SOOTHE PAINS OF THE BEAST Cr An 20

R:Touch, D: Momentary, T: Individual, Ritual

This spell looks much like a ritualistic “laying on of hands” seen in many churches. You kneel and press your hands to the wound while reciting a quiet incantation. The spell cures one Light Wound suffered by the animal. Asaron of Flambeau believes his mission in life is to repopulate the world so there will be more to kill, and thus spends seasons healing animals and people throughout Europe. In his version of this spell, a black patch in the shape of a tongue of fire is left where the wound was. A symbolic flame is seen in almost all of Asaron’s spells, making it his wizard’s sigil.

(Base level 1, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Give an Animal a +1 bonus to recovery rolls

Ars Magica 5th Edition Core rulebook p117

TRUE REST OF THE INJURED BRUTE Cr An 20

R:Touch, D: Moon, T: Individual

The injured target gets a +9 bonus to all Recovery rolls made while the spell is in effect.

(Base level 4, +1 Touch, +3 Moon, +0 Individual )

Guideline : Give an Animal a +9 bonus to recovery rolls

Ars Magica 5th Edition Core rulebook p117

Shearing the Unseen Sheep Cr An 20

R:Touch, D: Sun, T: Individual

Creates a sheep’s fleece. Wool is the most common material for making clothing, but creating ready-made woolen garments is difficult with Hermetic Magic. As a consequence, Julia uses this spell to create the raw materials, and then rearranges them into clothing using Rego Craft Magic, such as Woolen Garments for the Human Form, below.

(Base level 5, +1 Touch, +2 Sun, +0 Individual )

Guideline : Create an animal product.

Magi of Hermes p56

Worm of the Soil Cr An 20

R:Touch, D: Sun, T: Individual

Creates a beetle. All invertebrates are referred to as “worms” in Mythic Europe.
This spell provided no breakthrough to Marcus’s research.

(Base level 5, +1 Touch, +2 Sun, +0 Individual )

Guideline : Create an insect or similar bug.

Magi of Hermes p82

REPAIR CRACKS AND TEARS Cr An 20

R:Touch, D: Momentary, T: Individual, Ritual

This spell allows a magus to heal cracks and tears in the parchment and leather of a book. It is a comparatively expensive way to repair books, so it is only used when the covenant lacks skilled craftsmen, or on books of such historical signifiance that their owners prefer they are not repaired by human hands. For example, if one of the holographic diaries of Bonisagus is damaged, it is repaired in this way, rather that by having a scribe create a replacement page, because it preserves the handwriting of the Founder.

(Base level 5, +1 Touch, +0 Momentary, +0 Individual , +2 generic : +2 treated animal product [parchment] )

Guideline : Create an animal product.

Covenants p99

Boundless Wealth of the Oceans Cr An 20

R:Touch, D: Momentary, T: Group, Ritual

Creates 3,000 pounds of pearls, equivalent to over one million pearls about half an inch in diameter. These are remarkably large pearls, each one about a quarter of an ounce in weight. Good quality sea pearls usually sell for about three Mythic Pounds per ounce (Covenants, page 141). Each pearl is identical to its fellows, and is somehow marked by the sigil of the caster.

 

(Base level 5, +1 Touch, +0 Momentary, +2 Group )

Guideline : Create an animal product.

Transforming Mythic Europe p117

Piercing Lance of Bone Cr An 20

R:Touch, D: Diameter, T: Individual

Creates a sharpened lance of hardened animal bone in the caster’s hand; this weapon has the same statistics as a normal lance.

(Base level 10, +1 Touch, +1 Diameter, +0 Individual )

Guideline : Create a corpse of an animal.

The Lion and the Lily : The Normandy Tribunal p60

Flight Perfected Cr An 25

R:Touch, D: Sun, T: Individual

Creates a dove in the hands of the caster. The bird acts like a normal bird for the duration of the spell. This spell provided Marcus with no breakthrough.

(Base level 10, +1 Touch, +2 Sun, +0 Individual )

Guideline : Create a bird, reptile, fish or amphibian.

Magi of Hermes p83

Summoning the creeping death Cr An 25

Req : Rego

R:Touch, D: Diameter, T: Individual

Conjures an asp, which magically obeys the caster's mental commands. Use the statistics for an adder from the Book of Mundane Beasts, except that an asp's venom is much more deadly than an adder's. The effects of asp venom are given on page 180 of Arm5. The snake has no Might and hence no Magic Resistance of its own, but since it is a magically created creature, Magic Resistance does protect against its attacks (use the caster's Penetration Total).

This spell is sometimes used by magi who follow the School of Sebastian, but other Flambeau magi tend to disdain it as an ignoble form of attack.

(Base level 10, +1 Touch, +1 Diameter, +0 Individual , +1 Rego requisite )

Guideline : Create a bird, reptile, fish or amphibian.

Houses of Hermes : Societates p34

Sturdy Mantle of the Traveler Cr An 30

R:Touch, D: Sun, T: Individual

Creates a gardcorps — a calf-length traveling robe with voluminous sleeves. The garment is formed of supple leather oiled to proof it against rain. A Finesse roll determines the quality of the gardcorps; an Ease Factor of 6 results in a waterproof robe of standard quality. If an Ease Factor of 9 is achieved the caster can determine the color of the leather and a specific regional style.

(Base level 5, +1 Touch, +2 Sun, +0 Individual , +2 generic : (+2 treated and processed) )

Guideline : Create an animal product.

Magi of Hermes p56

Flight Divorced Cr An 30

R:Touch, D: Sun, T: Part

Creates a pair of bird wings, joined at their base. The wings flap frantically in random flight for the duration of the spell, since they lack sense organs or a mind to guide them. If released in an enclosed space, the erratic flight of the wings provides sufficient distraction to impose a –3 penalty on all rolls requiring mental effort or concentration, and adds an extra botch die to all activities. The guideline used in this spell creates a living bird rather than an animal’s corpse, and the Part Target produces just the wings.
This spell provided Marcus with a breakthrough in the first of the two seasons it took him to invent it.

(Base level 10, +1 Touch, +2 Sun, +1 Part )

Guideline : Create a bird, reptile, fish or amphibian.

Magi of Hermes p83

Strength Extinguished Cr An 30

R:Touch, D: Sun, T: Part

Creates a bull’s heart. This spell provided Marcus with no breakthrough.

(Base level 10, +1 Touch, +2 Sun, +1 Part )

Guideline : Create a corpse of an animal.

Magi of Hermes p83

WEAVER'S TRAP OF WEBS Cr An 35

R:Voice, D: Sun, T: Group

In casting this spell, you point and 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 the spell lasts and they aren’t completely hacked apart.

(total mass of the spiderwebs is still less tha nten basic Individuals, so no size adjustment)

(Base level 5, +2 Voice, +2 Sun, +2 Group )

Guideline : Create an animal product.

Ars Magica 5th Edition Core rulebook p117

THE WIZARD'S MOUNT Cr An 35

R:Touch, D: Sun, T: Individual

Creates a horse, which is normal in every way except that it is not disturbed by The Gift.

(Base level 15, +1 Touch, +2 Sun, +0 Individual , +1 Size )

Guideline : Create a mammal.

Ars Magica 5th Edition Core rulebook p117

Strength Renewed Cr An 35

R:Touch, D: Sun, T: Part

Creates a bull’s heart that continues to beat strongly for the duration of the spell. In the three seasons it took Marcus to learn this spell, he was lucky enough to get a breakthrough. However, the spell also has a minor flaw thanks to experimentation; the heart only beats in the light, and the strength of the pulse is dependant on the amount of light — in shadow the beat is thready and shallow, while in bright sunshine it is like a drum.

(Base level 15, +1 Touch, +2 Sun, +1 Part )

Guideline : Create a mammal.

Magi of Hermes p83

A Pile of Rotting Beef Cr An 35

R:Touch, D: Sun, T: Group

Bees, which are vital for the production of most crops, are generated by the decay of the corpses of cows. Player characters who create too many bees before they have flowers must watch them starve, but players who have flowers, and no bees, must watch them wither. Fortunately, things generated by magically created animals persist even if the spell’s duration ends. Clever magi can simply strew their island with dead cows, using Sun duration spells like this one, and the bees which arise from these corpses are natural. This spell creates ten cow carcasses. Magi wanting to absolutely ensure they have bees can add a Perdo requisite, to make the corpses rot as they wish. Alternatively they can use spells like Growth of Creeping Things, bees being one of the insects created when destroying beef.

