Heal the Ancient Tome Level 40
R: Reach D: Sun/Inst T: Small, Ritual
Requisites: Intellego, Mentem
This spell uses a ruined tome as a connection to reach back in time to the pristine original, which is used to reinvigorate the
existing book, restoring it to its original state.
The Te and He are needed for the materials of some books, and the Me is needed for the words.
Voice for the Bjornaer Level 15
R: Personal/Touch D: Sun/Year T: Individual
Requisites: Corpus
This spell is designed to work only for Bjornaer magi. It enables them to become capable of speaking (and capable of spell
casting without No Voice penalties) while in their into Heart-beast form. When this spell is cast, make in
Intelligence+Finesse simple roll. A 6+ is required for perfect human speech, otherwise the amount by which your roll fails is
subtracted from language and spell casting rolls . This spell can be cast while the magus is in Heart-Beast form or human
form, and will work the length of the duration, no matter how much shifting the Bjornaer does.
Denial of the Frozen Ice Level 15
R: Near D: Sun T: Individual
Requisites: Terram
Spell focus: A piece of ice (+3)
This spell creates a small amount of water around the target and freezes that water. This effectively immobilizes the moving
parts of the target. The grip of the ice can be broken with a Strength stress roll of 6+. If the taregt tries to break the grip, a
Strength roll of 9+ is needed. In the event of a Botch, a Short-Term Fatigue Level is lost.
Mother's Watchful Eye Level 30
R: Arcane D: Sun/Moon T: Group
Spell Focus: A sweater knitted by a mother for her son (+5)
The magus and the targeted group hold hands in a circle while the spell is cast. Afterward, the all participants of the circle
know the location of every other participant (relative to themselves), and whether each participant is well, hurt, or dead.
Knowledge of each participant's relative location is conveyed in general terms of distance and direction from you. Knowledge of direction is precise, but distance is vague. For example, a participant in the next room is "mere paces away." Any participant more than 100 miles away can still be sensed, but the only knowledge of distance conveyed is "extremely far away."
Muto CorpusProtected Feet for the Long Journey Level 5
R: Personal/Touch D: Sun/Year T: Ind
Spell Focus: A leather sandal (+2)
The target's feet are toughened to resist all the normal difficulties of walking, including sharp rocks, thorns and the normal
wear and tear of walking. The target's feet will retain a smoothness and suppleness, no matter how much the target walks or
over what terrain.
Tap the Shadows Strength Level 25
R: Touch D: Moon/Year T: Individual, Ritual
This spell links the strength of a victims shadow to their physical strength, so the larger their shadow, the stronger they are.
This is reflected in statistics as a +2 increase in strength at the height of Twilight when the shadows are longest, with +1 on
either side. However, in darkness the victim suffers a -4 Strength penalty for no shadow. During the day, the bonus cycles
between +2 and -3 depending on the shadow size; as a rough guide, go from +2 : Twilight, +1 : soon after, 0 : Early Morning,
-1: Late Morning, -2: Early Lunchtime, -3 : Midday (And reflect for afternoon). Additionally, other circumstances such as
weather, and torchlight at night will change these value as the storyguide sees fit.
Sharp Shriek of Pain Level 20
Spell Focus: a human ear (+1), a sharp spike (+1); Both (+3)
R: Near/Sight, D: Moon/Inst. T: Individual
The spell creates a sharp, stabbing pain in the ears, puncturing the eardrums. The target cannot hear for the duration of the
spell.
Assassin's Deadly Arrow Level 40
Spell Focus: Destroying angle (+3)
R:Touch/Near D:Inst. T: Small
Like the spell Hunter's Lethal Arrow, but for Humans. The arrow must be fired in the round after the spell is cast. The target,
if hit, must make a Stamina+Size stress roll of 12+, or fall to the ground, where he dies in a few minutes. Even if the target
makes the roll, he still takes normal arrow Damage + 10. The target is allowed a normal Magical Resistance roll.
Sealing the Hostile Gaze Level 5
R: Near/Sight, D: Diameter/Sun, T: Ind
This spell binds the target's eyelids shut, generally rending him sightless for the spell's duration. This spell can be applied to
animals or other creatures, but only if they possess eyelids. In such cases a casting requisite for the appropriate form is
necessary.
