Spell | Ritual | Type | Level | Reqs | Total | Range | Duration | Target | Bonus | Focus | Bonus | Page | Exp |
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Veil of Invisibility | no | PeIm | 15 | - | +12 | Touch / Reach | Sun / Year | Ind / | Fern seed | +1 | ArM 142 | ||
The target becomes completely undetectable
to normal sight, regardless of what it does, but still casts a reflection
in a mirror. |
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Silence of the Smothered Sound | no | PeIm | 10 | - | +12 | Near / | Sun / Year | Ind / | A Feather | +3 | ArM 142 | ||
Makes one being or object incapable
of producing sound. Magi who cannot utter their magic words suffer the normal
penalties to their spellcasting rolls. |
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Loss but a Moments Memory | no | PeIm | 10 | - | +12 | Eye / Sun | Mom / | Ind / | Rosemary | +1 | ArM 147 | ||
Removes up to five continuous minutes
from a target's memory, leaving a blank. You target the loss of memory to
a specific event or time. With an Intelligence stress roll of 9+, the target
realizes that memories of a certain period are missing. This ease factor
can change, depending on how important the missing memory is and what sort
of circumstances surrounded the event. Careful introspection over a period
of time restores the memory. |
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Disguise of the New Visage | no | MuCo | 15 | - | +12 | Touch / Near | Sun / Year | Ind / | Chip of Pooka's Hoof | +5 | ArM 125 | ||
The target's facial features are transformed
to any approximately human configuration you choose. In Cralian of Tremere's version of this spell, the new visage is always as unassuming as possible. |
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Edge of the Razor | no | MuTe | 5 | - | +8 | Touch / | Sun / Perm | Small / | ArM 151 | ||||
Sharpens any metal edge to a degree
unequaled by manual methods. An edged or pointed wepaon gains a +2 bonus
to Damage. Good-natured magi reward their grogs by enchanting their weapons
in this way. |
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Stench of the Twenty Corpses | no | CrAu | 10 | - | +8 | Touch / Near | Sun / Year | Ind / | Piece of a Rotten Corpse | +3 | ArM 125 | ||
Makes the surrounding air stink horribly
of rotting corpses, until the odor dissipates naturally. All those within
10 paces of the target point must make Stamina stress rolls of 6+ or act
with a -3 penalty on all rolls. Anyone who botches the roll vomits and is
incapacitated for (10-Stamina) rounds. |
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Thief of the Stolen Breath | no | PeAu | 10 | - | +8 | Near / Sight | Mom / | Small / | Branch of Holly | +3 | ArM 120 | ||
Takes a creature's breath out of its
lungs, causing panic and the instant loss of a Fatigue level, plus a second
level unless a Stamina stress roll of 6+ is made.
Casting requisite is Animál for beasts and Corpus for people. This
spell cannot effect a target more than once a round. |
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Lifting the Dangling Puppet | no | ReCo | 15 | - | +12 | Near / Sight | Conc / | Ind / | Voodoo doll | +3 | ArM 128 | ||
Lifts a person of Size +1 or less vertically
into the air. Generally, you can make the target rise or descend as fast
as smoke rises, but a heavier person rises more slowly and falls more quickly. |
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Aura of Ennobled Presence | no | MuIm | 10 | - | +12 | Near / Sight | Sun / Year | Ind / | An Icon | +3 | ArM | ||
The target appears more forceful, autoritative,
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 target's Presence
increases by +1, or rises to 0, whichever produces the higher result. The
character gets a +3 on rolls to influence, lead, or convince others. |
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Crystal Dart | no | MuTe | 10 | Re | +8 | Reach / Far | Mom / | Small / | +4 | A Rock Crystal | +3 | ArM 151 | |
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. |
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Dance of the Staves | no | MuHe | 15 | - | +12 | Near / Sight | Mom / | Small / | A Twig | +1 | ArM 131 | ||
Causes a pole, staff, haft, or any
other long, thin, non-living wooden object to bend and lash about wildly
for a few seconds and then stop suddenly, keeping its new, twisted shape.
