requisite Animal (If cast on an animal)
Swift Journey
This spell enables the caster to travel at seven times the normal rate. It is not obvious, however; he will appear to be
travelling at a normal speed, and any observers will not notice anything unusual. Indeed, the caster himself will not
feel himself to be moving faster. However, the spell has the unique property of condensing the “long boring
stretches” so that the journey only takes one day per week of normal travel time. The caster will not remember ever
“skipping” or moving quickly. (it’s kind of like driving 85 MPH and it only feels like 55...) The caster may bestow this
power on one other, and continue to use it himself. It cannot be established at range; however the recipient does
not need to maintain line of sight contact. The wizard may bestow it on animals (such as a horse) too; in this case, he
would simply speak to the horse, and it would then carry its rider as usual.
8X NCM for Running (15), UOO (Caster + 1 other, (+1/2), Fully Invisible Power Effects (all senses) (+1/2)
Level 3
Quintessence 3
Duration Instant
Spontaneous 11 (30)
Formulaic 12 (30)
Ritual 08 (30)

Rego Corpus (ReCo)


Dimension Door
This spell allows the caster to teleport to a nearby location within view. The Wizard can carry up to an additional 100
kilograms through the portal, but the mage and any passengers are mildly disoriented for a full phase.
Power: 20m Teleport (20), UOO x2 Mass, Caster Controls Power, Caster Pays End, Must Stay Close to Caster (+1/2),
At ½ DCV for 1 phase after Teleport (-½)
Level 3
Quintessence 3
Duration Instant
Spontaneous 06 (30)
Formulaic 06 (30)
Ritual 04 (30)
Rego Corpus (ReCo)
FarTravel 1
This is a relatively powerful spell, as well as difficult for the unpractised It can teleport the caster up to 120 miles.
You must have an arcane connection with the place you are leaping to, such as a tile from the floor.
Teleport 20m (20), Safe Blind Teleport (+1/4), Megascale 1m = 10km (+1 1/4)
Level 5
Quintessence 5
Duration Instant
Spontaneous 11 (50)
Formulaic 12 (50)
Ritual 08 (50)

Rego Corpus (ReCo)


FarTravel 2
This is a very powerful spell, capable of transporting the wizard and up to 3 other people anywhere on earth.
Specifically, it can teleport a straight-line distance of 10,000 km, which is enough to go through a world up to
32,000 km in circumference. However it cannot be used for journeys of less than 1000 km. Also, the caster is likely to
end up some distance away from his intended target, unless he knows it well.
Teleport 10m (up to 400 Kg), Increased Mass x4 (4 people) (20), Megascale 1m = 1000km (+1 3/4), Safe Blind
Teleport (+¼)
Level 6
Quintessence 6
Duration Instant
Spontaneous 13 (60)
Formulaic 14 (60)
Ritual 09 (60)

Rego Corpus (ReCo)


Changeling
This is an enchantment of infiltration. The Changeling spell allows the wizard to snatch a person away and take his
place as a duplicate. If properly performed, the deception will only be noticed by someone who is watching at the
exact moment of the exchange, at which time the target will be seen in double. To prepare for the switch, a special
mark must be placed on the target. The spell caster then transforms into the likeness of the target, appears beside
him, touches him, and the target vanishes to reappear where the ritual was cast. The target need not be within sight
of the wizard when the spell is cast. The wizard must remain in his new form until he confronts the original target, or
until he is called by his true name. This spell causes an almost perfect copy of the target but NOT the mannerisms of
the target. Much research should be carried out to convincingly carry off the deception.
Shape Shift (Any humanoid + Immitation) (Sight, hear, smell, touch) (33), 0 END (+½), Persistent (+½); Must remain
Shape Shifted until called by true name, or meets duplicate, at which point the spell is cancelled (-½), only after
Teleport(-½) PLUS 10m Teleport, 2 floating locations (20) Megascale 1m = 1km (+1), UOO (+1 ¼)), Only usable to
appear next to victim and teleport him back to ritual point (-1),Victim must be marked (-½), x2 END (-½).
Level 13
Quintessence 0 + (4 x 2) = 8
Duration Moon
Ritual 17 (130)
Herbam Spells
Herbam is the form of plants and trees. This includes plant matter of all types, including that which is no longer alive,
such as dead wood

Creo Herbam (CrHe)


The Mended Tear
This spell flawlessly mends a tear in any fabrics of plant fibre. A similar spell exists for fabrics of man-made syntheitcs
(Creo Artificiem) and fabrics of animal skins or wool (Creo Animal)
Cosmetic Transformation 2d6 (Repair) Total Points (6)
Level 1
Quintessence 1
Duration Instant
Spontaneous 1 (6)
Formulaic 1 (6)
Ritual 1 (6)

Creo Herbam (CrHe)


Blessings of Nature
This spell calls upon the spirit of Nature to bless the ground and the people with a bountiful harvest of crops. This
will bring, overnight a bountiful harvest of crops.
2d6 Transformation (minor) (10), AE 8m rad (+1/2), Megascale 1m = 1km) (+1), Only where plants can grow (-¼),
Extra Time 5 Hours (-½).
Level 3
Quintessence 2
Duration Instant
Ritual 3 (25)

Creo Herbam (CrHe)


Arrows Aplenty
This spell creates arrows (or sling-stones) out of thin air. Each casting creates 1 arrow/quarrel or 2 slingstones for
every 1 point rolled on the Transform.
Major Transform 3d6 (30) (create missile weapons out of thin air)
Level 3
Quintessence 3
Duration Instant
Spontaneous 8 (30)
Formulaic 8 (30)
Ritual 5 (30)

Creo Herbam (CrHe)


A Sea of Leaves
This spell calls upon the vengeful spirits of the land to curse those who build on it. Overnight a ‘sea’ of primordial
trees will tear through the ground destroying buildings andd roads. Infrastructures will be destroyed and with it
communications, power, public transport etc.
2d6 Transformation (Severe) (30), AE 8m Rad (+1/2), Megascale 1m = 100km (+1½), Extra Time 8h Overnight (-½).
Level 9
Quintessence 9
Duration Instant
Ritual 13 (90)
Muto Herbam (MuHe)
Change of the Seasons
This spell will cause plants and trees within the radius of the spell to change their form to match a different season
of the year, such as budding flowers during spring, or falling leaves during the fall. Though little practised, this spell
has proven useful for specialized tasks, such as growing fruit in winter or saving plants from a late frost. Since plants
are not quick to respond in this manner, this enchantment is tedious to cast.
3d6 Cosmetic Transform (Change Plant Season) (9), AE 4m Rad (+1/4), Megascale 4 km (+1), No Range (-½), Only
Where Concentrate Throughout (-½), Only where plants can grow (-1/2)
Level 2
Quintessence 2
Duration Instant
Ritual 3 (20)

Perdo Herbam (PeHe)


The Unravelled Seam
This spell affects any single item of clothing or personal possession (eg purse or bag) of a plant made fabric eg cotton
or linen that has been woven or knitted causing the item to unravel.
Cosmetic Transformation (Unravel Item) 3d6 (9)
Level 1
Quintessence 1
Duration Instant
Spontaneous 2 (10)
Formulaic 2 (10)
Ritual 2 (10)

Perdo Herbam (PeHe)


Blight of the Night
Plants effected by this spell begin to wither and rot, turning to decaying matter. As the sun sets a mist rises from the
ground rotting all plant-life that it touches. .
1d6 KA (15), Penetrating (+1/2), 0 End (+1/2), Constant (+1/2), Uncontrolled (+1/2), AE 8m rad (+1/2), Megascale 1m
= 100km) (+1½), Extra Time 8 Hours Overnight (-½).
Level 7
Quintessence 0
Ritual 10 (70)
Ignem Spells
As fire is volatile and dangerous, so are these spells. Light and heat also fall within the domain of this Form. It’s
important to remember that heat also includes the relative absence of heat, giving this Form access to the full
spectrum (both hot and cold) of temperature related effects. This Form could also be used to work with an absence
of light as well, allowing for the possibility of using this Form with “Darkness” related effects.

Creo Ignem (CrIg)


Thermal Vision
The character can perceive heat differentials allowing him to see in the dark.
Infrared Perception (Sight Group) (5)
Level 1
Quintessence 0
Duration Sun (Persistent)
Spontaneous 1 (05)
Formulaic 1 (05)
Ritual 1 (05)

Creo Ignem (CrIg)


Kindle Fire
This simple ability allows a character to ignite any flammable object. The character doesn’t need to have a direct line
of attack to ignite a flammable object. If he can see it, he can ignite it, regardless of intervening barriers like walls.
The object keeps burning until it consumes all the fuel, it runs out of oxygen, or someone smothers it. If another
flammable object touches the flames, it catches on fire as well.
RKA 1 point (5), Continuous (+1), Indirect (+½), Reduced Endurance (0END) (+½), Sticky (only affects flammables);
(+¼), Uncontrolled (see text; +½), Limited Range (20”; -¼).
Level 2
Quintessence 0
Duration Instant
Spontaneous 4 (20)
Formulaic 5 (20)
Ritual 3 (20)

Creo Ignem (CrIg)


Moonbeam
Causes a gentle light, bright enough to read by, to shine down from above, illuminating the area around the caster.
Images (Light) +5 perception (25), Area of Effect Radius (4m) (+1/4), 0 End (+1), No range (-1/2), Light Only (-1)
Level 5
Quintessence 0
Duration Sun (Constant)
Spontaneous 10 (55)
Formulaic 10 (55)
Ritual 08 (55)
Creo Ignem (CrIg)
Ball of Abysmal Flame
This spell creates an apple-sized ball of fire in our hand. When thrown, it burst into flame upon striking its target (or
anything else).
Energy Blast, 8d6 (40), Explosion Radius (8m) (+1/4)
Level 5
Quintessence 5
Duration Instant
Spontaneous 13 (50)
Formulaic 13 (50)
Ritual 09 (50)

Creo Ignem (CrIg)


Inner Light of Purity
When casting this spell, the caster uses his inner purity to grow bright with a golden light, blinding those who look
upon him.
6d6 Flash (Sight) (30), Personal Immunity (+¼), AE 8m Rad (+1/2), No Range (-1/ 2).
Level 5
Quintessence 5
Duration Instant
Spontaneous 10 (50)
Formulaic 11 (50)
Ritual 07 (50)

Creo Ignem (CrIg)


Delayed Ball of Abysmal Flame
This spell creates an apple-sized ball of fire in our hand. When thrown, it burst into flame upon striking its target (or
anything else).
Energy Blast, 8d6 (40), Explosion Radius (8m) (+1/4), Trigger (Time Delay Within Next 5 Minutes) (+1/4)
Level 6
Quintessence 6
Duration Instant
Spontaneous 13 (60)
Formulaic 14 (60)
Ritual 09 (60)

Creo Ignem (CrIg)