Pin the Silent Shadow Level 10
R: Touch D: Inst T: Individual
Requisites: Imaginem
This spell allows the caster to step on someone's shadow and hold it there, pinning the person, i.e. not held, but unable to run
away (as if someone was holding their coat). A strength role of 12+ will remove the hold, otherwise the only way to remove
it is to remove the caster from the shadow. The shadow will continue to move until the foot reaches its edge at which point
the shadow bearer will be jerked to a halt (the shadow sometimes even stretches around the offending foot, though never
breaks). If the victim is casting no shadow then the spell will obviously not work.
Sure Strike of the Sword Level 15
Spell focus: Broadsword (+2)
R: Touch D: Conc./Sun T: Small
Requisites: Terram, Herbam (depending on weapon)
This spell adds +3 to the weapon skill of the target, adding to all rolls while using the weapon. The target may only use the
weapon he was holding at the time that the spell was cast.
Trap the Treacherous Tongue Level 15
Spell Focus: A Muzzle (+2)
R: Near/Sight D:Sun/Moon T: Individual
The target's mouth slams shut, so that no sound other than a whimper may escape his lips. A concerted effort allows the
target to open his mouth enough to take a bite or food, or drink of water. One other person may add his STR score to the
target's, physically prying open his mouth.
Hold the Silent Shadow Level 20
R: Touch D: Sun/Moon T: Individual
Requisites: Imaginem
This Level 20 version of 'Pin the Silent Shadow' allows the caster to place another object on the shadow instead of their foot,
for example a tossed stone.
Rampart of the Sorcerous Art Level 20
R: Near D: Conc T: Room
Spell Focus: A chip from a marble staircase (+1)
With this spell the magus creates an invisible magical rampart, that only humans can cross. The rampart usually takes the
shape of a staircase, but can assume any shape the caster wishes. The caster may change the shape of the rampart with
appropriate concentration rolls.
Flight of the Flitting Shadows Level 20
R: Sight D: Mom T: Individual
Requisite: Imaginem.
Spell Focus:
This spell allows the caster to meld into a shadow and meld out of the shadow at any connected point about 2 seconds later possibly allowing long distance travel at twilight). Any equipment carried must be covered by requisites. The caster can transport no more than themselves and immediate equipment, and the shadows must be directly connected. It also does not allow travel over distances of more than sight, but at the storyguides discretion it could often allow distances close to sight to be traveled, especially through light forest, etc. It does not work in complete darkness (though it will work with moonlight shadows).
Walk the Shadowed Path Level 35
Spell Focus: Onyx (+5)
R: Self (Sight) D:Inst. T: Individual
This shadow allows the caster to teleport from one shadow to another. The spell must be cast while at least half-covered by
shadows, and the destination must be able to cover at least one-third of the caster upon arrival. If these conditions are not
met, then nothing happens.
Awaken the Leafy Warders Level 35
Spell Focus: A Leaf carried in the caster's ear for 12 hours (+3)
R: Near D:Sun/Moon T: Boundary
Cast upon the plants surrounding the caster, the plants will notify the caster if specified conditions are met. Plants will not
recognize a specific person, and cannot read heraldry, so can only tell of "The approach of a man on horseback", or "Many
men", not "The Lord Henry of Chester", or "The garrison of the castle". The Caster must specify what the plants are to look
for, and it is up to the Storyguide to determine if the plants can follow the instructions. If they cannot, then they will either do nothing, or notify the caster every time anything over -4 Size moves past. "There is a squirrel approaching; here comes a fox; a hawk is flying overhead; there is a man approaching, many deer are passing by".
If the spell focus is used, the casting of the spell can be drawn out as the caster makes mock (or real) motions with the knife. Due to the fact that the spell can be drawn out more or less indefinitely with the focus, a bonus of up to +3, determined by time taken, can be added to the Finesse or Craft roll to determine quality.
The Warmth of a Bright Summer Day Level 3
R: Personal/Touch D: Sun/Year T: Individual
Requisites: Corpus
Spell Focus: A lense that magnifies (+2)
Target retains a warmth as if he sat in the sun on a warm summer day, no matter what the temperature or weather conditions..
Reflection of the Past Level 20
R: Per D: Conc T: Reflective Surface, Ritual
Requisite: the form corresponding to the reflecting surface
This spell is a very early version of Eyes of the Past. It is actually a first draft conversion of a non-hermetic spell, developed by Bonisagus when the study of Imaginem was still incomplete. Basically the mage is able to summon any scenes reflected in a mirror, pool of water, etc. Only visual images can be viewed, and any imperfections of the reflecting surface interfere.
Lengthen the Twilight Shadows Level 10
R: Sight D: Sun/Permanent T: Boundary
This spell causes all shadows in the area to become twice as large, with a slight decrease in light levels and an increase in
general murkiness.
