Cassidy's Grimoire
This is a complete list of all the spells Cassidy knows. They are organized by Form, then by Technique, and then by level.
Auram
Ward Against Rain, ReAu 10
R: Personal, D: Sun, T: Individual
No rain falls on the caster, no matter how bad the weather.
Corpus
Follower's Bane, ReCo 10 (Faerie)
R: Road, D: Sun, T: Individual
The maga can hex someone she senses (via normal or magical senses) who stands on the same road. The target’s legs start to spasm in a way that makes it impossible to walk, let alone chase someone.
Herbam
Intuition of the Forest, InHe 10
R: Touch, D: Sun, T: Group
You engage in a type of communion with the woods that you are in, giving you an intuitive sense of how to get along in the forest and how to get the most out of the forest without causing it harm. You get a +3 to all nature-oriented rolls (not including spells) when in a forest or similar area. Causing significant harm to the forest cancels this spell.
Imaginem
The Immovable Blindfold, CrIm 5
R: Voice, D: Diameter, T: Individual
Creates a visual illusion of a blindfold covering the targets eyes. Unless they have some way to pierce the illusion, this effectively renders the target blind.
Relay the Vision of the Magus, CrIm 5
R: Touch, D: Concentration, T: Individual
As you speak, a miniature image portraying the events you describe appears in front of you. It changes as you speak, and can make sounds as well. This spell is very useful for telling stories or relaying to your sodales precisely what you have seen and heard.
Phantasmal Animal, CrIm 20
R: Voice, D: Diam, T: Individual
Creates an image of any animal or beast up to the size of a pony (Size +1). Under your direct mental command, it moves about (within range) and makes appropriate noises. You need to be able to concentrate and be within range whenever you wish to direct the illusion to move in some manner. If you move out of range or stop concentrating, the illusion just freezes in place. The image does smell like an animal, but it has absolutely no effect on the sense of touch. Of course, a maga may not use this spell to create an image of an animal she does not know exists.
Phantasmal Fire, CrIm(Ig) 20
R: Voice, D: Sun, T: Individual
Makes an image of a fire (up to the size of a lage campfire) that dances, illuminates, crackles, and (apparently) warms. It does not spread, burn, or protect against cold. Makes a great joke at gatherings of House Flambeau, although making a real fire is even more popular.
Beast of Glamour, CrIm 30
R: Touch, D: Conc, T: Individual
Creates a glamour animal up to Size +1. The animal obeys the caster's mental commands.
Base 10, +1 Touch, +1 Conc, +2 moves and obeys commands
Eyes in the Back of the Head, InIm 3
R: Personal, D: Concentration, T: Individual
The caster can see out of a part of his body other than his eyes. Apprentices use it to peek around corners while only exposing a finger or the tip of the toe.
Dangerous Bouquet, MuIm 3
R: Touch, D: Concentration, T: Individual
The caster changes the visual sensation of a single object to be that of a different object. A long dagger could be made to appear as a bouquet of flowers.
The Tiro’s Disguise, MuIm 4
R: Personal, D: Sun, T: Individual
The caster changes his appearance and voice into that of another person. To impersonate a specific individual, roll Perception + Finesse according to the rules in AM5 p.145
Aura of Ennobled Presence, MuIm 10
R: Touch, D: Sun, T: Individual
The target appears more forceful, authoritative, and believable. Numerous subtle changes in appearance bring about this change, including a slight supernatural illumination of the face, a more erect posture, and a louder and smoother voice. The character gets a +3 on rolls to influence, lead, or convince others.
Image Phantom, MuIm 20
R: Touch, D: Sun, T: Individual
Any one thing, including a living thing, can be made to appear as if it were something else of approximately the same shape and size. The illusion cannot be cast on things that have a shape or size improper to the final appearance. If the target moves or is moved in such a way that the illusion is inappropriate, it looks very strange indeed.
Living Fire (MuIm 25, Faerie)
R: Voice, D: Fire, T: Individual
This spell alters the image, sound, and smell of a campfire or bonfire to something the caster chooses, such as a dancing woman or a dragon's head. The real flame is not changed, so you won't be burned by parts of the image that extend outside of it, like the flaming breath of the dragon's head.
Base 3, +2 Voice, +3 Fire, +1 moving images
Hide in Plain Sight, PeIm 5
R: Personal, D: Concentration, T: Individual
The caster is invisible for as long as she concentrates and stands still. Moving breaks the illusion.
Veil of Invisibility, PeIm 20
R: Touch, D: Sun, T: Individual
The target becomes completely undetectable to normal sight, regardless of what he does, but still casts a shadow.
The Vanishing Nun Trick, Pe[Mu]Im 25
R: Touch, D: Conc, T: Pair
The target of this spell vanishes from sight as if Veil of Invisibility had been cast on her. At the same time, the caster's appearance changes to that of the other target. The effects last for as long as the wizard concentrates.
(Base 4, +1 Touch, +1 Concentration, +1 Pair, +1 changing image, +1 Muto)
Flash of the Doppleganger, ReIm 5
R: Personal, D: Momentary, T: Individual
You image and voice is displaced one pace away from your actual location for the duration of a breath. To others, it will appear as if you vanished and instantly reappeared next to your original location. The image duplicates your own motions and voice, so apprentices use it to attract attention and provoke an attack, which automatically misses.
Wizard's Sidestep, ReIm 10
R: Personal, D: Sun, T: Individual
Your image appears up to 1 pace from where you actually are, so attacks aimed there are likely to miss you. Whenever the image is successfully struck, it disappears and reappears in another spot. In combat, early attacks are aimed at the image, and so automatically miss you. Once the image has been hit once, you have a +9 bonus to your Defense, as attackers must try to find you in a fairly large area.
Mentem
Call to Slumber, ReMe 10
R: Voice, D: Momentary, T: Individual
The target becomes sleepy and falls asleep within a few seconds.
Sinister Road (ReMe 20, Faerie)
R: Road, D: Moon, T: Individual
Someone walking on the road whom the caster can sense is imbued with a bad feeling about what lies before him; he usually turns away from the road and walks back. This spell works similarly to The Shrouded Glen.
Base 3, +2 Road, +3 Moon
Terram
Unseen Porter, ReTe 10
R: Voice, D: Concentration, T: Individual
Slowly move a large nonliving object. Roughly speaking, it has the capabilities of a very strong person (Str +5). The heavier the object is, the slower the unseen porter moves. If delicacy is required, high Finesse stress rolls (12+ or so) are needed. The spell can only carry inanimate objects and cannot carry you. It also cannot lift things more than 6 feet off the ground. It cannot oppose intentional resistance. Magi use this spell to manipulate things at a distance, but the spell cannot be used to pull something from a person's hand or to move something that is held. Casting requisites of an appropriate Form for the target are required.
Obliteration of the Traveler's Barrier (PeTe[He] 20)
R: Road (Faerie Range), D: Mom, T: Ind
Using the Faerie “Road” range carries the spell beyond the range of the caster’s voice (useful if casting quietly!) so long as there is a path directly to the object. A barrier laid across a road is the most obvious example of such, hence the name of the spell, although the spell can destroy any object (up to 10 Individuals in size) of wood, stone, metal or similar material, not just a barrier.
(Base 5, +2 Road, +1 size) (cf Obliteration of the Metallic Barrier)