Guided Bolt of Flame
The character’s firebolt takes the form of a gout of flame (in some predefined shape) whose flight he can control.
This allows him to arc it around corners or behind a foe to strike from behind.
EB 8d6 (40), Indirect (+½) (Always originates from caster)
Level 6
Quintessence 6
Duration Instant
Spontaneous 13 (60)
Formulaic 16 (60)
Ritual 09 (60)
Creo Ignem (CrIg)
Triad of Flame
The character can fire a volley of firebolts, creating a deadly barrage of flame.
EB 8d6 (40), Autofire (5 shots) (+½), ½ End (+1/4)
Level 7
Quintessence 10
Duration Instant
Spontaneous 16 (70)
Formulaic 19 (70)
Ritual 11 (70)

Creo Ignem (CrIg)


Army of the Blind
This spell creates an enormous flash of bright light enough to blind a small army.
Sight Group Flash 8d6 (40), Area of Effect Radius (None Selective) (50m) (+1)
Level 8
Quintessence 8
Duration Instant
Spontaneous 22 (80)
Formulaic 22 (80)
Ritual 14 (80)

Creo Ignem (CrIg)


Prison of Fire
The character can surround a single hex with a cage made of flame. Persons trapped in the hex can leave, but they
have to pass through the bars of the cage and take damage. Those who remain in the hex can attack anyone inside
or outside it normally, though physical attacks that pass through the bars of the cage take damage.
RKA 2d6 (30), Area Of Effect (One Hex) (+1/4), Continuous (+1), Reduced Endurance (0 END; +½) Targets Only Take
Damage If They Touch Cage Or Move Into/Out Of Th e Affected Hex (-½).
Level 8
Quintessence 0
Duration Sun (Constant)
Spontaneous 16 (80)
Formulaic 19 (80)
Ritual 11 (80)

Creo Ignem (CrIg)


Conflagration
The destruction caused by this spell is terrible to behold. By calling down the fires of the sun in an incinerating
sphere, the wizard can cause the burning destruction of a small city, or annihilate an assembled army. The pitiful
survivors on the outskirts of the spell effect, blinded by the flash and burned by the intense heat, must yet deal with
the lingering effects of the radiation.
8d6 RKA (120), AE 1 hex, Megascale (10 km radius) (+1 1/2), Penetrating (+½), = 360
3d6 Flash to Sight Group (15), AE 1 hex, Megascale (10 km radius) (+1 1/2), Continuous (+1/2), Uncontrolled (+1/2),
0 END (+1/2) = 60
1d6 CON Drain (10), AE 1 hex, Megascale (10 km radius) (+1 1/2), Continuous (+1/2), Uncontrolled (+1/2), Recover
every Week (+2 1/2) = 60
Level 48
Quintessence 36
Ritual 75 (480)
Intéllego Ignem (InIg)
Shadows of the Fires Past
Allows you to see where fires have been in the past lunar month.
Detect (a spot where a fire was in the past lunar month), Analyse, 360 degree, Ranged (20).
Level 2
Quintessence 2
Duration Instant
Spontaneous 6 (20)
Formulaic 6 (20)
Ritual 4 (20)

Perdo Ignem (PeIg)


Cone of Cold
Upon casting this spell, a 14" long, milky-white cone of pure cold projects out from the fingertip of the Wizard,
freezing anything in its path.
6d6 Energy Blast (Cold) (30), AE (Cone) 16m/side +1/2), No Knockback (-¼), No Range (-½),
Level 4
Quintessence 4
Duration Instant
Spontaneous 9 (45)
Formulaic 8 (45)
Ritual 7 (45)

Perdo Ignem (PeIg)


Extinguish Fire
The character’s control over fire allows him to extinguish flames. For fire powers possessed by characters, use the
Active Points in the power to determine whether the Dispel works. At the GM’s option, separate fi res caused by a
character’s power may also use this rule, instead of the one for natural fires. For natural fires, if a fire fills one hex or
less, use its Active Points (typically for an RKA, Continuous) to determine whether the Dispel works. If it fills more
than one hex, the character can either extinguish it one hex at a time, or in larger “pieces.” To determine the Active
Points for a multi-hex fire, apply an appropriate Advantage (Area Of Effect, typically) to the Powers used to create
the fire. Extinguishing a fire doesn’t get rid of the smoke it generated, or reverse any effects it may already have
caused (like heating an area or weakening the structure of a building).
Dispel 16d6 (48), any Fire Power one at a time (+¼).
Level 6
Quintessence 6
Duration Instant
Spontaneous 13 (40)
Formulaic 16 (40)
Ritual 09 (40)
Rego Ignem (ReIg)
Dancing Flame
This spell is used primarily as a parlour trick by Wizards to impress visitors. However, once in a while it comes in
useful out in the field. The wizard can take an image from an existing flame, such as that from a torch or camp fire,
and have it move about within a hex and change shape at the whim of the caster. The flame never grows larger than a
spread human hand. It feels hot to the touch and seems to radiate warmth, but causes no burn damage.
Images (sight and touch senses) (15), IAF (Flame) (-½), Limited to a small flame (-1), Will not work in rain or
underwater or high winds (-1/2).
Level 1
Quintessence 1
Duration Conc (Constant)
Spontaneous 2 (15)
Formulaic 2 (15)
Ritual 2 (15)

Rego Ignem (ReIg)


Dancing Flames
This is a non-combat spell, used by wizards to impress or entertain. With this spell, a skilful wizard can tell a story or
set a scene. Of course, less reputable wizards can use the spell to hide themselves in swirling flames.
Images (sight and touch senses) -5 to roll (30), OAF (Flame) (-1), Limited to a small flame (-1), Will not work in rain or
underwater or high winds (-1/2), Images are recognizably flames (-1)
Level 3
Quintessence 3
Duration Conc (Constant)
Spontaneous 4 (30)
Formulaic 4 (30)
Ritual 3 (30)

Rego Ignem (ReIg)


Absorb Fire & Heat
Enables the caster to absorb heat and fire and use the thermal energy to heal himself from wounds and injuries.
Absorb 20 (20) Points go to BODY (Defensive Absorption vs KA) (+1), Only vs Fire & Heat (-1)
Level 4
Quintessence 0
Duration Sun (Constant)
Spontaneous 7 (40)
Formulaic 8 (40)
Ritual 5 (40)

Rego Ignem (ReIg)


Coldfire
15d6 dispel vs KA (Flames Only) (45), Flames Only (-1)
Change Environment (4" radius)
Level 5
Quintessence 4
Duration Instant
Spontaneous 9 (50)
Formulaic 9 (50)
Ritual 7 (50)
Imáginem Spells
Imáginem is the Form of sensations and illusions. By using Imáginem you can alter what others perceive. Imáginem,
however, means image not illusion. Thus, one creates, transforms, perceives, destroys, and controls images, not
necessarily illusions.

Creo Imáginem (CrIm)


Animate Reflection
The mage can take any reflection from a polished surface and give it the appearance of substance. The source of the
reflection need not stay present, as long as the caster is within sight of the image.
Images to all sight sense group and normal hearing (-5 to PER) (30), Bulky OAF Reflecting Surface (-1½), Only Images
that began as reflections ( ½).
Level 3
Quintessence 3
Duration Conc (Constant)
Spontaneous 5 (30)
Formulaic 5 (30)
Ritual 4 (30)

Creo Imáginem (CrIm)


Phantom Disguise
With this spell the caster can make himself ot another appear to be a completely different person. This can alter
height, weight, gender etc. It can alter voice and change the feel of clothing.
Images (see, hear, touch), - 5 to Roll (35)
Level 3
Quintessence 3
Duration 1 Hour (Constant)
Spontaneous 8 (35)
Formulaic 8 (35)
Ritual 5 (35)

Creo Imáginem (CrIm)


Phantom Magic
With this spell the caster appears to have cast another spell rather than this one. No real effects are generated. It
allows the caster to fake other spells. The Phantom Magic can be perceived by sight and hearing as well as casual
touch.
Images (see, hear, touch), - 7 to Roll (40)
Level 4
Quintessence 4
Duration Varies (Constant)
Spontaneous 11 (40)
Formulaic 11 (40)
Ritual 07 (40)

Creo Imáginem (CrIm)


Illusionary Animal
Creates an image of any animal or beast up to the size of a car.
Images, Sight and Sound, -5 PER (30), Area of Effect Radius (4m) (+1/4)
Level 4
Quintessence 4
Duration Sun (Constant)
Spontaneous 11 (40)
Formulaic 11 (40)
Ritual 07 (40)
Creo Imáginem (CrIm)
Sling Voice
Projects the voice of the Magi so it appears to come from another location within 200m
Images, Sound, -5 PER (30), Imperceptible (Fully Invisible) +1/2, ½ End (+1/4), Magi’s voice only (-1)
Level 4
Quintessence 1
Duration Sun (Constant)
Spontaneous 7 (40)
Formulaic 7 (40)
Ritual 5 (40)

Creo Imáginem (CrIm)


Double Deception
The bane of many sorcerers is the Detect Illusion spell, which quickly and easily reveals their magics for what they
are. But this spell, when cast in conjunction with another illusion-spell, fools Detect Illusion into reading the illusion
as being “real.” This spell is cast IMMEDIATELY after an Illusion spell. This spell covers an area equal to that of the
base illusion-spell, to a maximum of a 500m radius.
Images to Detect Illusion, -5 to See & Hear PER Rolls (30), Area of Effect (125m Radius; +1½), Only to Det Illusion -1
Level 4
Quintessence 9
Duration Sun (Constant)
Spontaneous 18 (90)
Formulaic 18 (90)
Ritual 12 (90)

Creo Imáginem (CrIm)


Illusion of Decay
This spell will make an area appear to be suffering from lack of use and proper upkeep. Surfaces will be covered in
dust and dirt, cobwebs will hang from corners, walls and ceilings will appear to be crumbling, tools will look corroded
or broken, and so on. Although this spell will hide visual signs of recent passage through the area, it will not prevent
tracking by scent.
Images (See, Hear and Touch) -5 to Roll (35), AE 8m Rad (+½), Uncontrolled (+½); Only to make area appear to be
decaying (-1), 1 Continuing Charge lasting 1 day (+0), Costs END to cast (-¼).
Images (see, hear, touch), - 5 to Roll (35)
Level 7
Quintessence 7 (Only to Cast)
Duration 1 Day (Constant)
Spontaneous 12 (70)
Formulaic 13 (70)
Ritual 09 (70)

Intéllego Imáginem (InIm)


Detect Illusion
Reveals to the caster the reality behind an Illusion that he views with this spell.
Detect, Analyse, Ranged, Sense (15), Only versus Illusions of equal to or less than the active point cost of this spell.
Level Var
Quintessence Var
Duration 10 Minutes (Constant)
Spontaneous 4 (15)
Formulaic 4 (15)
Ritual 3 (15)
Muto Imáginem (MuIm)
Aura of Ennobled Presence
The target appears more forceful, authoritative, and believable. Numerous subtle changes in appearance bring about
this change, including a slight supernatural illumination of the face, a more erect posture, and a louder and
smoother voice. The character gets a +3 on rolls to influence, lead, or convince others.
+15 Pre (15) UOO (+1/4)
Level 3
Quintessence 3
Duration Sun (Persistent)
Spontaneous 7 (25)
Formulaic 7 (25)
Ritual 4 (25)