Voice of the Unspoken Word Level 15
R: Personal D: Moon/Year T: Individual
Spell Focus: a bound tongue from a human (+5)
This spell allows the caster of the spell to be able to create a voice of his own design to emanate from the area of his mouth
without actually speaking; spellcasting can be accomplished via this "voice" at Storyguide approval only. Particular voices
can only be duplicated with a Finesse roll determined by the Storyguide. Most mages create a voice which is reflective of
their Wizard Sigil and is distinctive in much the same way that a normal voice is distinctive.
Mold the Shadow Figure Level 35
R: Sight D: Sun/Permanent T: Individual
Requisites: Corpus
This spell allows the caster to take a portion of shadow (any shadow) and mold it into an image of the caster. It then stands
alone and operates as a copy of the caster, performing basic tasks ordered, and acting to preserve itself. Its form is slightly
shady however, and a Perception roll of 6+ will allow someone to see that it is not a normal human. Its insubstantial nature
also means that weapons will pass through it (though the caster must make a conc. roll or the spell will be dissipated), and it
will be unable to lift up anything but very light objects (1lb or less).
Clio's Remembrances General (the minimum level for this spell is 15)
R: Personal D: Moon T: Boundary Ritual
Allows the caster to see and hear past images and sound. Unlike Eyes of the Past, it can see places far away. Instead of
concrete images one tends to see a mosaic of images related to the subject it was cast about. It can be used as a source for
Hermes Lore, legend Lore, Mundane history and so on; the knowledge researched can be as specific or as broad as the caster
wishes. The level of the ritual determines how focused, clear and controllable the images are; since those with a high score in
a lore need more precise images to learn anything, they will need a higher level ritual. The ritual provides an applicable study
bonus of magnitude + concentration +perception. The maximum score is the magnitude of the ritual.
As the ritual is cast the caster will fall to the ground in a trance, his mind filled by thevisions of the past. The next morning, the caster will be awake' again, but he will continue to see visions of the past which seem as real as the images of the present; the caster will often have trouble distinguishing the present - most rolls will be at a substantial penalty, and studying, experimenting and other lab work will be impossible. On occasion, the caster may express emotions, react or even talk as the spell shows him various moments in history. Once the spell is cast, the caster has limited control over exactly what the caster sees. The vision will dominate the caster's life, both waking and dreaming, for the length a a moon, before the real world returns as the spell ends.
While this spell is treated as general for its capability of having a wide range of effect, it does have a minimum level of fifteen to represent the minimum power and skill to attain the benefits of this spell.
Muto ImaginemShape the Malleable Shadow Level 10
R: Near D: Conc/Year T: Individual
This spell allows the caster to mold and manipulate someones shadow to any desired shape as long as the area covered is
not over twice or under half that of the original shadow, and the new shadow still connects to its owner at the same places as
the old one.
Cloak of Shadows Level 5
R: Personal D: Conc/Moon T: individual
This spell allows the caster to pull their (or another) shadow around them like a cloak, concealing them from prying eyes. A Perception Roll of 9+ is necessary to see a shady figure at the casters position, otherwise all that will be noted are particularly dense shadows. Should the caster move into an area with no shadows, the shadows will dissapate.
Meld with the Shadows Level 10
Spell Focus: a piece of black cloth (+2)
R: Touch D: Special T: Individual
Requisite: Corpus
As long as the target of this spell is in shadows, she is undetectable. The shadow must be able to cover the target totally, any
part of the body which extends out of the shadow is visible. The spell lasts until the target leaves the shadow totally.
Cut the Shadow's Ties Level 10
Spell Focus: an obsidian knife (+5);
R: Near D: Sun/Year T: Individual
This spell severs the target's shadow from his body. The shadow remains where it was last, and can be captured by casting Capture the Shadow of the Man, ReIm 15. The target will cast no shadow until the spell expires. The shadow will fade in a minute if it is not captured, and will fade away at the end of the spell if it is.
Capture the Shadow of the Man Level 15
Spell Focus: a small black net (+3)
R: Near D: Inst. T: Individual
This spell will collect a shadow which has been removed from its owner. The shadow is an arcane connection to the owner,
and spells which are cast onto the shadow will affect the owner.
Usury of the Mind Level 25
R: Touch D: Sun/Inst T: Ind, Aimed, Ritual
The caster ``borrows'' any one talent, knowledge, or skill from a willing target. The target loses the borrowed ability for the
duration of the spell, and the caster performs as though she had the ability at the target's original Level. The caster chooses
which ability is taken, but the target must be willing to lend that ability, or the spell will fail.