(Base level 10, +1 Touch, +2 Sun, +2 Group )

Guideline : Create a corpse of an animal.

Transforming Mythic Europe p63

Recruiting A Tiny Phalanx Cr An 35

Req : Rego

R:Touch, D: Sun, T: Group

This spell allows Alexander to create a swarm of scorpions. The swarm, combined, has the mass of a human being. The spell has a Rego requisite, which allows Alexander to command the swarm to do things other than chase beetles and run from larger creatures. In dangerous areas, he often casts two Circles of Beast Warding, one slightly larger than the other, around the area where his party is going to camp. He then pours scorpions into the ring this creates, and orders them to attack anyone else that crosses the ring, casting the spell multiple times if he feels it is necessary. This technique also has the advantage that if he botches the spell, and creates a swarm of enraged and uncontrollable scorpions, he need only wait safe behind his inner Circle of Beast Warding for them to disappear. Scorpion venom is painful, but individual stings are rarely fatal for healthy people. In areas where scorpions are common, the allergy that causes their sting to be fatal may be taken as a Minor Flaw. An attacking swarm of scorpions does +10 damage automatically each round, but this can be Soaked normally.

(Base level 5, +1 Touch, +2 Sun, +2 Group , +1 Rego requisite )

Guideline : Create an insect or similar bug.

Magi of Hermes p12

VENOMOUS VELITES Cr An 45

Req : Rego

R:Sight, D: Sun, T: Group

Creates a swarm of a hundred poisonous scorpions. The Rego requisite allows the magus to command them to attack specific targets. If used in combination with spells like “To Mark With Umbrage”, the magus can command his scorpions to kill anyone on the battlefield not bearing his sigil. It is important for magi with weak Parmae Magicae to ensure they bear the mark.

(Base level 5, +3 Sight, +2 Sun, +2 Group , +1 Rego effect )

Guideline : Create an insect or similar bug.

Houses of Hermes : True Lineages p139

A Herd By Morning Cr An 45

R:Touch, D: Sun, T: Group

This spell brings the target group of up to a hundred base individual animals to full maturity over the course of the spell’s duration, which must begin as soon as the sun goes down.

(Base level 15, +1 Touch, +2 Sun, +2 Group , +1 Size )

Guideline : Cause an animal to reach full maturity over the course of a single day or night. This accellerated maturation only applies during the spell's duration, and thus full effect requires a Sun spell cast early in the day or the night.

Transforming Mythic Europe p42

CURSE OF THE RAVENOUS SWARM Cr An 50

Req : Rego

R:Touch, D: Moon, T: Group, Ritual

Calls a swarm of locusts or other destructive insects upon an area, which destroys wild plant life and fields. When the spell’s duration ends, all the insects disappear, leaving nothing but the damage. The Rego requisite ensures that the insects only devastate the area desired by the caster.

(Base level 5, +1 Touch, +3 Moon, +2 Group , +1 extra effect from requisite , +2 Size : +2 size for a swarm weighing as much as one thousand pigs, +1 extra effect from requisite, ritual because it has a really major effect )

Guideline : Create an insect or similar bug.

Ars Magica 5th Edition Core rulebook p117

TWINNING THE TOME Cr An 50

Req : Intellego Terram

R:Touch, D: Momentary, T: Group, Ritual

This spell creates a nearly perfect copy of the binding and every page of a book you are touching, including illumination, creases, and damages. It requires an Intellego requisite to determine the shape and size of the pages, and a Terram requisite to create the ink. While an effective method of quickly copying the contents of a book, the vis cost is generally considered prohibitive; Milvi instead use it to recover valuable books that have been stolen or lost, or to copy ancient works that are too fragile to move. Thus, this version of the spell also allows for vis boosting, so that you can accommodate an arcane connection to the book without requiring you to learn another spell.

(Base level 5, +1 Touch, +0 Momentary, +2 Group , Boosted , +1 Terram requisite , +5 intricacy )

Guideline : Create an animal product.

Requires virtue(s) BOOSTED MAGIC MUTANTUM MAGIC

Houses of Hermes : True Lineages p102

Conjuring the Magical Wolf Cr An 60

R:Touch, D: Momentary, T: Individual

This ritual spell creates a magical wolf, as described in ArM5, page 193. Once created, the wolf is not naturally friendly with the caster, and instantly reacts according to its own motivations.

(Base level 50, +1 Touch, +0 Momentary, +0 Individual , +1 Mentem )

Guideline : Create a magical beast. Such spell always have Vim requisite, for the beast's magic, and normally have other requisites for its powers.

Hermetic Projects p126

Fashion the Ancient Worm Cr An 80

R:Touch, D: Momentary, T: Individual, Ritual

This spell creates a dragon, which has the same statistics and powers as Stellatus (ArM5, page 194). This dragon is not actually Stellatus, who is an individual, but the creature mirrors his powers and Abilities.

(Base level 50, +1 Touch, +0 Momentary, +0 Individual , +1 Corpus requisite , +1 Ignem requisite , +1 Mentem , +2 Size )

Guideline : Create a magical beast. Such spell always have Vim requisite, for the beast's magic, and normally have other requisites for its powers.

Hermetic Projects p126

The Breath of Life Returned Cr An 80

R:Touch, D: Momentary, T: Individual, Ritual

This spell returns a mundane animal of up to Size +1 to life.

(Base level 75, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Raise an animal from the dead.

Hermetic Projects p130

Hurling the Droplet of Lye Cr Aq 3

R:Touch, D: Diameter, T: Individual

This spell produces a drop of lye that can burn a coin-sized hole in leather cloth or in parchment. If hurled at a living target, the corrosive substance can cause +1 Damage.

(Base level 0, +1 Touch, +1 Diameter, +0 Individual : Base 1 )

Guideline : Create a corrosive substance doing +(Level) damage. (Increasing the Range to more than Touch is a really good idea)

Apprentices p46

FOOTSTEPS OF SLIPPERY OIL Cr Aq 5

R:Touch, D: Diameter, T: Individual

From each of the next ten footsteps the caster of this spell takes, nonflammable grease spreads out, leaving a slick area 10 paces wide. Dexterity stress rolls are required to remain upright whenever a character on the oil does something more challenging than walking. A roll of 6+ is needed for the average maneuver, with rolls of up to 15+ needed to (for example) make a right turn at full speed on a smooth, greased surface. The duration is the length of time that the oil lasts.
This spell was invented by a rather goodnatured magus, and the gestures associated with the most common variations of the spell are as comical as the effects themselves. You can stand first on one leg, and then the other, vigorously rubbing the bottom of each upturned foot, as if spreading on a salve.

(Base level 3, +1 Touch, +1 Diameter, +0 Individual )

Guideline : Create water (or some other natural liquid) that is not contained (spread over a surface).

Ars Magica 5th Edition Core rulebook p121

Dagger of Ice Cr Aq 10

Req : Rego

R:Voice, D: Momentary, T: Individual

Creates a foot-long, sharp icicle and hurls it at a target. The icicle always hits, provided it penetrates Magic Resistance. It inflicts +5 damage (partly because of its sharp point). After impact, the icicle shatters into tiny fragments, which promptly disappear.

(Base level 3, +2 Voice, +0 Momentary, +0 Individual , +1 Rego requisite )

Guideline : Create ice in a natural shape, such as a floe or icicle.

Houses of Hermes : Societates p35

CREEPING OIL Cr Aq 15

R:Voice, D: Sun, T: Individual

Saturates a porous material with flammable oil. When casting this spell, you make a flicking motion with your index finger and thumb, as if propelling something at the target. A dot of oil appears on the target after the spell is finished, and slowly spreads over the target, saturating enough cloth to cover a person. If used on a person’s clothes and ignited, the oil does +12 damage the first round, +6 the second, and +0 the third.

(Base level 3, +2 Voice, +2 Sun, +0 Individual )

Guideline : Create water (or some other natural liquid) that is not contained (spread over a surface).

