Grimoire

ANIMAL

Doublet of Impenetrable Silk (MuAn 15)

R: Touch, D: Sun, T: Ind.

Change an item made of animal material— silk, wool, or leather — so it cannot be cut or penetrated by weapons. A simple cloth doublet becomes the equivalent of armor with no Load and a +3 Soak bonus. Armor made of quilted material or any kind of leather improves its Protection by an additional +3. The magic does not make the armor better at absorbing shock, so this +3 bonus is the limit that can be bestowed without changing the material into something completely different. At the storyguide’s option, the bonus given by this spell may not apply against strictly blunt weapons like clubs and staves.

(Base 4, +1 Touch, +2 Sun)

Circle of Beast Warding (ReAn 5)

R: Touch, D: Ring, T: Circle

The caster inscribes a circle that no normal beast will cross.

(Base 2, +1 Touch, +2 Ring)

CORPUS

Bind Wound (CrCo 10)

R: Touch, D: Sun, T: Ind

This spell binds the target’s wounds, so that he can undertake any activity without the risk of worsening the wounds. He still suffers from the wound penalties, however, and cannot heal naturally while under the influence of this spell.

Typically, you place your hands on the target and pass them over his wounds, which magically seal themselves and stop bleeding.

(Base 3, +1 Touch, +2 Sun)

Adopt the Stature of the Giants of Eld (MuCo 10)

R: Per, D: Diam, T: Ind

Adds +3 to the caster’s normal Size, turning him into a veritable giant. The caster’s clothing, armor, and weapons are also increased in size in proportion. Characteristics are not affected by the size change, but the caster’s wound ranges change accordingly: at Size +3, the caster’s wounds have eight-point increments (1–8 points for a Light Wound, 9–16 for a Medium Wound, and so forth). Casting requisites of Animal, Herbam, and Terram are usually required to affect all the target’s equipment. A size modifier is required for this spell since the final size is ten times the mass of a base target for Corpus.

(Base 3, +1 Diam, +1 size, +1 to increase equipment as well)

Avalanche of Flesh and Steel (MuCo 10)

R: Touch, D: Conc, T: Group

Up to ten men of Size +1 become capable of running as fast as a horse. Hugh uses this specifically on a group of warriors, and maintains concentration only long enough for them to charge their foes. This gives them a bonus to their first Attack Total equal to their Athletics Ability, up to a maximum of +3.

(Base 2, +1 Touch, +1 Conc, +2 Group_

Blessing of Starkad (MuCo 25)

R: Touch, D: Sun, T: Part

The target grows two more arms. These extra manipulators enhance certain Dexterity tasks such as climbing, and Strength rolls representing the extra muscle power available to the target, such as forcing open doors. In these situations the target receives a +3 bonus to his total. Additionally, the target can wield an additional set of weapons in combat. He can now manage either two single weapons and two shields, or a Great weapon and a shield. If fighting singly, the character makes two attacks per round, one with each set of weapons. If fighting as a group, consider the group to have an extra member, who does not count against the Leadership Ability of the group leader, if any. This extra member is excluded when determining the damage taken by the group. Casting requisites are necessary to adjust the targets in an appropriate manner, else clothing rips and armor hampers the use of the new limbs. Starkad Aludreng was a hero descended from the Norse giants; he possessed eight arms and fought with four swords.

(Base 5, +1 Touch, +2 Sun, +1 Part)

Turb of Giants +19 (MuCo 25)

R: Touch, D: Diam, T: Group

Adds +3 to the Size of a standard group of men. The targets' clothing, armor and weapons are also increased in size in proportion. This has no impact on their characteristics, but increases their wound ranges accordingly. Ten individuals up to Size +1 can be affected, and at Size +3, their wounds have eight-point increments (1-8 points for a Light Wound, 9-16 for a Medium Wound, and so forth). Casting requisites of Animal, Herbam, and Terram are usually required to affect the targets' equipment.

(Base 3, +1 Touch, +1 Diam, +2 Group, +1 size, +1 to increase equipment as well)

Endurance of the Berserkers (ReCo 15)

R: Per, D: Conc, T: Ind

Your body acts as though it were unwounded and unfatigued for as long as you concentrate. Keep track of the actual Fatigue levels that the body loses while "berserk," because as soon as the spell wears off, you lose those levels. If you run out of Fatigue levels, the spell terminates immediately and you fall unconscious.

A character under the influence of this spell does risk worsening wounds, but he may not notice.

Consecutive castings delay the end of the spell -- that is, put off the time hen accumulated wounds take effect -- but a body can only take a number of consecutive castings equal to its Size +2. Further castings have no effect.

(Base 10, +1 Conc)

House Arrest of the Unruly Child (ReCo 30)

R: Touch, D: Ring, T: Circle

Creates a circle which (if the spell penetrates) no human being may pass. Aurulentus uses this spell to either keep children away from important rooms such as his lab or his bedroom, or to keep children inside a room.