Intuition of the Marketplace Level: 10
Spell Focus: A gold coin that has been used in commerce (+1)
R: Per, D: Sun, T: Bound.
This spell was invented by Alexius's pater to help him find his way around strange marketplaces. The caster gains an intuitive
sense of any marketplace he finds himself in, adding +3 to all rolls involving the marketplace and activities relating to it.
Thus one would have a knack for quickly finding buyers or sellers for any desired piece of merchandise one might posses.
Alexius's pater could, with a glance, tell if a merchant was overpricing his goods, or trying to pass off inferior wares, and
walk on by without breaking pace. Alexius isn't nearly as experienced as his pater, but even he can detect the undercurrents
that swirl through all marketplace, smelling the possibilities of profit like a bloodhound.
Speaking the Tongue of the Dead Level 15
R: Per/Touch D: Conc T: Group
Spell Focus: A Green Turquoise (+3)
Requisite: none
This functions just as the Tongue of the Folk spell except that it may only be used upon the spirits of the dead. To the dead,
the caster's voice grows in eloquence.
Reveal the Shadow of True Intent Level 20
Spell Focus: a candle (+3)
R: Sight D: Special T: Small
Requisite: Imaginem
This spell enchants the light of a candle or other light source, causing the shadows created by the light to act out the true
feelings and thoughts of the shadow's owner. The shadow of everyone in the room with the enchanted light source will be
affected. The spell lasts as long as the light source burns. The spell will work on the light coming through a window or door.
Vision of the Sight Once Seen Level 20
R: Eye D: Momentary T: Individual
Spell Focus: an item from the scene under question (+4)
Allows the caster to see, as if he were viewing it at the time of the spell's casting, a vision or sight which the target has seen
and is currently consciously recalling.
The caster can, at his option, extend the sensory experience to include more senses than just sight, but the entire experience must be united somehow (a piece of music, a play, etc.). Particularly lengthy experiences (more than a minute) extend the duration of the spell from Momentary to some fraction of the time spent on the experience originally, and if either the caster or the subject fail a Concentration roll during the spell, the spell is broken and the information gleaned by the caster is lost in its entirety. The StoryGuide is the final arbiter of what experiences are 'united.'
Symbols of Life's Cycle Level 25
R: Near D: Conc T: Individual
Requisite: Imaginem
Spell Focus: A glass eye (+2)
Discerns the thoughts and feelings of the target and presents them as symbolic images, over the target's head, seen by only
the caster. The target is not harmed in anyway. At first, only surface thoughts are presented, but as the spell continues, the
subject's deep feelings and hidden thoughts also appear. All of the thoughts, however, appear as symbols and are therefore
difficult to interpret. A stress roll of intelligence + enigmatic wisdom of 9+ generally allows interpretation of the symbols,
with a Botch implying total misinterpretation. If the target is specifically trying to hide certain thoughts or if the thoughts are
buried deep in his mind, higher rolls are required.
Charm of the Familiar Face Level: 20
Spell Focus: An item belonging to a member of the community or household being visited.
R: Touch/Near, D: Sun/Moon, T: Spec.
One of the greatest problems a merchant must deal with is the distrust (or even outright hostility) that people of all lands
show strangers. This spell effectively removes the stigma of being an outsider. For the duration of the spell, all those around
the person touched during the casting of this spell will consider him to be a member of their social group. This effect occurs
more on an emotional level rather than an intellectual one. Those affected will know that the recipient of the spell's power is
not from their village, clan or social group, but they will feel him to be a kindred spirit, like a distant cousin.
This can be something of a double-edged sword. The caster will not be treated as an honored guest, but as a member of the community or family. As a member, the caster will be expected to fulfill any obligations a regular member has to the rest of that social group. If the caster is completely ignorant of said obligations, things can get a little socially awkward. However, if the caster does commit a faux pas, it will be as if a child of the family, or perhaps a simple-minded cousin, did it. Amusement and annoyance, rather than drawn weaponry, will generally be the result. Of course, frequent bumbling will result in the demotion of the caster's status within the community down to that of village idiot.
