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Published by blackestspider, 2020-09-04 03:31:46

5e - SPELL GUIDELINES

5e - SPELL GUIDELINES

All SPELL
GUIDELINES

for Ars Magica 5th edition

Sources :

• Ars Magica 5th edition Supplemental Spell Guidelines made by Christopher Allen, Erik Tyrrell and
Michelle Nephew

• Ars Magica 5Ed Spells Guidelines.pdf

Objective: Compile all Guideline in one single Document and as well add some some valuable Information

If you find any information or error please contact Julian Lafosse at [email protected]

Basic Spells Guidelines

Range: Personal Duration: Momentary Target: Individual
Range: Touch Target: Circle
Basic Ward Spells Guidelines

Duration: Ring

Ranges Durations Targets

Personal Momentary Individual/Circle/Taste*
Eye/Touch Diameter/Concentration Part/Touch*
Voice/Road** Sun/Ring Group/Room/Smell*
Sight Moon/Fire** Structure/Hearing*/Bloodline**
Arcane Connection Year/Until (condition)**/Year+1** Boundary/Vision*
Bargain** (+3 Magnitudes to spell)

*: Magical Sense only for Intelligo spells.
**: special parameters only for Magi with Faerie Magic (Merenita or initiated to the Outer Mystery of the House Merenita).

Ranges Description Durations Description Targets Description

Personal: the spell only affect the casting Momentary: the spell last but a moment, and Individual: the spell affect one discrete thing
magus, or the thing that he is wearing or then dissipates. In many cases the effects of the such as a person or object.
carrying. The Target is thus never larger than spell will endure long after the spell itself Circle: the spell affect everything within a ring
Individual. finishes. Ritual Creo spells with Momentary drawn by the magus at the time of casting, and
Eye: the magus may target any person or duration create things that last as any other ends if the target is broken, even if that is
creature that he has established an eye contact thing of that type. The magic is gone in a before the duration of the spell expires. The
with. A human being who knows of no reason moment and so cannot be dispelled. spell also ends when its duration ends. For more
to avoid eye contact makes it automatically if Diameter: the spell last for 2 minutes. information see page 112.
dealing wither magus in a social setting. The Concentration: the spell lasts until the magus Taste: the information comes through the sense
Gift does not make people avoid eye contact. concentrate. In absence of distractions assume of taste. For more information on the Magical
For more information see page 111. that the magus can concentrate for 15 minutes Sense see page 114.
Touch: the magus or anything he touches, for point in the Concentration ability. If there Part: the spell affect a part of a discrete thing,
whatever a person or thing. are distractions, see page 82. such as a person's arm or a section of the
Voice: anything to which the magus's voice Sun: the spell lasts until the sun next rise or ground. This Target refers to spatial parts, that
carries. Typically, firm voice and gesture carry sets you could, at least in theory, cut off and put in a
about 15 paces, while a shout carries about 50. Ring: the spell lasts until the target of the spell bag. For more information see page 112 - 113.
The range is based on the distance that the moves outside a ring drawn at the time of Touch: the information comes through the
caster's voice can carry, not on whether the casting, or until the ring is physically broken. sense of touch. For more information on the
target can hear it. For more information see For more information see page 112. Magical Sense see page 114.
page 111. Moon: the spell lasts until the moon next rise or Group: the spell can affect a group of people or
Road: the magus may target anyone or anything sets. things. The component of the group must be
on the same road or path as her. The identity of Fire: spells with this duration can only be cast close together in space and the group itself
roads and paths is not always clear, and the on fires, and they last until the fire targeted must be separated from any other things of the
troupe may decide if things are difficult. For goes out. For more information see page 92. same type. For more information see page 113.
more information see page 92. Year: the spell lasts until sunrise on the fourth Room: the spell affects everything within a
Sight: anything the magus can see. If the equinox or solstice after the casting. A spell chamber. This room can be very large, but it
magus is standing on the highest point for with this Duration must be a Ritual. must be enclosed and have a definite
miles, this range can be immense. A blind Until (condition): the spells lasts until come boundaries. For more information see page 113.
magus can only affect himself. For more condition is met. Until (condition) requires a Smell: the information comes through the sense
information see page 111. ritual spell, and cannot normally dispelled by of smell. For more information on the Magical
Arcane Connection: anything that the magus magic, unless this is a part of the condition. Sense see page 114.
has an Arcane Connection to. Distance is The ending condition must be specified when Structure: the spell affects everything within a
immaterial unless the Story guide chooses to the spell is cast, and expires if the caster passes single structure. The structure itself counts as
impose some limit. For more information see into Twilight, even temporally, or the caster or within the structure for this purposes. For more
page 111. the target dies. information see page 113.
Year+1: this spell last for an year and a day. Hearing: the information comes through the
Also spells with this duration must be ritual, sense of hearing. For more information on the
but differently form Year spells, the duration of Magical Sense see page 114.
these spell is determined by the actual time that Bloodline: a bloodline and all the people
passes, rather than the turning of season. descended by blood form a given person, the
Bargain: a spell with Bargain duration can immediate target. Only the immediate target
only be cast on someone who has just must be within the spell's range, but all member
concluded a bargain or agreement with the s of the bloodline are affected immediately.
magus. The magus Penetration Total is doubled, Spouses do not count as part of the bloodline.
and if the spell penetrates the target Magic For more information see page 92.
Resistance, nothing happens unless the target Boundary: the spell affects everything within a
breaks the bargain. If he does the spell takes well defined natural or man-made boundary. A
effect without the need to bypass resistance spell with this Range must be a Ritual. For
again. Bargain spells have a second duration more information see page 113.
which determines how long the spells last after Vision: the information comes through the
it takes effect. The spell can only enforce a sense of sight. For more information on the
bargain for a maximum of a Year. Magical Sense see page 114.

Warding in Ars Magica(HoH Soc p114)

ANIMAL
GENERAL: Ward against beings associated with Animal fron1 one supernatural realm (Divine, Faerie1Infernal,

or Magic) with Might less than or equal to the level of the spell. (Touch, Ring, Circle)
LEVEL 5: Ward against animals or objects made from animal products. (Touch, Ring, Circ le)

AQUAM
GENERAL, Ward against beings associated with Aquam from one supernatural realm (Divine, Faerie, Infernal,

or Magic) with Might Jess than or equal to the level of the spell. (Touch1 Ring, Circle)
LEVEL 20: Ward against liquids. (Touch, Ring, Circle)

Auram

GENERAL:, Ward against beings associated with Auram from one supernatural realm (Divine, Faerie, Infernal
or Magic) with- Might Jess than or equal to the level of the spell. (Touch, ring,- Circle)

LEVEL 10: Ward against a type of minor weather phenomenon, such as mist. (Touch, Ring, Circle)
LEVEL 15: Ward against a type of normal weather phenomenon, such as rain. (Touch, Ring, Circle)
LEVEL 20: Ward against a type of severe\Weather phenomenon, such as gale force wind. (Touch, Ring, Circle)
LEVEL 25: Ward against a type of very severe weather phenomenon, such as a bolt of lightning. (Touch, Ring, Circle)

CORPUS
GENERAL: Ward against beings associated with Corpus from one supernatural realm (Divine, Faerie, Infernal, or Magic) with Might

less than or equal to the level of the spell (Touch, Ring, Circle)
LEVEL 30: Ward against human beings. (Touch, Ring, Circle)

HERB AM
GENERAL: Ward against beings associated With Herbam from one supernatural realm (Divine, Faerie, Infernal, or

Magic) with Might Jess than or equal to the level of the spell. (Touch, Ring, Circle)
LEVEL 30: Ward against plant products. (Touch, Ring, Circle)

IGNEM
GENERAL: Ward against beings associated with lgnem from one supernatural realm (Divine, Faerie, Infernal, or

Magic) with Might Less than or equal to the level of the spell. (Touch, Ring, Circle)
LEVEL 15: Ward against fire doing up:, to +5 damage. (Touch, Ring, Circle)
LEVEL 20: Ward against fire doing up to + 10 damage. (Touch, Ring, Circle)
LEVEL 25: Ward against fire doing up to + 15 damage. (Touch, Ring, Circle)
LEVEL 30: Ward against fire doing up to +20 damage. (Touch, Ring, Circle)
LEVEL 35: Ward against tire doing up to +25 damage. (Touch, Ring, Circle)
LEVEL 40: Ward against fire doing up to +30 damage. (Touch, Ring1Circle)

IMAGINEM
GENERAL: Ward against beings associated with Imaginem from one supernatural realm (Divine, Faerie, Infernal, or

Magic) with Might Jess than or equal to the level of the spell. (Touch, Ring, Circle)

MENTEM
GENERAL: Ward against beings associated with Mentem from one supernatural realm (Divine1Faerie, Infernal, or Magic) with

Might less than or equal to the level of the spell. (Touch, Ring, Circle)
TERRAM
GENERAL: Ward against beings associated with Terram from one supernatural realm (Divine, Faerîe, Infernal, or Magic) with Might

less than or equal to the level of the spell. (Touch, Ring, Circle)
LEVEL 20: Ward against dirt, sand, mud, or clay. (Touch, Ring, Circle)
LEVEL 25: Ward against stone or glass. (Touch, Ring, Circle)
LEVEL 30: Ward against metal or gemstone. (Touch, Ring, Circle)

VIM
GENERAL: Ward against all supernatural being's from one realm (Divine, Faerie, Infernal, or Magic) with Might Jess

than or equal to the level of the spell. (Touch, Ring, Circle)

ANIMAL (An)

To tell if a spell affects the mind of a creature, determine from the animal's Characteristics if it has Cunning or Intelligence. If the creature
ha Intelligence, a Mentem spell must be used; if it has Cunning an Animal spell must be used. If a Creature with Intelligence is shape
changed into animal form, a Mentem spell must be used, instead its body is affected by Animal spells. If a human body has animal parts
(e.g. wings), only those parts are affected by Animal spells. A Bjornaer magus in animal form is truly an animal, and so is affected in mind
and body by Animal, however spells with continuing effect casted on one form continue to affect the other. A basic Individual for Animal
is an animal of about the same size as a pony, Size +1, or lower.

Creo Animal (CrAn)

When creating a magical creature, the Magical Might of the creature cannot exceed the level of the spell, and requisites must be included for
any special powers. A Vim requisite, for the magical nature, is always required. To create treated animal products add one magnitude to the
level necessary to create the equivalent amount of dead animal. To create treated and processed animal products, add two magnitude o the
level necessary to create the equivalent amount of dead animal. To influence the Mental of created animals, a Rego requisite is required and
as this is an additional effect add at least one magnitude to the spell level. Otherwise they just do what comes naturally.

Level 1: Give an animal a +1 bonus to Recovery rolls.
Level 2: Give an animal a +3 bonus to Recovery rolls.

Preserve a corpse from decay. [Cov p.50]
Level 3: Give an animal a +6 bonus to Recovery rolls.
Level 4: Give an animal a +9 bonus to Recovery rolls.
Level 5: Create an animal product.

Create an insect or similar bug.
Give an animal a +12 bonus to Recovery rolls.
Level 10: Create a corpse of an animal.
Create a bird, reptile, fish or amphibian.
Give an animal a +15 bonus to Recovery rolls.
Level 15: Heal a Light Wound.
Give an animal a +18 bonus to Recovery rolls. Create a mammal.
Cause an animal to reach full maturity over the course of a single day or night. This accelerated maturation only applies during

the spell's duration, and thus full effect requires a Sun spell cast early in the day or the night.
Level 20: Heal a Medium Wound.