Ars Magica 5th Edition Core rulebook p121

Lungs of Drowning Cr Aq 20

R:Touch, D: Diameter, T: Part

This spell fills the target’s lungs with water, causing him to experience the sensation of drowning. The character begins to suffer deprivation due to lack of air (see ArM5, page 180), but as the spell only lasts for Diameter duration (two minutes), the character is unlikely to die unless the spell is repeatedly cast on him.

(Base level 4, +1 Touch, +1 Diameter, +1 Part , +1 Corpus requisite )

Guideline : Create water (or some other natural liquid) in an unnatural s hape (in a sphere), but water so created will behave naturally.

Hermetic Projects p86

MIGHTY TORRENT OF WATER Cr Aq 20

R:Voice, D: Momentary, T: Individual

A 3-foot-diameter jet of water sprays from your outstretched arms towards your target. The target of this gusher of water takes +10 damage and must make a Strength + Size stress roll of 9+ or be sent flying back.
Marbaid of Flambeau’s wizard’s sigil is connected to his obsession with blood. In his version of the spell the target is hit by a gush of blood, and the stains do not go away until sunrise/ sunset. This does not require a requisite, as it is a purely cosmetic effect.

(Base level 10, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Create a geyser with a very high rate of flow.

Ars Magica 5th Edition Core rulebook p121

Alchemist's Revenge Cr Aq 25

R:Voice, D: Momentary, T: Individual

Splashes a target with acid, inflicting +15 damage if it penetrates Magic Resistance. At the Storyguide's option, the acid may damage the target's equipment.

(Base level 0, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Create a corrosive substance doing +(Level) damage. (Increasing the Range to more than Touch is a really good idea)

Houses of Hermes : Societates p35

Rarefy the Crude Water Cr Aq 30

R:Touch, D: Momentary, T: Individual, Ritual

This ritual spell rarefies a base amount of water (up to a pool of 5 paces diameter and 2 paces deep) to bring a water elemental into existence. At its maximum size, the elemental has a Might of 15 and a Size of 0, but smaller bodies of water will yield smaller elementals. The character guides given later in the chapter describe typical elementals created by this spell. For larger (and thus more powerful) elementals, this spell must be invented with a Size modifier to the target, with each application of the modifier giving +3 Size. Since Size determines Might (see later), 1 extra size magnitude gives an elemental a Might of 20 (Size +3), 2 a Might of 25 (Size +6), etc. This spell doesn’t need to penetrate the Might of the elemental instantiated; until the completion of the spell, the elemental doesn’t exist.

(Base level 25, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Create an elemental from a base amount of Aquam matter.

Realms of Power : Magic p133

Wizard's Flood Cr Aq 35

R:Touch, D: Momentary, T: Individual, Ritual

This ritual, when cast in a river, causes it to rapidly rise and burst its banks. This floods the terrain about half a mile from either bank, for a length of about 20 miles, to a depth of two paces. The area inundated depends on the local geography (cliffs, gorges and dams may direct the flow, for example). The flood waters are natural, cannot be resisted by Magic Resistance, and may take days to recede, evaporate, and drain. The flood drowns people and animals, ruins crops, and washes away most wooden structures (and ruins the lower level of stone ones). This ritual is Trajan’s master work. He is well known for it in the Rhine.

(Base level 3, +1 Touch, +0 Momentary, +0 Individual , +7 Size )

Guideline : Create water (or some other natural liquid) that is not contained (spread over a surface).

Hooks p79

DELUGE OF RUSHING AND DASHING Cr Aq 40

R:Voice, D: Concentration, T: Individual

Causes a stream to flood, starting at the stream’s nearest point to you and continuing downstream. The results of this spell are generally quite impressive. As the stream overflows its original bed, it becomes a raging torrent, sucking in everything near it. Damage from the spell can last for many years.
As long as you concentrate, the stream remains at flood levels. Anyone caught near the stream when it floods is struck by the rush of water (+10 damage), caught up in the flood, and dragged along. Every round, a victim makes a Strength + Swim stress roll. A roll of 9+ means the character escapes the flood. Otherwise, the character loses one Fatigue level and takes +5 damage. Any who fall unconscious drown. This roll is repeated until the character either escapes the flood or dies.

(Base level 10, +2 Voice, +1 Concentration, +0 Individual , +3 Size : +3 size, so that the whole stream floods )

Guideline : Create a geyser with a very high rate of flow.

Ars Magica 5th Edition Core rulebook p121

AIR'S GHOSTLY FORM Cr Au 5

R:Touch, D: Diameter, T: Individual

A thick fog forms around the magus, extending outwards for several paces. A breeze can push the fog around. The fog dissipates at its natural rate, and may be too thin to restrict sight within a minute.

(Base level 2, +1 Touch, +1 Diameter, +0 Individual , +1 unnatural : +1 unnatural (the spell can be cast indoors) )

Guideline : Create a normal weather phenomenon: a cloud, wind, fog, rain from a cloud that already exist.

Ars Magica 5th Edition Core rulebook p125

CHAMBER OF SPRING BREEZES Cr Au 5

R:Touch, D: Sun, T: Individual

Creates a breeze of fresh air that continually moves throughout a room, keeping the air continuously breathable even if the room is airtight. Rose of Jerbiton’s version of this spell always causes the air to smell of roses. The breeze can be created outdoors, but there it has little effect.

(Base level 1, +1 Touch, +2 Sun, +0 Individual , +1 unnatural )

Guideline : Create a minor weather phenomenon: a breeze, a mist, a light drizzle.

Ars Magica 5th Edition Core rulebook p125

Jupiter's Tears Cr Au 5

R:Sight, D: Concentration, T: Individual

This spell makes a single cloud on an overcast day release its moisture, causing a light drizzle.

(Base level 1, +3 Sight, +1 Concentration, +0 Individual )

Guideline : Create a minor weather phenomenon: a breeze, a mist, a light drizzle.

Apprentices p47

JUPITER'S RESOUNDING BLOW Cr Au 10

R:Voice, D: Momentary, T: Individual

Creates a thunderclap; anyone directly underneath must make a Stamina stress roll of 9+ or be deafened. If deafened, the target gets another Stamina simple roll each minute and recovers with a roll of 9+. If the first roll botches, the victim is rendered deaf for a month.

(Base level 3, +2 Voice, +0 Momentary, +0 Individual , +1 unnatural : +1 unnatural (the spell functions indoors) )

Guideline : Create a severe weather phenomenon: deafening thunder, monsoon rain, impenetrable fog, gale force wind.

Ars Magica 5th Edition Core rulebook p125

STENCH OF THE TWENTY CORPSES Cr Au 10

R:Voice, D: Diameter, T: Individual

Makes the surrounding air stink horribly of rotting corpses. All those within fifty paces of the target point must make Stamina stress rolls of 6+ or act with a –3 penalty on all rolls. Anyone who botches the roll vomits and is incapacitated for (10 – Stamina) rounds.

(Base level 3, +2 Voice, +1 Diameter, +0 Individual )

Guideline : Create a debilitating kind of air: noxious stench, mild poison

Ars Magica 5th Edition Core rulebook p125

WREATHS OF FOUL SMOKE Cr Au 10

R:Voice, D: Diameter, T: Individual

Thick, yellow, sulfurous smoke rises up from the spot you designate, spreading and thinning naturally, but thick enough to block sight in a radius of about five paces around the point of origin. For each round anyone breathes the smoke, a Stamina stress roll of 3+ must be made or a Fatigue level is lost. Once a character is Unconscious, further failed rolls result in the character taking a Light Wound each time. The area where the spell is cast will be damaged: small plants wilt and die, and tree growth is stunted. A faint stench of sulfur clings for days to anything exposed to the smoke.

(Base level 3, +2 Voice, +1 Diameter, +0 Individual )

Guideline : Create a debilitating kind of air: noxious stench, mild poison

Ars Magica 5th Edition Core rulebook p125

CHAMBER OF SUMMER BREEZES Cr Au 10

R:Touch, D: Sun, T: Individual

This spell creates a breeze of fresh, dry, warm air that continually moves throughout a room, keeping the air unpolluted and the humidity and temperature constant. This spell is often cast on armarii and book chests.

(Base level 1, +1 Touch, +2 Sun, +0 Individual , +1 Ignem requisite , +1 unnatural )

Guideline : Create a minor weather phenomenon: a breeze, a mist, a light drizzle.

