Grimoire of Nathair ex Bonisagus

Spell Ritual Type Level Reqs Total Range Duration Target Bonus Focus Bonus Page Exp
 Curse of the Serpent - MuCo 35 Re, An +24 Near / Sight Spec Ind -  Small snake +2 WG160  
 The target's right arm is turned into a snake, which proceeds to attack the target, and only the target. Natural resistance is provided by a Stamina roll against an ease factor of 9. The snake bites with the following statistics: Initiative +15, Attack +15, Damage +5.
 The snake does not suffer from fatigue, has a +10 Soak, and four Body levels. However, it suffers no penalties from wounds. If the snake is killed, the target has also succeeded in destroying his right arm, and the arm reverts to its normal, albeit mangled, form, and the target finds that he has sustained four Body levels in the process. (The target isconsidered to have the -2 Flaw Missing Hand until some sort of healing is performed. If the snake overcomes its host, it becomes an arm again.
(Modified for longer range) 
 Form of the Belly Creeper - MuCo 20 An +25 Per / Touch Sun / Year Ind -  Shed snake skin +2 WG160 1
 The target assumes the form of a normal poisonous snake. The target can prematurely return to human form at will, but doing so ends the spell. A Stamina natural resistance roll against an ease factor of 6 is allowed if th target chooses. 
 Summon the venomous serpent - CrAn 20 - +21 Touch /  Sun / Inst Ind - Menstrual hair +4 SelfInv 1
 Summons a poisonous snake, which is friendly towards the caster.
 Charm the Venomous Serpent - ReAn 25 - +26 Touch / Near Sun / Year Ind -  Emerald +3 SelfInv 1
 Makes a serpent follow the casters will completely. If the serpent is magical, the level must be higher than the magic might of the serpent.
 Wizard's Sidestep - ReIm 10 - +16 Per / Touch Sun Ind -  Opal +3 ArM143 M
 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.
 Seven League Stride - ReCo 35 - +24 Per / Touch Mom Ind    Opal +1 ArM129 1
Teleports you or one you touch to any place within seven leagues either that you can see or that you have an arcane connection with. If you fail an Intelligence + Finesse stress roll of 9+, your arrival goes slightly awry. For instance, you might fall when you appear, or just be facing the wrong way. A botch means you appear in the wrong place, perhaps even in a wall.
 Spasms of the Uncontrolled Hand - ReCo 5 - +24 Near / Far Mom Ind    Branch of Holly  +3 ArM128  
 The target must make a Stamina stress roll of 9+ or drop anything held in the target hand.
Range was dropped to Near from Far and roll difficulty raised from 6+ to 9.
 Crystal Dart - MuTe 10 Re +21 Reach / Far Mom Small +4 A Rock Crystal +3 ArM152 M
 A 10-inch crystal dart rises from the ground at your feet, floats into the air, and speeds off like an arrow at a target that is within Far range. It does +10 damage.
 Supple Iron and Rigid Rope - MuTe 5   +21 Near Sun / Perm Small - A Bit of Iron or a Bit of Rope +3 ArM151 M
 Makes a flexible object stiff or a stiff object flexible. Casting requisites of Forms appropriate to the materials affected are required. (Modified for longer range)
 Words of Unbroken Silence - CrMe 5   +16 Near / Sight Mom Ind - A clear crystal +2 ArM144  
 Lets you say two words directly to the mind of a target. The target can recognize your voice and knows that the message is of supernaturalorigin.
 Nagging Thought of the Undone Task - CrMe 10   +16 Eye / Sight Sun / Moon Ind - Piece of Lead +2 (ArM 144)  
 Plants a thought of a task in target's mind, which keeps bothering him until he does the task or until the spell ends. Depending on the targets nature, he may or may not do the task, but if the task is not done, the target has difficulties on concentrating at any other task (effect up to storyguide, e.g. penalty of -2 to all rolls which require concentration or thinking). A natural resistance roll of 9+ to resist.
 Peering into the Mortal Mind no InMe 30 - +23 Eye / Sight Mom Ind    A Sapphire +1  ArM 146 1
 You can throroughly probe and understand the contents of the mind of the target, including his or her immediate and long-term motives, personal strengths and weaknesses, and other pertinent information. The sapphire is said to bring wisdom. The target may resist this spell by making an Intelligence stress roll of 9+.
