Brannigan's Grimoire

Spell Ritual Type Level Reqs Total Range Duration Target Bonus Focus Bonus Page Exp
 Ful Helth of Beast and Boid yes CrAn 20 -   Touch Sun / Inst Ind    - -  ArM 107  
 Cancels the effects (short of death) of a malign Animál spell, such as The Falcon's Hood (PeAn 20), if the spell is less than or equal to the level of this ritual.
 Weevers Trap of Webs no CrAn 20 -   Near / Sight Sun / Inst Spec    A Spider Web  +1  ArM 107  
 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.
 Shiver of the Lycathnope (its a wolfman) no InAn 10 -   Touch / Near Conc / Sun Ind    A Silver Necklace +3  ArM 108  
 You feel a sudden shiver if you are touching a person or beast that is actually a lycanthrope. You may change the target of this spell (determining information about more than one individual) as you concentrate. If you use a silver necklace when casting the spell, the necklace becomes extremely cold against your flesh.
 Hunt for the Herbe no InHe 15 -   Touch Conc / Moon Ind    Leaf from a Cypress Tree +3  ArM 131  
 When you cast this spell, the vegetation of the forest guides you (or the target of the spell) to the nearest specimen of the type of plant you seek, as long as you (or the target) continues to concentrate. You must have a sample of the type of plant you are looking for. A Perception stress roll of 6+ is needed to follow the subtle signs, which include pointing branches and inclined trunks. A plant of the type you seek must be within the forest you occupy, or the spell fails automatically.
 Ward Against Them Nasty Faerys of the Woode no ReHe 25 -   Near Ring / Perm Group    A Star Ruby +3  ArM 133  
 No wood faerie whose Faerie Might is equal to or less than the level of the spell can affect those targeted by the spell. Faeries cannot directly or indirectly break the magic circle, nor can they use ranged attacks or magic to affect those within it. The star ruby is a rare gem that aids in controlling many types of entities. At some angles, at night, the ring appears to be a green-hued dome.
 Light Shatf of the Night no ReIg 10 -   Far / Sight Conc Spec    Quartz +5  ArM 138  
 Collects moonbeams and starlight into a single vertical shaft of soft, silvery light that moves under your control. It illuminates an area 15 paces across with light nearly equal to sunlight (if the moon is out) or moonlight (if the moon is not out). If the sky is overcast, the spell does not work. Can only be cast under the night sky.
 Cyrstal Dart no MuTe 10 Re   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.
 Trackles Steppes no ReTe 10     Per / Touch Spec Ind    Hoof-Shaving from a Deer +3  ArM 153  
 You leave no tracks in the earth until you come to a stop, such as to rest or fight.
 Sense the Naeture of Vis no InVi 5 -   Touch / Near Inst Small    Sapphire +5  ArM 156  
 You can tell what Art a supply of raw vis is connected to. To you, the vis appears to glow with an aura that is appropriate to the Technique or Form that the vis is associated with. Creo is white, Intéllego gold, Muto constantly fluctuating, Perdo black, Rego purple, Animál brown, Aquam blue, Auram violet, Corpus dark red, Herbam green, Imáginem pearly blue, Ignem bright red, Mentem orange, Terram dark brown, and Vim silver. Some of the colors are very similar, but are easy to distinguish if the item is held steadily and studied for a few seconds.
 Eagis of the Hearht yes ReVi 15 -   Spec Year Bound        ArM 159  
This ritual protects a covenant in the way a Parma Magica protects a magus.

If any spell is cast toward the Aegis (originating from outside it) by any magus who was not involved in the Aegis ritual, the Aegis resists the spell. Furthermore, spells that bring objects into the Aegis, including teleportation spells such as The Seven-League Stride, are also resisted unless the caster was involved in the ritual. If the foreign spell cannot overcome the level of the Aegis + 5 + a stress die, it fizzles out. The Aegis is also able to block foreign Intéllego spells, even if they cannot normally be blocked by a Parma Magica.

Magi who were not involved in the ritual and who cast spells within the Aegis must subtract half the level of the Aegis from all their casting and penetration totals. Spells successfully cast have otherwise normal effects (e.g. Ignem spells still do full damage).

Creatures with a Might score cannot enter the area protected by the Aegis unless they have a higher Might than the Aegis's level. Divine creatures are not affected, but magical, Infernal (including demons), and faerie creatures are. When approaching the border of an Aegis, a magical person (including a Hermetic magus) feels a slight tingle in the extremities. Magical, Infernal, and faerie creatures and persons may be brought within the Aegis, if they are formally invited by one who participated in its casting and given a token to represent the invitation. (The tokens are used during the casting of the ritual, and thus conform to the Law of Sympathy.) Such a person is also not affected by the penalty to casting within the Aegis. The invitation may be withdrawn at any time. This does not require retrieving the token or even notifying the individual who is no longer welcome. Withdrawing an invitation will not expel the person beyond the Aegis, but will prevent them from re-entering after they leave (unless their Might is high enough), and subject them to the casting total penalty while they are within the Aegis. The invitation and expulsion must both be issued by magi who participated in the ritual, but not necessarily by the same magus. A magus may only invite or expel specific, known, individuals. He may not expel someone he does not know has been invited in.

The Aegis is typically cast on the winter solstice, since magical auras can be slightly higher at that time, and the Aegis then lasts for the entire next year. The entire covenant usually participates in the Aegis ritual, which often ends with the participants' walking around the perimeter of the protected area in order to define it. Quite often, the covenant holds a major council meeting, or perhaps a large feast, after the ritual of the Aegis.

Aegis of the Hearth was invented by Notatus, the first Primus of House Bonisagus. It was a major breakthrough, incorporating Mercurian rituals as well as Hermetic theory, and was the reason Notatus was chosen to succeed Bonisagus. As a result, the spell is more powerful than it ought to be, and has no Perdo requisite. By 1220 Notatus's discoveries have spread, and any magus trained in the Order is capable of inventing versions of the Aegis with the above parameters. Inventing a version with different parameters, however, would require a similar breakthrough, and years of research.

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.