Spell | Ritual | Type | Level | Reqs | Total | Range | Duration | Target | Bonus | Focus | Bonus | Page | Exp |
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Peering into the Mortal Mind | no | InMe | 30 | - | +22 | Eye / Sight | Mom / | Ind / | A Sapphire | +1 | ArM 146 | ||
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+. |
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Frosty Breath of the Spoken Lie | no | InMe | 20 | Au | +12 | Eye / Sight | Conc / | Ind / | An Almond | +1 | ArM 145 | ||
For as long as you mintain this spell,
the target exhales a misty breath with each spoken lie. Small bits of ice
form on the person's lips if the lie is particularly severe. In winter,
when breath is visible anyway, lies produce a greater than normal amount
of mist (the mist actually billows out). A target who makes a Communication
+ Guile stress roll of 15+ can determine whether any given statement will
be taken by the spell as a lie. The spell can be defeated through extensive
and judicious application of Creo Auram and Perdo Auram spells, and a demon
is able to manipulate it in any way it wishes, as demons are the embodiment
of deception and are never caught in a lie if they do not wish to be. If
the spell focus of an almond is used, it must be crushed during the casting
of the spell. House Quaesitor brought the Order this spell, and it is a very poor quaesitor who is without it. |
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Whispers Through the Black Gate | no | InCo | 15 | Me | +20 | Near /Sight | Conc / | Ind / | A Green Turquoise | +3 | ArM 127 | ||
You can speak through the barrier -
the figurative "gate" - that stands between the dead and the living,
to one corpse that has not yet decayed into a skeleton. The corpse cannot
have been buried in Church burial, nor have belonged to a spirit that went
straight to Heaven (for example, a saint or a crusader). The spirit that
you speak with is not compelled to tell the truth; you can, of course, find
ways to coerce or trick it into doing so. All those around you can hear
the voice of the corpse. Green turquoise is heavily associated with necromancy;
peasants tend to shy away from one with such an "evil" stone.
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Awaken the Slumbering Corpse | no | ReCo | 25 | - | +16 | Near / Sight | Conc / | Ind / | A Green Turquoise | +3 | ArM 129 | ||
Causes a corpse to function at your
verbal command. Commands have to be very simple, like "attack anyone
who comes through here". Use the statistics on ArM4 page 253 for zombies
(if some flesh is still intact) or skeletons (if most flesh is gone). The
corpse used cannot have been buried by Church ceremony. |
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Incantation of Summoning the Dead | no | ReMe | 25 | - | +18 | Reach / Near | Conc / | Ind / | Black Onyx | +1 | ArM 149 | ||
Calls up a person's ghost. You must
be on the spot where the person died, or must have the corpse. Alternatively,
you can summon any ghost that haunts the area you are in, if you know the
ghost's full name, according to the Law of Names. Those buried by Church
ceremony and those who have gone straight to heaven (that is, saints and
crusaders, as opposed to the normal folk who must wait for a time before
going on) are not available for summoning. |
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Dust to Dust | no | PeCo | 15 | - | +10 | 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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Charm against Putrefaction | no | CrCo | 5 | - | +15 | Touch / Near | Moon / Perm | Ind / | A Piece of Preserved Flesh | +3 | ArM 122 | ||
Prevents decay of human corpse, or
of a severed body part. Necromancers use it to preserve their revived corpses. |
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Incantation of the Milky Eyes | no | PeCo | 20 | - | +10 | Reach / Sight | Moon / Perm | Ind / | A Blank Glass Eye | +3 | ArM 127 | ||
Blinds a target, leaving the eyes milky
with cataracts. |
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Coerce the Spirits of the Night | no | ReMe | 20 | - | +18 | Near / Sight | Conc / | Ind / | A Green Turquoise | +3 | ArM 148 | ||
Makes a ghost obey you as long as you
can coerce it with threats, such as a threat to defile its grave or to banish
it to Hell. The more lurid and dramatic the threat, the more cooperative
the ghost is. To affect a ghost, you must beat its current Spirit Might
on a stress die + the level of the spell + Communication + Leadership. The
storyguide should always give a bonus or penalty that depends on the potency
of the threat. |
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Wizard's Communion | no | MuVi | 20 | - | +14 | Reach / Near | Spec | Group | - | - | - | ArM 157 | |
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, or must cast it from a text. 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. Each magus rolls for fatigue and 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, each would have to successfully cast a 10th level spell—with all the relevant requisites, of course. If any magus fails to cast the spell, the whole spell fails. If all succeed, the spell is cast. Any vis needed to cast the spell may be split between the magi involved in the Communion, and the penetration of the final spell is either the spell level, or the highest Penetration total rolled by a participant, whichever is higher. The use of this spell does not increase the number of botch dice required, but each magus in the communion has the chance to botch the common spell. 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. This spell is usually used to cast protection spells on the covenant—spells that are too powerful for a single magus to cast, or even learn. |
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Posing the Silent Question | no | InMe | 20 | - | +22 | Eye / Sight | Moon | Ind | 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 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. |
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Weight of the Thousand Hells | no | CrMe | 25 | - | +19 | Eye / Sight | Moon / Year | Ind | Hand of Glory | +3 | ArM 145 | ||
Causes the victim to feel the despair,
anguish, pain, and sorrow of a thousand sinners in Hell. This is a truly
horrible spell, for the victim loses almost all motivation and earthly
cares. All he can feel is his own pain—endless, inexorable, and searing.
Appropriate Personality Trait rolls suffer a harmful adjustment of –5, and
the target suffers –2 on any rolls that require thought or concentration.
The target has a strong tendency to do nothing but brood. A hand of glory
is the hand of a recently dead convicted murderer and is a very powerful
ingredient in many necromantic spells and diabolic summonings. |
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Enchantment of Detachment | no | MuMe | 15 | - | +18 | Eye / Sight | Sun / Moon | Ind | A Figure | +3 | ArM 146 | ||
Calms and greatly lowers the intensity
of the target’s current emotions. |
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Circling Winds of Protection | no | ReAu | 15 | - | +25 | Per / Touch | Conc+5 / Sun | Room | Bottled Breath of a Zephyr | +5 | ArM 121 | ||
Surrounds you with winds that circle at great
speed. Since the wind picks up dust and other small, loose objects, you
may be obscured. Anyone standing near enough to attack you with a hand weapon
must make a Size stress roll of 9+ at the beginning of each round or be
blown back. Melee Attack rolls against you are at -3, and missile or thrown
attacks are at -9. The wind blows while you concentrate, and then continues
for five rounds after you stop. The zephyr's breath is released to encourage
winds to blow faster. |
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Bane of the Frail Bone | no | PeCo | 15 | - | +13 | Near | Mom | Ind | Human bone | +3 | SelfInv | Mastered | |
When casting this spell, you commonly
make an abrupt snapping motion with your hands, snapping the leg bone if
you have the spell focus present. If the target fails to make a Stamina + Size stress roll of 12+, its leg is cleanly
broken. At this point, the target falls to the ground and dies from shock
if it fails a Stamina + Size stress roll of 3+.
Even if the roll succeeds, the animal loses a Body level. |
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