Lastly, there are some long-term effects to consider. While the spell's effect will fade, the memories of the people affected will not. Thus the spell's effectiveness decreases sharply with each repetition on the same people. After the third time, the spell has virtually no effect. The spell is meant to be used to get one's foot into the door, and to make a good first impression. Someone who abuses the spell would probably find himself in even greater trouble, as the people affected by the spell would see any treachery as a deeper betrayal. On the other hand, someone who makes an effort to fit in (who helps with the chores, who has little gifts for the children and larger gifts for the adults, who tells great stories, etc.), will probably find a warm reception every time he visits.
Feed the Shadows Form Level 35
R: Touch D: Moon/Year T: Individual Ritual
Requisites: Imaginem
This spell allows a shadow to be grafted onto another person, slowly feeding them the traits of the original owner (note a
Animal requisite if an animal shadow is to be grafted on). Over the period of the spell, the receiver of the shadow starts to
gain some of the mannerisms and memories of the original owner, and by the end of the spell gains several of the skills and
memories of the original owner. Should the shadow be an animal one, the recipient starts to gain some aspects of that animals
appearance (slight fur, fangs, claws, etc.), and may gain the dietary habits, vocal, or mating habits. They occasionally also
gain some attack forms and natural abilities of the creature. With the extended form of the spell it still reaches its maximum
effect about a week before the first moon, and then stays at this level for the year. Once this spell is cast the recipients
original shadow disappears and is replaced with the snatched shadow, and the original owner of the snatched shadow does
not have a shadow.
The casting Requisites of this spell are the form(s) of the target.
Insane Knife of Living Shadow Level 30
Spell Focus: an obsidian knife (+3)
R: Self D: Special T: Small
This spell creates a knife of pure shadow, which can be wielded only by the caster. When the knife touches living flesh other
than the caster, the target must make an Intelligence+Stamina roll of 12+ or go completely insane. The knife may be held or
thrown, with normal changes to hit. No physical damage is done by the knife.
Commanding the Respect of the Dead Level 20
R: Touch/Near D: Sun/Moon T: Spec.
Spell Focus: A Green Turquoise (+3)
Requisite: none
This spell functions much as Aura of Rightful Authority, except that is designed solely to be used to influence the dead.
Because of its specialization, the spell allows a greater potency, especially against the wraiths of the great. The spirits of
kings, generals and even magi will acknowledge the power of the beneficiary of this spell, and grant him respect. Common
ghosts will generally obey reasonable commands.
Rally the Defeated Troops Level 20
Spell Focus: Banner or Flag (+5)
R: Near/Sight D: Special, Conc. T: Group
The targets of this spell are those under the command of, or lead by, the caster. When first cast the spell will rally troops,
stopping retreats and routs, and clearing the minds of the targets of fear and depression. It imparts +3 Bravery and +3
Obedient traits (or augments an already existing one), for as long as the caster advances against the enemy. An unwelcome
side-effect of the spell is that if the caster retreats without having first dropped the spell, then the personality traits imparted
by the spell reverse to Cowardly +3 and Rebellious +3.
Adjuration of the Slumbering Spirit level 25
R: Arcane Connection D: Conc. T: Individual
Causes a sleeping person to rise from their bed and move slowly toward the caster. They will be aware of their activities as in
a dream, and may notice that the dream seems incredibly real (Int + Awareness roll of 12+). A person having strong reason to
suspect the dreams authenticity may attempt to wake themselves (Int + Concentration roll of 9+).
The target will sleepwalk slowly along the best known route toward the caster, opening any doors or fates along the way, as
necessary. Any rolls made are at -3. The effects of this spell last for three rounds after the caster stops concentrating, until an
hour has passed, or until the target is awakened (-3 to rolls to awaken). The caster may direct the target to move as desired
after eye contact is made, including telling the target to return to bed.
Invisibility of the Unseen Servant Level 20
R: Near/Sight D: Sun/Moon T: Individual
Spell Focus: A mundane tool (+1)
Others view the target of this spell as an unremarkable and very common person. Most do not notice the presence of the
person, as they would fail to notice the presence of a menial servant. The subject's presence in places that servants are not
allowed attracts normal attention, but there are few mundane places that servants do not frequent.
Shackles of the Mind Level 40
R: Near D: Year/Perm T: Individual, Ritual
Prevents a specific activity or event from occurring to a person. The subject of the ritual must be present for the entire ritual.
The Magus performing the ritual specifies the mental activity that is curtailed or forgotten.
This is one of the heavy-handed Quaesitor rituals used to enforce decrees.
Chisel the Face of Stone Level 20
R: Near D: Sun/Inst T: Individual
Spell Focus: a sculptor's chisel (+3)
Creates a statue of metal or stone of a form desired by the caster of a reasonable size limit. The quality of the statue's carving
is determined by a Perception + Finesse roll.
