Spell | Ritual | Type | Level | Reqs | Total | Range | Duration | Target | Bonus | Focus | Bonus | Page | Exp | ||||||||||||
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Wings of the Soaring Wind | no | ReAu | 20 | - | + | Per | Conc / Sun | Ind | - | A Feather from a Bird of Legendary Size (not in possession) | +3 | ArM122 | |||||||||||||
Generates a massive gust of air around you that supports and pushes you along through the air at speeds up to 40 miles per hour. Hovering in place is difficult, and requires a Finesse roll of 9+ per round. It is dangerous for extended travel, because if you lose concentration, you are likely to sustain serious injuries (+15 damage). | |||||||||||||||||||||||||
Phantasmal Fire | no | CrIm | 15 | - | + | Reach / Sight | Sun / Year | Ind | - | A ruby (not in possession) | +3 | ArM140 | Mastered | ||||||||||||
Makes an image of a fire (up to the size of a large campfire) that dances, illuminates, crackles, and (apparently) warms. It does not spread, burn, or protect against cold. Makes a great joke at gatherings of House Flambeau, although creating a real fire is even more popular. | |||||||||||||||||||||||||
Phantasm of the Human Form | no | CrIm | 25 | - | + | Reach / Near | Sun / Year | Ind | - | A clay model of a person (not in possession) | +1 | ArM140 | Mastered | ||||||||||||
Makes an image of a clothed and equipped
person that can make noise. Under your direct, unspoken command, the person
can move about, speak, and behave as a human does. | |||||||||||||||||||||||||
Eyes of the Past | yes | InIm | 20 | - | + | Per | Conc | Sight | - | - | - | ArM140 | |||||||||||||
Shows what happened in your present location at a
specific time in the past, up to five years ago. You can see what happened
in the past as if you had been standing where you are when the events took
place. When looking at the past, you must view a continuous slice of time —
you cannot scan around or quickly run through events. | |||||||||||||||||||||||||
Summoning the Distant Image | no | InIm | 25 | - | + | Arc | Conc | Room | - | A Rock Crystal | +1 | ArM141 | |||||||||||||
You can see and hear what is happening in a distant place if you have some sort of arcane connection to either the location or a person there. If your viewing area is outside, you can only see and hear for a distance of about five paces. Outside that range the images and sounds get hazy. | |||||||||||||||||||||||||
Vision of the Infernal Terrors | no | MuIm | 30 | - | + | Near / Sight | Sun / Year | Ind | - | Hand of Glory (not in possession) | +3 | ArM141 | Mastered | ||||||||||||
Causes everything the target sees to look and sound terrifying. The world looks basically the same, save that everything is hideously transformed somehow. The target must roll a stress die, adding his Stamina and adding or subtracting an appropriate Personality Trait to see what the effects are. The nature of the Personality Trait used determines how it affects the Stamina roll. A Trait like Brave makes you resistant to fear, while one like Cowardly reduces the result of your roll.
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Veil of Invisibility | no | PeIm | 15 | - | + | Touch / Reach | Sun / Year | Ind | - | A fern seed (not in possession) | +1 | ArM142 | |||||||||||||
The target becomes completely undetectable
to normal sight, regardless of what it does, but still casts a reflection
in a mirror. | |||||||||||||||||||||||||
Image from the Wizard Torn | no | ReIm | 20 | - | + | Per | Conc | Ind | - | An Opal (not in possession) | +3 | ArM143 | |||||||||||||
A copy of your image separates from your body and moves at your command. It can speak whatever you say and do so in your voice, and you can see through its eyes. Thus, someone watching is unable to tell which is the double and which is you. You must make an Intelligence + Concentration stress roll for each solid object the image passes through and for each mile it travels. If you wish the image to be able to leave your sight, you must use an arcane connection to yourself (for example, a fingernail or a lock of hair) when you cast the spell. That connection becomes an integral part of the image, and when the spell ends, it falls to the ground wherever the image was located. If you wish to grant the image the ability to move under water or through the earth or to fly through the air, you must employ Aquam, Terram, or Auram, respectively as casting requisites, and add +10 at casting to the level of the spell for each ability. | |||||||||||||||||||||||||
Confusion of the Insane Vibrations | no | ReIm | 30 | - | + | Per | Conc / Year | Sight | - | Quartz | +1 | ArM143 | |||||||||||||
Everyone within range of your sight seems to see his surroundings vibrate back and forth at varying high speeds. In addition, sounds and scents are displaced and seem to come from the wrong areas. Anyone trying to fight in these circumstances suffers –3 on Attack and Defense scores, and must roll two extra botch dice. People in the area are likely to become desperate and terribly confused. Navigation is exceedingly difficult. The visual effects of this spell are negated if those affected are in complete darkness or if they close their eyes. Quartz has associations with the moon, and thus with lunacy. | |||||||||||||||||||||||||
Frosty Breath of the Spoken Lie | no | InMe | 20 | Au | + | 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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Perception of the Conflicting Motives | no | InMe | 15 | Eye / Near | Mom | Ind | A Sapphire | +3 | ArM4 145 | ||||||||||||||||
You can detect the conflicting motives behind one target’s
actions. Thus you might learn that a guard feels conflict between fear
and duty. This spell is often used before application of a Muto spell,
since it is usually easier to change a target's emotions after you’ve
sensed them than it is to create emotions. |
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Vision of the Last Breath Drawn | Yes | InCo | 15 | Im | Reach | Conc | Ind | - | Eye of a dead man | Profanus | |||||||||||||||
The caster sees in reverse motion and
in "third person view" what happened when the target died and how the
person died. | |||||||||||||||||||||||||
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