Muto Imáginem (MuIm)


Cell Phone Misdirection
Alter what is heard on a cell phone
Images Sound , -5 to roll (20), 0 End (+1/2)
Level 3
Quintessence 0
Duration 1 Conversation (Constant)
Spontaneous 7 (30)
Formulaic 8 (30)
Ritual 5 (30)

Muto Imáginem (MuIm)


Master of the Screen
Alter what is seen and heard on a TV screen or PC Monitor
Images Sight and Sound , -5 to roll (30), 0 End (+1/2)
Level 5
Quintessence 0
Duration 1 Scene (Constant)
Spontaneous 10 (45)
Formulaic 12 (45)
Ritual 07 (45)

Muto Imáginem (MuIm)


Disguise Self
Makes someone look, sound, and smell different, though at least passably human.
Images Sight, Sound, Smell, -5 to roll (38), 0 End Persistent (+3/4)
Level 8
Quintessence 0
Duration Sun (Persistent)
Spontaneous 20 (70)
Formulaic 20 (70)
Ritual 13 (70)
Muto Imáginem (MuIm)
Master of the Screen
Alter what is seen and heard on a TV screen or PC Monitor. This powerful ritual lets the caster alter anything being
seen on a TV or monitor within a 300km radius (or smaller)
Images Sight and Sound , -5 to roll (30), AE Rad 32m (+1), Megascale (1m = 10km) (+1 1/4), 0 End (+1/2)
Level 11
Quintessence 0
Duration 1 Scene (Constant)
Ritual 18 (110)

Perdo Imáginem (PeIm)


Silence of the Smothered Sound
Makes one being or object incapable of producing sound. Magi who cannot utter their magic words suffer the
normal penalties to their spellcasting rolls.
Darkness vs sound (5), UOO (As an attack) (+1 ¼), 0 End Persistent (+3/4)
Level 2
Quintessence 0
Duration Sun (Persistent)
Spontaneous 4 (15)
Formulaic 4 (15)
Ritual 3 (15)

Perdo Imáginem (PeIm)


Silence Radio Chatter
Projects a radio silence over a 4km radius. This only affects cell-phone signals.
Darkness vs sound (5), 0 End Persistant (+3/4), AE Rad 4m Selective (+1/2), Megascale (1m = 1km) (+1)
Level 2
Quintessence 0
Duration Sun (Persistant)
Spontaneous 4 (20)
Formulaic 5 (20)
Ritual 3 (20)

Perdo Imáginem (PeIm)


EMP
Projects a blanket silence over all radio, tv, internet channels in a 4km radius.
Darkness vs sight & sound (15), 0 End Persistant (+3/4), AE Rad 4m Selective (+1/2), Megascale (1m = 1km) (+1)
Level 5
Quintessence 0
Duration Sun (Persistant)
Ritual 8 (50)

Rego Imáginem (PeIm)


Snipers Enemy
Your image appears up to 1 pace from where you actually are, so attacks aimed there are likely to miss you.
Whenever the image is successfully struck, it disappears and reappears in another spot.
Images (sight & sound) -5 to roll (30), 0 End Persistant (+3/4)
Level 6
Quintessence 0
Duration Sun (Persistant)
Spontaneous 12 (55)
Formulaic 15 (55)
Ritual 08 (55)
Mentem Spells
Mentem magic is the form of minds, thoughts, and spirits. This art comes as close to affecting souls as magic can.
Through Mentem magic, magi manipulate what they call the body of the soul: memories, thoughts, and emotions.
They can also affect the “bodies” of non corporeal beings, such as ghosts, as these only exist in the physical world as
direct manifestations of the being's will. The minds of animals, or those creatures with cunning instead of
intelligence, are not affected by Mentem magic, instead being susceptible to Animal magic.

Creo Mentem (CrMe)


General
Return of Mental Lucidity
Cancels the effects (short of death) of a malign Mentem spell if you can match or exceed the ‘Active’ point value of
the spell with this ritual.
Dispel (6) Variable Effect (Any Mentem spell +1/2)
Level Variable (Each level = 2d6 of Dispel)
Quintessence 1/level
Duration Instant
Ritual 2 (10)

Creo Mentem (CrMe)


Count Hoard
With an incantation, the caster can immediately inventory the contents of his lair to determine if anything is missing.
This spell will not notice the presence of any additional matter, but it will know exactly whether or not the
predetermined objects are present. New objects may be added to the magical inventory at a rate of 1 item per
Phase.
Detect "Inventory", Range, Discriminatory (13), Costs END (-½)
Level 1
Quintessence 1
Duration Instant
Spontaneous 3 (13)
Formulaic 3 (13)
Ritual 2 (13)

Creo Mentem (CrMe)


Words of the Unbroken Silence
Speak two words directly to the mind of a target within sight. The target can recognise your voice and knows that
the message is of supernatural origin.
Telepathy 4d6 (20) (Standard Effect = 15), Broadcast only 2 words (-1)
Level 2
Quintessence 2
Duration Instant
Spontaneous 4 (20)
Formulaic 4 (20)
Ritual 3 (20)
Creo Mentem (CrMe)
Conversphere
The wizard generates an area in which all languages are mystically translated. The persons in the area must number
eight or less, not counting the wizard and must be willing to have their words translated.
Mind Link (any minds), up to eight others (30), Limited to 2" radius (-1)
Level 3
Quintessence 0
Duration Conc (Persistent)
Spontaneous 5 (30)
Formulaic 6 (30)
Ritual 4 (30)

Creo Mentem (CrMe)


Dead Mans Hand
The severed right hand of a convicted murderer is cooked to remove the fats and oils. The resulting lard is used to
produce a Dead Man's Candle. Burning the Candle increases the wizard's magical powers while performing evil
rituals.
+3d6 Aid to Magic Skill (18), Loss rate 5 per Minute (+1); Only when casting spells of Darkness (-½), Single Continuing
Charge lasting for 5 Minutes (Extinguish Candle to Cancel) (-¾), OAF Candle prepared from the right hand of a
convicted murder killed within the past 24 hours (-1½).
Level 4
Quintessence 4
Duration Instant
Ritual 05 (40)

Creo Mentem (CrMe)


Panic of the Trembling Heart
Mind Control 12d6 (Needs EGO +20) (60), Fear only (-1)
Creates an overpowering fear in one person of a specific object, person, or place. The caster must voice the fear.
Level 6
Quintessence 6
Duration Instant
Spontaneous 11 (60)
Formulaic 11 (60)
Ritual 08 (60)

Creo Mentem (CrMe)


Rising Ire
Mind Control 12d6 (Needs EGO +20) (60), Anger only (-1)
Makes the target furious at someone or something of your choice.
Level 6
Quintessence 6
Duration Instant
Spontaneous 11 (60)
Formulaic 11 (60)
Ritual 08 (60)
Creo Mentem (CrMe)
Memory of the Distant Dream
Inserts a full and complete memory into a person’s mind. If the target gives the memory some thought and
concentration, and makes an Intelligence roll at -3, the memory is revealed as false.
Major Mental Transformation 8d6 (80) vs Mental Defense (+0), EGO, Not BODY (+1/4).
Level 10
Quintessence 10
Duration Sun (Instant)
Spontaneous 22 (100)
Formulaic 22 (100)
Ritual 15 (100)

Creo Mentem (CrMe)


Incantation of Summoning the Dead
Calls up a person’s ghost that you know the true name of. You must be on the spot where the person died, or must
have the corpse. Those buried by Church ceremony and those have who gone straight to heaven (eg saints), opposed
to the normal folk who must wait for a time before going on) are not available for summoning.
Summon Ghost of individual (500pt) (100), Specific individual (+1), True name (-1/2), Extra time 1 day (-1), On the
spot the person died or have the corpse (-1)
Level 20
Quintessence 20
Duration Sun (Instant)
Ritual 25 (200)

Intéllego Mentem (InMe)


Augmented Accuracy
This spell makes up to 10 combatants much more accurate with all their attacks than they normally are.
+1 (or more) with All Combat (10) Usable Simultaneously (up to 10 people excluding himself) (+1 ¼)
Level Variable
Quintessence 3/level
Duration Sun (Constant)
Spontaneous 7 (25)
Formulaic 7 (25)
Ritual 5 (25)

Intéllego Mentem (InMe)


Sight of the Transparent Motive
Detects the general motive most powerfully influencing the target at the moment. General motives are such things
as fear, anger, and greed, not specific things like the desire to look good before one’s superiors.
Detect, Analyse, Ranged, Sense (27)
Level 3
Quintessence 0
Duration 1 Subject (Instant)
Spontaneous 7 (30)
Formulaic 7 (30)
Ritual 5 (30)
Intéllego Mentem (InMe)
Perception of the Conflicting Motives
You can detect the conflicting motives behind one target’s actions. Thus you might learn that a guard feels conflict
between fear and duty. This spell is often used before application of a Muto spell, since it is usually easier to change
a target’s emotions after you’ve sensed them than it is to create emotions.
Detect, Analyse, Ranged, Sense (27)
Level 3
Quintessence 0
Duration 1 Subject (Instant)
Spontaneous 7 (30)
Formulaic 7 (30)
Ritual 5 (30)

Intéllego Mentem (InMe)


Requisite Auram
Frosty Breath of the Spoken Lie
For as long as you maintain this spell, the target exhales a misty breath with each spoken lie. Small bits of ice form on
the person’s lips if the lie is particularly severe. In winter, when breath is visible anyway, lies produce a greater than
normal amount of mist (the mist actually billows out). The spell can be defeated through extensive and judicious
application of Creo Auram and Perdo Auram spells, and a demon is able to manipulate it in any way it wishes, as
demons are the embodiment of deception and are never caught in a lie if they do not wish to be.
Transformation 8d6 (Physical, Major) (80)
Level 8
Quintessence 8
Duration Conversation (Instant)
Spontaneous 18 (80)
Formulaic 18 (80)
Ritual 12 (80)

Perdo Mentem (PeMe)


Cleanse the Mind
This spell enables the caster to purify the mind of any outside influences.
15d6 Dispel (45), Variable Effect (Any Single Mental Spell) (+1/2), Only vs Mental Powers with a continuous effect on
a target (-1).
Level 7
Quintessence 7
Duration Instant)
Spontaneous 13 (70)
Formulaic 13 (70)
Ritual 09 (70)
Perdo Mentem (PeMe)
Poisoning the Will
You curse a place, be it a valley, town, city, or covenant. The curse gradually saps the will and vitality from the people
there. They become less energetic, and slowly stop caring about the place, what happens there, other people, and
finally themselves. Colors seem more drab and the days longer, and there is an all-pervading sense of boredom
and lassitude. Strong-willed individuals and those with strong Personality Traits are less affected, but still suffer to an
extent. All rolls while in the area suffer a –5 modifier. This spell affects only those who are within the cursed area,
including visitors to it. Those who leave the area are overwhelmed by the return of their vigor and sense of purpose.
Severe Mental Transformation Against Mental Defense 1d6 (Standard Effect = 3.5) (+0) (15) and Works Against EGO,
Not BODY (+1/4), 0 End (+1/2), Constant (+1/2), Uncontrolled (+1/2), AE Rad 32m (+1), Megascale 1m = 1km (+1)
Level 8
Quintessence 8
Duration Moon (Instant)
Ritual 12 (75)

