Grimoire of tremere

Spell Ritual Type Level Reqs Total Range Duration Target Bonus Focus Bonus Page Exp
 Seven-League Stride no  ReCo  35  +25  Per / Touch Mom /  Ind /     An Opal  +1  129 Mastered
Teleports you or one you touch to any place within seven leagues either that you can see or that you have an arcane connection with. If you fail an Intelligence + Finesse stress roll of 9+, your arrival goes slightly awry. For instance, you might fall when you appear, or just be facing the wrong way. A botch means you appear in the wrong place, perhaps even in a wall.
 Praefactus of Bonisagus's version of this spell always allows him to appear in a safe, unembarrassing place (assuming he doesn't fail his Finesse roll). All Praefactus's spells make him seem as dignified as possible - manifesting his wizard's sigil.
 Strings of the Unwilling Marionette no  ReCo  25  +25  Near / Sight Conc /  Ind /     A Mannequin of the Target  +3  129 Mastered
You can control the physical movements of a person, such as walking, standing, and turning. If the target resists the control, the movements are jerky. The target can yell, but you can prevent intelligible speech by controlling the target's mouth. The target must be conscious to be moved about. A Strength stress roll of 12+ allows resistance, rolled each round. 
 Treacherous Spear no  ReHe  25  +17  Near / Sight Spec /  Small /     A Drop of Blood  +3  134 Mastered

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.

 Call to Slumber no  ReMe  10  +24  Near / Sight Mom /  Ind /     A pinch of sand  +1  148 Mastered
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+.
 Aura of Rightful Authority no  ReMe  20  +24  Touch / Near Sun / Moon Spec /     Violet Amethyst  +3  148 Mastered
Those who listen to the individual touched during the casting of this spell have their obedience and tendency to follow orders enhanced greatly. Common people generelly do as they are told without question (as long as the orders are within the realm of reason). Those who are accustomed to giving orders themselves are much less likely to follow the target's. Bishops, dukes, generals, and magi are not affected by this spell unless it is cast on someone of status near to their own. Even then, such figures are allowed to attempt to make an Intelligence stress roll of 15+ to resist.
 The violet amethyst is commonly made into a brooch or clasp. While casting this spell, usually you give it to the target of the spell to wear and make a shallow bow. Violet amethyst is the stone of Jupiter, and gives political power and ascendancy over the masses.
 Betraying Whispers no  InMe  25  +17  Eye / Sight Conc / Sun Ind /     An Ear Horn  +1 169 WG Mastered
This spell enables the caster to verbally question a subject. In addition to audibly hearing the subject's answer, the caster mentally hears the answer the target believes to be true. If the target verbally lies, his mind's answer is different; the two answers are indentical, if the subject tells the truth.
 Crystal Dart  no MuTe  10 Re  +4  Reach / Far Mom /  Small /  +4   A Rock Crystal  +3  151 Mastered
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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Sagakeeper © 1999-2001 Pekka Marjola and © 2000-2001 Andrew Mellinger. Ars Magica is trademark of Trident Inc.
Created with Sagakeeper 1.0.2 at http://www.sagakeeper.com/sagakeeper/. Printed Sat Aug 18 14:17:57 2001 UTC.