Covenants p100

BROOM OF THE WINDS Cr Au 15

R:Voice, D: Momentary, T: Individual

Whips up violent, swirling winds around the target. The target must make a Size stress roll of 9+ to remain standing. If the target is braced or holding onto some support, he may also make a Strength stress roll of 9+. If both rolls fail, the target is knocked in a random direction. The target may be damaged, depending on whether he strikes anything.

(Base level 3, +2 Voice, +0 Momentary, +0 Individual , +2 unnatural )

Guideline : Create a severe weather phenomenon: deafening thunder, monsoon rain, impenetrable fog, gale force wind.

Ars Magica 5th Edition Core rulebook p125

CHARGE OF THE ANGRY WINDS Cr Au 15

R:Voice, D: Concentration, T: Individual

A wall of wind roars away from you, starting up to 10 paces away and continuing until it dissipates naturally. The wind is confined by any existing barriers, but if unconfined it can be up to a hundred 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. 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.

(Base level 3, +2 Voice, +1 Concentration, +0 Individual , +1 unnatural )

Guideline : Create a severe weather phenomenon: deafening thunder, monsoon rain, impenetrable fog, gale force wind.

Ars Magica 5th Edition Core rulebook p125

Bridge of Gnomes Cr Au 15

R:Touch, D: Sun, T: Individual

This spell creates a rainbow up to seven miles long. It only works outdoors.

(Base level 2, +1 Touch, +2 Sun, +0 Individual , +2 unnatural )

Guideline : Create a normal weather phenomenon: a cloud, wind, fog, rain from a cloud that already exist.

Magi of Hermes p122

Breeze from Within Cr Au 20

R:Touch, D: Sun, T: Individual

A very minor breeze is generated in the nose of the target, allowing him access to all of the air that he requires for breathing. While underwater, the target of this spell exhales a constant stream of bubbles that cannot be stopped by the target for more than a second by holding their mouth and nose closed. The breeze cannot be halted without the spell being dispelled or expiring. The breeze makes the manipulation of especially small and light objects by the target difficult.

(Base level 5, +1 Touch, +2 Sun, +0 Individual )

Guideline : Create a phenomenon wholly divorced from its normal context (lightning bolt speading from the caster's hands): +4 magnitudes.

Legends of Hermes p106

CIRCLING WINDS OF PROTECTION Cr Au 20

Req : Rego

R:Touch, D: Concentration, T: Individual

Surrounds you with winds that circle at great speed. Since the wind picks up dust and other small, loose objects, you may be obscured. Anyone standing near enough to attack you with a hand weapon must make a Size stress roll of 9+ at the beginning of each round or be blown back. Melee Attack rolls
against you are at –3, and missile or thrown attacks are at –9.

(Base level 3, +1 Touch, +1 Concentration, +0 Individual , +1 Rego effect , +2 unnatural )

Guideline : Create a severe weather phenomenon: deafening thunder, monsoon rain, impenetrable fog, gale force wind.

Ars Magica 5th Edition Core rulebook p125

CLOUDS OF RAIN AND THUNDER Cr Au 25

R:Sight, D: Concentration, T: Group

Creates a small but severe rainstorm, including lightning and winds. The storm gathers and breaks in a few seconds as the caster concentrates, and dissipates with similar speed when he stops doing so.
Note that reducing the Range for this spell makes the storm increasingly unnatural, so versions of this spell with lower Range still have the same level.

(Base level 3, +3 Sight, +1 Concentration, +2 Group )

Guideline : Create a severe weather phenomenon: deafening thunder, monsoon rain, impenetrable fog, gale force wind.

Ars Magica 5th Edition Core rulebook p126

CLOUDS OF SUMMER SNOW Cr Au 25

R:Sight, D: Concentration, T: Group

Creates clouds that drop snow over an area about a mile across. The clouds gather over a few seconds at the beginning of the spell, and dissipate over the same sort of time when the caster stops concentrating. The spell does not affect temperature.

(Base level 2, +3 Sight, +1 Concentration, +2 Group , +1 Size )

Guideline : Create a normal weather phenomenon: a cloud, wind, fog, rain from a cloud that already exist.

Ars Magica 5th Edition Core rulebook p126

PULL OF THE SKYBOUND WINDS Cr Au 30

R:Voice, D: Concentration, T: Individual

Makes winds rise upward, pulling one object, creature, or person up to 50 feet into the sky before letting that target drop. Even a small building can be torn from its foundation, though such a building can be no larger than 20 feet to a side, and cannot be built out of a material heavier than stout wood. Uprooted objects fall randomly, unless you make a Finesse stress roll against an Ease Factor of 12 to choose where the objects will fall.

(Base level 5, +2 Voice, +1 Concentration, +0 Individual , +2 unnatural )

Guideline : Create a phenomenon in a slightly unusual fashion: +1 magnitude (indoors)

Ars Magica 5th Edition Core rulebook p126

WINGS OF THE SOARING WIND Cr Au 30

Req : Rego

R:Touch, D: Concentration, T: Individual

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 against an Ease Factor of 9 per round. It is dangerous for extended travel, because if you lose concentration, you are likely to sustain serious injuries (+15 damage, on average, although it may be more if the magus was very high up).

(Base level 5, +1 Touch, +1 Concentration, +0 Individual , +1 Rego effect , +2 unnatural )

Guideline : Create a phenomenon in a very unnatural fashion: +2 magnitudes.

Ars Magica 5th Edition Core rulebook p126

Clouds of Obscuring Sand Cr Au 30

R:Sight, D: Sun, T: Group

Alexander uses this spell to call up a small, but severe, sandstorm. This obscures the vision of everyone within an area 1000 paces across, and prevents travel by those unprepared for sandstorms. Alexander uses Movement Within the Sirocco to allow him to move freely through the storm, although navigation by sight remains difficult unless he takes bird form, using The Shadow on the Sand, to rise above the affected area.

(Base level 3, +3 Sight, +2 Sun, +2 Group )

Guideline : Create a severe weather phenomenon: deafening thunder, monsoon rain, impenetrable fog, gale force wind.

Magi of Hermes p12

Catapult of the Mighty Winds Cr Au 30

Req : Rego

R:Voice, D: Momentary, T: Individual

Terrifically strong winds sweep up an object (such as a barrel, a piece of furniture, or an unfortunate human being) and hurl it on a high, arched trajectory toward any point within range. If the projectile has Magic Resistance, this spell must penetrate in order to affect it. However, once the projectile is airborne, its motion is natural and hence it bypasses the Magic Resistance of anything it hist. You must succeed at an aiming roll to hit the intended target. Because this spell gives the caster only indirect control of the projectile, the aiming roll suffers a -3 penalty and an extra botch die. The winds are strong enough to throw a grown man 20 feet into the air. Both the projectile and anything underneath it suffer damage when it crashes to earth : the damage is usually +10 but it could be less if the projectile is considerably lighter than an adult human.

(Base level 5, +2 Voice, +0 Momentary, +0 Individual , +1 Rego requisite , +2 unnatural )

Guideline : Create a phenomenon in a very unnatural fashion: +2 magnitudes.

Houses of Hermes : Societates p35

THE INCANTATION OF LIGHTNING Cr Au 35

R:Voice, D: Momentary, T: Individual

A lightning bolt shoots forth from your outstretched hand in the direction you are pointing, doing +30 damage to a single target it hits. There must be nothing between you and the target. Those near the target must make Size stress rolls of 6+ to remain standing.

(Base level 5, +2 Voice, +0 Momentary, +0 Individual , +4 unnatural )

Guideline : Create a phenomenon wholly divorced from its normal context (lightning bolt speading from the caster's hands): +4 magnitudes.

Ars Magica 5th Edition Core rulebook p126

BREATH OF THE OPEN SKY Cr Au 40

R:Touch, D: Concentration, T: Individual, Ritual

You can call up a wind capable of devastating the countryside. You must stand under the open sky to cast this spell. While you cast the spell, a breeze picks up, blowing from you in the direction you are facing. When the ritual is completed, the wind strengthens to a gale roaring over the visible countryside and beyond, strong enough to topple wooden structures and knock down trees. The wind does not weaken while it is within your sight, but loses its force naturally where you cannot see it. If you turn away from your original facing for more than a few seconds, you have to make a Concentration roll of 12+ to maintain the spell. If you turn away for a minute or more, the spell ends. The air behind you is still.