Perdo Mentem (PeMe)


Black Whisper
You whisper a magic sentence in the target’s ear. It takes several seconds to speak the sentence, so an unwilling,
able-bodied target can stop you. If you speak the whole sentence, the target must make an Ego Roll at -5 or go
completely insane. You need not use your hands for this spell, but you must be able to speak.
Severe Mental Transformation Against Mental Defense 12d6 (+0) (180) Works Against EGO, Not BODY (+1/4)
Level 18
Quintessence 18
Duration Moon (Instant )
Spontaneous 40 (180)
Formulaic 40 (180)
Ritual 28 (180)

Rego Mentem (ReMe)


Cleanse the Spirit
To cast this spell, the caster must clear his mind of all dark thoughts. The caster is then protected from all forms of
mental assault. Any word, thought, or deed related to harming another is sufficient to cancel this spell.
+20 Mental Defence (20)
Level 2
Quintessence 0
Duration Conc (Persistent)
Spontaneous 4 (20)
Formulaic 5 (20)
Ritual 3 (20)

Rego Mentem (ReMe)


Cloud Emotions
Through the use of this spell the caster completely covers up his emotions. In essence he radiates no emotions for
other people to pick up. As a result, he is undetectable by people trying to sense his emotions. As a by-product, no
one can mentally detect if he is lying. Nor can he be located by any mental senses.
Invisibility to Detect powers based on intent or emotion and all Mental senses (20)
Level 2
Quintessence 2
Duration Conc (Constant)
Spontaneous 4 (20)
Formulaic 5 (20)
Ritual 3 (20)
Rego Mentem (ReMe)
Battle Analysis
The character’s computer-like mind can analyse a combat or crisis situation instantly and devise the best possible
course of action, thus allowing the character to maximise his efficiency and act as quickly and decisively as possible.
The character’s analysis of the situation also allows him to time his actions so that he acts before his enemies.
+2 SPD (20); Requires An INT Roll -3
Lightning Reflexes (+10) to act first with All Attacks)
Level 3
Quintessence 0
Duration 1 Battle (Persistent)
Spontaneous 6 (30)
Formulaic 8 (30)
Ritual 4 (30)

Rego Mentem (ReMe)


Warriors Bravery
This spell makes the recipients braver and better prepared to withstand any intimidation.
2d6 Aid to Pre (12), UOO (Any within 10m, willing) (+1 ¼), Delayed Fade Rate (Return rate once per minute) (+1).
Level 4
Quintessence 4
Duration Instant
Spontaneous 9 (40)
Formulaic 9 (40)
Ritual 6 (40)

Rego Mentem (ReMe)


Compulsion of Pure Reason
This spell, when directed out toward intelligent targets, will cause them to be immediately dominated by the force of
logic. Targets must be truly intelligent and must have thought patterns which run along roughly humanoid lines. The
magic of the spell is such that it stills all emotion, causing a crystal-clear rationality to take hold of the targets' minds.
Spells which cause fear or emotion will have no effect. It causes the creatures affected to be temporarily
emotionless. The logic will last until it is disrupted by the target succumbing to strong emotions. Each time omething
happens which would normally evoke a strong emotional response in the target, they must make an EGO roll. A
failed check will cause the effect to end with respect to that target.
10d6 Mind Control. (50), Only to suppress emotion (-1), Effect is cancelled by EGO roll on emotional stimulus rather
than the usual rolls with time (0).
Level 5
Quintessence 5
Duration Instant
Spontaneous 9 (50)
Formulaic 9 (50)
Ritual 7 (50)
Rego Mentem (ReMe)
Think Fast
The character’s hyper-accelerated thought processes allow him to perform mental tasks much, much faster than
most people without sacrificing accuracy or quality. In game terms, this power consists of a large number of Skill
Levels that the character can only use to counteract the penalty for performing a task more rapidly than normal (-3
per step up the Time Chart). The GM decides the base time needed to perform a task with an Intellect Skill, and
whether the character can apply these Levels. He may also allow the character to apply them to some Knowledge
and Science Skills.
+15 with Intellect Skills (60); Only To Counteract Penalties For Rapid Performance (-1)
Level 6
Quintessence 0
Duration Sun (Persistent)
Spontaneous 11 (60)
Formulaic 13 (60)
Ritual 08 (60)

Rego Mentem (ReMe)


Enslave the Mortal Mind
Enables you to completely control the loyalty, emotions, desires, interests, and long-term activities of any person.
The target gets one chance to resist by making a INT roll at -5. Further resistance rolls are possible when your control
makes the victim do things strongly at odds with his or her former personality.
Transform Mind Severe 2d6 (30) vs Ment Def (+0), Works Against EGO Not BODY (+1/4), Uncontrolled (+1/2),
Continuous (+1/2)
Level 7
Quintessence 7
Duration Sun (Instant)
Spontaneous 15 (70)
Formulaic 15 (70)
Ritual 11 (70)

Rego Mentem (ReMe)


The Shrouded Glen
Enchants the Boundary in which the ritual is cast so that anyone moving towards it is subtly diverted, effectively
keeping the place from being discovered accidentally. Anyone not actively searching for the hidden place never finds
it. Those actively searching can find the place by making a Perception roll at -5 (allowed once per day).
Searchers get a +3 bonus for having an accurate map. If the surrounding terrain is more difficult to search than the
average forest, the ease factor increases. Likewise, the ease factor drops if the terrain is more open than a forest,
and completely open terrain is unsuitable for this spell. Once a searcher spots the hidden place, the spell does not
prevent approach. Those who are present for the ritual are unaffected by the spell. This spell mimics the properties
of many faerie forests.
Change Enviroment -5 to find (20), AE Rad 32m (+1), Megascale 1m = 1km (+1), 0 End (-1/2), Persistent (-1/2)
Level 8
Quintessence 8
Duration Moon (Persistent)
Ritual 15 (80)
Rego Mentem (ReMe)
True Eidetic Memory
The character’s memory is absolutely perfect, even compared to an ordinary person with supposed “photographic
memory.” Anything he’s read, seen, or otherwise experienced he can recall instantly and in precise detail. His ability
to “see into the past” doesn’t extend to any other events, objects, or people; it only covers his personal history.
Clairsentience (Sight, Hearing, and Smell/Taste Groups), Retrocognition (55), Reduced Endurance 0 END (+½); No
Range (-½), Personal History Only (-1), Retrocognition Only (-1)
Level 8
Quintessence 0
Duration Moon (Constant)
Spontaneous 11 (80)
Formulaic 13 (80)
Ritual 09 (80)

Rego Mentem (ReMe)


Anticipation
The character’s hyper-analytical mind can evaluate the most likely course of actions for people, phenomena, and
events around him and predict the outcome with astonishing accuracy. The further forward in time the time period
the character analyses, the less accurate his predictions tend to be.
Clairsentience (Sight and Hearing Groups), Precognition (50), Reduced Endurance (0 END (+½) (75 Active Points); No
Range (-½), Precognition Only (-1), Requires An INT Roll (-½), Time Modifiers (-½).
Level 8
Quintessence 0
Duration Instant
Spontaneous 11 (75)
Formulaic 12 (75)
Ritual 08 (75)

Rego Mentem (ReMe)


The Call to Slumber
The target becomes sleepy and falls asleep within five minutes unless some current need makes wakefulness
imperative. The target can resist with a CON roll at -3
Severe Phy Transform 2d6 (30), Uncontrolled (+1/2), Continuous (+1/2), 0 End (+1/2), CON -3 to resist (-3/4)
Level 8
Quintessence 0
Duration 1 Sleep Cycle (Instant)
Spontaneous 14 (75)
Formulaic 14 (75)
Ritual 10 (75)

Rego Mentem (ReMe)


Dominate Senses
By taking over the neural switching pathways of the Thalamus, an Enchanter can direct full illusionary sensations into
the mind of the target. The nature of the sensations is fully determined by the caster, but requires complete
concentration by him and is very tiring.
16d6 Mental Illusions (80), 0 DCV Concentrate Throughout (-1), x 2 End (-1/2)
Level 8
Quintessence 0
Duration Conc (Persistent)
Spontaneous 13 (80)
Formulaic 14 (80)
Ritual 10 (80)
Rego Mentem (ReMe)
Confusion of the Numbed Will
Confuses a person, who must make an INT roll to take any direct action. A roll at -5 ends the spell, while a roll at -3
lets the character take the intended action, but the spell remains in effect. Any lower roll means the character is
confused and takes some other type of action. When it is imperative for the victim to take an action, the storyguide
should allow an appropriate modifier to the roll. While under this spell, a character always strikes last in combat and
gets -3 on all attacking and defending rolls.
Major Mental Transformation 8d6 (80) vs Mental Defense (+0), EGO, Not BODY (+1/4), INT Roll to resist (-3/4)
Level 10
Quintessence 10
Duration Moon (Instant)
Spontaneous 20 (100)
Formulaic 20 (100)
Ritual 15 (100)

Rego Mentem (ReMe)


Aura of Rightful Authority
Those who listen to the individual touched during the casting of this spell have their obedience and tendency to
follow orders enhanced greatly. Common people generally do as they are told without question (as long as the
orders are within the realm of reason). Those who are accustomed to giving orders themselves are much less
likely to follow the target’s. Lords, MP’s & Magi are not affected by this spell unless it is cast on someone of status
near to their own. Even then, such figures are allowed to attempt to make an Intelligence stress roll at -5 to resist.
Mind Control 14d6 (Need EGO +20) (70), AE 16m r (+3/4)
Level 13
Quintessence 13
Duration Instant
Spontaneous 30 (125)
Formulaic 30 (125)
Ritual 20 (125)

Rego Mentem (ReMe)


Requisite: Auram
Scent of Peaceful Slumber
A very light purple haze that smells of lilacs slowly rises from the ground and remains for a few minutes. Those who
breathe the haze and fail a CON at -3 or fall asleep. The haze first appears at about knee level. You must concentrate
for two phases in order for it to reach the height of a standing person’s nose.
Severe Phy Transform 10d6 (100),AE 8m r (+1/2), CON -3 to resist (-3/4), No range (-1/2)
Level 15
Quintessence 15
Duration Sun (Instant)
Spontaneous 25 (150)
Formulaic 25 (150)
Ritual 20 (150)
Terram Spells
Terram is the form that concerns solids, especially earth and stone. Although Terram magic can affect the very
foundation of the world, the earth proves resistant to manipulation. Just as stone is heavy and hard to lift, it is inert
and hard to change, even through magic.