Give an animal a +21 bonus to Recovery rolls.
Cause an animal to reach full maturity over the course of two hours.
Level 25: Stop the progress of a disease.
Heal a Heavy Wound. Restore a lost sense. Restore a lost limb.
Cure a disease counteracting the its effect (a Momentary ritual or it only stops the progress of the disease).
Cause an animal to reach full maturity over the course of a ten Diameters (20 minutes).
Level 30: Heal a Incapacitating Wound.
Increase one of an animal Characteristics by one point, to no more than the average score for that kind of animal.
Cause an animal to reach full maturity over the course of a single Diameter.
Level 35: Heal all wounds.
Increase one of an animal Characteristics by one point, to no more the higher than the average score for that kind of animal.
Level 40: Increase one of an animal Characteristics by one point, to no

more than two higher than the average score for that kind of animal.
Cause an animal to reach full maturity in a moment.
Level 45: Increase one of an animal Characteristics by one point, to no

more than three higher than the average score for that kind of animal.
Level 50: Create a magical beast. Such spell always have Vim requisite, for the beast's magic, and normally have other requisites for its

powers. more than four higher than the average score for that kind of animal.
Level 55: Increase one of an animal Characteristics by one point, to no more than five higher than the average score for that kind of animal.

A greater increase is not within the natural range for the animal and thus cannot be affected by Creo magic.
Level 75: Raise an animal from the dead.

Intelligo Animal (InAn)

When you try to get information from an animal, remember that its memories are gathered through its particular senses, with their particular
strength and weakness. Animal cannot remember human words, but might remember tone of voice and such. You may not get the exact
information you are looking for. To communicate with an animal, you must bring yourself to the animal's mental state – a process that might
have strange, through temporary, effects on you. Additional ideas can be seen in Intelligo Corpus and Intelligo Mentem guidelines.

Level 1: Get a mental image of an animal.
Sense a supernatural creature of Might 50 or above with a Might associated with Animal. [RoP:M p.111]

Level 2: Sense a supernatural creature of Might 40 or above with a Might associated with Animal [RoP:M p111]
Count the number of individual in the Spell Target[TMREp93]

Level 3: Sense the state of consciousness of a beast.
Get general information about its body.
Sense a supernatural creature of Might 30[RoP:M p111]

Level 4: Sense the dominant drive of a beast. Learn a specific fact about its body.
Count the number of individuals in the spell Target, divided into apparent categories[TMRE p.93]
Sense a supernatural creature of Might 15 or above with a Might associated with Animal. [RoP:M
p.111]
Sort the individuals in the spell Target into categories and count them. [TMRE p.93]

Level 5: Learn the origin, age, and history of something made of animal products.
Sense any supernatural creature with a Might associated with Animal. [RoP:M p.111]

Muto Animal (MuAn)

Animal's granted new abilities, such as wings, need a few minutes to get used to them. When transforming things, you can transform things
that they are carrying with appropriate requisite. Animal are not infinitely mutable, and using too many of these spells for too long on an
animal can warp its natural constitution and even destroy it. Additional ideas can be seen in Muto Corpus guidelines.

Level 1: Make a superficial change to something made of animal products (changing the color).
Level 2: Make a major change to something made of animal products that preserve the substance (turn a leather jerkin into saddle).

Gradually turn meat into vermin. Make a superficial change to a beast.
Level 3: Change an animal's limb.

Change something made of animal products into a different animal product.
Level 4: Make a major change in a beast, while leaving it recognizably the same sort of animal (make a horse bigger and change its color).

Change something made of animal products in a minor unnatural way.
Level 5: Change an animal into a different animal.

Change an animal in a minor way so that it is no longer natural (change the color of an horse's coat to match the covenant's coat
of arm).

Level 10: Change an animal into human. It retains its animal's
mentality and does not gain soul. Require a Corpus requisite.

Change an animal into a plant. (Require a Herbam requisite.)
Level 15: Change an animal in a major unnatural way (give an horse

claws fangs and scaly armored skin).
Change an animal into a non living item. Appropriate requisite required.
Level 25: Radically change an animal into an unnatural way (give an

horse wings).
Give an animal a “magical” ability (fire breathing) Appropriate requisite required.

Perdo Animal (PeAn)

There is normally no Soak against Perdo Animal – the magic does not create something that cause damage, it just cause damage. Magic
Resistance is the only way to withstand it. Additional ideas can be seen in Perdo Corpus guidelines.

Level 2: Damage something made of animal products.
Level 3: Do superficial damage to a beast (removes its hairs).
Level 4: Destroy something made of animal products. Cause a beast pain, but do not real damage. Make a beast lose one

Fatigue level.
Level 5: Injure an animal so that is hampered, but not damaged (make

a horse lame, a bird lose its voice). This roughly half the effectiveness of the targeted thing.
Recovery like a Light Wound. Destroy an animal corpse.
Inflict a Light Wound.
Level 10: Inflict a Medium Wound.
Level 15: Destroy one of a beast's minor senses.
Inflict a Heavy Wound.
Cripple a beast's limb, so that it is unusable, but could heal.
Age a beast by one twelfth of its natural lifespan. Only affects beasts that have already reached maturity.
Level 20: Inflict an Incapacitating Wound.
Destroy or sever a beast's limb, so that it cannot naturally regain it.
Destroy one beast's major senses.
Level 30: Kill an animal.
Level 40: Destroy one property of an animal (its weight or aggression).

Rego Animal (ReAn)

Additional ideas can be seen in Rego Corpus and Rego Mentem guidelines.

General: Create a circle of warding against animals from one Realm
(Divine, Magic, Faerie or Infernal) with Might score less than the level of the spell. (Base Ward Spells Guideline
applies)

Level 1: Manipulate items made of animal products.
Craft an item from tanned leather. [HoH:S p.61]
Craft an item from prepared wool. [HoH:S p.61]

Level 2: Plant a single suggestion in an animal mind.
Protect the target from animal attacks. Only affect animal without mystical abilities.
Treat items made of animal products. [Covenants p.50]

Level3: Treat and process items made of animal products. (For greater complexity add one or two magnitudes. Increased complexity
usually also increases the Ease Factor of the mundane craft, and so increases the Finesse roll Ease Factor.) [Covenants p.50]
Craft an item from animal bone. [HoH:S p.61]
Craft an item from raw wool. [HoH:S p.61]

Level 4: Calm an animal.
Level 5: Manipulate animal emotions.

Paralyze an animal.
Cause vermin to spontaneously generate in appropriate matter, such as flesh, plants, soil, or water. [Art & Academe p.30]
Treat and process items made of animal products. (For greater complexity add one or two magnitudes. E.g. Base 15 might be used
to weave thread into a tunic.) [Covenants p.51]
Ward against animals or objects made from animal products. (Touch, Ring, Circle) [HoH:S p.114]
Control a disembodied spirit of Animal. [TMRE p.28 and LoH p.65]
Control an Airy Spirit of Animal. [RoP:M p.111]
Level 10: Make an animal completely passive.
Level 15: Completely control an animal.
Summon a disembodied spirit of Animal. [TMRE p.28 and LoH p.65]
Summon an Airy Spirit of Animal. [RoP:M p.111]

AQUAM (Aq)

Aquam spells affects water and all other liquids. They cannot affect liquids in a body, such as blood, that requires a Corpus spell.
The application of Target category to Aquam magic is not as obvious as it is for some other Forms, so further guidelines are give here. If the
standard target do apply, they may also used.
Individual: a stretch of water with the same composition and current. A small pond, part of a stream, or a spring.
Part: a part of an Individual. This category applies easily.
Group: a number of Individuals. Can include a large river, where there are several different currents, a number of rivers flowing together, or
a lake.
Room, Structure and Boundary: as for the other Form; the spell affects all the liquids within the targeted area.
A base Individual for Aquam is a pool of water about 5 paces (15 feet) across, and 2 paces deep at the centre. Naturally occurring liquids,
such as fruit juice or olive oil, have a base Individual 1/10 the size, about 2 paces across and about 1 pace deep. Processed liquids, such as
wine or beer, have a base Individual 1/100 the size, a pool 1 pace across and half pace deep. Corrosive and other dangerous liquids have a
base Individual ten times smaller again, a puddle about 1 feet across and about 6 inches deep. Poison have a base Individual of a single dose.

Note : Liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet. [HP p.12] (which is
a pool a foot across, and six inches deep)

• Control the flow of lava: Rego Aquam
• Change lava: Muto Aquam

Creo Aquam (CrAq)

Water created temporarily quenches thirst, but provides no lasting benefits to the drinker. It can be used to wash, and the thing washed stay
clean. Slightly unnatural liquids are one magnitude harder than water, very unnatural liquids are two magnitudes harder. Poison created at
the guideline level have an Ease Factor of 3; each magnitude added to the level of the spell adds 3 to the Ease Factor.

General: Create a corrosive substance doing +(Level) damage. (Increasing the Range to more than Touch is a really good idea)
Level 2: Fill a contained with water, or some other natural liquid (with appropriate requisite).
Level 3: Create water (or some other natural liquid) that is not contained (spread over a surface).

Create ice in a natural shape, such as a floe or icicle. [HoH:S p.34]
Level 4: Create water (or some other natural liquid) in an unnatural shape (in a sphere), but water so created will behave naturally.

Create a spring with a low rate of flow.
Level 5: Create a poison that cause a Light Wound. Create a spring with a higher rate of flow.
Level 10: Create a geyser with a very high rate of flow. Create a poison that cause a Medium Wound.
Level 15: Create a poison that cause a Heavy Wound.
Level 20: Create a poison that cause a Incapacitating Wound.
Level 25: Create a poison that cause a Fatal Wound.

Create an elemental from a base amount of Aquam matter. [RoP:M p.133]

Intelligo Aquam (InAq)

Note that Intelligo Aquam spells do not normally require requisites depending on the type of liquid targeted.

Level 1: Make a sense unaffected by water.
Sense a supernatural creature of Might 50 or above with a Might associated with Aquam. [RoP:M p.111]

Level 2: Get an image of water within range.
Sense a supernatural creature of Might 40 or above with a Might associated with Aquam. [RoP:M p.111]
Count the number of individuals in the spell Target. [TMRE p.93]

Level 3: Get an image of water and its surrounding within range.
Learn all the natural properties of a liquid.
Sense a supernatural creature of Might 30 or above with a Might associated with Aquam. [RoP:M p.111]
Count the number of individuals in the spell Target, divided into apparent categories. [TMRE p.93]

Level 4: Learn all the natural properties of a mixture of liquids.
Sense a supernatural creature of Might 15 or above with a Might associated with Aquam. [RoP:M p.111]
Sort the individuals in the spell Target into categories and count them. [TMRE p.93]

Level 5: Learn all the magical properties of a liquid.
Sense any supernatural creature with a Might associated with Aquam. [RoP:M p.111]

Level 10: Learn all the magical properties of a mixture of liquids.
Level 15: Speak with a natural body of water.

Muto Aquam (MuAq)

You cannot transform liquids within someone's body, unless the spell is designed that way and has a Corpus or Animal requisites. Poison
created at the guideline level have an Ease Factor of 3; each magnitude added to the level of the spell adds 3 to the Ease Factor.

General: Change a liquid into another liquid that does +(Level) points of damage on contact.
Convert part of an Aquam elemental’s body into another type of Aquam matter, reducing the elementals Might Pool by the level
of the spell +10. If the elemental is not destroyed by this effect, when the duration ends it can restore this Might by re-absorbing
the matter. [RoP:M p.133]

Level 2: Change a natural liquid into another natural liquid.
Change a liquid into a poison causing a Light Wound.

Level 3: Change a natural liquid into a slightly unnatural liquid (make
blue water) or vice versa.

Change a liquid into a poison causing a Medium Wound.
Level 4: Change a liquid into an unrelated solid, with Terram

requisite, or gas with Auram requisite.
Change a natural liquid into two or more different natural liquids, with the types separate. Although they will mix again

normally.
Change a liquid into a poison causing a Heavy Wound.
Change a liquid into a very unnatural liquid, requisites will often be required. (a shocking pink liquid that cause hallucination)
Level 5: Change a liquid into a mixture of any liquid, solid, with Terram requisite, or gas, with Auram requisite.
Change a liquid into a slightly unnatural solid, with Terram requisite, or gas, with Auram requisite.
Change a liquid into a poison causing a Incapacitating Wound.
Level 10: Change a liquid into a very unnatural solid, with Terram

requisite, or gas, with Auram requisite.
Change a liquid into a poison causing a Fatal Wound.