 Sense the Natural Form of Power no InVi 15 - +23 Touch / Near Mom Ind    Eye of a dead man    Self-inv 1
 The caster touches the target and knows if there is raw vis located somewhere in the target. He also knows what art it represents and how much there is of it.
 Call to Slumber+ no ReMe 15 - +22 Near / Sight Mom Group    A pinch of sand +1  ArM 148  
 The target becomes sleepy and falls asleep within five minutes unless some current need makes wakefulness imperative. The target can resist with a stamina stress roll of 12+.
Increased target to Group.
 Aura of Rightful Authority no ReMe 20 - +22 Touch / Near Sun / Moon Spec    Violet Amethyst +3  ArM149 1
 Those who listen to the individual touched during the casting of this spell have their obedience and tendency to follow orders enhanced greatly. Common people generally do as they are told without question (as long as the orders are within the realm of reason). Those who are accustomed to giving orders themselves are much less likely to follow the target’s. Bishops, dukes, generals, and magi are not affected by this spell unless it is cast on someone of status near to their own. Even then, such figures are allowed to attempt to make an Intelligence stress roll of 15+ to resist.

 The violet amethyst is commonly made into a brooch or clasp. While casting the spell, usually you give it to the target of the spell to wear and make a shallow bow. Violet amethyst is the stone of Jupiter, and gives political power and ascendancy over the masses.
 Demon's Eternal Oblivion no PeVi 30 - +19 Near / Sight Inst Ind    Pure Red Coral +3  ArM158  
 Weakens and possibly destroys a demon. Roll a quality die + this spell's level - 5. For every point by which you exceed the target's Infernal Might, it loses one point of Infernal Might. If its score drops to 0, the demon is banished back to Hell for an indeterminate amount of time. If you know the demon's true name, you may double your roll, due to the Law of Names, which, like the Laws of Contagion and Sympathy, may be used to strengthen your spells. Note that repeated castings of this spell are particularly effective, as the earlier castings reduce the number that you have to beat.
 Wind of the Mundane Silence no PeVi 25 - +19 Reach / Near Inst Room   Amber +3 ArM158  
You raise a metaphorical "breeze" that blows the magic away from an area, canceling the effects of any spell there. You can cancel the effects of any spell if, with this spell, you can double the original caster’s Technique + Form score (at the time he or she cast the spell) on a quality die + the level of your spell – 5. If the spell to be eliminated was not cast by a Hermetic magus, the number to match is double the caster’s Might score. If the spell was from a magic item, the value to beat is double the level of the spell. Parmae can be blown down if the total exceeds double (5 x Parma Magica). Wind of Mundane Silence does not affect spells of Instant duration. Magical things near the area of the Wind wave slightly from the "breeze."
 Blinding Cloud of Soot and Smoke no CrAu 10 - +10 Near / Far Diam Room +3  Ashes +3  WG157  
 A thick cloud of smoke and soot forms in the air where the caster designates, beginning nearest to the caster and spreading rapidly outward to encompass a 10-pace radius. All those within must make a Stamina stress roll of 9+ or lose a Fatigue level as they inhale the ashes and begin coughing. This spell is useful for covering a retreat. If the spell focus is used, the caster tosses the ashes into the air, and the could expands from them.
 Air's Ghostly Form * no CrAu 2 - +10 Per Conc Ind    Opal  +2  ArM117  
 A thick fog forms around the magus, extending outwards for several paces. A breeze can push the fog around after the magus has stopped concentrating on the spell. After stopping concentration the fog dissipates at its natural rate, and may all be gone within as short a time as a minute. The opal has associations with Mercury and the air.
 Duration raised to Concentration.
 Thoughts within Babble no InMe 25 - +23 Per / Touch Conc Group    A quill  +3  ArM146  
 You can understand the speech of those within the target area, or any writing in any language, unless the speech or writing is coded. Perception or Communication stress rolls are needed for difficult exchanges.
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Sagakeeper © 1999-2001 Pekka Marjola and © 2000-2001 Andrew Mellinger. Ars Magica is trademark of Trident Inc.
Created with Sagakeeper 1.2.1 at http://www.sagakeeper.com/sagakeeper/. Printed Sat Jan 5 12:42:18 2002 UTC.