(Base level 5, +1 Touch, +1 Concentration, +0 Individual , +1 unnatural , +4 Size : +4 size, +1 unnatural, ritual because of spectacular effect )

Guideline : Create a very severe weather phenomenon: hurricane force wind, lightning strike, tornado.

Ars Magica 5th Edition Core rulebook p126

WRATH OF WHIRLING WINDS AND WATER Cr Au 65

R:Sight, D: Sun, T: Group, Ritual

This spell creates an immense storm, 40 or more miles wide, of hurricane intensity. The storm builds up while you cast the ritual, and dissipates in a few seconds when the spell’s duration ends. The gale-force winds and lashing waves cause immense damage along shorelines, and the winds, rain, and lightning cause extensive damage inland as well. Visibility is reduced to a few paces, missile fire is futile, and travel is nearly suicidal. Weak structures are blown over, and all but the most seaworthy ships are certain to flounder unless they can be beached before the storm reaches full intensity.
The storm is not under the caster’s control, and moves normally.

(Base level 5, +3 Sight, +2 Sun, +2 Group , +5 Size )

Guideline : Create a very severe weather phenomenon: hurricane force wind, lightning strike, tornado.

Ars Magica 5th Edition Core rulebook p126

BIND WOUND Cr Co 10

R:Touch, D: Sun, T: Individual

This spell binds the target’s wounds, so that he can undertake any activity without the risk of worsening the wounds. He still suffers from the wound penalties, however, and cannot heal naturally while under the influence of this spell.
Typically, you place your hands on the target and pass them over his wounds, which magically seal themselves and stop bleeding.

(Base level 3, +1 Touch, +2 Sun, +0 Individual )

Guideline : Prevent all of a tartget's wounds from getting any worse.

Ars Magica 5th Edition Core rulebook p129

CHARM AGAINST PUTREFACTION Cr Co 10

R:Touch, D: Moon, T: Individual

Prevents decay of a human corpse, or of a severed body part. Necromancers use it to preserve their revived corpses.

(Base level 2, +1 Touch, +3 Moon, +0 Individual )

Guideline : Preserve a corpse from decay.

Ars Magica 5th Edition Core rulebook p129

Bequeathing Salome’s Request Cr Co 20

R:Touch, D: Momentary, T: Part, Ritual

This spell creates a human head, complete with skin, eyes, teeth, and hair. The particulars of the head’s appearance are up to the spell’s inventor. Castor of Sicily’s version of the spell makes created heads look like his own. The spell is named after Salome, the stepdaughter of King Herod, who asked for and received the head of John the Baptist, according to Biblical history.

(Base level 5, +1 Touch, +0 Momentary, +1 Part )

Guideline : Create an entire human corpse.

Hermetic Projects p103

Create a Human Corpse Cr Co 20

R:Touch, D: Momentary, T: Individual, Ritual

This ritual creates a human corpse. The lowest level a ritual spell can be is 20.

(Base level 5, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Create an entire human corpse.

Hermetic Projects p116

Create a Dead Turb Cr Co 20

R:Touch, D: Momentary, T: Group, Ritual

This ritual creates ten human corpses.

(Base level 5, +1 Touch, +0 Momentary, +2 Group )

Guideline : Create an entire human corpse.

Hermetic Projects p116

Conjure the Colossus Cr Co 20

R:Touch, D: Momentary, T: Individual, Ritual

This ritual creates a huge human corpse of Size +4. It is similar to a regular conjured corpse in every way except size. Spells designed to control a colossus must also take into account its larger Size.

(Base level 5, +1 Touch, +0 Momentary, +0 Individual , +1 Size )

Guideline : Create an entire human corpse.

Hermetic Projects p117

THE CHIRURGEON'S HEALING TOUCH Cr Co 20

R:Touch, D: Momentary, T: Individual, Ritual

This spell heals a single Light Wound suffered by the person touched. This spell does not heal damage from poison or disease.

(Base level 15, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Heal a Light Wound.

Ars Magica 5th Edition Core rulebook p129

GENTLE TOUCH OF THE PURIFIED BODY Cr Co 20

R:Touch, D: Momentary, T: Individual, Ritual

The target is cured of a Light Wound caused by poison or disease. This spell does not heal damage caused by injury.

(Base level 15, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Heal a Light Wound.

Ars Magica 5th Edition Core rulebook p129

PURIFICATION OF THE FESTERING WOUNDS Cr Co 20

R:Touch, D: Moon, T: Individual

The target gains a +9 bonus to Recovery rolls to recover from injuries or diseases, as long as he has been under the influence of this spell for the whole of the recovery interval. The recovery interval is counted from the time that the spell is cast; any previous time is ignored.

(Base level 4, +1 Touch, +3 Moon, +0 Individual )

Guideline : Give an character a +9 bonus to Recovery rolls.

Ars Magica 5th Edition Core rulebook p129

Widening the River Styx Cr Co 20

R:Touch, D: Momentary, T: Individual, Ritual

Resolves a minor crisis caused by aging (see ArM5, page 170). The target still requires rest for the remainder of the season to recover fully.
Aurulentus successfully used this spell to probe the exact effects Hermetic magic can have during an Aging Crisis for his research.

(Base level 15, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Resolve a minor aging crisis.

Magi of Hermes p20

Touch of the Blessed Virgin Cr Co 20

R:Touch, D: Momentary, T: Individual, Ritual

Conscientia swears this was developed for a friend, and she has never personally found a use for this spell. Popular with fathers, princesses, and nuns alike, this spell restores a woman’s maidenhood and virtue. This is often combined with an Elixir of Morning’s Afterthought for full effect.

(Base level 15, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Heal a Light Wound.

Magi of Hermes p28

Ward the Cruel Touch of Pestilence Cr Co 20

R:Touch, D: Moon, T: Individual

The target gains a +9 bonus to Stamina rolls to avoid contracting diseases (see ArM5, Debilitation, page 180).

(Base level 4, +1 Touch, +3 Moon, +0 Individual )

Guideline : Give a character a +9 bonus to disease Recovery rolls.

Houses of Hermes : Societates p100

Conjure a Dead Army Cr Co 25

R:Touch, D: Momentary, T: Group, Ritual

This ritual creates 100 corpses.

(Base level 5, +1 Touch, +0 Momentary, +2 Group , +1 Larger Group )

Guideline : Create an entire human corpse.

Hermetic Projects p116

RESTORATION OF THE DEFILED BODY Cr Co 25

R:Touch, D: Momentary, T: Individual, Ritual

Removes the crippling or malignant aftereffects of any injury, poison, or disease, or of premature aging. The effects of natural aging cannot be undone by this or any spell. This spell does not heal wounds, only extra effects.

(Base level 20, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Heal the debilitating after-effect of a disease, poison or injury.

Ars Magica 5th Edition Core rulebook p129

THE SEVERED LIMB MADE WHOLE Cr Co 25

R:Touch, D: Momentary, T: Individual, Ritual

A limb that has been detached from the body can be reattached, but any decay that has occurred on the severed limb remains after the limb is reattached. After a day of decomposition, a limb is weak. After seven days, it is nearly useless and infects the character on whom it is replaced (Stamina stress roll of 6+ or take a Medium Wound). If it’s been severed for more than two weeks, the limb is completely useless.

(Base level 25, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Restore a lost limb.

Ars Magica 5th Edition Core rulebook p129

Conjure the Horde of the Dead Cr Co 30

R:Touch, D: Momentary, T: Group, Ritual

This ritual creates 1,000 corpses.

(Base level 5, +1 Touch, +0 Momentary, +2 Group , +2 Larger Group )

Guideline : Create an entire human corpse.

Hermetic Projects p117

A Limb Bereft Cr Co 30

Req : Rego

R:Touch, D: Sun, T: Part

Creates a human leg that is animated and able to move by hopping. Through a quirk in the experimentation process, the leg has an inclination to kick anything it comes near; while there is little danger of serious damage, it is a grisly distraction. If its chosen target decides not to attack the limb directly, he takes a –3 penalty to all rolls and 2 extra botch dice. Marcus was intrigued to discover that human limbs cannot be created as animate (unlike animal organs) and required a Rego requisite to provide motion. This spell did not provide him with any breakthrough, however.