Perdo Aquam (PeAq)

As magnitudes in this spells rise, the destruction caused becomes more subtle, or more pervasive. Destroying water that is part of something,
such as the fluid in a human being, requires a target Part. Destroying water that is merely on someone, such as the water making a person
wet, only needs a target of Individual.
General : Destroy sufficient matter to reduce an Aquam elemental’s Might Score by (the level of the spell +10). RoP:M p.133
Level 4: Completely dry something, up to the size of a small house, that is wet.
Level 5: Greatly reduce the amount of a liquid without destroying it completely.
Level 10: Destroy a liquid; requisites may be required.
Level 15: Destroy one properties of a liquid (alcohol's ability to

intoxicate, or sea water's saltiness)
Level 20: Destroy a small spring, so that it never flows again.

Rego Aquam (ReAq)

Rego Aquam can change water into ice or steam, because these are both states that water can have naturally. Add one magnitude if the
controlled movement is slightly unnatural, two magnitudes if it is very unnatural.

General: Ward against creatures of water belonging to one Realm (Divine, Magic, Faerie or Infernal) whose Might is less than or equal
the level of the spell. (Base Ward Spells Guideline applies)

Level 1: Control a liquid in an extremely gentle way
Level 3: Change a liquid into ice or steam. This does not require requisites.
Level 4: Control a liquid in a forceful but calm way, such as a fast but constant current.
Level 5: Ward against mundane water.

Control a liquid in a violent way.
Control a disembodied spirit of Aquam. [TMRE p.28 and LoH p.65]
Control an Airy Spirit of Aquam. [RoP:M p.111]
Completely control an Aquam elemental. [RoP:M p.133]
Level 10: Control a liquid in an extremely violent way.
Level 15: Summon a disembodied spirit of Aquam. [TMRE p.28 and LoH p.65]
Summon an Airy Spirit of Aquam. [RoP:M p.111]

AURAM (Au)

Auram spells usually affects air phenomena, like winds, odors ..., rather than gases, which is a modern concept. Some target categories for
Auram requires some clarification; if the normal descriptions apply, they can, of course, be used.
Individual: a single phenomenon, such as one wind, one cloud, one bolt of lightning.
Group: several related phenomenon, such as the clouds, winds, and rain in a storm.
A base Individual for Auram is a weather phenomenon that affects the area within a standard Boundary – an area 100 paces across

Note : Volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces. [HP p.12]
• Create volcanic fumes: Creo Auram
• Move volcanic ash about in the air: Rego Auram

Creo Auram (CrAu)

Weather phenomena are normally created at Sight range. This is because most weather phenomena naturally begin in the upper air, and so
spells to create weather must have enough Range to reach this area. It is possible to create weather phenomena that start at the ground, but
they are very unnatural, and the increase in level for that precisely offset the decrease from reducing Range to Touch. A flying magus could,
of course, use Touch range to create natural weather phenomena, but such spells are not very popular in the Order.

Level 1: Create a minor weather phenomenon: a breeze, a mist, a light
drizzle.

Level 2: Create a normal weather phenomenon: a cloud, wind, fog,
rain from a cloud that already exist.

Level 3: Create a severe weather phenomenon: deafening thunder,
monsoon rain, impenetrable fog, gale force wind. Create a debilitating kind of air: noxious stench, mild poison

Level 5: Create a very severe weather phenomenon: hurricane force wind, lightning strike, tornado.
Create a phenomenon in a slightly unusual fashion: +1 magnitude (indoors)
Create a phenomenon in a very unnatural fashion: +2 magnitudes.
Create a phenomenon wholly divorced from its normal context (lightning bolt spreading from the caster's hands): +4
magnitudes.

Level 25: Create an elemental from a base amount of Auram matter. [RoP:M p.133]

Intelligo Auram (InAu)

Level 1: Make a your senses unhindered by the air (you can hear over a howling wind).
Sense a supernatural creature of Might 50 or above with a Might associated with Auram. [RoP:M p.111]

Level 2: Sense one property of the air, such as if it is safe to breath.
Sense a supernatural creature of Might 40 or above with a Might associated with Auram. [RoP:M p.111]
Count the number of individuals in the spell Target. [TMRE p.93]

Level 3 : Sense a supernatural creature of Might 30 or above with a Might associated with Auram. [RoP:M p.111]
Count the number of individuals in the spell Target, divided into apparent categories. [TMRE p.93]

Level 4: Learn all the mundane properties of the air.
Have an intuition about some fact regarding the air.
Sense a supernatural creature of Might 15 or above with a Might associated with Auram. [RoP:M p.111]
Sort the individuals in the spell Target into categories and count them. [TMRE p.93]

Level 5: Sense any supernatural creature with a Might associated with Auram. [RoP:M p.111]
level 15: Speak with air

MutoAuram (MuAu)

Transforming only one property of air generally lowers the level by one magnitude.

General: Transform air into a gas doing + Level damage.
Convert part of an Auram elemental’s body into another type of Auram matter, reducing the elementals Might Pool by the level of
the spell +10. If the elemental is not destroyed by this effect, when the duration ends it can restore this Might by re-absorbing the
matter. [RoP:M p.133]

Level 3: Transform an amount of air into another form of air.
Level 4: Transform an amount of air into another element (fire, earth, water), using the appropriate requisite.

Transform a gas into a harmful gas causing a Light Wound (Stamina roll against Ease Factor 6 to resist) [HoH:S p.36
Level 5: Transform an amount of air into a mixture of elements.

Transform an amount of air into something slightly unnatural
Transform a gas into a harmful gas causing a Medium Wound (Stamina roll against Ease Factor 6 to resist) [HoH:S p.36]
Level 10: Transform an amount of air into something wholly unnatural

Perdo Auram (PeAu)

Causing the destruction of air with great precision raise the order of magnitude by at least one level.
General : Destroy sufficient matter to reduce an Auram elemental’s Might Score by (the level of the spell +10). RoP:M p.133 R
Level 3: Make air stuffy and poor for breathing.
Level 4: Destroy still air.

Destroy a minor weather phenomenon: a breeze, a mist, a light drizzle.
Reduce the intensity of a weather phenomenon by one step. The steps are Very Severe, Severe, Normal, Minor.
Level 5: Destroy a normal weather phenomenon: a cloud, wind, fog,

rain from a cloud that already exist.
Level 10: Destroy a severe weather phenomenon: deafening thunder,

monsoon rain, impenetrable fog, gale force wind. Destroy a debilitating kind of air: noxious stench, mild poison
Level 15: Destroy a very severe weather phenomenon: hurricane force wind, lightning strike, tornado.

Rego Auram (ReAu)

Rego Auram allows the magus to control existing weather phenomena. It is not possible create a breeze with Rego Auram, but it is possible
to direct the course of a storm. This includes starting and stopping the rain at the magus' command. Controlling an amount of air with great
strength or great precision raises the magnitude of the spell by one point.

General: Ward against creatures of the air from one Realm (Divine, Magic, Faerie or Infernal) whose Might is less than or equal the
level of the spell. (Base Ward Spells Guideline applies)

Level 2: Control a minor weather phenomenon.
Level 3: Control a normal weather phenomenon.

Ward someone against a type of minor weather phenomenon.
Level 4: Control a severe weather phenomenon.

Ward someone against a type of normal weather phenomenon.
Level 5: Control a very severe weather phenomenon.

Ward someone against a type of severe weather phenomenon.
Control a disembodied spirit of Auram. [TMRE p.28 and LoH p.65]
Control an Airy Spirit of Auram. [RoP:M p.111]
Completely control an Auram elemental. [RoP:M p.133]
Level 10: Ward someone against a type of very severe weather phenomenon.
Level 15: Summon a disembodied spirit of Auram. [TMRE p.28 and LoH p.65]
Summon an Airy Spirit of Auram. [RoP:M p.111]

CORPUS (Co)

A base Individual for Corpus is an adult human being up to Size +1. The physical Characteristics are Strength, Stamina, Dexterity and
Quickness, and they can be affected and improved by Corpus magic.

Creo Corpus (CrCo)

Many Creo Corpus spells are most useful as ritual spells. Unless otherwise noted, a healing spell cast other than as a momentary duration
ritual actually suspends the healing process so that upon the spell's expiration, wound are as fresh as they were when the spell was cast. No
Hermetic spell can restore Fatigue levels. A spell that can heal something can also heal less serious versions of the same thing (a spell that
can heal Medium Wounds can also heal Light Wounds). However, a spell to heal wounds cannot cure diseases, no matter how high its level,
and vice versa.

Level 1: Give an character a +1 bonus to Recovery rolls.
Give a character a +1 bonus to disease Recovery rolls. [Art & Academe p.56]
The targets wounds are treated as one category less serious for the purposes of activities while injured. [Art & Academe p.60]

Level 2: Give an character a +3 bonus to Recovery rolls.
Preserve a corpse from decay.
Give a character a +3 bonus to disease Recovery rolls. [Art & Academe p.56]

Level 3: Give an character a +6 bonus to Recovery rolls.
Prevent all of a target's wounds from getting any worse
Give a character a +6 bonus to disease Recovery rolls. [Art & Academe p.56]
Give a character a +1 to childbirth rolls. [Art & Academe p.60.

Level 4: Give an character a +9 bonus to Recovery rolls.
Give a character a +9 bonus to disease Recovery rolls. [Art & Academe p.56]
Give a character a +3 to childbirth rolls. [Art & Academe p.60]

Level 5: Give an character a +12 bonus to Recovery rolls.
Create an entire human corpse.
Give a character a +9 bonus to disease Recovery rolls. [Art & Academe p.56]
Give a character a +3 to childbirth rolls. [Art & Academe p.60]

Level 10: Give an character a +15 bonus to Recovery rolls.
Give a character a +15 bonus to disease Recovery rolls. [Art & Academe p.56]

Level 15: Heal a Light Wound.
Give an character a +18 bonus to Recovery rolls. Resolve a minor aging crisis.
Give a character a +18 bonus to disease Recovery rolls. [Art & Academe p.56]
Cure a Minor disease. [Art & Academe p.57]

Level 20: Heal a Medium Wound.
Heal the debilitating after-effect of a disease, poison or injury.
Resolve a serious aging crisis.
Cure a Serious disease. [Art & Academe p.57]

Level 25: Heal a Heavy Wound.
Restore a lost limb.
Resolve a major aging crisis.
Improve all wounds by one level of severity [HoH:S p.100]
Heal the debilitating after-effects of a disease, poison, or injury, including those caused by surgery to save a Heavy or
Incapacitating wound. [Art & Academe p.57]
Cure a Major disease. [Art & Academe p.57]

Level 30: Heal a Incapacitating Wound.
Increase one of a person's physical Characteristics by one point, to no more than 0.
Cause a person to reach full maturity over the course of a single day or night. This accelerated maturation only applies during the
spell's duration, and thus full effect requires a Sun spell cast early in the day or the night. People do not learn under the influence
of
this spell, and for these purpose full maturity is reached around the age of 20.
Cure a Critical disease. [Art & Academe p.57]

Level 35: Heal all wounds.
Resolve a terminal aging crisis.
Increase one of a person's physical Characteristics by one point, to no more than +1.
Cure any disease. [Art & Academe p.57]

Level 40: Increase one of a person's physical Characteristics by one point, to no more than +2.
Level 45: Increase one of a person's physical Characteristics by one point, to no more than +3.
Level 50: Increase one of a person's physical Characteristics by one point, to no more than +4.
Level 55: Increase one of a person's physical Characteristics by one point, to no more than +5. Further increase are not natural to human
being and thus cannot be affected by Creo magic.
Level 70: Raise the dead, to a point. See The Shadow of Life Renewed

Intelligo Corpus (InCo)

Level 1: Sense a supernatural creature of Might 50 or above with a Might associated with Corpus. [RoP:M p.111]
Level 2 : Sense a supernatural creature of Might 40 or above with a Might associated with Corpus. [RoP:M p.111]

Count the number of individuals in the spell Target. [TMRE p.93]
Level 3: Locate a person to whom you have an Arcane Connection.