(Base 15, +1 Touch, +2 Ring)

HERBAM

Gardner's Touch (InHe 3)

R: Personal, D: Concentration, T: Touch

By touching a plant, the caster learns what effects any actions that he or she will take in regards to the plant’s care will have on the plant.

Repel the Wooden Shafts (ReHe 10)

R: Voice, D: Mom, T: Ind

Deflects a single blow of any weapon made of wood, up to the size of a two-handed club. The attack automatically misses, but the attacker still rolls to see if he or she botches (with two extra botch rolls for melee weapons). If you ordinarily carry a staff, it must be tossed aside for the casting.

(Base 4, +2 Voice)

Leaping Lilys (CrHe 3)

R: Voice, D: Momentary, T: Individual

You create a plant or plant product of up to one pace in diameter which lasts but a handful of seconds. A Perception + Finesse roll is required to place the plant with precision. Shower a pretty girl with flower petals, drop a tree stump on someone, cause a small already rocking boat to tip because of an unexpected weight, throw a bramble in front of a charging horse. ~ET

IGNEM

Light the Candles (CrIg 5)

R:Touch, D:Mom, T:Group

Instantly lights a group of up to 10 candles or lanterns. In Callum of Guernicus's version, each flame ignites precisely one second after the previous one.

Palm of Flame (CrIg 5)

R: Touch, D: Conc, T: Ind

A flame leaps up in your palm, which must be upturned for the spell's duration. The flame casts light like a torch, and can ignite very flammable items. It does no damage, and does not burn the caster.

(Base 3, +1 Touch, +1 Conc)

Warmth of the Hearth (CrIg 5)

R: Touch, D: Sun, T: Individual

The touched object radiates warmth and smells smokey, as if you were sitting in front of an open fire. This spell is usually cast on a coat before leaving home.

(Base: 2, R: Touch +1, D: Sun +2, T: Individual)

Arc of Fiery Ribbons (CrIg 25)

R: Voice, D: Mom, T: Group

A dozen multi-hued ribbons of flame leap from your hands and fly out as far as your voice carries, covering a 60-degree arc. All those in the arc take +10 damage.

(Base 5, +2 Voice, +2 Group)

Echo of the Hidden Flame (InIg 3)

R: Voice, D: Momentary, T: Individual

The caster locates a fire within the range of his or her voice. ~ET

Tales of the Flame (InIg 3)

R: Voice, D: Momentary, T: Individual

The caster learns any one transient property of the target fire, such as what it is burning. ~ET

Flash of a Different Fire (MuIg 4)

R: Voice, D: Momentary, T: Individual

The caster changes the quantity and quality of smoke, heat, and flames the target fire produces, in addition to any other qualities of the fire, for the time it takes smoke to rise from the lowest coal to the highest flame. The fire can only assume parameters that a natural fire of its size could have. Only a fire 1 pace in diameter or smaller can be affected by this spell. ~ET

The Smokeless Campfire (MuIg 5)

R: Voice, D: Sun, T: Imd

This spell changes the nature of a fire so it does not produce smoke.

(Base 1, +2 Voice, +2 Sun)

The Many-Hued Conflagration (MuIg 5)

R: Voice, D: Mom, T: Ind

Makes a fire burn brightly in shifting colors for an instant. Each being looking at the fire must make a Stamina stress roll of +6 or be blinded for one round by the multicolored lights.

(Base 3, +2 Voice)

Cloak of Shadows (PeIg 3)

R: Personal, D: Diameter, T: Individual

The caster is enveloped in shadows, making it somewhat more difficult to clearly distinguish details of the caster by sight.

Closing the Campfire (PeIg 5)

R: Touch, D: Mom, T: Ind

This spell extinguishes a fire. The caster must touch the flame. This spell is more popular with Flambeau apprentices, who often have enough Ignem Form Resistance to avoid being burned.

(Base 4, +1 Touch)

Tremulous Vault of the Torch's Flame (ReIg 5)

R: Voice, D: Mom, T: Ind

Causes a fire to quiver a few seconds and then make a leap of up to 10 feet in any direction. A Targeting roll is required to hit a specific target. The flame stays at the spot it hits if it can burn there (see rules for fire damage on page 181). Otherwise, it simply scorches the spot and goes out (doing +5 damage).

(Base 3, +2 Voice)

IMAGINEM

Aura of Ennobled Presence (MuIm 10)

R: Touch, D: Sun, T: Ind

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.

