Grimoire of Nerienda ex Miscellanea

Spell Ritual Type Level Reqs Total Range Duration Target Bonus Focus Bonus Page Exp
 Incantation of the Lightning no CrAu 35 - +26 Near / Sight Mom Spec -3  An Oak wand (hit 3 times by lightning) +3  ArM118  
 A lightning bolt shoots forth from your outstretched hand. Damage +45 to single target. Those near the target must make Size stress rolls of +6 to remain standing.
 Chirurgeon's Healing Touch no CrCo 20 - +24 Touch / Near Sun / Inst Ind    Bloodstone +3  ArM123  
 The person touched can recover a lost Body level by making a Stamina stress roll of 3+, to which is added the highest Chirurgy skill of anyone who has successfully tented the wounds. Also, subtract the wound penalty from the roll. Does not heal damage from poison or disease.
 Charge of Angry Winds no CrAu 15 - +26 Near Conc Spec    An Agate +1  ArM118  
 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.
 Weight of a Thousand Hells no CrMe 25 - +24 Eye / Sight Moon / Year Ind    Hand of Glory +3  ArM145  
 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.
 Memory of the Distant Dream no CrMe 20 - +24 Eye / Sight Sun / Moon Ind    A Sprig of Rosemary +1  ArM144  
 Inserts a full and complete memory into a person's mind. If the target gives the memory some thought and concentration, and makes an Intelligence roll of 9+, the memory is revealed as false. When cast with the spell focus of rosemary, which is commonly associated with good memory, the herb is crumbled, and then blown toward the victim.
 Rune of Connection no CrVi 15 - +19 Touch Spec Ind    Drop of Carters Blood Mixed Within Rune +1  WG173  
 A Rune is crafted or otherwise marked on the target, after which an arcane connection exists from the caster to the target of this spell. The connection lasts until the rune is physically erased or marred. this spell is useful when applied with Opening the Intangible Tunnel.
 Weaver's Trap of Webs no CrAn 20 - +19 Near / Sight Sun / Inst Spec    Spiders Web +1  ArM107  
 In casting this spell, you either point at an area or, if you are using the spell focus, fling the spider web at the desired spot. From this initial location, a huge net of spider webs grows, filling an area 5 paces by 5 paces by 6 feet high. With supports, the webs can hang vertically, forming a wall; otherwise they act like a net. When the webs are through growing after a few seconds, they are as thick as string and as strong as iron. Everyone caught in the area of the webs is immobilized. Getting free requires a Strength stress roll of 12+, or someone who is not trapped may use an edged weapon to free a victim, which takes three rounds. Contrary to widespread rumor, fire is ineffective against these webs. Webs may continue to trap victims in the future, as long as they don't decay and aren't completely hacked apart.
 Treacherous Spear no ReHe 25 - +19 Near / Sight Spec Small    A Drop of Blood +3  ArM134  
 The drop of blood that may be used with this spell must be from a person who has betrayed his or her family. The spell animates a wooden or wooden-hafted melee weapon in someone else's hand, and makes that weapon attack its holder until the wielder is dead or the weapon is destroyed. When the spell is cast, the weapon tries to break its wielder's hold (Quickness – Encumbrance stress roll of 9+ to hang on). On subsequent rounds, the wielder hangs on by making Strength stress rolls of 6+, allowed once per round. If a roll to hold on ever botches, the wielder loses control of the weapon and is hit by it automatically (see below). While still in its wielder's grip, the weapon does not strike him or her, but does not strike on the wielder's behalf either. Once the weapon breaks free or is released, it attacks its wielder, using his Attack and Damage scores.
 The former wielder may fight the rebellious weapon. The weapon uses its defense rating as its Defense total. It has a number of "Body levels" equal to its Space characteristic. One handed weapons have a +6 Soak, and two handed weapons have a +10 Soak. All thrusting and missile weapons used against the controlled weapon suffer –6 on Attack Totals. The spell ends when the weapon loses all Body levels, or when an hour has passed, whichever comes first Causing the weapon to lose its Body levels may not destroy it, depending on the quality of the weapon.
 Vision of Heat's Light no InIg 20 - +14 Per Sun/Moon Sight    A Cat's-Eye Gem +3  ArM136  
 Allows you to see the heat of objects that are of human body temperature or hotter. Excellent for use in the dark, but it doesn’t give true vision.
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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.