Sense a supernatural creature of Might 30 or above with a Might associated with Corpus. [RoP:M p.111]
Count the number of individuals in the spell Target, divided into apparent categories. [TMRE p.93]
Level 4: Sense very general information about a body.
Sense a supernatural creature of Might 15 or above with a Might associated with Corpus. [RoP:M p.111]
Sort the individuals in the spell Target into categories and count them. [TMRE p.93]
Level 5: Sense a specific piece of information about a body.
Speak with a dead body.
Sense any supernatural creature with a Might associated with Corpus. [RoP:M p.111]
Level 10: Sense all useful information about a body.

Muto Corpus (MuCo)

Transformation do not usually eradicate the original form, something of the original must remain (turning a fat lame man in a wolf originate
a fat lame male wolf). Transformation can have subtle, and sometimes dramatic, permanent effect. Someone who spent a month or more as
an animal begins to act and think like that animal. Eventually weak willed individuals might lose their human identity altogether. When
transformed back in human, the target might temporarily or permanently retain some feature of the other shape. Transformation are tricky
things. Muto Corpus spells cannot alter person's mind, so they leave the transformed person's intelligence and knowledge intact. Magi can
cast spell while in animal form, it suffer the normal -15 penalty for casting without hands and voice. The transformed person gains any
abilities the animal form has though it may take a day or so of experience to get used to using them. To change accoutrements along with the
body involves requisites (Animal for the leather armor and so on). Accoutrements are transformed only if they are actually being worn, not if
they are just carried in the hand, or if the story guide rules that the equipment is not sufficiently part of the target's worn equipment. This
untransformed equipment falls to the ground. When you are under the influence of one your shape changing spells, you may change yourself
back by concentrating, but doing so ends the spells. While concentrating, you symbolically remove some item to break the spell (a wolf skin
cloak, some water in your hands): this foci are essential if you are able to break the spell in this way. If you cast a spell without them, you
must dispel the magic with Perdo Vim, or wait the duration expire.

Level 2: Change someone to give them a minor ability.
Level 3: Utterly change the appearance or size of a person (though they must still remain human in form).
Level 5: Make a body resistant to damage (+1 Soak)

Add or remove human body parts from the target in such a way that he no longer looks human. These parts are normally
functional, although a spell may be deliberately designed so that they are not. The Target is Part, not Individual (although Groups
and higher Targets work as normal). [MoH p.49]
Level 10: Turn a human into a land animal. Requires Animal requisite.
Make a body resistant to damage (+2 Soak).
Level 15: Make a body resistant to damage (+3 Soak).
Level 20: Turn a human into a bird or fish. Requires Animal requisite.
Make a body resistant to damage (+4 Soak).
Level 25: Turn a human into a solid inanimate object. Requires Terram requisite.
Make a body resistant to damage (+5 Soak).
Turn a human into a plant (with Herbam requisite).
Level 30: Turn a human into an insubstantial object. Requires Auram requisite.

Perdo Corpus (PeCo)

These spells harm people directly, often permanently, unless outside magic's are used to repair the damage. Diseases caused by magic have a
Ease Factor of 6. For every magnitude by which the spell level increases, the Ease increase by 1.It is not possible to reduce the level of the
spell by reducing the Ease Factor. (See page 180 for more on diseases)

Level 3: Do superficial damage to a body (removes its hairs).
Level 4: Cause pain, but do not real damage.
Level 5: Hampered a person, without actually injuring them (make them lame, blur their eyesight).

Recovery like a Light Wound.
Destroy a corpse.
Inflict a Light Wound.
Inflict a Minor or Serious disease with a maximum Severity 10. [Art & Academe p.57]
Level 10: Inflict a Medium Wound.
Cause the loss of one Fatigue level.
Inflict a Minor, Serious, or Major disease with a maximum Severity 15. [Art & Academe p.57]
Level 15: Destroy one of a person's minor senses.
Inflict a Heavy Wound.
Cripple a limb, making it unusable, but still capable of healing. The damage heals as a Medium Wound.
Age someone five years.

Level 20: Inflict an Incapacitating Wound.
Destroy or sever a limb, so that it cannot heal naturally. Destroy one person's major senses. The damage heals as a Heavy
Wound.
Inflict a major disease.
Inflict any disease. [Art & Academe p.57]

Level 30: Kill a person.
Level 40: Destroy one property of person (its weight or solidity).

Rego Corpus (ReCo)

General: Ward against creatures of the Corpus from one Realm (Divine, Magic, Faerie or Infernal) whose Might is less than the
level of the spell. Hermetic Magi have no Might, and so are not affected by this spell. (Base Ward Spells Guideline applies)
Level 2: Make a target lose control of one body part.
Level 3: Move a target slowly in one direction, as long as the surface can support its weight.

Invoke a minor symptom of a disease without creating any underlying malaise ( rash, fever, cough). [Art & Academe p.57]
Level 4: Control the large-scale physical movement of the target.

Move the target slowly in any direction you please.
Move the target slowly straight up or in one direction over surfaces that cannot support it.
Level 5: Hold the target's body motionless.
Move the target slowly in any direction, even if the target is unsupported.
Invoke a major symptom of a disease without creating any underlying malaise ( vomiting, boils, paralysis). [Art & Ac p.57]
Perform a trivial surgical procedure, inflicting a fatigue level. [Art & Academe p.60]
Control a disembodied spirit of Corpus. [TMRE p.28 and LoH p.65]
Control an Airy Spirit of Corpus. [RoP:M p.111]
Level 10: Control target's motions.
Eliminate penalties of Fatigue and wounds. Animate a corpse.
Transport the target instantly up to 5 paces.
Perform a minor surgical procedure, inflicting a Light Wound or preventing a Light Wound from worsening. [Art & A p.60]
Level 15: Direct the flow of bodily energy.
Move a target in a any direction you please. Transport the target instantly up to 50 paces.
Ward a target against another human being. To ward off an Hermetic Magus, the ward must penetrate his Magic Resistance.
Perform a major surgical procedure, inflicting a Medium Wound or preventing a Medium Wound from worsening. [Art &
Academe p.60]
Summon a disembodied spirit of Corpus. [TMRE p.28 and LoH p.65]
Summon an Airy Spirit of Corpus. [RoP:M p.111]
Level 20: Transport the target instantly up to 500 paces .
Perform a critical surgical procedure, preventing a Heavy Wound from worsening. [Art & Academe p.60]
Level 25: Transport the target instantly up to one league(5,6km).
Perform a life-saving surgical procedure, preventing an Incapacitating or Fatal Wound from worsening. [Art & Academe p.60]
Level 30: Transport the target instantly up to seven league (39,2km).
Level 35: Transport the target instantly up to a place to which you have an Arcane Connection.

Herbam(He)

A base Individual for Herbam is a plant roughly one pace in each direction.

Creo Herbam (CrHe)

Any food create is nutritious only if the creation is ritual. The guideline levels given below are generally for conjuring the leafy part of
plants. Plants may be created living or dead with equal ease. To create treated Herbam products (cut timber, a vegetarian meal, linen cloth)
add one magnitude to the level necessary to create the equivalent amount of unworked living or dead plants. To create treated and processed
Herbam products (clothes or furniture) add two magnitudes.

Level 1: Ensure that a plant grows well for the duration of the spell. The guideline can affect a plant up to 10 paces in any direction, a large
tree. That is, this guideline includes a +3 Size enhancement.
Create a plant product (leaf, fruit...). Create a plant.
Prevent a plant from becoming sick.

Level 2: Create a processed plant product (finished plank of wood...).
Preserve a dead plant from decay. [Covenants p.51]

Level 3: Create wood in an unnatural shape (a living wall of wood).
Create and assemble the components for a pharmaceutical theories. (Requisites: Animal and Terram) (Ritual) [Art & Academe
p.70]

Level 15: Bring a plant to maturity over the course of a single day or night. Accelerated maturation only applies during the spell's
duration, and thus full effect requires a Sun spell cast early in the day or the night.

Repair a manufactured wooden item that has been damaged to the peak of its capabilities. This spell can also restore decay, but
the damage must be light. [MoH p.139]
Level 20: Bring a plant to maturity over the course of two hours.

Level 25: Bring a plant to maturity over the course of a ten Diameters (20 minutes).
Level 30: Bring a plant to maturity over the course of a single Diameter.
Level 40: Bring a plant to maturity in a moment

Intelligo Herbam (InHe)

Level 1: Gain an intuitive knowledge of a plant (know whether a given action would harm a plant).
Sense a supernatural creature of Might 50 or above with a Might associated with Herbam. [RoP:M p.111]

Level 2: Locate a plant.
Sense a supernatural creature of Might 40 or above with a Might associated with Herbam. [RoP:M p.111]
Count the number of individuals in the spell Target. [TMRE p.93]

Level 3: Learn general information, or a single specific fact about a plant or an item made from plant product.
Sense a supernatural creature of Might 30 or above with a Might associated with Herbam. [RoP:M p.111]
Count the number of individuals in the spell Target, divided into apparent categories. [TMRE p.93]

Level 4: Learn all mundane properties of a plant, or an item made from plant product.
Sense a supernatural creature of Might 15 or above with a Might associated with Herbam. [RoP:M p.111]
Sort the individuals in the spell Target into categories and count them. [TMRE p.93]

Level 5: Sense any supernatural creature with a Might associated with Herbam. [RoP:M p.111]
Level 15: Speak with a plant.

Muto Herbam (MuHe)

Changing a plant into something else usually involves a spell of one magnitude higher than the guideline most appropriate to the action. To
change plants into treated or finished material (wooden furniture, a vegetarian meal, linen cloth) add one magnitude to the level necessary
to change plants into natural, unworked plants.

Level 3: Change a plant or item made from plant product.
Level 4: Change a plant or item made from plant product into metal or stone. Require a Terram requisite.

Awake the consciousness of a plant. Require a Mentem requisite.
Level 5: Cause a plant to bend and twist rapidly in place.

Perdo Herbam (PeHe)

The guidelines given here are for destroying dead wood. Destroying live wood usually add one magnitude to the level of the spell.

Level 2: Cause the leaves to fall off the plant.
Level 3: Spoil an amount of food.
Level 4: Destroy an amount of dead wood.
Level 5: Destroy a plant.

Rego Herbam (ReHe)

It is equally easy to control living or dead wood.

General: Ward against creatures associated with wood from one Realm (Divine, Magic, Faerie or Infernal) with Might less than the level of
the spell. (Base Ward Spells Guideline applies)

Level 1 : Craft an item from dried and prepared timber. [HoH:S p.61]
Level 3: Control an amount of wood.

Manipulate items made of plant products. [Covenants p.51]
Assemble a pharmaceutical theories. (Requisites: Animal and Terram) [Art & Academe p.70]
Level 4: Deflect a single attack by a wooden weapon.
Control an entire plant, moving it around as you direct, although it remain rooted.
Treat items made of plant products. [Covenants p.51]
Level 5: Control an entire plant, moving it around as you direct, and it need not to remain rooted.
Summon a mobile plant.
Treat and process items made of plant products. [Covenants p.51]
Craft an item from unprepared timber. [HoH:S p.61]
Control a disembodied spirit of Herbam. [TMRE p.28 and LoH p.65]
Control an Airy Spirit of Herbam. [RoP:M p.111]
Level 10: Make a plant or thing made of plant products move with purpose and intelligence, without requiring your constant control.
Level 15: Ward someone against mundane plant products. Make a tree blossom out of season, in a moment. Weave thread into
a tunic
Summon a disembodied spirit of Herbam. [TMRE p.28 and LoH p.65]
Summon an Airy Spirit of Herbam. [RoP:M p.111]
Level 30: Ward against plant products. (Touch, Ring, Circle) [HoH:S p.114]

IGNEM (Ig)

Light and heat also fall within the domain of this Form. It's important to remember that heat also includes relative absence of heat, so spells
that result in cold temperatures are possible though Ignem. The base Individual for Ignem is a large campfire or a fire in the hearth of a
great hall. Fire damage is explained on page 181.