Creo Terram (CrTe)


Accuracy of the Magi’s Dart
On occasion, a wizard may be called upon to strike a very difficult target. This spell allows the caster to hurl a fragile
crystalline dart with great precision. While this dart will inflict little real damage, with careful choice of location it
can hinder the victim for a short time.
2d6 Energy Blast versus PD (10), +8 OCV Penalty Skill Levels w/ EB (Negate Ailed Location) (8)
Level 2
Quintessence 1
Duration Instant
Spontaneous 4 (20)
Formulaic 5 (20)
Ritual 3 (20)

Creo Terram (CrTe)


Accuracy of the Magi’s Bladed Dart
On occasion, a wizard may be called upon to strike a very difficult target. This spell allows the caster to hurl a fragile
crystalline dart with great precision. This dart will inflict approximately the same damage as a thrown blade or arrow.
With careful choice of location it can hinder or injure the victim for a short time.
1d6 KA versus PD (15), +8 OCV Penalty Skill Levels w/ EB (Negate Ailed Location) (8)
Level 2
Quintessence 2
Duration Instant
Spontaneous 4 (20)
Formulaic 5 (20)
Ritual 3 (20)

Creo Terram (CrTe)


Accuracy of the Magi’s Trium of Bladed Darts
On occasion, a wizard may be called upon to strike a very difficult target. This spell allows the caster to hurl a trium
of fragile crystalline dart with great precision. These darts will inflict approximately the same damage as a thrown
blade or arrow. With careful choice of location it can hinder the victim for a short time.
1d6 KA versus PD (15), +8 OCV Penalty Skill Levels w/ EB (Negate Ailed Location) (8), +4 OCV Penalty Skill Levels
(Negate AF Penalty) (4), AF-3 (+1/4)
Level 3
Quintessence 2 x 3 = 6
Duration Instant
Spontaneous 4 (30)
Formulaic 5 (30)
Ritual 3 (30)
Creo Terram (CrTe)
Wall of Protecting Stone
Makes a wall of granite up to 10 paces wide, 4 paces high, and 1 pace thick. One needs miner’s tools to break
through it, though it can be toppled if it is not connected to a support on its side or top.
Barrier 10mx2mx1m 11 bod 8pd/10ed (50)
Level 5
Quintessence 5
Duration Moon (Instant)
Spontaneous 11 (50)
Formulaic 11 (50)
Ritual 08 (50)

Creo Terram (CrTe)


Conjuring the Mystic Tower
An elaborately carved tower, formed from a single block of stone, rises out of the ground. The tower stands 80 feet
high and is 30 feet wide, with a foundation set 20 feet into the ground. You determine the design within.
Barrier 32mx27mx1m 11 bod 8pd/10ed (125), Restricted shape (tower) (-1/4), Extra time 1 day (-1)
Level 13
Quintessence 13
Duration Moon (Instant)
Ritual 16 (125)

Muto Terram (MuTe)


Edge of the Razor
Sharpens any metal edge to a degree unequaled by manual methods. An edged or pointed weapon gains +1d6 to
Damage. Goodnatured Magi reward companions by enchanting their weapons in this way.
Aid HKA 3d6 (18), Delayed fade rate 1 day (+1 ¼ )
Level 4
Quintessence 4
Duration Sun (Instant)
Spontaneous 9 (40)
Formulaic 9 (40)
Ritual 6 (40)

Perdo Terram (PeTe)


Fist of Shattering
An object of stone or weaker material that weighs up to 5 pounds breaks apart. The appropriate Form for the target
is a casting requisite.
Tunneling 8PD (17)
Level 2
Quintessence 2
Duration Instant
Spontaneous 4 (20)
Formulaic 4 (20)
Ritual 3 (20)
Perdo Terram (PeTe)
Rusted Decay of Ten-Score Years
The metal of the target becomes so thoroughly rusted that it breaks if used in any demanding way (for example,
used to strike a blow with in combat or to pry open a door). It also loses any sharpness it might once have had.
Tunneling 8PD (17)
Level 2
Quintessence 2
Duration Instant
Spontaneous 4 (20)
Formulaic 4 (20)
Ritual 3 (20)

Perdo Terram (PeTe)


Pit of the Gaping Earth
The dirt in a circle 6 paces across recedes into the ground, leaving a pit 9 feet deep.
Tunneling 8PD (20)
Level 2
Quintessence 2
Duration Instant
Spontaneous 4 (20)
Formulaic 4 (20)
Ritual 3 (20)

Perdo Terram (PeTe)


Crystallize Metal
A mage can render an enemy virtually harmless in no time with this spell, by transforming the enemy's weapon (or
anything else of metal) into a very brittle piece of crystal. This new crystal is extremely brittle and any pressure
exerted on the crystal will cause it to shatter.
2d6 Major Transformation (20), Constant (+1/2), Uncontrolled (+1/2), 0 End (+1/2)
Level 5
Quintessence 0
Duration Instant
Spontaneous 11 (50)
Formulaic 12 (50)
Ritual 08 (50)

Perdo Terram (PeTe)


Weaken the Earths Strength
With this spell, the wizard summons primitive Elemental Earth forces to cause stone to become soft or brittle. Glass
and crystals become soft and pliant, while objects made of rock or baked clay will crumble like dirt. Stone surfaces
affected by this spell are quite hazardous to scale, requiring extraordinary feats of climbing. This spell can be used to
create a rock slide on a mountain face by weakening a carefully selected point. The Brittle spell has no effect on
metals or metal-rich ores, although it could be used to make mining easier by loosening the surrounding rock.
Because of primal nature of this spell, any +1 advantage can be applied while casting. The price of this flexibility,
however, is a longer time needed to cast it.
4d6 Minor Transformation (Weaken Stone) (20), Constant (+1/2), 0 End (+1/2), Improved Results Group (+1/4)
Level 5
Quintessence 0
Duration Instant
Spontaneous 10 (45)
Formulaic 11 (45)
Ritual 07 (45)
Perdo Terram (PeTe)
Obliteration of the Metallic Barrier
Shatters a barrier of metal or stone up to one foot thick. Those within one pace of the barrier, on the opposite side
from you, take 2d6 KA Damage. Alchemically refined and magical metals may be able to withstand this spell.
Tunneling 20PD (45) PLUS + 2d6 RKA (30) AE 4m (+1/4)
Level 8
Quintessence 8
Duration Instant
Spontaneous 18 (80)
Formulaic 18 (80)
Ritual 12 (80)

Rego Terram (ReTe)


Trackless Step
You leave no tracks in the earth until you come to a stop, such as to rest or fight.
Flight 12m (12), 0 End (+1/2), Only to leave no tracks (-1)
Level 2
Quintessence 2
Duration 1 Hour (Constant)
Spontaneous 4 (18)
Formulaic 4 (18)
Ritual 3 (18)

Rego Terram (ReTe)


Trackless Step
You leave no tracks in the earth until you come to a stop, such as to rest or fight.
Flight 12m (12), 0 End (+1/2), Only to leave no tracks (-1)
Level 2
Quintessence 2
Duration 1 Hour (Constant)
Spontaneous 4 (18)
Formulaic 4 (18)
Ritual 3 (18)

Rego Terram (ReTe)


Stone to Falling Dust
R: Sight, D: Mom, T: Ind
Spell Focus: 100-Year-Old Dust (+3)
One solid non-living, non-metal object weighing up to 500 pounds turns to a pile of dust. A casting requisite may be
required, of the Form appropriate to the target.
Tunneling 10PD (25)
Level 3
Quintessence 3
Duration Instant
Spontaneous 5 (25)
Formulaic 5 (25)
Ritual 4 (25)
Rego Terram (ReTe)
Wielding the Invisible Sling
Hurls any nearby object that could normally be thrown by a person at any target within 100 paces. The object must
not be held down or otherwise restrained. Damage depends on the object thrown, up to +1d6 KA for a fist-sized
stone. Casting requisites of an appropriate Form for target are required.
2dk KA (30), Item of opportunity (-1/2)
Level 3
Quintessence 3
Duration Instant
Spontaneous 7 (30)
Formulaic 7 (30)
Ritual 5 (30)

Rego Terram (ReTe)


Guass Blast
The character uses his control over magnetism to pick up small metal objects and “throw” them at a target with
tremendous force.
Blast 10d6; OIF (small, blunt ferrous metal objects of opportunity (-½)
Level 5
Quintessence 5
Duration Instant
Spontaneous 10 (50)
Formulaic 12 (50)
Ritual 07 (50)

Rego Terram (ReTe)


Magnetokinesis
The most basic of Magnetism powers, the one from which all others typically derive, is the ability to move and
manipulate ferrous metal objects without touching them.
Telekinesis (40 STR) (60); Only Works On Ferrous Metals (-½)
Level 6
Quintessence 6
Duration Concentration (Constant)
Spontaneous 12 (60)
Formulaic 14 (60)
Ritual 09 (60)
Rego Terram (ReTe)
Requisite Muto
Hands of the Grasping Earth
Earthen hands from beneath the target, rise out of the ground, and grasp the target’s ankles. The target can avoid
the hands on a DEX -5 roll. A roll at -3 indicates that only one ankle is caught (the other hand disappears into the
earth). To break free requires a STR v STR if both ankles are caught, and a roll with a +2 bonus if only one is caught.
(One attempt is allowed per phase.) Each hand can be destroyed by beating its DEF of 10 (hacking weapons do
double normal damage). Each hand has 10 BOD.
Telekinesis 30 STR (45), AE 4m (+1/4), ½ End (+1/4)
Level 7
Quintessence 3
Duration 1 Turn (Constant)
Spontaneous 16 (70)
Formulaic 16 (70)
Ritual 11 (70)

Rego Terram (ReTe)


Requisite Muto
The Earth’s Carbuncle
Causes a 1-pace circle of ground to become jagged, just under the surface, and those fragments burst into the air.
Anyone standing on the circle is thrown into the air and hit with flying debris. Damage is +10. On landing, the victim
is partially buried.
3D6 RKA (45), Double KB (+1/2), AE 4m (+1/4)
Level 8
Quintessence 8
Duration Instant
Spontaneous 18 (80)
Formulaic 18 (80)
Ritual 12 (80)

Rego Terram (ReTe)


Requisite Artificiem
Friction Control
The character can render an object or surface frictionless (or nearly so), making it difficult for someone to keep hold
of something, remain standing or seated on, or the like.
(When the character uses the power successfully, he engages in a Strength versus Strength Contest with the target.
If the character wins, the victim loses his grip on held objects (which fall to the floor), suddenly slides right off his
chair (taking telekinetic STR damage from hitting the floor unexpectedly), and so forth)
Telekinesis 30 STR (45), Area Of Effect (One Hex Accurate) (+½); 0 End (+½), Affects Whole Object (-¼), Only For
Frictionlessness Effects (-¾), Limited Range 20” (-¼).
Level 9
Quintessence 0
Duration 10 Minutes (Constant)
Spontaneous 16 (90)
Formulaic 18 (90)
Ritual 12 (90)
Rego Terram (ReTe)
Animate Statue
This spell will animate any statue of a non-organic substance up to twice the size of a man (3 levels growth); the
statue will then fight as the caster directs. Once cast, the statue will fight as long as the caster powers it and the
caster may take other actions while he directs it. This spell is treated as telekinesis, limited by the statue. Base STR is
determined by the appearance of the statue. A statue of a normal man would have STR 10, an extremely muscular
athlete could have a maximum base of STR 20. 5 STR is added for each level of growth, up to +15 STR. Clay adds +5,
stone and marble add +10, and iron adds +15 STR. Maximum total STR is 50. All telekinetic actions are limited by the
statue. For instance, a statue with no arms couldn’t grab, but could kick or push. Statues move at 6"/Phase on the
caster’s SPD, and can attack at the end of a full move. Movement might be increased or decreased due to the nature
of the statue. If the statue is of poor quality, the TK is at -1 CV; if it is a masterpiece, the GM may allow +1 CV. If the
statue is destroyed, the spell is cancelled. Man-sized statues have 10 BODY. • Clay has DEF 3, non resistant • Stone: 4
DEF (resistant) • Marble: 5 DEF (resistant) • Iron: 6 DEF (resistant) The statue fights until all BODY is destroyed, the
caster runs out of END or falls unconscious. Stone and marble take +3d6 from any fall. GMs are encouraged to play
up the special effects of this spell.
Telekinesis (STR 50), (75), Continuous (+1), STR limited by statue (-½), Actions limited by statue (-1/2), Cancelled by
destruction of statue (-¼)
Level 15
Quintessence 15
Duration Conc (Constant)
Spontaneous 26 (150)
Formulaic 27 (150)
Ritual 20 (150)
Vim Spells
All the Arts rely on the raw energy and potential of magic, but this Art refines the use of magic itself, allowing magi
to assume even greater control of greater control of their spells. Vim magic also affects magical, infernal, divine, and
faerie creatures, as they are all innately magical.