A whirling staff strikes its holder and does +4 Damage, with a possible
bonus if the weapon at the head of the pole hits the person. |
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Rusted Decay of Ten Score Years | no | PeTe | 10 | - | +8 | Near / Sight | Mom / | Small / | Handful of Rust | +3 | ArM 152 | Mastered | |
After the spell is cast, the metal
of the target becomes so thoroughly rusted that it breaks if used in any
demanding way (for example, used to strike a blow with in combat or to pry
open a door). It also loses any sharpness it might once have had. |
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Wielding the Invisible Sling | no | ReTe | 10 | - | +8 | Near / Sight | Mom / | Small / | +2 | A Sling | +3 | ArM 131 | |
Hurls any object that could normally
be thrown by a person at any target within 100 paces. The object must not
be held down or otherwise restrained. Damage depends on the object thrown,
up to +5 for a fist-sized stone. Casting requisites of an appropriate Form
for target are required. |
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Dust to Dust | no | PeCo | 15 | - | +12 | Near / Sight | Mom / | Ind / | Bones Ground to Dust | +3 | ArM 127 | ||
Turns a dead or undead body to dust
in two Rounds. The spell is a lifesaver against undead that are mindless
corpses, like skeletons and zombies, but does not affect those undead possessed
by spirits. Rubbing two or more bones together to make dust during the casting
of this spell enchances the effect. |
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Trap of the Entwining Vines | no | CrHe | 10 | - | +12 | Near / Far | 1 hour / | Spec / | A Leaf from a Wine | +1 | ArM 130 | ||
Causes strong, woody vines to grow
rapidly from fertile earth. The vines cover a circle 2 paces across and
reach 6 feet high. Anything caught within them is immobilized. To avoid
the vines, the target must make a Quickness - Encumbrance stress roll of
9+. To break out requires a Strength stress roll of 12+ (allowed once a
round). Someone not trapped can cut a trapped person free in two rounds,
assuming proper tools. The vines weaken and wither to dust after an hour. |
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Posing the Silent Question | no | InMe | 20 | - | +12 | Eye / Sight | Mom / | Ind / | A Sapphire | +1 | ArM 145 | ||
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 effeect 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. |
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Call to Slumber | no | ReMe | 10 | - | +12 | Near / Sight | Mom / | Ind / | Pinch of Sand | +1 | ArM 148 | ||
The target becomes sleepy and falls
asleep immediately unless some current need makes wakefulness imperative.
The target can resist with a Stamina stress roll of 12+. |
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Kiss of Neptune (Lungs of Water and Death) | no | CrAq | 15 | Co/An | + | Near / Sight | Conc / | Ind / | - | Black Onyx | +1 | ArM 113 | |
Fills a target’s lungs with water.
The target falls to the ground and can do nothing but cough up water. A
Stamina stress roll of 6+ averts drowning, but the target is still
incapacitated for at least three minutes as he clears the water from his
lungs. Casting requisite is Animál for beasts and Corpus for people.
Black onyx, which may be used with this spell, is known to be associated
with both malediction and death. |
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Charge of the Angry Winds | no | CrAu | 10 | - | + | Near / | Conc / | Spec. / | - | Agate | +1 | ArM 118 | |
A wall of wind roars away from you,
starting up to 10 paces away and continuing up to 30 paces. The wind is 5
paces wide. All within the area must make a Dexterity + Size stress roll
of 9+ or fall down and be blown along by the winds. The rolls must be
made at the start of the gale and each subsequent round that the wind is
maintained. You must concentrate on the gale, but you may only maintain
it for a maximum of five rounds. Missile fire into or out of the gale is
futile, and marching against the gale requires a Strength + Size stress
roll of 15+. Failure in this attempt mandates another Dexterity + Size
stress roll of 12+ to keep from falling. |
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Discern Own Illusions* | no | InIm | 5 | - | + | Reach | Sun / Moon | Group | A glass eye | +2 | ArM140 | ||
This spell makes your own illusions
largely transparent, but still discernible. Modified for larger Range and Target. |
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Discern the Images of Truth and Falsehood | no | InIm | 8 | - | + | Near / Sight | Conc / Moon | Room | A Sapphire | +3 | ArM140 | ||
You can tell whether an image has been
created or altered through a spell, seeing both the original and false
images in the case of alterations. Roll a stress die, adding the level
of this spell + 5 when you cast the spell; any illusion spells higher
than your roll are not discerned. If you botch the roll, you mistake
illusions for the real thing and reality for illusion. |
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Lungs of the Fish | no | MuAq | 10 | Au | + | Per / Touch | Sun / Year | Ind | - | Powdered Scales of a Fish | +3 | ArM114 | |
Turns water into air as it enters your lungs,
allowing you to breathe ater as you do air. If using the spell focus,
place a small bit of it on your tongue, and swallow it at the completion
of the spell. |
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Eyes of the Hawk | no | MuCo | 5 | An, Au | Touch | Sun / Year | Ind | Hawk feather | +3 | WG159 | |||
The target's eyes change to gain the
long-distance vision of a hawk. The target gets a +4 bonus to sight-based
Perception rolls made at a distance. |
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Eyes of the Owl | no | MuCo | 5 | An, Au | Touch | Sun / Year | Ind | Owl feather | +3 | WG159 | |||
The target's eyes change to gain the
long-distance and night vision of an owl. It allows normal vision in
near darkness, with a +2 bonus to sight-based Perception rolls made at
a distance. |
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Spell | Ritual | Type | Level | Reqs | Total | Range | Duration | Target | Bonus | Focus | Bonus | Page | Exp |