Divining the Distance Level 15
R: Arcane Connection D: Instant T: Small
Focus: A Map (+3)
This spell will give the distance from the current location to any location desired, as long as the caster has an Arcane
Connection for the second location. The distance will be given in the Roman stadia (607 feet) which was used throughout the
empire.
Divining the Treasures of the Earth Level 35
R: 100 miles/400 miles D: Conc T: spec, Ritual
Using a map of the area, which acts as an arcane connection, the caster may trace out large quantities of precious metals and
stones. The caster will know what is what. The area must be as large as the caster's thumb on the map, so scale of the map
will determine how small of a deposit will register.
Ink of the Earth's Bounty Level 15
R: Touch/Reach D: Sun/Perm T: small
Spell Focus: An ink bottle (+1)
Turns a quantity of metal, gemstones or crystal into ink that can be then used for writing, tattooing or other appropriate uses.
The ink looks like the material used and when dried behaves much like it. The material retails all form and effect bonuses for
enchantment, making this spell perfect for Criamon imprints.
Glass of the resilient strength Level 20
R: Touch/Reach D: Inst T: small
Spell Focus: crystal (+1)
Bestows upon glass the hardness and strength of steel, making it much harder to break.
The Connecting Sigil Level 20
R: Touch D: Moon/Perm T: Boundary
Spell Focus: Drop of caster's blood used to draw sigil (+3)
You draw a version of your Hermetic sigil on a place or object which will then act as an Arcane connection from the caster to
the target, allowing the caster to use all magics which require such a connection. The sigil is only detectable by those who
can see magic, whether second sight or an intellego vim spell. As the sigil is magic, the best way to remove it is with Perdo
Vim spells, or destroying the item with the sigil on it.
Mysteries of the Moment Revealed Level 5
R: Personal D: Mom T: Individual
Spell Focus: A astrolabe for the area (+5) or a ephemeris (+2)
The magus acquires the knowledge of the optimal astrological alignments and their effects on magical energies at the given
moment. This information gives the magus only a general idea of macrocosmic circumstances. For example: the magus will
automatically know the phase of the moon and how the exact time till sun rise or sun set. He will also be aware of major
planetary alignments, which houses the planets are in, and other major celestial events. However, this only gives a feel for the
'magical environment' at the moment of casting. So, a mage cannot, for example, chart stars without checking the skies with
this spell.
Botches may cause the magus to completely loose track of time.
Orphean Chime of the Mystics Level 20
R: Far/Sight, D: Conc, T: Ind
Spell Focus: Lyre (+5)
Named for the legendary Greek poet and lyre player, this spell causes
magical objects within range designated by the caster to emit musical
chimes (the music is
often appropriate to the nature of the magical item). The music is only
audible to the caster, and is often so faint that loud noises in the
vicinity of the caster may prove
to be obtrusive (Concentration rolls may be required). If the focus is
used, the lyre actually reverberates with music, for everyone present to hear.
Harmonies of the Earth's Magics Level 40
R: Spec D: Conc/Moon T: personal
Spell Focus: A tuning fork (+2)
The caster hears magic and faerie auras as intricate music. The closer the place the stronger and more detailed the music.
Magic auras are structured in melody, while faerie auras are wild. You have a rough idea of the direction, the closer you get
the easier it is to define the location.
The more powerful the aura, the further away it may be heard. Thus a +1 aura would be heard about one miles away, while a
+9 aura may be heard up to 300 miles.
Divine auras dampen the music, so auras far from you in Christian lands will not be audible.
Sodales's Stolen Sorceries General
R: Touch/Near D: Sun/Inst T: Special
Spell Focus: A mirror (+1)
This spell moves an enchantment from one target to another. The transferred spell is treated just as it was in the beginning,
including penetration and duration. If the new target successfully resists, the original enchantment is banished back to the
original target.
To transfer a spell, you must roll double the caster's technique + form (at the time of casting) on a stress die + level of this
spell. Non-Hermetic enchantments must beat twice the magic might, while spells cast from items must beat twice the level of
the spell. A botch means the original spell targeted effects the caster, usually in a bad or weird way.
This spell will affect any magic the caster can sense, usually requiring appropriate Intellego Vim spells.
At the end of the duration of this spell, if the original spell still has duration left it will return to the original target, no matter
the distance.
Last modified: Fri Nov 13, 1998 / Jeremiah Genest