(Base 3, +1 Touch, +2 Sun)

MENTEM

Breaking the Captain's Baton (PeMe 10)

R: Voice, D: Mom, T: Ind

The target ceases to be able to coordinate a squad of soldiers as a Trained Group. The memories required to use that skill are removed and do not return when the spell ends, but can be regained with simple demonstration and practice, requiring time but not experience. The target is aware that he has forgotten how to lead warriors in battle. Unless another member of the group is able to take over as leader, the squad fights as an Untrained Group instead. This is a less efficient version of Dissolving the Wall of Shields (Houses of Hermes: Societates, page 70) since it targets only the current leader rather than the entire squad.

(Base 4, +2 Voice)

TERRAM

A Blade as Bright as Mirrors (CrTe 20, Ritual)

R: Touch, D: Momentary, T: Individual

This spell permanently repairs a metal object no larger than a cubic foot. Despite the spell's name, it can be used on any metal object, not just weapons. As a result of experimentation with the spell when it was designed, the metal object becomes Exceptional Quality (+1).

(Base: 15, +1 Touch)

Blunting the Iron's Bite (ReTe 10)

R: Voice, D: Diam, T: Ind

Cast against any bladed weapon, this spell warps and blunts the blade hopelessly.

The affected weapon has its total damage (including Attack Advantage) reduced to half (round up). The weapons return to their undamaged state once the Duration expires. While this could be invented as a Perdo Ter- ram spell, Hugh prefers this version since it has the additional effect of making the affect- ed weapons blocked by Magic Resistance. Hugh often casts this spell forcelessly, against the most dangerous-looking of his foes.

(Base 1, +2 Voice, +1 Diam, +2 affect metal)

Wizard's Parry (ReTe 5); Mastery 1: Fast-cast (speed +5)

R: Touch, D: Mom, T: Ind

The caster deflects one blow from a melee weapon of which he is aware. Since the magus actually touches the weapon, any additional effects of the blade — for example, a coating of poison, or a Blade of Virulent Flame — still affect him. A casting requisite of Herbam is needed if the weapon is primarily wooden, such as a spear or staff. This spell is intended to be mastered and used as a fast-cast defense.

(Base 2, +1 Touch, +2 Affect Metal)

Dig the Trench (ReTe 15)

R: Voice, D: , T:

This spell digs a hole in earth for as long as the caster concentrates; moving roughly 10 cubic paces every round. The earth is piled around the hole, and can be placed more accurately with Finesse. Material other than dirt is not affected.

(Base 3, +2 Voice, +1 Part, +1 Concentration)

Disarm the Warrior (ReTe 10)

R: Voice, D: Mom, T: Ind

Causes a single object within range to fly towards Rene; he may attempt to catch it if he wishes by succeeding on a Dexterity + Athletics roll against an Ease Factor of 9. If he chooses not to attempt to catch the item, it falls to the ground by his feet. The spell is very forceful, and has an equivalent Strength of +5; if the object is being held by someone else, then make an opposed Strength roll. If the caster rolls higher then the item is lost to its holder. Rene usually uses this effect to disarm his opponents, or to retrieve his weapons should they not be to hand.

(Base 3, +2 Voice, +1 Sudden and Forceful)

The Instant Ring Fort (ReTe 15)

R: Touch, D: Mom, T: Part

Earth and stone is excavated from a circular ditch around the caster to create a circle of packed earth and rock four paces in diameter, two paces thick, and eight feet high. The spell does not break stone, so any boulders that extend beyond the target are left in place. The ring fort provides an excellent defensive position for holding off a superior enemy, or providing cover for or from archers.

(Base 3, +1 Touch, +1 Part, +1 Size, +1 Affect Stone)

VIM

Day of Communion (ReVi 20)

R: Voice, D: Mom, T: Group

This spell lets magi combine their power to cast spells. The group of magi work together to cast a specified spell through the unified power of the Communion. Only one extra magus may join the Communion for each 5 levels of the specified spell being cast. One of the magi in the group must also know the specified spell.

All the magi in the gathering who know Wizard’s Communion add the level at which they know it to get the effective level of the Wizard’s Communion. This combined total must be at least twice the level of the specified spell being cast.

One magus must roll for success as if casting the specified spell himself. However, the target number for the spellcasting roll is the spell’s level divided by the number of magi participating in the Communion. So if five magi participate to cast a 50th level spell, the caster would have to successfully cast a 10th level spell — with all the relevant requisites, of course. This method of casting adds one botch die per magus participating. If the spell botches, all participants gain Warping Points and thus must check for Twilight.

Communion is a remnant of Mercurian rituals, so spontaneous spells may not be cast by this means, and it does not perfectly fit into the guidelines of Hermetic theory.

(Base effect)

This modified version of Wizard's Communion has Duration: Sun, allowing it to be used to cast Ritual spells (such as Aegis of the Hearth). It adds 10 (spell level-10) to the Communion total.

Ward Against Imps (PeVi 5)

R: Personal, D: Sun, T: Individual

This is a Cantation version of Ward Against Demons. Demons of Infernal Might 5 or less can neither touch nor directly attack the caster.