Zaklęcia Ambroża
REGO MENTEM
SNAP OF AWAKENING(10)
Range: Voice, Duration: Momentary, Target: Individual
When you snap your fingers you instantly awaken the target from sleep to alert consciousness. Does not work on someone unconscious from Fatigue-level loss, wounds, or magic.
Casting Total (Tech+Form+Stamina): 15
Penetration (Cast Total - Spell lvl + Pen): +9
CONFUSION OF THE NUMBED WILL (15)
Range: Eye, Duration: Sun, Target: Individual
Confuses a person, who must make an Intelligence stress roll to take any direct action. A roll of 12+ ends the spell, while a roll of 9+ lets the character take the intended action, but the spell remains in effect. Any lower roll
means the character is confused and takes some other type of action. When it is imperative for the victim to take an action, the storyguide should allow an appropriate modifier to the roll. While under this spell, a character always
strikes last in combat and gets at least a –1 on all attacking and defending rolls.
Casting Total (Tech+Form+Stamina): 15
Penetration (Cast Total - Spell lvl + Pen): +4
SCENT OF PEACEFUL SLUMBER (20)
Range: Voice, Duration: Momentary, Target: Room
Everyone in the room falls asleep over a few seconds, with the smell of lilacs in their nostrils.
Casting Total (Tech+Form+Stamina): 15
Penetration (Cast Total - Spell lvl + Pen): -1
AURA OF RIGHTFUL AUTHORITY (20)
Range: Eye, Duration: Sun, Target: Individual
The target of the spell is strongly inclined to obey you, as if you were his natural superior.
Casting Total (Tech+Form+Stamina): 15
Penetration (Cast Total - Spell lvl + Pen): -1
INTELLEGO MENTEM
SIGHT OF THE TRANSPARENT MOTIVE (10)
Range: Eye, Duration: Momentary, Target: Individual
Detects the general motive most powerfully influencing the target at the moment. General motives are such things as fear, anger and greed, not specific things like the desire to look good before one’s superiors.
Casting Total (Tech+Form+Stamina): 16
Penetration (Cast Total - Spell lvl + Pen): +10
POSING THE SILENT QUESTION (20)
Range: Eye, Duration: Momentary, Target: Individual
You can ask one silent mental question of the target, then detect the answer. The truth of the answer is limited by the knowledge of the target. Questions to the effect of “What would you do if…?” often receive inaccurate replies. You are likely to get what the target thinks he would do, not necessarily what he would really do. The target
of this spell does not notice the questioning unless he or she makes a Magic Resistance roll.
Casting Total (Tech+Form+Stamina): 16
Penetration (Cast Total - Spell lvl + Pen): 0
REGO CORPUS
SPASMS OF THE UNCONTROLLED HAND (5)
Range: Voice, Duration: Concentration, Target: Individual
One of the target’s hands spasms, causing him to drop anything he is holding in it. It keeps spasming for as long as you concentrate.
Casting Total (Tech+Form+Stamina): 15
Penetration (Cast Total - Spell lvl + Pen): +13
RISE OF THE FEATHERY BODY (10)
Range: Touch, Duration: Concentration, Target: Individual
Allows the target to float vertically to any height, carrying up to 50 pounds, and rising as fast as smoke rises, slower if carrying a heavy load. The target cannot move horizontally through this spell.
Casting Total (Tech+Form+Stamina): 15
Penetration (Cast Total - Spell lvl + Pen): +8
INTELLEGO CORPUS
REVEALED FLAWS OF MORTAL FLESH (10)
Range: Touch, Duration: Momentary, Target: Individual
You are able to find any medical defects in a person or being that you are touching. This provides more, and more specific, information than Physician’s Eye.
This spell instantly diagnoses a disease (both cause and effect), and adds +3 to the Prognosis total if the follow-up treatment is designed by the character.
Casting Total (Tech+Form+Stamina): 16
Penetration (Cast Total - Spell lvl + Pen): +9
REGO AURAM
WARD AGAINST RAIN (10)
Range: Personal, Duration: Sun, Target: Individual
No rain falls on the caster, no matter how bad the weather.