(Base level 5, +1 Touch, +2 Sun, +1 Part , +1 Rego requisite )

Guideline : Create an entire human corpse.

Magi of Hermes p84

CHEATING THE REAPER Cr Co 30

R:Touch, D: Momentary, T: Individual, Ritual

Resolves a major (or less severe) crisis caused by aging (see page 170). The target still requires rest for the remainder of the season to recover fully. Each application of this spell causes Warping.

(Base level 25, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Resolve a major aging crisis.

Ars Magica 5th Edition Core rulebook p129

Blissful Sensations Cr Co 30

R:Touch, D: Sun, T: Individual

The spell removes all pain not exceeding the pain of a light wound from the target. As soon as the spell duration ends, the pain will return if the source still exists.
Aurulentus uses this spell to ease the pains of his wife. His version is specifically designed for his wife, such that she does not gain Warping from this spell (see ArM5, page 168). Frequent use of this spell often leads to an addiction, as the return of all the minor pains a human tends to ignore after the effect expires is overwhelming. The spell is not powerful enough to remove the pains of childbirth, Aurulentus uses the spell Ease the Suffering of Childbirth for this measure.

(Base level 15, +1 Touch, +2 Sun, +0 Individual )

Guideline : Heal a Light Wound.

Magi of Hermes p20

Gentle Caress of Aesclepius Cr Co 30

R:Touch, D: Momentary, T: Individual, Ritual

All of the target’s wounds immediately improve by one level of severity; an Incapacitating Wound becomes a Heavy Wound, a Heavy Wound becomes a Medium Wound, and so forth. Light Wounds are healed instantly.

(Base level 25, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Improve all wounds by one level of severity

Houses of Hermes : Societates p100

(PHYSICAL CHARACTERISTIC) OF THE FOLLOWERS Cr Co 35

R:Touch, D: Momentary, T: Individual, Ritual

There are four variations of this lesser version of (Physical Characteristic) of the Heroes (CrCo60), which permanently increase a physical Characteristic (Strength, Stamina, Dexterity or Quickness) by one, but to no more than 0. During these minor rituals, followers of the Cult of Heroes are purified and anointed with oil, and have their innate weaknesses magically removed, making them truer to their ideal forms, to prepare them for the other, greater rituals.

(Base level 30, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Increase one of a person's physical Characteristics by one point, to no more than 0.

Houses of Hermes : True Lineages p103

INCANTATION OF THE BODY MADE WHOLE Cr Co 40

R:Touch, D: Momentary, T: Individual, Ritual

Heals all damage to a human body at the conclusion of the ritual. The spell can only heal wounds, not such damage as missing limbs, or diseases and damage from poisons.

(Base level 35, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Heal all wounds.

Ars Magica 5th Edition Core rulebook p129

Artemis’ Fertility Cr Co 40

R:Touch, D: Moon, T: Individual

Increases the fertility of the target, thus improving the chances of conception. The spell does not guarantee conception, not even during the usual fertile phases of a woman, as Hermetic magic is unable to create life. All other magi Aurulentus has talked to do not believe that this spell works, but this does not deter him.

(Base level 20, +1 Touch, +3 Moon, +0 Individual )

Guideline : Cure a Serious disease.

Magi of Hermes p20

Conjure the Walking Dead Cr Co 50

R:Touch, D: Momentary, T: Individual, Ritual

This ritual creates a revenant — one of the magical walking dead. Different from an animated corpse, a revenant is a malefic creature with a Magic Might of 9. While it is lacking intelligence, a revenant possesses a violent personality and, if not immediately magically controlled, it attacks the nearest living creature. The Auram and Terram requisites are necessary for instilling the revenant’s magic powers.

Base Level Interpretation: A level 10 Creo Animal spell creates the corpse of a mundane animal, while a base level 5 Creo Corpus spell creates a mundane human corpse. A level 50 Creo Animal spell will create a magical beast, meaning that a level 45 Creo Corpus spell will create a magical human.

(Base level , +1 Touch, +0 Momentary, +0 Individual )

Guideline :

Hermetic Projects p117

Bestow the Blessing of Apollon Cr Co 50

R:Touch, D: Year, T: Room, Ritual

All targets within the room gain a +18 bonus to Recovery rolls to recover from injuries or diseases, as long as they have been under the influence of this spell for the whole of the recovery interval. The recovery interval is counted from the time that the spell is cast or from the time the subject enters the room — whichever is later. Any previous time is ignored. This spell was invented by Aurulentus as a proof of concept. It is no longer used, as it is too expensive in terms of vis and causes Warping. Instead, an Enchanted Item has been made with similar effects (see New Items: Bed of Rapid Convalescence).

(Base level 15, +1 Touch, +4 Year, +2 Room )

Guideline : Give an character a +18 bonus to Recovery rolls.

Magi of Hermes p21

Incantation of the Warriors Made Whole Cr Co 50

R:Touch, D: Momentary, T: Room, Ritual

Heals all damage to all human bodies in the room at the conclusion of the ritual. The targets must have been present in the room for the entire length of the ritual to benefit from the spell. The spell can only heal wounds, not such damage as missing limbs, or diseases and damage from poisons. This improved version of the Incantation of the Body Made Whole was commissioned by a Tremere magus who wanted to save vis while healing a large group of wounded people. To use this during (or better, after) a battle, a tent may be used instead of a room. Using Target: Room rather than Group means that this spell can heal more wounded, if one can get all of them into a single room.

(Base level 35, +1 Touch, +0 Momentary, +2 Room )

Guideline : Heal all wounds.

Magi of Hermes p21

(PHYSICAL CHARACTERISTIC) OF THE HEROES Cr Co 60

R:Touch, D: Momentary, T: Individual, Ritual

Each of the four variations of this ritual permanently increases one of the subject’s physical Characteristics (Strength, Stamina, Dexterity or Quickness) by one, to no more than +5. During the ceremony, the subject is buried under earth, emerging from the ordeal permanently improved and one step closer to human perfection.

(Base level 55, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Increase one of a person's physical Characteristics by one point, to no more than +5. Further increase are not natural to human being and thus cannot be affected by Creo magic.

Houses of Hermes : True Lineages p103

Blessing of Artemis’ Fertility Cr Co 65

R:Touch, D: Year, T: Boundary, Ritual

Increases the fertility of all within the boundary, even if they were not present at the completion of the ritual. As with the spell Artemis’ Fertility, no other magus believes that this spell works as anything other than a giant waste of precious Creo and Corpus vis. Aurulentus points out that at his Covenant a higher than average rate of births is apparent, but most magi believe this to be merely a fluke. Other magi theorise that the mundanes are influenced by the fact that the magi have many children, and thus also act in a promiscuous way. So far, no-one has been able to replicate the spell, although Aurulentus gives copies of the Lab Texts of the spell freely to anyone asking for them.

(Base level 20, +1 Touch, +4 Year, +4 Boundary )

Guideline : Cure a Serious disease.

Magi of Hermes p21

THE SHADOW OF LIFE RENEWED Cr Co 75

R:Touch, D: Momentary, T: Individual, Ritual

Brings a semblance of life to a corpse. During the ritual, healing spells work on the corpse, since the body must be physically whole or it dies again once brought to life. For each day the person has been dead, roll for aging. When the ritual is complete, roll to determine the success of the attempt:
Roll Result
1 body dissolves
2 body possessed by a demon, faerie,or other supernatural entity
3 mindless, useless living corpse
4–5 automaton with no Abilities over 3
6–7 automaton, Abilities as normal person’s8 person with self-direction but no personality,and dangerously demented
9–10 person with will, but no personality

In any case, the revived person is not truly
alive and is unable to gain experience points.
Also, the person must make an aging roll at the
beginning of each year of its existence, regardless
of age. This is the closest that the Order has gotten
to raising a person from the dead.

(Base level 70, +1 Touch, +0 Momentary, +0 Individual : no addition for requisite )

Guideline : Raise the dead, to a point. See The Shadow of Life Renewed

Ars Magica 5th Edition Core rulebook p129

The Apprentice's Delight Cr He 3

R:Touch, D: Diameter, T: Individual

This spell creates a ripe apple that lasts for two minutes, long enough to be gobbled down. The apple provides no nourishment; its pleasure is in the sweetness of eating it.