Heat and Corrosion

The damage modifier for heat and Corrosion depends on how much the character is covered and how intense is the source.
• If the source cover a small part of the character such as a hand or a foot, it does his base damage.
• If it cover an entire limb the damage bonus is doubled.(x2)
• If half of the character body is within the source the damage bonus is tripled (x3)
• If the character is body is in complete immersion the damage bonus is quadrupled (x4)

The damage is inflicted once every six second ( Once per combat round)

Source Intensity
Wood Fire +5
Boiling Water +3
Boiling Oil +6
Molten Lead +9
Molten Iron +12
Ice +1
Lye +3
Quicklime +6
Vitriol +9

Creo Ignem (CrIg)

Level 1: Create a light equivalent to moonlight.
Level 2: Create a light equivalent to candlelight. Heat an object to be warm to the touch.

Ignite something extremely flammable (oil, wick...).
Level 3: Create a light equivalent to torchlight. Heat an object to be hot to the touch.

Ignite something very flammable (parchment).
Level 4: Create a fire doing +5 damage.

Create light as bright as a cloudy day. Heat an object enough to boil water.
Ignite something flammable (dry wood, charcoal).
Level 5: Create a fire doing +10 damage.
Create a fire doing +5 damage in an unnatural shape (ring, sheet) or covering an object. Purely cosmetic shapes are free.
Create light as bright as a cloudy day.
Heat an object enough to to make it glow red hot.
Ignite something slightly flammable (leather, damp wood).
Level 10: Create a fire doing +15 damage.
Create a fire doing +10 damage in an unnatural shape. Heat an object enough to melt down.
Ignite something barely flammable (human body).
Level 15: Create a fire doing +20 damage.
Level 20: Create a fire doing +25 damage.
Create a fire doing +20 damage in an unnatural shape.
Level 25: Create a fire doing +30 damage.
Create an elemental from a base amount of Ignem matter. [RoP:M p.133]

Intelligo Ignem (InIg)

Level 1: Sense one property of a fire.
Locate a fire.
Sense a supernatural creature of Might 50 or above with a Might associated with Ignem. [RoP:M p.111]

Level 2: Sense all mundane properties of a fire.
Become aware of all fires within the target area. See a fire which you have an Arcane Connection.
Sense a supernatural creature of Might 40 or above with a Might associated with Ignem. [RoP:M p.111]

Level 3: Sense all mundane properties of ash.
Detect the traces of fires which burned within the last lunar month.
Sense a supernatural creature of Might 30 or above with a Might associated with Ignem. [RoP:M p.111]
Count the number of individuals in the spell Target, divided into apparent categories. [TMRE p.93]

Level 4: See clearly through raging fire. Auram requisite may be necessary if smoke is present as well.
Learn the magical properties of a fire.
Sense a supernatural creature of Might 15 or above with a Might associated with Ignem. [RoP:M p.111]
Sort the individuals in the spell Target into categories and count them. [TMRE p.93]

Level5 : Sense any supernatural creature with a Might associated with Ignem. [RoP:M p.111]

Level 10: See a fire you have an Arcane Connection to and all things it
illuminates (a campfire and everything within its circle of light).

Level 20: Speak with a fire.

Muto Ignem (MuIg)

The intensity of a fire also affects the difficulty of changing it. For every 5 points by which the fire's damage exceeds +5 add one magnitude

to the spell's level.

General : Convert part of an Ignem elemental’s body into another type of Ignem matter, reducing the elementals Might Pool by

the level of he spell +10. If the elemental is not destroyed by this effect, when the duration ends it can restore this Might by re-

absorbing the matter. [RoP:M p.133]

Level 1: Change one characteristic of a fire within the target area

(make a fire burn more lightly).

Level 2: Totally change a fire into another fire by changing any or all of its characteristics.

Level 3: Change a fire so that it is slightly unnatural (make the

flame colored, make the smoke smell of roses). May require requisites.

Level 4: Change a fire so that it is completely unnatural (multicolored

flames forming images ). May require requisites.

Level 5: Change a fire into a natural example of another element.

Requires the appropriate requisite.

Level 10: Change a fire into an unnatural example of another element. Requires the appropriate requisite

Perdo Ignem (PeIg)

The intensity of a fire also affects the difficulty of destroying it. For every 5 points by which the fire's damage exceeds +5 add one magnitude
to the spell's level.
General: Destroy sufficient matter to reduce an Ignem elemental’s Might Score by (the level of the spell +10). RoP:M p.133
Level 2: Greatly reduce the amount of light in an area.
Level 3: Completely extinguish all light in an area.

Reduce the size of a fire without destroying it.
Level 4: Extinguish a fire, cooling the ashes to merely warm.

Chill an object.
Chill a person so that they lose a Fatigue Level.
Level 5: Strongly chill an object (freeze water) Chill a person so that they take +5 damage.
Level 10: Destroy one aspect of a fire (heat or light).
Chill a person so strongly that they take +10 damage.

Rego Ignem (ReIg)

The intensity of a fire also affects the difficulty of controlling it. For every 5 points by which the fire's damage exceeds +5 add one
magnitude to the spell's level. Rego Ignem spells can control heat and light as well as fire.

General: Ward against creatures of fire belonging to one Realm (Divine, Magic, Faerie or Infernal) whose Might is less than or
equal the level of the spell. (Base Ward Spells Guideline applies)

Level 3: Control fire in a natural fashion (control its direction of spread).
Move a fire quickly through space while leaving it burning naturally.

Level 4: Control fire in a slightly unnatural fashion (stop it from burning a person).
Level 5 : Control a disembodied spirit of Ignem. [TMRE p.28 and LoH p.65]

Control an Airy Spirit of Ignem. [RoP:M p.111]
Completely control an Ignem elemental. [RoP:M p.133]
Level 10: Control fire in a very unnatural fashion (fashion into a dancing humanoid shape).
Level 15: Summon a disembodied spirit of Ignem. [TMRE p.28 and LoH p.65]
Summon an Airy Spirit of Ignem. [RoP:M p.111]
Level 20: Ward against fire doing up to +10 damage. (Touch, Ring, Circle) [HoH:S p.114]
Level 25: Ward against fire doing up to +15 damage. (Touch, Ring, Circle) [HoH:S p.114]
Level 30: Ward against fire doing up to +20 damage. (Touch, Ring, Circle) [HoH:S p.114]
Level 35: Ward against fire doing up to +25 damage. (Touch, Ring, Circle) [HoH:S p.114]
Level 40: Ward against fire doing up to +30 damage. (Touch, Ring, Circle) [HoH:S p.114]

IMAGINEM (Im)

Imaginem is the Form of sensation and illusion, thus one can creates, perceives, transforms, destroys, and controls images, not necessarily
illusions. Imaginem cannot affect light, as this is part of Ignem, but it can affect the things that light allows you to see. Stenches and
perfumes, tints and stains, color and shadow, melody and cacophony, sweet and sour, all these are perceptions, and so can be manipulated by
the Art of Imaginem. An image works on the senses, not on the mind, so an unthinking beast is as likely to believe an image as an
imaginative human. Similarly, everyone can sense an illusion create by Imaginem magic. Nevertheless, Imaginem spells are still most
effective at fouling the communication on which human society depends. Beasts are likely to be fooled by illusions, as are the simpler
undead. Demons are very hard to deceive, while faeries often see through illusions and manipulate them to fool you in turn. Certain member
of the Church have proven remarkably adept at discerning truth from illusion though the talent is not dependable.
Is more difficult to mimic a specific object or person using an Imaginem spell than is to mimic a general image, and requires a Perception
+ Finesse stress roll: the higher roll, the better you can fool people. You get a bonus to your roll for familiarity with what you are mimicking
(-3 for an unfamiliar object, +3 for highly familiar object or for having the subject available for modeling).
For Mimicking people:

• 6+ lets you fool acquaintances of the person.,
• 9+lets fool your friends.
• 12+ lets you fool close friends and relatives.
• 18+ Permit to reflect the appearance and mannerism exactly
For Illusions :
• 6+ The character can select one feature of creation so that varies from the universal form of the image being created
• 9+ The character can make several minor selections about the features of the image, so long as they remain within the natural

range of the similar object
• 12+ The character can precisely tailor the appearance of the image provided it may stays within the natural range of objects of its

type
• 15+ Precisely tailor the appearance of the image, the caster can incorporate mystical coloring supernatural grace or other

attractive feature
• 18+ The character may perfectly precise his artistic desire to the tiniest details

This is the required level to exactly duplicate an object with all its tiny flaw and imperfections
• 21+ The character may create image that appears to be the epitome of the class of object represented

Use a similar scale for mimicking objects. If you botch the Finesse roll, you may think the image is satisfactory, but it's immediately seen
through once in use. A base Individual of Imaginem is the equivalent of an adult human being; whether a visual image of about that size,
an auditory illusion making that much noise, or whether

Creo Imaginem (CrIm)

It is important to note that Creo Imaginem only create the images of things, not the thing themselves. This is the first (and most important)
clue that image is just an illusion. On the other hand, the illusion of a wall may feel solid, but will present no resistance if someone pushes
an hand through it. Increasing the complexity of a sensory perception, such as making a moving visual image or making clear words instead
of noise, adds an additional level of magnitude. Making an image or make noise at your direction as you concentrate add two level of
magnitude. In addition a very intricate images (an intricately ornate bridge) are generally one level of magnitude higher as well.

Level 1: Create an image that affects a single sense.
Level 2: Create an image that affects two senses.

Level 3: Create an image that affects three senses.

Level 4: Create an image that affects four senses.

Level 5: Create an image that affects five senses.

Intelligo Imaginem (InIm)

These spells improve upon your senses by bringing in images, usually sounds and images, not normally available. Note that seeing or
hearing into another room or a hundred miles away does you no good if there is no light or sound there. As in CrIm spells, each additional
sense you wish to perceive increases the level of the spell by one magnitude.

General: Discern an illusion caused by spells of equal or lower level than the level of this spell (Vision target).
Level 1: Use one sense at a distance.

Memorize or perfect your memory about an image you have encountered.
Be able to discern your own illusions.
Sense a supernatural creature of Might 50 or above with a Might associated with Imaginem. [RoP:M p.111]
Level 2: Use two senses at a distance.
Sense a supernatural creature of Might 40 or above with a Might associated with Imaginem. [RoP:M p.111]
Count the number of individuals in the spell Target. [TMRE p.93]
Level 3: Use three senses at a distance.
Enhance one of your senses in one way (to see clearly at distance, to see things at distance, to see in the dark...)
Sense a supernatural creature of Might 30 or above with a Might associated with Imaginem. [RoP:M p.111]
Count the number of individuals in the spell Target, divided into apparent categories. [TMRE p.93]
Level 4: Use four senses at a distance.
Sense a supernatural creature of Might 15 or above with a Might associated with Imaginem. [RoP:M p.111]
Sort the individuals in the spell Target into categories and count them. [TMRE p.93]
Level 5: Use five senses at a distance.
Sense any supernatural creature with a Might associated with Imaginem. [RoP:M p.111]

Muto Imaginem (MuIm)

Muto Imaginem, or indeed other Imaginem magic, cannot overcome the effects of The Gift, although it might offset them a little.

Level 1: Change one sensation of an object (make a leaf look like a
coin), but not its type (not from sight to sound).

Level 2: Change two sensations of an object.
Level 3: Change three sensations of an object.
Level 4: Change four sensations of an object.
Level 5: Change five sensations of an object

Perdo Imaginem (PeIm)

Destroying changing images is more difficult – add one level of magnitude to the spell that do so. Note also that shadow are due to the
physical body blocking the light, thus destroying something's shadow is Creo Ignem, or possibly Rego Ignem, and not Perdo Imaginem.
Mirror images, however, are cause to the species bouncing off the mirror, so a spell destroying (or changing) the species also changes mirror
images.

Level 2: Destroy an object ability to affect taste or touch.
Level 3: Destroy an object ability to affect smell or hearing. Destroy an object ability to affect taste and touch.
Level 4: Destroy an object ability to affect sight.