Casting Total (Tech+Form+Stamina): 9
Penetration (Cast Total - Spell lvl + Pen): +2
REGO VIM
Aegis of the Hearth (20)
Range: Touch, Duration: Year, Target: Boundaries, Ritual
This ritual protects a covenant in the way a Parma Magica protects a magus. If any spell is cast toward the Aegis (originating from outside it) by any magus who was not involved in the Aegis ritual, the Aegis resists the spell. Furthermore, spells that bring objects into the Aegis, including teleportation spells such as The Seven-League Stride, are also resisted unless the caster was involved in the ritual. If the foreign spell cannot penetrate a resistance equal to the level of the Aegis, it fizzles out. The Aegis is also able to block foreign Intellego spells, even if
they cannot normally be blocked by a Parma Magica, and spells that were cast before they entered the Aegis, such as an invisibility spell cast on a magus outside the Aegis.
Magi who were not involved in the ritual and who cast spells within the Aegis must subtract half the level of the Aegis from all their Casting Totals. Spells successfully cast have otherwise normal effects (e.g. Ignem spells still
do full damage). Penetration totals for magical creatures are reduced by the same amount. Effects from enchanted devices are resisted by the Aegis unless the item was within the Aegis at the time of casting, or was created within
the Aegis by someone who was part of the ritual or in possession of a token. Creatures with a Might score cannot
enter the area protected by the Aegis unless they have a higher Might than the Aegis’s level.
When approaching the border of an Aegis, a magical person (including a Hermetic magus) feels a slight tingle in the extremities. Magical, Infernal, Faerie, and Divine creatures and persons may be brought within the Aegis, if they
are formally invited by one who participated in its casting and given a token to represent the invitation. (The tokens are used during the casting of the ritual, and thus conform to the Law of Sympathy.) Such a person is also not
affected by the penalty to casting within the Aegis. The invitation may be withdrawn at any time. This does not require retrieving the token or even notifying the individual who is no longer welcome. Withdrawing an invitation
will not expel the person beyond the Aegis, but will prevent them from re-entering after they
leave (unless their Might is high enough), and subject them to the Casting Total penalty while they are within the Aegis. The invitation and expulsion must both be issued by magi who participated in the ritual, but not necessarily by
the same magus. A magus may only invite or expel specific, known, individuals. He may not expel someone he does not know has been invited in.
The Aegis is typically cast on the winter solstice, since magical auras can be slightly higher at that time, and the Aegis then lasts for the entire next year. The entire covenant usually participates in the Aegis ritual, which often
ends with the participants walking around the perimeter of the protected area in order to define it. Quite often, the covenant holds a major council meeting, or perhaps a large feast, after the ritual of the Aegis. Magi do not need to
be able to cast the spell to participate in the ritual, and, indeed, non-Hermetic wizards can participate as well. Only one magus needs to actually cast the spell.
Aegis of the Hearth was invented by Notatus, the first Primus of House Bonisagus. It was a major breakthrough, incorporating Mercurian rituals as well as Hermetic theory, and was the reason Notatus was chosen to succeed
Bonisagus. As a result, the spell is more powerful than it ought to be, and has no Perdo requisite. By 1220 Notatus’s discoveries have spread, and any magus trained in the Order is capable of inventing versions of the Aegis with the
above parameters, but at different levels. Inventing a version with different parameters, however, would require a similar breakthrough, and years of research.
Gather the Essence of the Beast (15)
Range: Touch, Duration: Momentary, Target: Individual
Concentrates the raw vis in a corpse into one part of that corpse, which can then be removed. This spell lets you gather all the raw vis you find without lugging around entire corpses of beasts. Note that the vis in many
magical creatures is already concentrated in this manner in some specific organ, though this spell will allow you to relocate that vis if you wish.
Concentration of the Virtuous Bloom (15)
Range: Touch, Duration: Momentary, Target: Individual, Req: Herbam
Concentrates the raw vis held within a living plant (typically an Herb of Virtue or a Stirps) into one specific part of that plant, such as a single leaf, flower, or seed. This specialized spell allows magi to harvest the plant's vis without permanently damaging the entire specimen or forcing its destruction.
The magus chooses the specific, removable part of the plant (Target: Part, implicitly granted by the effect's nature, similar to Gather the Essence of the Beast). After the casting, the newly infused part contains all the raw vis that was previously stored throughout the plant. This concentrated part may then be safely removed for later study or laboratory use, such as transferring the raw vis into an artificial receptacle.
Base Level Calculation:
Base Effect: 10 (Derived from Gather the Essence of the Beast)
Range: Touch (+1 magnitude)
Duration: Momentary (Base)
Target: Individual (Base)
Requisite: Herbam (He) (no change to level, as the magnitude is accounted for by the base effect focusing on Vis manipulation, but the requisite is necessary to operate on living plant matter)