(Base level 1, +1 Touch, +1 Diameter, +0 Individual )

Guideline : Create a plant product (leaf, fruit...).

Apprentices p45

Grow the Bountiful Feast Cr He 4

R:Touch, D: Ring, T: Circle

This spell ensures that all plants within the circle grow healthily, and produce a good crop. The plants still mature normally, but when it comes time to harvest, all will produce the maximum amount of crops, of the finest quality the plant can produce.

(Base level 1, +1 Touch, +2 Ring, +0 Circle )

Guideline : Ensure that a plant grows well for the duration of the spell. The guideline can affect a plant up to 10 paces in any direction, a large tree.That is, this guideline includes a +3 Size enhancement.

Magi of Hermes p75

Circle of Eternal Spring Cr He 4

R:Touch, D: Ring, T: Circle

This spell ensures that all plants within the circle grow well. It has the same effect as The Bountiful Feast (ArM5, page 135), but is based on Ring Duration and Circle Target.

(Base level 1, +1 Touch, +2 Ring, +0 Circle )

Guideline : Ensure that a plant grows well for the duration of the spell. The guideline can affect a plant up to 10 paces in any direction, a large tree.That is, this guideline includes a +3 Size enhancement.

Magi of Hermes p38

CONJURE THE STURDY VINE Cr He 5

R:Voice, D: Sun, T: Individual

Grows 10 paces of vine from a moderate quantity of wood, or from fertile soil. The vine is extremely strong and pliable, suitable for use as rope.

(Base level 1, +2 Voice, +2 Sun, +0 Individual )

Guideline : Create a plant.

Ars Magica 5th Edition Core rulebook p135

The Magic Flute Cr He 5

R:Touch, D: Concentration, T: Individual

This spell conjures a carved wooden flute into the hands of the caster. The flute appears just as the caster wishes, although casting requisites are required for flutes decorated with materials belonging to forms other than Herbam, such as the animal horn often used for embellishments.
Having only Concentration Duration, the flute is entirely magical and will disappear at the end of the spell’s duration, essentially when Yestin finishes playing it. Yestin benefits from his Performance Magic Virtue when casting this spell, as the act of playing the flute stands in for his concentration.

(Base level 3, +1 Touch, +1 Concentration, +0 Individual )

Guideline : Create wood in an unnatural shape (a living wall of wood).

Magi of Hermes p139

Clothe the Naked Form Cr He 10

R:Touch, D: Sun, T: Individual

Creates an individual garment made of linen or cotton, most commonly undergarments such as the chainse or braies (see the Clothing of the Thirteenth Century insert). A Finesse roll determines the quality of the clothes; an Ease Factor of 6 results in a garment of standard quality. If an Ease Factor of 9 is achieved then the caster can specify the brightness of the dye and any regional variations in style. Julia uses this spell rather than The Tailor’s Craft Done in an Instant when she has no cloth at hand.

(Base level 1, +1 Touch, +2 Sun, +0 Individual , +2 generic : (+2 treated and processed) )

Guideline : Create a plant product (leaf, fruit...).

Magi of Hermes p58

The Creation of Verdant Grassland Cr He 10

R:Touch, D: Momentary, T: Group, Ritual

This spell covers just under 1.25 acres of land with thick grass about a pace high. Wheat is, of course, a grass. Characters making an island 3 miles across have just over 6000 acres of land. Player characters adding 4 magnitudes to this spell can cover just over 12,000 acres of land.

(Base level 1, +1 Touch, +0 Momentary, +2 Group )

Guideline : Create a plant.

Transforming Mythic Europe p62

Statim Sessio Cr He 10

R:Touch, D: Sun, T: Individual

Favored by magi young and old who just need a quick rest, this spell creates a comfortable  wooden chair.

(Base level 3, +1 Touch, +2 Sun, +0 Individual )

Guideline : Create wood in an unnatural shape (a living wall of wood).

Magi of Hermes p29

The Chokeweed Incantation Cr He 15

R:Voice, D: Sun, T: Individual

Creates a thread of ivy which winds its way up to the target’s throat and throttles them. Make a deprivation roll every 5 combat rounds due to lack of air. It requires a Strength roll of 12+ each round to break the grip of the ivy.

(Base level 1, +2 Voice, +2 Sun, +0 Individual , +2 generic : (+2 force) )

Guideline : Create a plant.

Legends of Hermes p81

The Giant's Beanstalk Cr He 15

R:Voice, D: Sun, T: Individual

a variant of Conjure the Study Vine with two Size modifiers — the vine has a stalk as wide as a small tree, and reaches 40’ into the air. It is very easy to climb.

(Base level 1, +2 Voice, +2 Sun, +0 Individual , +2 Size )

Guideline : Create a plant.

Legends of Hermes p81

TRAP OF THE ENTWINING VINES Cr He 15

R:Voice, D: Sun, T: Group

Causes strong, woody vines to grow rapidly from fertile earth. The vines cover a circle 2 paces across and reach 6 feet high. Anything caught within them is immobilized. To avoid the vines, the target must make a Quickness – Encumbrance stress roll of 9+. To break out requires a Strength stress roll of 12+ (allowed once a round). Someone not trapped can cut a trapped person free in two rounds, assuming proper tools. The vines weaken and wither to dust at sunrise or sunset.

(Base level 1, +2 Voice, +2 Sun, +2 Group )

Guideline : Create a plant.

Ars Magica 5th Edition Core rulebook p135

Ladder Of Ivy Cr He 15

R:Voice, D: Sun, T: Individual

This spell creates a sturdy ladder of ivy that the magus or others can use to scale any wall or (low) cliff. The ivy withers at sunrise or sunset, and can reach up about twenty paces.

(Base level 3, +2 Voice, +2 Sun, +0 Individual )

Guideline : Create wood in an unnatural shape (a living wall of wood).

Magi of Hermes p38

The Travelers’ Fortress of Cloth Cr He 20

R:Touch, D: Sun, T: Group

This spell creates a tent of waterproof canvas and wooden poles that is large enough to sleep 10 people. The canvas sides appear to grow out of surrounding vegetation, and erect and fasten themselves together. A Finesse roll determines the complexity and comfort of the tent; if the basic Ease Factor of 6 cannot be achieved then the tent leaks and has a musty smell, whereas an Ease Factor of 9 results in a pavilion of superior quality.

(Base level 1, +1 Touch, +2 Sun, +2 Group , +2 generic : (+2 treated and finished product) )

Guideline : Create a plant product (leaf, fruit...).

Magi of Hermes p58

Weaver’s Trap of Threads Cr He 20

R:Voice, D: Sun, T: Group

A huge net of thick threads grows in the indicated area, filling a space 5 paces by 5 paces by 6 feet high. With supports the nets can hang vertically, forming a wall, otherwise they act just like a fishing net. Everyone caught in the area is captured within the nets. Getting free requires a Strength stress roll against an Ease Factor of 9; or else someone who is not trapped may use an edged weapon to free a victim, which takes three rounds. Fire is exceptionally effective against the nets, but risks burning anyone caught within. The nets are not sticky, and cannot trap anyone who stumbles into them. This spell is a deliberate reference to the better-known spell Weaver’s Trap of Webs, but the thought of emulating a spider is abhorrent to the arachnophobic Julia. Consequently, her version of this spell is less potent, as linen threads are less strong than spider’s silk.

(Base level 2, +2 Voice, +2 Sun, +2 Group )

Guideline : Create a processed plant product (finished plank of wood...).

Magi of Hermes p58

Plant the Bountiful Feast Cr He 20

R:Touch, D: Momentary, T: Group, Ritual

This ritual creates a number of edible or food-producing plants. The plants appear fully mature, but still need time to produce a crop. Maris’ version of this spell produces Irish moss.

(Base level 1, +1 Touch, +0 Momentary, +2 Group , +1 Size )

Guideline : Create a plant.

Magi of Hermes p75

THE APPLE THAT ETCHES Cr He 20

R:Touch, D: Momentary, T: Group, Ritual

This spell creates 100,000 oak galls. Magi, even in inhospitable climates, can usually find an alternative to galls that provides them with ink, but some covenants are so closed off from the mortal world, and have such an abundance of Herbam vis, that their magi find this spell convenient. There are variants of this spell that create far fewer oak galls, but its Ritual nature ensures that their level is no lower, and they cost the same amount of vis.