Creo Vim (CrVi)


Apprentice
This is often the first spell taught to an apprentice. It allows the caster to augment another magic user’s powers,
allowing them to cast more powerful magics. It can be especially powerful when a coven works together, as they can
use this spell to augment the next magician’s Apprentice spell, allowing him to increase the next, and so on, so that
the final Apprentice spell is awesomely effective. Note that the maximum of 25 points that can be aided is just
enough to add 1d6+1 Aid, with the associated advantages – so the progression goes 1d6, 2d6+1, 3d6+2 etc
1d6 Aid (6), x4 Maximum (+1/2), Delayed Return Rate (+1), Variable Effect (Any 1 Magic Spell) (+1/2)
Level 2
Quintessence 2
Duration Instant
Spontaneous 5 (20)
Formulaic 5 (20)
Ritual 3 (20)

Creo Vim (CrVi)


Dream Weapon 2 (Melee)
A magi is never completely helpless while he has this spell. The caster has but to imagine a weapon, utter its name
and motion as though he had the actual weapon, and he is instantly armed.
2d6 HKA (As any Ranged Weapon) (30), 0 End (+1/2), Real Weapon (-1/2)
Level 4
Quintessence 0
Duration Instant
Spontaneous 9 (45)
Formulaic 9 (45)
Ritual 6 (45)

Creo Vim (CrVi)


Dream Weapon 1 (Ranged)
A magi is never completely helpless while he has this spell. The caster has but to imagine a weapon, utter its name
and motion as though he had the actual weapon, and he is instantly armed.
2d6 RKA (As any Ranged Weapon) (30), 0 End (+1/2), Real Weapon (-1/2)
Level 4
Quintessence 0
Duration Instant
Spontaneous 9 (45)
Formulaic 9 (45)
Ritual 6 (45)
Creo Vim (CrVi)
Shell of False Determinations
Creates a “shell” of magic on an item, helping shield it from investigation by other magi. All attempts to investigate
the magic item give false information about its powers unless the magus’s makes his Investigation roll by -5.
Images (Analyse Magic) -5 Per (20), 0 End (+1/2), Persistent (+1/4), No range (-1/2) Deceive Analyse Magic (-1)
Level 4
Quintessence 0
Duration Moon (Persistant)
Spontaneous 06 (35)
Formulaic 06 (35)
Ritual 04 (35)

Creo Vim (CrVi)


Shell of Opaque Mysteries
This spell is similar to Shell of False Determinations (above), but it causes all attempts to investigate the magic item
to utterly fail, unless the magus’s makes his Investigation roll by -5. Once a magus determines the presence of a
particular shell (that is, by overcoming it), it has no more power against him or her.
Images (Detect Magic) -5 Per (20), 0 End (+1/2), Persistent (+1/4), No range (-1/2) Deceive Detect Magic (-1)
Level 4
Quintessence 0
Duration Moon (Persistant)
Spontaneous 06 (35)
Formulaic 06 (35)
Ritual 04 (35)

Creo Vim (CrVi)


Arcane Archery
One of the flashiest Warrior-Mage spells, Arcane Archery creates a bow and arrow of glowing arcane energy. The
warrior-mage fires it as he would an ordinary bow, though it requires no particular strength or concentration to do
so. If he doesn’t know how to use a bow, he suffers the standard -3 OCV penalty.
RKA 3d6 (45)
Level 5
Quintessence 5
Duration Instant
Spontaneous 12 (45)
Formulaic 12 (45)
Ritual 08 (45)

Creo Vim (CrVi)


The Phantom Gift
The target of the spell becomes tainted with magic as most magi are. Beasts and people react to the target as
though he were a magus. Those who normally associate with the victim do not become hostile, but do give him or
her a wider berth. The spell has no effect on those who already have the Gift, including those blessed with the
Gentle Gift
Major Transformation 2d6 (Standard Effect) (20), Constant (+1/2), 0 End (+1/2), Uncontrolled (+1/2)
Level 5
Quintessence 5
Duration Sun (Instant)
Spontaneous 11 (50)
Formulaic 12 (50)
Ritual 08 (50)
Creo Vim (CrVi)
Create Lesser Undead
This spell is a staple of Necromancy. The caster can take an ordinary dead body and imbue it with undead life force.
This normally requires quite a bit of time. The focus for this spell is, of course, the remains that the caster wishes to
animate. The spell listed below allows the caster to create eight weak undead (skeletons, zombies, etc.)
Power: Summon (8 x 100 pt creatures) (35), Loyal (+¼ ), OIF A corpse (-½), Does not work in bright, sunlight (-¼),
Does not work on ground sanctified to a "good" religion (-¼)
Level 5
Quintessence 5
Duration Sun (Instant)
Ritual 6 (45)

Creo Vim (CrVi)


Create Strong Undead
This spell is a powerful undead-creation spell in common usage by death magi. With 5 hours preparation, the
necromancer can create a single 300 pt. automaton, which will be completely under his sway.
Summon 300 pt automaton) (60), Loyal (+¼ ), OIF A corpse (-½), Does not work in bright, sunlight (-¼), Does not work
on ground sanctified to a "good" religion (-¼), Extra Time: 5 Hours (-1).
Level 8
Quintessence 8
Duration Sun (Instant)
Ritual 9 (75)

Creo Vim (CrVi)


Create Ethereal Mansion
This complex and difficult spell requires significant time in casting. First, an ornate, rune-encrusted stone archway
must be built, with an iron door hinged therein. The runes follow a prescribed pattern, but the door may be
decorated as the designer wills. The spell is then cast, and during the process the mage must not be interrupted.
When the spell is finished, the door may then be opened into an extradimensional space of extensive volume, in a
simple shape of the caster's choosing. No complex forms may be made; thus, cubes, domes, and other simple,
continuous shapes are the only possibilities. The space is featureless and black; not even the edges of its "walls" are
visible, although they are certainly solid to the touch. However, since the space is permanent and stable, the mage
can have facilities built within, regardless of the weight brought inside. Note that it does not matter where the arch
is set up, in the side of a wall, or even free-standing, it is only accessible from one side, the other becomes non-
existent on completion of the spell. The space maintains the last temperature and atmosphere verbally requested by
the mage, the environment shifting instantly, with conditions anywhere between 0° and 50°C, with atmosphere
ranging from high-altitude to thick, sea-level, from extremely foggy to pristine, and from muggy to desert dry. Deadly
conditions and extreme weather may NOT be set up therein.
Extradimensional Movement (Single Dimension) (20), UOO (Up to 100 People (+1 ¾), OAF (Immovable Gate) (-1 ½),
Change environment (Temperature and Humidity (10), AE 16m Rad (+3/4), Variable effects (+½), 0 END (+1/2),
Persistent (+1/2), Linked to Ex Dim Mvm (-1/4)
Level 9
Quintessence 9
Duration Moon (Instant)
Ritual 9 (90)
Creo Vim (CrVi)
Create Greater Undead
This spell is a powerful undead-creation spell in common usage by death magi. With 5 hours preparation, the
necromancer can create a single 500 pt. automaton, which will be completely under his sway.
Summon (500 pt automaton) (100), Loyal (+¼ ), OIF A corpse (-½), Does not work in bright, sunlight (-¼), Does not
work on ground sanctified to a "good" religion (-¼), Extra Time: 5 Hours (-1).
Level 12
Quintessence 12
Duration Sun (Instant)
Ritual 14 (120)

Creo/Rego Vim (CrVi)


Requisite Rego
Summon and Bind the Familiar of the Hearts Essence
One of the most important spells to the skilled Magi. This enables the Magi to give form to his Magics and gift it with
intellect. The result is a familiar that will be an erstwhile companion for the future. This is a powerful time consuming
Ritual but can result in a formidable boost to the Magi’s gift. The presence of the familiar in the Magi’s life is closer
and more binding than with anybody else the Magi may have relations with. With very few exceptions, these
creatures have at least a human level of intelligence, enigmatic levels of perception and arcane wisdom, and at least
one or two physical abilities beyond what you might expect from a normal animal or person. As the summoning
succeeds the Magi uses the second part of the Ritual (Create Bond) to form a link between the Familiar and himself.
Until the ‘Bond’ is in place the newly summoned familiar may be aggressive towards the summoner so it can be
useful to have prepared a summoning circle or other defences.
Summon Familiar (Summon) (Up to 500 points) (100), Extra Time (1 day -1)
Create Bond (Transform Mind Severe 2d6) (30) vs Ment Def (+0), Works Against EGO Not BODY (+1/4)
Level 14
Quintessence 14
Duration Instant
Ritual 20 (140)

Creo Vim (CrVi)