Destroy an object ability to affect any three of taste, touch, smell or hearing.
Level 5: Destroy an object ability to affect any of four senses.
Level 10: Destroy an object ability to affect all five senses.

Rego Imaginem (ReIm)

As with CrIm and PeIm, it is slightly harder to affects changing images. Add one level of magnitude to spells that do so. Add a further level
of magnitude if the image so to change along with the object. Add one level of magnitude to the guidelines for each additional sense to be
affected.

Level 2: Make an object appear (to one sense) to be up to one pace away from its actual position.
Level 3: Make an object appear (to one sense) to be up to 5 paces away from its actual position.

Make objects appear to move rapidly in a disorienting way..
Level 4: Make an object appear (to one sense) to be up to 15 paces away from its actual position.

Make an object appear (to one sense) to be contained or be attached to another object defined at the time of casting (someone's
voice appear to came from a bag).
Level 5: Make an object appear (to one sense) to be up to 100 paces away from its actual position.
Control a disembodied spirit of Imaginem. [TMRE p.28 and LoH p.65]
Control an Airy Spirit of Imaginem. [RoP:M p.111]
Level 10: Make an object appear (to one sense) to be up to in Sight of its actual position.
Level 15: Make an object appear (to one sense) to be up to in a location to which the caster as an Arcane Connection
Summon a disembodied spirit of Imaginem. [TMRE p.28 and LoH p.65]
Summon an Airy Spirit of Imaginem. [RoP:M p.111]

Mentem (Me)

Intelligent minds are affected by Mentem spells while the minds of beasts are affected only by Animal spells. The mental Characteristics
are Intelligence, Perception, Presence, and Communication., and they can be affected by Mentem spells. Minds do not have a size, so size
modifiers do not apply to Mentem effects with individual targets. However, minds can be counted, so for Groups you still need to boost the
size to affect more people. Similarly Mentem spells affecting everyone in a Room, Structure, or Boundary have size modifiers in the normal
way

Creo Mentem (CrMe)

In addition to healing minds, these spells can also create thoughts emotions and memories in another person's mind. These creations interact
normally with the target's other thoughts, and may be changed in the process.

Level 3: Form words in another's mind., (thus creating an hallucination that only the target can perceive, additional species cost one
magnitude each) [Art & Academe p.32]

Level 4: Put a thought or emotion into another mind. (creates imagination or estimation respectively .Creating imagination literally puts
thoughts in another’s mind. Creating Estimation) [Art & Academe p.32]
Restore a memory of a brief event to a fresh state, as long as a fragment of it remains. The affected memory can be no more
extensive than a short conversation (two or three rounds). [HoH:TL p.72]

Level 5: Create a memory in another's mind. (can also create items of cognition. This can bring a dream to a sleeping person, instill in him
a long-term plan for the future, or make him apply his mind to trying to overcome a problem. It cannot force him to follow
through with these plans.) [Art & Academe p.32]
Restore a memory of an event to a fresh state, as long as a fragment of it remains. The affected memory can be no more extensive
than about two minutes. [HoH:TL p.73]
Construct an extremely detailed locus in the target’s memory palace. [TMRE p.26]

Level 10 : Restore a memory of a day's events to a fresh state, as long as a fragment of it remains. Events are remembered as if they had

occurred only an hour before. [HoH:TL p.73]
Spark a twinge of conscience in an intelligent beings mind, overriding the temporary obsession of a demon. [Art & Academe
p.35]
Level 30: Increase one of a person's mental Characteristics by one point, to no more than 0.
Level 35: Increase one of a person's mental Characteristics by one point, to no more than +1.
Level 40: Increase one of a person's mental Characteristics by one point, to no more than +2.
Level 45: Increase one of a person's mental Characteristics by one point, to no more than +3.
Level 50: Increase one of a person's mental Characteristics by one point, to no more than +4.
Level 55: Increase one of a person's mental Characteristics by one point, to no more than +5.

Intelligo Mentem (InMe)

Additional ideas can be seen in Intelligo Animal guidelines, for spell that affects the mind. Note that writing does not contain any
information of itself, and is generally materials Animal, Herbam, or Terram for the materials, not Mentem. To translate writings, you need
someone who can read it, although you could read the translation from their mind. A Momentary Mentem spell can answer a single
question, although is not necessary that the answer be expressible in a brief form. Finding out a lot of information takes time

Level 1: Sense a supernatural creature of Might 50 or above with a Might associated with Mentem. [RoP:M p.111]

Level 2: Sense a supernatural creature of Might 40 or above with a Might associated with Mentem. [RoP:M p.111]

Count the number of individuals in the spell Target. [TMRE p.93]

Level 3: Sense a supernatural creature of Might 30 or above with a Might associated with Mentem. [RoP:M p.111]

Level 4: Count the number of individuals in the spell Target, divided into apparent categories. [TMRE p.93]
Sense the state of consciousness of one intelligent being (asleep, awake, meditating, dead, drugged, insane, or comatose).
Sense a supernatural creature of Might 15 or above with a Might associated with Mentem. [RoP:M p.111]
Sort the individuals in the spell Target into categories and count them. [TMRE p.93]

Level 5: Sense a single emotion in a being.

Reads the target’s estimation, ( Details about one emotions sensed) [Art & Academe p.33]

Understand the meaning behind spoken sounds.

Sense any supernatural creature with a Might associated with Mentem. [RoP:M p.111]

Level 10: Sense all of the emotions in a being.

Discover the truth of a statement.

Read a single sensory input from the target’s common sense. [Art & Academe p.33]

Level 15: Speak with any one human.

Read a person's surface thoughts.

Pick a single answer from the mind of the target.

Level 20: Read the last day's memories from one person.

Read the short-term plans from the person’s cognition. If cast while a target is dreaming, spells based on this guideline

can eavesdrop on those dreams. [Art & Academe p.33]

Level 25: Learn all the information you wish from a person's mind

Muto Mentem (MuMe)

Muto Mentem spells give a mind properties it could naturally acquire. These fall into three main categories. First, changing memories: while

memories may decay over time, they do not naturally change radically, so making them so do is Muto. Second, emotions and thoughts that
people cannot normally feel: this includes the thoughts of an animal and similar. Third, non mental properties: this cover making a mind
physical and is very difficult. Granting a magical sense to other people has a base level one magnitude higher than granting it to yourself
using Intelligo. The necessary increase to range, and possibly, target increase the level further.

Note : [Art & Academe p.33]

All the guidelines that refer to memories can also affect imagination. Changing the imagination makes the target ignore the current focus of
attention in favor of something of the caster’s choosing. This must be an unnatural refocusing of attention to fall under Muto Mentem.
For example, a major change in imagination might make a soldier in battle become focused on the grass rather than the enemy.

All the guidelines that refer to emotions (i.e. estimation) can also affect common sense and cognition. Changing the estimation can also make
the target react inappropriately to an emotional stimulus.
For example, seeking shelter in the water, or fleeing from something non-threatening.

A major change to the common sense can cause the target to hear a man’s praise as condemnation, or see a sword as a haddock.
Completely rewriting the common sense causes the target to comprehend sounds as visual images, or smells as feelings of pain (although
these do no real damage).

A major change to cognition can redirect a plan towards a different goal (revenge on Carolus rather than Darius), but the cognition must be
completely rewritten to give someone a new aspiration at least for the duration of the spell.

Level 1: Make a minor change in person's memory of an event.
Level 2: Make a major change in person's memory of an event.
Level 3: Make a major change in person's memory of a series of events.
Make a major change to a person's emotion.
Level 4: Make a major change in person's memory of a period of their life.
Completely change to a person's emotion.

Level 10: Completely rewrite a person's memories
Rewrite any of the five wits. [Art & Academe p.33]

Level 15: Make a mind or spirit visible (requires Imaginem requisite).
Utterly change a person' mind.
Dominating the mind with a particular wit; for example, Mind of the Beast leaves the estimation
in charge of all mental actions . [Art & Academe p.33]

Level 25: Make a mind or spirit solid. Requires the appropriate requisite to the Form of the shape.

Perdo Mentem (PeMe)

Emotions naturally reappear in a person, so spells that destroy them must have a continuing duration to ensure they do not come back.
Memories do not naturally return, so Momentary duration spells remove them forever, although a person could be told what he had
forgotten, or reconstruct the memory from things he does remember. A continuing spell would prevent a person from relearning that
information however.

Note: [Art & Academe p.33]

Unlike memories, destroyed aspects of the imagination, cognition, common sense, and estimation naturally restore themselves.
All the guidelines that affect memories (rather than details from memories) can affect imagination or cognition as well.

All the guidelines that affect emotions work through the estimation, and can also affect the common sense. Quelling the estimation can also
cause a person to neglect appetitive urges for shelter, rest, food, and drink, although the estimation must be removed entirely to cause the
target to suffer deprivation through this neglect. Quelling the common sense leaves the target unable to correctly interpret a particular type of
sensory input — he might see, but be unable to understand what he is seeing

Level 3: Remove a minor detail from the person's memory.
Level 4: Remove an important detail from the person's memory.

Diminish a single mental capability in a person. Reduce the intensity of all of a person's emotions.
Level 5: Quell an emotion in a person.
Level 10: Remove a minor or short memory from a person's mind.

Reduce all of a person's mental capabilities.
Stop a person thinking about a certain thing, or make him neglect one of his goals or banish a dream. [Art & Academe p.33]
Level 15: Remove a major or long memory from a person's mind.
Prevent all active thought through the imagination; or stifle creative thought or prevent dreaming entirely through the cognition.
Remove all emotions from a person. Drive a person insane.
Level 25: Leave a person a mindless husk

Rego Mentem (ReMe)

Additional ideas can be seen in Rego Animal guidelines, for spell that affects the mind. Many changes to the mind are Rego effects, because
the mind could naturally assume that state.

Note : . [Art & Academe p.34]

Controlling the imagination can also hold a thought in a person’s mind, increasing focus.
The same guidelines can also affect the cognition through dreams.
the Level 5 guideline allows the subject (but not the content) of the dream to be determined by the caster,
the Level 15 guideline can determine subject and content.

General: Ward against spirits belonging to one Realm (Divine, Magic, Faerie or Infernal) whose Might is less than the level of the spell.
(Base Ward Spells Guideline applies)

Reinforce the target’s memory palace against magical attacks or attempts to modify his memories. [TMRE p.27]
Level 3: Make a subtle difference to the target mental state.
Level 4: Control a target 's mental state (awake, asleep, confused...)
Level 5: Control a natural emotion (calm, fear...). The target must feel the emotion before you can control it. (operate on the estimation,

and can also affect the common sense. Such spells make the common sense pay particular attention to a given sensory stimulus;
in this context an unnatural stimulus is one that has not been experienced by the target before. [Art & Academe p.34])
Control a disembodied spirit.
Incline a person to a particular sort of response.( affect imaginations [Art & Academe p.34])
Control a disembodied spirit of Mentem. [TMRE p.28 and LoH p.65]
Control an Airy Spirit of Mentem. [RoP:M p.111]
Level 10: Control an unnatural emotion (cultivate a person's feeling of bravery where he is usually cowardly). . (operate on the estimation,
and can also affect the common sense. Such spells make the common sense pay particular attention to a given sensory stimulus;
in this context an unnatural stimulus is one that has not been experienced by the target before. [Art & Academe p.34]) .
Imbue all of a person's response with a particular emotion.
Level 15: Control a human being as long as you can see him. .( affect imaginations [Art & Academe p.34])
Summon a ghost.
Summon a disembodied spirit of Mentem. [TMRE p.28 and LoH p.65]
Summon an Airy Spirit of Mentem. [RoP:M p.111]

Level 20: Give a person one complex command, which he tries to carry out to the best of his ability. (directly controls the cognition, setting
the target’s goals towards that determined by the caster. [Art & Academe p.34])

Level 30: Completely control a person's mind and emotions.

Terram (Te)

Through Terram spells affect all manner of solid objects, it is harder to affect certain materials. Here in increasing order of difficulty are the
materials: earth (sand, dirt, mud), clay, stone, glass, metal, gemstones. Each level of difficulty does not necessarily represent an increase in
one level of magnitude. The base Individual for Terram depends on the material involved. For earth, clay and other similar substances, it is
about 10 cubic paces of stuff; for stone it is a single cubic pace; for base metals it is a cubic foot, while for precious metals it is 1/10 of cubic
foot; and for gemstones the base individual is one cubic inch in size.
+1 magnitude for stone
+2Magnitude for metal

Volcanic ash is the same magnitude of effect as sand. and the base Individual is 10 cubic paces of ash.
Volcanic rock, and an entire volcano, counts as the same magnitude of effect as stone. and the base Individual is a cubic pace.
Lava counts as the same magnitude of effect as a metal. and the base Individual is a cubic pace.

• Create a volcano, volcanic rock, lava, or volcanic ash: Creo Terram
• Control/Cause/Stop the eruption of a volcano: Rego Terram (Ignem)
• Talk to a volcano: Intelligo Terram [ HP p.12]

Creo Terram (CrTe)

Creating earth in an elaborate shape or with some unnatural properties is one level of magnitude higher than the listed guidelines.

Level 1: Create sand, dirt, mud, or clay.
Level 3: Create stone or glass.

Create and assemble the components for an alchemical reagent. (Requisites: Animal and Herbam) (Ritual) [Art & Academe p.70]
Level 5: Create base metal.
Level 15: Create precious metal.

Repair a crafted item, returning it to an “as new” state. [MoH p.31]
Level 25: Create gemstone.

Create an elemental from a base amount of Terram matter. [RoP:M p.133]

Intelligo Terram (InTe)

Intelligo Terram spells level are not affected by the material of the thing affected.

Level 1: Sense a supernatural creature of Might 50 or above with a Might associated with Terram. [RoP:M p.111]

Level 2: Learn one visible property of an object. A property that someone with the appropriate skill could determine just by looking.
Level 3: Sense a supernatural creature of Might 40 or above with a Might associated with Terram. [RoP:M p.111]
Count the number of individuals in the spell Target. [TMRE p.93]
Sense a supernatural creature of Might 30 or above with a Might associated with Terram. [RoP:M p.111]
Count the number of individuals in the spell Target, divided into apparent categories. [TMRE p.93]

Level 4: Learn one mundane properties of an object.

See an object and its surroundings.

Sense a supernatural creature of Might 15 or above with a Might associated with Terram. [RoP:M p.111]

Sort the individuals in the spell Target into categories and count them. [TMRE p.93]

Level 5: Learn all component of a mixture or alloy.

Sense any supernatural creature with a Might associated with Terram. [RoP:M p.111]

Level 10: Learn all the natural properties of an object.

Level 15: Sense all the mundane properties of a composite object.

Level 20: Learn all the magical properties of an object.

Make your sense unhindered by earth. Speak with a natural rock (a boulder).

Level 25: Speak with an artificial rock (a statue).

Level 30 : Commune with a natural rock. [HoH:TL p. 74]

Speak with a metal object. [HoH:TL p. 74]

Level 35: Commune with an artificial rock (for example, a statue). [HoH:TL p. 74]

Level 40: Commune with a metal object (for example, a knife). [HoH:TL p. 74]

Muto Terram (MuTe)

The target below are for changing earth (dirt, sand, mud...). To change to or from stone or glass, add one level of magnitude. To change to
or from metal or gemstone add two level of magnitudes. These adjustment only apply only once, so that changing metal to metal is only two
magnitudes higher. The amount of material you can change is limited by the guidelines for each end. Thus you can turn a cubic pace of stone
in a cubic inch of gemstone with a base Individual.

General: Convert part of a Terram elemental’s body into another type of Terram matter, reducing the elementals Might Pool by the level of
the spell +10. If the elemental is not destroyed by this effect, when the duration ends it can restore this Might by re-absorbing the
matter. [RoP:M p.133]

Level 1: Change one property of earth.
Level 2: Change earth to another type of natural earth (sand, mud, loam...) .
Level 3: Change earth so that is slightly unnatural. Requisites may be required.

Change earth into a liquid or gas. Requisites may be required. Change earth to stone, or vice versa.
Level 4: Change earth so that is highly unnatural. Requisites are often required.

Change earth into a mixture of liquid, solid and gases. Require the appropriate requisites.
Change earth into a plant. Require Herbam requisite. Make something grow to eight time its previous volume.
Level 5: Change earth into slightly unnatural liquid or gas. Require the appropriate requisite.
Change earth into an animal. Require Animal requisite.
Level 10: Change earth into highly unnatural liquid or gas. Require appropriate requisite

Perdo Terram (PeTe)

Earth includes dirt, sand, mud and other similar type of earth. To destroy stone or glass, add one level of magnitude. To destroy metal or
gemstone add two level of magnitudes.

General : Destroy sufficient matter to reduce a Terram elemental’s Might Score by (the level of the spell +10). RoP:M p.133
Level 2: Weaken earth.
Level 3: Destroy earth
Level 5: Destroy one aspect of dirt, such as its weight or its cohesiveness. [HoH:S p. 37]

Rego Terram (ReTe)

Earth includes dirt, sand, mud and other similar type of earth. To control stone or glass, add one level of magnitude. To control metal or
gemstone add two level of magnitudes. Manipulating objects with great precision may also be higher, depending on the level of precision.

General: Ward against stone creatures belonging to one Realm
(Divine, Magic, Faerie or Infernal) whose Might is less than the level of the spell. (Base Ward Spells Guideline
applies)

Level 1: Control or move earth in a natural fashion.
Level 2: Control or move earth in a slightly unnatural fashion.

Keep earth away from you, under your conscious control (you must be aware of its presence).
Shape and form dirt, as if a craftsman had worked it. (Add one magnitude for stone or glass, two for metal or gemstones. Add
one or two magnitudes according to complexity.) [Covenants p.51]
Level 3: Control or move earth in a very unnatural fashion.
Assemble an alchemical reagent. (Requisites: Animal and Herbam) [Art & Academe p.70]
Craft an item from glass. [HoH:S p.61]
Level 4: Craft an item from gemstone, metal, or gemstone. [HoH:S p.61]
Transport a target instantly up to five paces. [MoH p.92]
Level 5: Keep all earth away from your body, or ward a target against earth
Hurl a stone projectile with enough force to do +5 damage (range increment of 20 paces) [HoH:S p.38]
Control a disembodied spirit of Terram. [TMRE p.28 and LoH p.65]
Control an Airy Spirit of Terram. [RoP:M p.111]
Completely control a Terram elemental. [RoP:M p.133]
Transport a target instantly up to 50 paces. [MoH p.92]
Level 10: Hurl a stone projectile with enough force to do +10 damage (range increment of 20 paces) [HoH:S p.38]
Transport a target instantly up to 500 paces. [MoH p.92]
Level 15: Hurl a stone projectile with enough force to do +15 damage (range increment of 20 paces) [HoH:S p.38]
Summon a disembodied spirit of Terram. [TMRE p.28 and LoH p.65]
Summon an Airy Spirit of Terram. [RoP:M p.111]
Transport a target instantly up to one league. [MoH p.92]
Level 20: Ward against dirt, sand, mud, or clay. (Touch, Ring, Circle) [HoH:S p.114]
Transport a target instantly up to seven leagues. [MoH p.92]
Level 25: Ward against stone or glass. (Touch, Ring, Circle) [HoH:S p.114]
Transport a target instantly to a place to which you have an Arcane Connection. [MoH p.92]
Level 30: Ward against metal or gemstone. (Touch, Ring, Circle) [HoH:S p.114]

Vim (Vi)

Vim spells helps your spell to have a better effects. Many Vim spells are meant to be cast along with other spells, and modify or change
their effects. Vim magic also encompasses summoning and dealing with Demons, but this practice is prohibited within the Order, rather
fighting Demons is allowed. Magi often use Vim spells to counteract magical phenomena: in these case Story guide should assign spell level
for all magical phenomena that those using Vim counter spells will have to match. Most Vim spell are of General level, and the guidelines
provided for Vim spell take account of this, and rather than giving an absolute level for a corresponding effect, they give the relationship
that the level of the Vim spell must bear to the level of the target. When you change parameters of a General spell, you should take account
of these change in level before multiplying or dividing the spell's level to get the real effect. The Individual target for a Vim spell can refer to
either an individual spell, or an individual object or person, and similarly for Group. If a target is a person or an object, the Vim spell will
affect any suitable magic affecting that person, not just one spell. Most such spells can only be cast on either other spells or individuals, but,
if the description suggests that they could be cast on either, then they can. Spells and magical effect do not have sizes, so size modifications
do not apply to the levels of Individual Target Vim spells. However Vim spells affecting areas, or number of spells, must be increased in
level for large areas or large numbers, as normal. The guidelines below refers mainly to spells: this is for the sake of brevity, as Vim spells
can affect magical effects, proceeding from magical items, magical creatures, or demons. However unless specifically stated otherwise, the
spells do not affect magical items, only the effects that they produce. It should be noted that Hermetic magi, and some non-Hermetic
wizards, do not have Might score, and thus are not affected by warding or other spells that act against Might score

Creo Vim (CrVi)

General: Create a magical shell which looks real to Intelligo spells with a level less than twice its level plus one magnitude. This aura is
generic “magic” only – no misleading information can be supplied.
Create a magical shell which prevents Intelligo spells with a level less than its level plus one magnitude from learning any details
about the magic on the target.
Create a magical shell which gives false information about the target to Intelligo spells with level less than half its (level plus one
magnitude).
Refreshes all spell traces within the target that are less than the magnitude of the guideline -1, in negative magnitude. [HoH:TL
p.74]
Restore a demons Might Pool by (the level of the spell + 10), as long as the spell penetrates its Magic Resistance. [RoP:TI p.121]
Potentially strengthen a Magic aura; roll on the Aura Strengthening Table with a modifier equal to magnitude; the modifier must
be 0 or greater, thus the minimum possible base level is 4. (Ritual) [RoP:M p.14]

Level 3: Taint something with magic.
Level 4: Create a temporary Arcane Connection to a demon within range. [RoP:TI p.121]
Level 5: Create a burst of magic that gives the target 1 Warping point. Spell that grant Warping cannot have a duration of greater than

Momentary. Note that doing this to a magus is an attack, an clearly against the Code.
Decrease the rate of decay of an Arcane Connection as if the connection were one step higher on the table in ArM5, page 84. If
this increases the Duration two Years or greater, the duration of the connection continues to be measured in a period of years.
Hermetic magic cannot make an Arcane Connection last indefinitely without fixing the connection as described in ArM5, p94
Note that the range is the range to the Arcane Connection, and you must know what you are targeting just like any other spell.
[MoH p.113]
Level 10: Give the target 2 Warping point.
Decrease the rate of decay of an Arcane Connection as if the connection were two steps higher on the table in ArM5, page 84,
subject to the same limits as the level 5 guideline. [MoH p.113]
Level 15: Give the target 3 Warping point.
Decrease the rate of decay of an Arcane Connection as if the connection were three steps higher on the table in ArM5, page 84,
subject to the same limits as the level 5 guideline. [MoH p.113]
Level 20: Give the target 4 Warping point

Intelligo Vim (InVi)

Demons cannot be detected by Intelligo spells unless they wish to do (at least to the common knowledge of the Order), because they are the
essence of deception, thus there are no demons locating spells in the Order. Magic items cannot be investigated with simple spells, but
requires a season spent in laboratory to discover what magic an enchanted item contains and how to use them (see the Laboratory chapter).
Further increase in level will give increased sensitivity to residues. The base level of a spell also gives a fairly good idea of the strength of a
spell (within a magnitude). In addition of one magnitude will say whether the effect is Hermetic, and a magus familiar with other types of
magic will be able to identify them as well. The addition of two magnitudes will give information about Technique and Form, or nearest
equivalent for other type of magic. Further increases in the level will yield further information, depending on the design of the specific spell.
Different spells may be invented to detect Faerie, Divine, or Infernal effects. Each spells affects only one realm, and Story guide may
disallow spells that detect the Divine or Infernal. As general rule, the residues of magic decline as follow: as soon as the magic finishes, the
magnitude halves, it then drops by one for one for every duration of the spell that passes. Story guide should employ this as a guideline, not a
rigid formula, and may if they wish, allow high level detection spells to pick up residues with “negative magnitude”. Magical items can
have an effective residue magnitude equal to the number of pawn of vis used to open the enchantment (or the total pawns used for lesser
enchanted devices). Magnitudes for non-Hermetic items must be settled by the Story guide. A spell that detect items will not also detect
effects or creatures, and vice versa. Variants will detect item enchanted by different Realms, as above. Magical creatures can also be
detected: that their Might as the level of the effect; for Hermetic magic use their highest Art. Divide Might (or the Art) by five (rounding
up) to get the effective residue magnitude. Again this requires a different spell and variants may detect Faerie and possibly Divine creatures.
Story guide may allow spells that detect other Infernal creatures, such as diabolists and undead. Raw vis will show up as magical, simply as
raw vis, under any magical detection. The level of the detecting spell is irrelevant as is the realm of power that is was designed to detect.
However, only specially designed spells will yield any information other than that is raw vis.