Dimensional Storm
This exceptionally powerful and dangerous spell calls into being a small but violent storm cloud, shot through with
lightning of peculiar hues. It lasts but a few moments and then clears up - but many things which once occupied the
space will be gone - to unknown destinations in the multiverse.
Extra-dimensional movement (Any Dimension) (20), AE 1m Rad (+1/4), Megascale 1m = 1km (+1), Personal Immunity
(+1/4), UOO (+2 1/2), Lack of Control (-1), 1 Continous Charge 5 min (-1) = 100/12
Darkness (Affects Sight & Hearing) (18), Megascale 1m = 1km (+1), Personal Immunity (+1/4) , 1 Continous Charge 5
min (-1), Linked to Ex Dim Mvm (-1/2) = 40/5
Level 14
Quintessence 0
Duration 5 Minutes
Ritual 17 (140)
Creo Vim (CrVi)
Create Apprentice
This very rare and powerful spell enables a skilled magi to drain the magic from a regio (partially or fully) and then
alter this living Quintessence before bestowing it as the Gift on a Sleeper thereby making them a magi
Severe Transformation (Sleeper to Magi) 4d6 (60), (For each 5 points of Hermetic Skills, Perks, Backgrounds and
Magic Pool gifted an extra 1 is added to the body needed for the transformation to be succesful. Eg A Sleeper with a
15 Bod who is Gifted with 200 points of Hermetic Abilities would require the Magi to roll 15x2 + (200/5) = 70 Bod on
his Transforemation), 0 End (+1/2), Constant (+1/2), Uncontrolled (+1/2), Side Effect 150 points (Long Term Drain or
Corruption of Regio in which the spell is cast (-2), Must be Cat in a Regio (-1)
Level 15
Quintessence 0
Duration Instant
Ritual 16 (150)

Creo Vim (CrVi)


Drawing Down The Moon
This spell is an evocation of great power. The ritual requires a great deal of time and its effects are not always
predictable, but nevertheless it is one of the great spells. During the ritual the caster calls on the Power being
invoked to enter his body, and then concentrates on influencing the outcome of a certain event. This event can be
anything: a battle, an adventure, a meeting, the healing of a sick person, a financial crisis, etc.
There will generally be no immediate effect after the spell is completed. However, if the ritual was successful, at
some point in time an extremely fortunate turn of events will occur, in favour of the caster's desired effect.
Note that this spell has two forms: Black Moon and White Moon.
Black Moon is a spell of negative energy that tends to cause ruin or hardship.
White Moon is a spell of Positive energy that brings relief or good fortune.
Besides their general intents, these spells differ greatly because, as with many of the most powerful spells, their
effects will return to the caster three fold at some point in the future. Black Moon is a simpler spell to master, but
obviously its quicker power comes at a cost.

Drawing Down the Black Moon


8d6 Luck (40), Variable Advantages (GM's discretion on exactly how the Luck is applied to serve the caster's purpose
- using up to +2 worth of Power Advantages (+3), Only to cause ruin, hardship or other negative effects (-½), No
Conscious Control (-2), Extra Time: 5 Hours (-1/2), 4 Charges: 1 charge for spell’s purpose +3 charges in which the
caster will suffer debilitationg bad luck sometime in the next 20 years (-1), OAF Magic Circle (Immobile,Expendable (-
2), 3x END (-1)
Level 16
Quintessence 48
Duration Moon (Persistent)
Ritual 12 (160)

Drawing Down the White Moon


8d6 Luck(40), Variable Advantages (GM's discretion on exactly how the Luck is applied to serve the caster's purpose
using up to +2 worth of Power Advantages (+3), No Conscious Control (-2), Extra Time: 5 Hours (-1/2), 4 Charges: 1
charge for spell’s purpose +3 charges to help the caster sometime in the next 20 years (-1), Charges do not recover
(-2), OAF Magic Circle (Immobile,Expendable (-2), 3x END (-1)
Level 16
Quintessence 48
Duration Moon (Persistent)
Ritual 11 (160)
Intéllego Vim (InVi)
Scales of the Magical Weight
When casting this spell, you, place a known amount of Quintessence in your left hand (usually one pawn), and then
place an unknown amount of Quintessence in your right hand. After casting the spell, you may sense how heavy the
unknown Quintessence is in relation to the known, determining the number of pawns present. If you cast the spell
without anything to measure the unknown Quintessence against, you only have a very general idea of how valuable
it is. The spell cannot be used to determine the amount of Quintessence invested in an enchanted item.
Detect Quantity of Quintessence (INT Roll), Analyse, +2 to roll (10)
Level 1
Quintessence 0
Duration Instant
Spontaneous 2 (10)
Formulaic 2 (10)
Ritual 2 (10)

Intéllego Vim (InVi)


Sense the Nature of Quintessence
You can tell what Art a supply of raw Quintessence is connected to. To you, the Quintessence appears to glow with
an aura that is appropriate to the Technique or Form that the Quintessence is associated with. Creo is white,
Intéllego gold, Muto constantly fluctuating, Perdo black, Rego purple, Animál brown, Aquam blue, Artificiem shades
of black, Auram violet, Corpus dark red, Herbam green, Imáginem pearly blue, Ignem bright red, Mentem orange,
Terram dark brown, and Vim silver. Some of the colors are very similar, but are easy to distinguish if the item is held
steadily and studied for a few seconds.
Detect Nature of Quintessence (INT Roll), Analyse, +2 to roll (10)
Level 1
Quintessence 0
Duration Instant
Spontaneous 2 (10)
Formulaic 2 (10)
Ritual 2 (10)
Intéllego Vim (InVi)
The Invisible Eye Revealed
The caster can see a visual representation of any magical means currently being used to spy on him. The
representation varies in a way that depends on the spell being used to do the spying, but it often looks like some
kind of eye floating in the air. This spell detects the use of Intéllego spells as long as the caster makes a Detect Roll at
-2, per Level of the Scrying spell. (-1 per 5AP)
Detect Scrying Magic (INT Roll) (no Sense Group), Sense, Range, 360 degree, Discriminatory, +6 Telescopic (20) = L2
+05 to Detect Scrying Magic = (25) L2
+10 to Detect Scrying Magic = (30) L3
+15 to Detect Scrying Magic = (35) L3
+20 to Detect Scrying Magic = (40) L4
+25 to Detect Scrying Magic = (45) L4
+30 to Detect Scrying Magic = (50) L5
+35 to Detect Scrying Magic = (55) L5
+40 to Detect Scrying Magic = (60) L6
+45 to Detect Scrying Magic = (65) L6
+50 to Detect Scrying Magic = (70) L7
Level Various
Quintessence 0
Duration Conc (Persistant)
Spontaneous 4 (20) at base level
Formulaic 4 (20) at base level
Ritual 3 (20) at base level

Intéllego Vim (InVi)


Arcanomantic Perception
By dint of their understanding of the fundamental arcane forces underlying spells and enchantments, Magi can more
easily detect Magic and understand its nature. This spell requires the caster to touch the source of the magic.
Detect Magic (INT Roll) (no Sense Group), Discriminatory, Analyse (15)
Level 2
Quintessence 2
Duration 1 Hour (Constant)
Spontaneous 4 (15)
Formulaic 4 (15)
Ritual 3 (15)

Intéllego Vim (InVi)


Sense of the Lingering Magic
This spell can detect the presence of many magical residues, even from weak spells, as well as giving the presence
and power of active spells. It does not grant any information apart from the power, however.
Detect Residual Magic/Power (INT Roll) (no Sense Group), Range, 360 degree, Discriminatory, +4 Telescopic (20)
Level 2
Quintessence 0
Duration Conc (Persistant)
Spontaneous 4 (20)
Formulaic 4 (20)
Ritual 3 (20)
Intéllego Vim (InVi)
Sight of the Active Magics
You can see spells as “auras” around things and people. The color of the aura indicates the Form of the spell working
on a subject, the color matching the appropriate one as follows. Animál brown, Aquam blue, Artificiem shades of
black, Auram violet, Corpus dark red, Herbam green, Imáginem pearly blue, Ignem bright red, Mentem orange,
Terram dark brown, and Vim silver. The Technique of a spell working on the subject is recognized by the aura’s
shape, not color. Creo and Rego are both very orderly auras. Muto is constantly shifting, and Intéllego usually is as
well, but more slowly. A Perdo aura is usually in fragments. Thus, a magus with both Endurance of the Berserkers and
The Invisible Eye Revealed upon him has a very controlled, orderly aura of deep red around his or her entire body,
and the magus’s eyes are surrounded with slowly shifting auras of a silvery hue. This spell works through barriers
that would normally block sight eg a wall or metal etc. You should be warned: Imáginem or Vim spells may be used
to disguise auras. Also note that this spell will detect the residues of some spells.
Detect Aura (INT Roll) (no Sense Group), Sense, Range, 360 degree, Discriminatory, Analyse, Fully Penetrative, +10
Telescopic (30)
Level 4
Quintessence 0
Duration Conc (Persistant)
Spontaneous 8 (40)
Formulaic 8 (40)
Ritual 3 (40)

Muto Vim (MuVi)


Wizard’s Boost (Form)
You cast this spell as another spell is cast. The effect of the other spell increases by the total rolled on the dice. A
Wizard’s Boost may never affect a single spell more than once. There are eleven versions of this spell, one for each
Hermetic Form. This spell must be ‘hung’ with the spell to be boosted (taking 2 slots)
Aid Magic 1d6, Variable Effect (+1/2)
Level Various
Quintessence 1 per Level
Duration Instant
Spontaneous 2 (10)
Formulaic 2 (10)
Ritual 2 (10)

Muto Vim (MuVi)


Gather the Essence of the Beast
Concentrates the raw Quintessence in a corpse into one part of that corpse, which can then be removed. This spell
lets you gather all the raw Quintessence you find without lugging around entire corpses of beasts. Note that the
Quintessence in many magical creatures is already concentrated in this manner in some specific organ, though this
spell will allow you to relocate that Quintessence if you wish. Caster must roll double the body of the corpse (Usually
7 (So 7 x 2 = 14))
Minor Transformation 5d6 (Concentrate Quintessence) (25)
Level 2
Quintessence 1 per Level
Duration Instant
Spontaneous 4 (20)
Formulaic 5 (20)
Ritual 3 (20)
Muto Vim (MuVi)
Shroud Magic
This spell allows a magus to suppress or alter the sigil in a spell that is currently being cast, or which has been cast
and is still active. The spell to be shrouded can be up to double the Shroud’s level.
Images (Alter Spell Sigil) -5 to roll (25), 0 End (+1/2), Persistant (+1/4)
Level 4
Quintessence 4
Duration Sun (Persistant)
Spontaneous 11 (40)
Formulaic 11 (40)
Ritual 07 (40)

Muto Vim (MuVi)


Magi’s Might
This powerfull spell enables a skilled magi to boost the spell level of any other spell he casts by manipulating the
ambient magical field in the local area. This spell must be ‘hung’ with the spell to be boosted (taking 2 slots)
Aid Spell 11d6 Standard Affect +40 (66), Variable Effect Any Formulaic Spell (+1/2)
Level 10
Quintessence 10
Duration Varies (Instant)
Spontaneous 22 (100)
Formulaic 27 (100)
Ritual 15 (100)

Muto Vim (MuVi)