General: Detect the traces of magic of negative magnitude up to the magnitude of the guideline used -2. (+3
magnitudes gives the rough details of the effect and the sigil of the caster. This level also enables the
Quaesitor to tell if a Hermetic effect was created by a spell or invested device. Quaesitors with extensive
experience of a particular sort of non-Hermetic power can also identify that; the limit is the Quaesitors
ability to interpret the information provided by the spell.) [HoH:TL p.74]

Level 1: Detect magic of 10° magnitude or higher Detect the presence of a mystical aura. Detect the presence of raw
vis.
Sense a supernatural creature of Might 50 or above with a Might associated with Vim. [RoP:M p.111]
Sense a supernatural creature of Might 50 or above of a specific type or with a Might associated with a
specific Realm. [Implied in HP p.101, matched to similar guidelines, and confirmed]

Level 2: Detect magic of 8° magnitude or higher. Determine the power of a mystical aura.
Sense a supernatural creature of Might 40 or above with a Might associated with Vim. [RoP:M p.111]
Sense a supernatural creature of Might 40 or above of a specific type or with a Might associated with a
specific Realm. [Implied in HP p.101, matched to similar guidelines, and confirmed]
Count the number of individuals in the spell Target. [TMRE p.93]

Level 3: Detect magic of 6° magnitude or higher.
Detect regio boundaries. If cast with a Vision target, this provides enough information to find a way between levels, for regiones
that allow that sort of entrance. Otherwise, it reveals the presence of a regio, and possibly its rough shape.
Sense a supernatural creature of Might 30 or above with a Might associated with Vim. [RoP:M p.111]
Sense a supernatural creature of Might 30 or above of a specific type or with a Might associated with a specific Realm. [Implied
in HP p.101, matched to similar guidelines, and confirmed]
Count the number of individuals in the spell Target, divided into apparent categories. [TMRE p.93]

Level 4: Detect magic of 3° magnitude or higher.
Judge the amount of vis present. Discern the Art of vis.

Discern the alignment of an aura. [RoP:M p.14]

Sense a supernatural creature of Might 15 or above with a Might associated with Vim. [RoP:M
p.111]

Sense a supernatural creature of Might 15 or above of a specific type or with a Might associated
with a specific Realm. [Implied in HP p.101, matched to similar guidelines, and confirmed]

Sort the individuals in the spell Target into categories and count them. [TMRE p.93]
Level 5: Detect any active magic.

Speak with a demon. [RoP:TI p.121] 14
Sense any supernatural creature with a Might associated with Vim. [RoP:M p.111]
Sense any supernatural creature of a specific type or with a Might associated with a specific Realm. [Implied in HP p.101,
matched to similar guidelines, and confirmed]
Level 10: Detect the traces of powerful magic.
Detect the recent presence of weak magic.
Detect an active magic and any trace of positive magnitude. [HoH:TL p.74]
Detect the Gift. [HMRE p.6 and App p.33]

Muto Vim (MuVi)

Most MuVi spells last as long as the spell that they have altered, with a nominal duration of Momentary. It is not normally possible to have a
MuVi spell that lasts longer than the target spell. These meta-magical spells have certain restrictions, which apply to all MuVi spells
invented according to Hermetic theory. First of all, they cannot be cast on spontaneous spells: such magic is being manipulated at whim –
any attempt to alter it further would make the caster lose control. Second, you must make an Intelligence + Concentration roll of 9+ if you
are casting both spells: if this fails, the spells do not go off; if it botches, they botch. If you wish to cast one of these spells on a spell being
cast by another magus you must be either cooperating, or you must fast cast the MuVi spell. There is no other way to get the timing right. In
addition your Penetration total for the MuVi spell must beat the other magus's Penetration total for the spell to be changed, unless you are
cooperating. Touch range is sufficient to affect your own spells, but Voice range at least, is needed to affect another magus's casting. You
cannot touch the spell itself. These spells can only be used on Hermetic magic, as they depends on a good understanding of the process
involved. You may only put a MuVi effect into a magical item if it is to work with another effect in that item. All MuVi spells require some
tailoring to the specific use, and a magical item effect cannot be so tailored. Note that a spell invented according to one of the guidelines
below will change another spell in a specific way; it is not possible to invent a single spell which changes another spell however the caster
wants. See the example spells for ideas on how specific this should be. It is not possible to use MuVi to affect another spell after it has been
cast.

General: Superficially change a spell of less than twice the (level +1 magnitude) of the MuVi spell. This may not change the primary effect
of the spell or its power.
Significantly change a spell of less than the (level +1 magnitude) of the MuVi spell. This may not change either he Technique or
Form of the target spell. A change in power of plus or minus one magnitude is a significant change, as is change of target, if the
target was possible for the original spell.
Totally change a spell of less than half the (level +1 magnitude) of the MuVi spell. This may change the Technique, Form, or both
of the target spell, and needs no requisites for those Arts. The MuVi spell affect the structure of the spell, not the things that the
spell targets. A change in power up to two magnitudes is a total change. Any grater change requires either Creo or Perdo to create
more magical energy or destroy some.
Bind a demon with Might equal to (the level of the spell + 10) to a person or object. [RoP:TI p.121]
Pass control of a spell of a specific Form to another person. The level of the affected spell must be less than or equal to the level
of this spell + 2 magnitudes. [HP p.97-98]

Perdo Vim (PeVi)

If you want to cast a PeVi spell on a character who has Magic Resistance, you must overcome the Magic Resistance.

General: Make something, including a magical item, seem non- magical to any Intelligo spell of less than twice the (level –2 magnitudes)

of this spell.

Dispel effects of a specific type with a level less than the (level +4 magnitudes) of the Vim spell + stress die (no botch).

A specific type

could be Hermetic Terram magic, or Shamanic spirit control magic. A magus must have some knowledge of a type of

magical though not necessarily ability to use it) to invent a spell to affect it. All Hermetic magi have some knowledge of all

Hermetic magic.

Reduce the target Might by the level of a spell +10, as long as the spell penetrates the creature's resistance.

Dispel any magical effect with a casting total less than half the (level +4 magnitudes) of the Vim spell + a stress die (no botch).

Reduce the casting total for all magic cast by the target by half the (level +2 magnitudes) of the spell. If 2 or more spells affect

one target, only the highest has any effect: the penalties do not add. The spell must penetrate the target's Magic Resistance in

order

to have any effect.

Ages a spell trace to a negative magnitude equal to the guideline used. [HoH:TL p.75]

Dispel a Hermetic enchantment with a level less than the guideline used + a stress die (no botch). (Ritual) [HoH:TL p.75]

Dispel a specific type of enchantment with a level less than twice the guideline level used + a stress die (no botch). To qualify the

spell needs to specify a particular Hermetic Form or a specific type of enchantment, such as Talismans, Familiars, or Longevity

Rituals. More general enchantments do not qualify. (Ritual) [HoH:TL p.75]

Reduce the Casting Total for a specific type of magic (such as Infernal Powers) cast by the target by the (level + 2 magnitudes) of

the spell. If two or more such spells affect one target, on the highest has any effect; the penalties do not add. The spell must

penetrate the target’s Magic Resistance in order to have any effect. [RoP:TI p.121]

Reduce a target’s Might Pool by (the level of the spell + 10), as long as the spell penetrates the creature’s Magic Resistance.

[RoP:TI p.121]

Potentially weaken a Magic aura; roll on the Aura Weakening Table with a modifier equal to magnitude; the modifier must be 0

or greater, thus the minimum possible base level is 4. (Ritual) [RoP:M p.14]

Level 5: Reduce the duration of an Arcane Connection by one step on

the table on page 84. If this reduces the duration below Hours, the connection expires immediately. Does not work on connections

that naturally have Indefinite duration, but can make an Arcane Connection that was fixed in laboratory expire. Note that the Range is

the range to the Arcane Connection, and you must know what you are targeting, just as for any other spell.

Level 10: Reduce the duration of an Arcane Connection by 2 steps on the table on page 84, as above.

Level 15: Reduce the duration of an Arcane Connection by 3 steps on the table on page 84, as above.

Level 20: Reduce the duration of an Arcane Connection by 4 steps on the table on page 84, as above.

Level 25: Reduce the duration of an Arcane Connection by 5 steps on the table on page 84, as above.

Level 30: Reduce the duration of an Arcane Connection by 6 steps on the table on page 84, as above

Rego Vim (Re Vi)

Theoretically is possible to conjure and control demons through ReVi spells, but this knowledge and its use are forbidden by the Hermetic
Code. Any who find and dare to use this knowledge face dangers from both the beings they deal with and those in the Order of Hermes who
strongly object to such practices. ReVi would able be the combination of Arts that granted Magic Resistance, but not even Bonisagus able
to turn Parma Magica into a spell. Aegis of the Hearth is the best that has been managed, and that spell is not fully integrated into Hermetic
theory.

General: Ward the target against creature with a Might less than the level of the spell. A creature warded against cannot directly affect
the target physically or by magical means. A spell of this nature will only ward against creatures of one Realm (Divine, Magic,
Faerie or Infernal). (Base Ward Spells Guideline applies)
Sustain or suppress a spell you have cast whose level is less than the (level + 2 magnitudes) of the Vim spell.
Create a conduit or container for spells with a level lesser than the (level +5 magnitudes) of the Vim spell. A conduit puts you in
mystical contact with the target (effective Touch range), while a container will hold a spell for a specific length of time before
releasing it.
Sustain or suppress a spell cast by another with level less than the half the (level +5 magnitudes) of the Vim spell.
Sustain or suppress a spell of a specific type cast by another with level less than the level +2 magnitudes of the Vim spell.
Examples of specific types include Hermetic Terram magic and Shamanic spirit control magic [and curse magic]. [HoH:S p.129]
Summon a demon with Infernal Might less than (the level of the spell + 20). (Ritual) [RoP:TI p.121]
Summon an Aspect of a Daimon if (level + 4 magnitudes) equals or exceeds twice its Might. (Ritual) [RoP:M p.111]

Level 5 : Control a disembodied spirit of Vim. [TMRE p.28 and LoH p.65]
Control an Airy Spirit of Vim. [RoP:M p.111]
Control an Airy Spirit of a specific Realm. [RoP:M p.111]
Activate an enchanted device with a simple trigger (i.e., not a linked trigger or an environmental trigger, see ArM5 page 99). The
caster must know the triggering action for the target device either because he invested the enchantment himself, because he
investigated the enchantment in the laboratory or because he has learned it in some other manner such as being shown the action
by someone else who already knows it. The target item is activated directly by the Rego Vim spell; the normal trigger is not
reproduced. [LoH p.107]

Level 10: Move raw vis from one physical object to another, without needing a laboratory
Level 15: Summon a disembodied spirit of Vim. [TMRE p.28 and LoH p.65]

Summon an Airy Spirit of Vim. [RoP:M p.111]
Summon an Airy Spirit of a specific Realm. [RoP:M p.111]


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