Mirror of Opposition (Form)
Cast on another spell while the other spell is being cast, this causes the targeted spell to have the exact opposite of
its normal effects. This effect works on spells up to AP equal to what is rolled on the dice. The effects of the inversion
are up to the storyguide to determine, but the target of the inverted spell usually remains the same as that of the
original spell. The inverted spell cannot overcome any limitations of Hermetic magic. For example, if an Instant Perdo
Corpus spell is cast, the inversion is probably a Creo Corpus spell of Sun duration. There are ten versions of this spell,
each affecting spells of one of the Hermetic forms.
Major Transformation 10d6 (Change Spell Nature)
Level 10
Quintessence 10
Duration Varies (Instant)
Spontaneous 22 (100)
Formulaic 27 (100)
Ritual 15 (100)
Perdo Vim (PeVi)
Demon’s Eternal Oblivion
Weakens and possibly dispels a demon. If the roll exceeps the AP of the Summon spell the demon is banished back
to Hell for an indeterminate amount of time. If you know the demon’s true name, you may double your roll,
due to the Law of Names, which, like the Laws of Contagion and Sympathy, may be used to strengthen your spells.
Note that repeated castings of this spell are particularly effective, as the earlier castings reduce the number that you
have to beat.
Dispel Demon 3d6 (10)
Level Various (1 per 3d6)
Quintessence 4
Duration Instant
Spontaneous 2 (10)
Formulaic 2 (10)
Ritual 2 (10)

Perdo Vim (PeVi)


Masking the Odor of Magic
Prevents the detection of a magic spell, or of a magic power in an item or being, by InVi magic.
Images (Mask Magic) -5 to roll (25), 0 End (+1/2), Persistant (+1/4)
Level 4
Quintessence 4
Duration Sun (Persistant)
Spontaneous 11 (40)
Formulaic 11 (40)
Ritual 07 (40)

Perdo Vim (PeVi)


Arcanomantic Shield
This spell creates a field of Arcanomantic dispersion around the caster that protects him by disrupting and
interfering with harmful magic spells and powers. It works on attacks projected from magical items, but not against
attacks made with enchanted weapons (unless the GM rules otherwise based on the nature of the weapon).
Damage Negation (-8 DCs Magic) (40)
Level 4
Quintessence 4
Duration Sun (Persistant)
Spontaneous 11 (40)
Formulaic 11 (40)
Ritual 07 (40)

Perdo Vim (PeVi)


Shielding Wind of Mundane Silence
Drain 1d6 (10) Expanded Effect (+4), AE Skin (+1/4), Constant (+1/2), Persistant (+1/4), No Range (-1/2)
You raise a metaphorical “breeze” that cirles you and drains some of the magic away from any spell coming into
contact you. If the spell to be drained was not cast by a Hermetic magus, the spell is only half as effective.
Level 6
Quintessence 6
Duration Sun (Persistant)
Ritual 9 (60)
Perdo Vim (PeVi)
Contract of Doom
To cast this spell, the Demonologist prepares a sheet of parchment with a written contract for the death of a specific
target. When the sealed contract is accepted by the victim, a powerful demon is summoned who hunts down and
attempts to slay him. Once the attempt has been made, the demon returns to the plane from whence he was
summoned. If the caster cannot control the demon, it makes a single attack against the Wizard before disappearing.
4d6 RKA (Demon) (60), Delayed Effect (+¼), Trigger (Contract accepted by chosen victim, +¼); No Range (-½), No
Control Over Delay (1d6-1 Days, -¼), Side Effects (Attack vs. Wizard, -½), IAF Expendable expensive writing materials
(-1 ¼)
Level 9
Quintessence 9
Duration Special
Ritual 10 (90)

Perdo Vim (PeVi)


Wind of Mundane Silence
Dispel Magic 6d6 (18) Expanded Effect (+4), AE 8m rad (+1/2)
You raise a metaphorical “breeze” that blows the magic away from an area, canceling the effects of any spell there.
You can cancel the effects of any spell if, with this spell, you exceed the AP of the spell . If the spell to be eliminated
was not cast by a Hermetic magus, the AP’s are counted as double. If the spell was from a magic item, the value to
beat is double the AP. Wind of Mundane Silence does not affect spells of Instant duration. Magical things near the
area of the Wind wave slightly from the “breeze.”
Level 10
Quintessence 10
Duration Instant
Ritual 15 (100)

Perdo Vim (PeVi)


Suppressive Wind of Mundane Silence
Drain Magic 2d6 (20) Expanded Effect (+4), AE 8m rad (+1/2)
You raise a metaphorical “breeze” that drains some of the magic away from an area, reducing the effects of any spell
there. You can cancel the effects of any spell if, with this spell, you exceed the AP of the spell . If the spell to be
eliminated was not cast by a Hermetic magus, the spell is only half as effective. Wind of Mundane Silence does not
affect spells of Instant duration. Magical things near the area of the Wind wave slightly from the “breeze.”
Level 11
Quintessence 11
Duration Instant
Ritual 17 (110)

Rego Vim (ReVi)


Deflect the Magi’s Ire (Minor)
This spell temporarily enables a Magi to deflect a ranged spell away from himself.
Deflection (20), (See p148 Blocking)
Level 2
Quintessence 2
Duration Instant
Spontaneous 6 (20)
Formulaic 6 (20)
Ritual 4 (20)
Rego Vim (ReVi)
Reflect the Magi’s Ire v1 (Minor)
This spell temporarily enables a Magi to reflect a ranged spell back at the caster.
Reflection (Up to a level 4 spell) (30), (See p148 Blocking)
Level 3
Quintessence 3
Duration Instant
Spontaneous 7 (30)
Formulaic 7 (30)
Ritual 5 (30)

Rego Vim (ReVi)


Reflect the Magi’s Ire v1 (Major)
This spell temporarily enables a Magi to reflect a ranged spell back at the caster. With this variant of the spell the
caster can aborb the spell energy and convert it to a different form before reflecting it back
Reflection (Up to a level 4 spell) (30), Variable Effect (+1/2) (See p148 Blocking)
Level 5
Quintessence 5
Duration Instant
Spontaneous 10 (45)
Formulaic 11 (45)
Ritual 17 (45)

Rego Vim (ReVi)


Reflect the Magi’s Ire v2 (Major)
This spell temporarily enables a Magi to reflect a ranged spell back at the caster or at another individual.
Reflection (Up to a level 4 spell) (30), Reflect at any target (+1/2) (See p148 Blocking)
Level 5
Quintessence 5
Duration Instant
Spontaneous 10 (45)
Formulaic 11 (45)
Ritual 17 (45)

Rego Vim (ReVi)


Spell Augmentation (Minor)
This spell temporarily enhances or increases the effectiveness of any spell or magical power.
Aid Magic 6d6 (36), Variable Effect (any one Magic spell or power at a time; +½)
Level 6
Quintessence 6
Duration Instant
Spontaneous 15 (55)
Formulaic 15 (55)
Ritual 10 (55)
Rego Vim (ReVi)
Aegis of the Hearth
Drain 1d6 (Standard Effect) (10) Expanded Effect (+4), AE 32m Rad (+1), Constant (+1/2), Persistant (+1/4)
Always On (-1/2), No Range (-1/2)
This ritual protects a covenant in the way a Parma Magica protects a magus. If any spell is cast toward the Aegis
(originating from outside it) by any magus who was not involved in the Aegis ritual, the Aegis resists the spell.
Furthermore, spells that bring objects into the Aegis, including teleportation spells such as The Seven-League Stride,
are also resisted. Magi who were not involved in the ritual and who cast spells within the Aegis must subtract half
the level of the Aegis from all their casting. The Aegis is typically cast on the winter solstice, since magical auras can
be slightly higher at that time, and the Aegis then lasts for the entire next year. The entire covenant usually
participates in the Aegis ritual, which often ends with the participants’ walking around the perimeter of the
protected area in order to define it.
Level Various (7)
Quintessence 7
Duration Year (Persistant)
Ritual 9 (65)

Rego Vim (ReVi)


Arcane Theft
This spell allows a mage to siphon the mystic energies from a spell or other magical power and use them to enhance
the effectiveness of his own spells and powers.
Aid Magic 3d6 (18), Trigger (+1/4), Only Aid Self (-1/4), Linked to Drain (-1/2) (23 Active Points)
Drain Magic 3d6 (30), Variable Effect (any one Magic spell or power at a time; +½) (45 Active Points)
Level 7
Quintessence 7
Duration Instant
Spontaneous 17 (70)
Formulaic 17 (70)
Ritual 12 (70)

Rego Vim (ReVi)


Spell Augmentation (Major)
This spell temporarily enhances or increases the effectiveness of any spell or magical power.
Aid Magic 9d6 (54), Variable Effect (any one Magic spell or power at a time; +½)
Level 8
Quintessence 8
Duration Instant
Spontaneous 18 (80)
Formulaic 19 (80)
Ritual 12 (80)

Rego Vim (ReVi)


Augment the Magis Gift
This spell temporarily enhances or increases the effectiveness of the Magi’s magical gift.
Aid Magic Pool 15d6 (90) (10d6 to the Pool and 5d6 to the Control)
Level 9
Quintessence 9
Duration Instant
Spontaneous 20 (90)
Formulaic 21 (90)
Ritual 14 (90)
Rego Vim (ReVim)
Induced Backlash
This powerful ritual allows the caster to induce a Paradox Backlash. He must roll equal to or more than twice the
amount of Paradox in his Paradox Pool. If he fails he gains a further 5 Paradox.
Major Quintessence Transformation 10d6 (100), Side Effect If Fail (-1)
Level 10
Quintessence 10
Duration Instant
Ritual 15 (100)

A more advanced version of the above rote, the mage has a greater degree of control over how much Paradox
energy is released. For each effect result rating beyond the first, the mage can increase or decrease the strength of
the backlash by one point. However, the mage still has no control over exactly how the Paradox manifests. This rote
is also always Vulgar.

Rego Vim (ReVim)


Controlled Backlash
This powerful ritual allows the caster to induce and control a Paradox Backlash. He must roll equal to or more than
twice the amount of Paradox in his Paradox Pool. For each 5 points rolled beyond that needed, the mage can
increase or decrease the strength of the backlash by one point. If he fails he gains a further 5 Paradox.
Severe Quintessence Transformation 10d6 (150), Side Effect If Fail (-1)
Level 15
Quintessence 15
Duration Instant
Ritual 20 (150)

Rego Vim (ReMe)


Contract
When an intelligent creature is summoned and bent to the will of the Conjurer, he can use the following power as a
means to enforce the completion of a task. The contract must be written up and signed by both the caster and the
target before this spell will go into effect. Once this has been done, the caster forms a mental tie to the target,
allowing the Conjurer to know when the contract has been broken. If this occurs, the target will be wracked by
violent magical energies, usually resulting in death within a short period. The difficulty and duration of the Contract
will have a direct bearing on the willingness of the summoned being to sign. Clever beings can escape punishment by
means of loopholes, so the agreement must be carefully written by the caster.
10d6 Telepathy (50), 0 END (+½), Transdimensional (All) (+1), Only to activate trigger (-1), Only versus being
summoned by caster (-¼), OAF signed contract, fragile (-1 ¼)
2d6 BODY Drain (20), Invisible Power Effects (All Senses) (+1), Trigger (When the subject reneges on the contract as
written) (+¼), 32 Charges (+¼), Extra Time 1/Turn (-1 ¼), Linked to Telepathy (-½), Only versus being summoned by
caster (-¼), OAF signed contract, fragile (-1 ¼)
Level 18
Quintessence 18
Duration Instant
Ritual 20 (180)

You might also like