(Base level 1, +1 Touch, +0 Momentary, +2 Group , +4 Size )

Guideline : Create a plant product (leaf, fruit...).

Covenants p96

The Creation of Acorns Aplenty Cr He 20

R:Touch, D: Momentary, T: Group, Ritual

This spell creates a vast pile of acorns, totaling 1 000 cubic paces in volume. An added magnitude (or reduction of the volume to one tenth) allows the maga to precisely mix the varieties of seeds she creates. The maga may use other Creo spells – not rituals this time – to mature each tree, or can use a vast ritual to mature every plant within the Boundary the wall creates.

(Base level 1, +1 Touch, +0 Momentary, +2 Group , +3 Size )

Guideline : Create a plant product (leaf, fruit...).

Transforming Mythic Europe p62

BRIDGE OF WOOD Cr He 20

R:Touch, D: Sun, T: Individual

Creates an ornate and exquisitely carved bridge made from living leaves, vines, and wood. The bridge can reach up to 20 paces, and is five paces wide. It is sturdy enough to support creatures of up to Size +4.

(Base level 3, +1 Touch, +2 Sun, +0 Individual , +2 Size )

Guideline : Create wood in an unnatural shape (a living wall of wood).

Ars Magica 5th Edition Core rulebook p135

WALL OF THORNS Cr He 20

R:Voice, D: Sun, T: Group

Within seconds, this spell creates a straight wall of woody, thorny bushes up to 20 paces long, 1 pace thick, and 4 paces high. The thorns, which are unnaturally resilient, have a +15 Soak, are cut by edged weapons only, and cutting through requires inflicting a Heavy Wound. Bodily forcing one’s way through the wall requires a Strength stress roll of 9+ and does +15 damage whether the attempt succeeds or fails. If the roll botches, an additional 5 points of damage are suffered. The wall grows out of existing bushes or fertile soil. An Athletics stress roll against an Ease Factor of 9 allows a character to scale the wall, but the character takes +10 damage in the process.

(Base level 1, +2 Voice, +2 Sun, +2 Group , +1 Size )

Guideline : Create a plant.

Ars Magica 5th Edition Core rulebook p135

Heal Thy Broken Voice Cr He 20

R:Touch, D: Momentary, T: Individual

This ritual spell mends a damaged wooden musical instrument. The instrument is returned to the peak of its former condition; that is, the height of its playing life after the instrument had matured and settled, and before decay or accident had affected it. The instrument is also cleaned of all dirt by this spell, as that helps bring it closer to its ideal.
Instruments that have more than one part, such as a fiddle and its original bow, are treated as the same item and are both repaired so long as all parts are present at the ritual’s casting. A badly made instrument cannot be repaired beyond the height of its playing life, so it retains any flaws it had before it was damaged. An enchanted instrument can be made whole again, but any magical enchantments lost as a result of damage are not restored.
This spell has a base level of 15 by analogy with the Creo Corpus guidelines, allowing the healing of “light” damage. Casting requisites are needed for instruments with any non-Herbam components (cat-gut, horse hair, metal pins, etc).

(Base level 15, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Repair a manufactured wooden item that has been damaged to the peak of its capabilities. This spell can also restore decay, but the damage must be light.

Magi of Hermes p139

Fill the Capacious Silo Cr He 20

R:Touch, D: Momentary, T: Group, Ritual

Creates a silo of grain. A base Individual of Herbam is about twenty bushels of grain, so this spell creates about twenty thousand bushels, or 30 tons of grain (640 bushels to a ton). This would fill a cylindrical silo 8 paces in diameter and 20 paces high, or a barn 20 paces by 10 paces to a depth of 15 feet. This spell is underoptimized, in that it could create a hundred times more grain for the same spell level (since all Ritual spells have a minimum level of 20); however, that amount of grain would be virtually impossible to store. In a time of famine, that may not be a difficulty.

(Base level 1, +1 Touch, +0 Momentary, +2 Group , +2 Size )

Guideline : Create a plant product (leaf, fruit...).

Transforming Mythic Europe p120

Conjuration of Wild Thyme Cr He 20

R:Touch, D: Momentary, T: Group, Ritual

Creates ten thousand doses of wild thyme, prepared and dried and ready to use. A different spell is required to create each type of herb.

(Base level 2, +1 Touch, +0 Momentary, +2 Group , +3 Size )

Guideline : Create a processed plant product (finished plank of wood...).

Art & Academe p66

The Miniature of Immortality Cr He 20

R:Voice, D: Momentary, T: Individual, Ritual

This spell creates a painted miniature of a person or scene within voice range of the caster. The picture is painted on a wooden panel, and the spell’s requisites include the required mineral-based pigments and the egg yolk necessary for binding the paint.

(Base level 2, +2 Voice, +0 Momentary, +0 Individual , +1 Herbam requisite )

Guideline : Create a processed plant product (finished plank of wood...).

Art & Academe p133

The Envenomed Thorns Cr He 25

R:Touch, D: Sun, T: Individual

coats a wooden weapon with a venom that inflicts +10 damage

(Base level , +1 Touch, +2 Sun, +0 Individual : Base 10 ? )

Guideline :

Legends of Hermes p81

Conjure the Mighty Barn Cr He 25

R:Touch, D: Momentary, T: Individual, Ritual

This spell creates a large barn constructed entirely of wood, including paddocks, stalls, and a loft. The barn is 100 paces long and wide, and twenty feet high. The interior’s design is determined by the caster.

(Base level 3, +1 Touch, +0 Momentary, +0 Individual , +2 Elaborate , +3 Size )

Guideline : Create wood in an unnatural shape (a living wall of wood).

Hermetic Projects p122

WALL OF LIVING WOOD Cr He 25

R:Voice, D: Sun, T: Individual

A straight wall of living oak is created, growing quickly from nearby trees, other plant growth, or fertile earth. The wall is 20 paces long, 1 pace thick, and 5 paces high. It can be scaled with an Athletics stress roll against an Ease Factor of 9.

(Base level 3, +2 Voice, +2 Sun, +0 Individual , +2 Size )

Guideline : Create wood in an unnatural shape (a living wall of wood).

Ars Magica 5th Edition Core rulebook p135

Fast Grow Cr He 30

R:Touch, D: Sun, T: Individual

This spell brings a plant to full maturity in a single day or night. Note that the spell must be cast soon after sunrise or sunset for the duration to be long enough for its effect.

(Base level 15, +1 Touch, +2 Sun, +0 Individual )

Guideline : Bring a plant to maturity over the course of a single day or night. Accellerated maturation only applies during the spell's duration, and thus full effect requires a Sun spell cast early in the day or the night.

Magi of Hermes p39

Running Repairs Cr He 30

R:Touch, D: Momentary, T: Structure, Ritual

This ritual repairs a single damage level to a vessel, represented by the magus identifying and targeting the damaged area of the ship. This ritual may be cast on a ship that has lost multiple damage levels, but only one of those levels will be repaired. A Terram requisite is required to mend or replace bolts, nails, and other fixtures. If cast on a ship with at least one remaining damage level, any enchantments in the ship are preserved. If the ship has no damage levels remaining, then the enchantments are lost.

(Base level 3, +1 Touch, +0 Momentary, +3 Structure , +1 Terram requisite , +2 generic : +2 for treated and processed Herbam )

Guideline : Create wood in an unnatural shape (a living wall of wood).

Hermetic Projects p65

THE BOUNTIFUL FEAST Cr He 35

R:Touch, D: Year, T: Special target, Ritual

This ritual, which must be cast at noon on the day after the winter solstice, attempts to ensure that all crops that grow within its target will be healthy and fruitful. The spell protects against non-magical blight and other diseases. It can't control the weather or prevent others from harming crops, but it does cause crops to be healthier, larger, and tastier than they otherwise would be. The target of this spell is the fields owned by those present at the ritual. The spell must be cast within the region affected by the spell, although that region need not be contiguous. Although food plants are affected most by this ritual, all plants are made healthier to some degree.

(Base level 1, +1 Touch, +4 Year, +0 Special target , +1 Size : 1 Size (for a total of 4 Size, including the 3 from the guideline, so that the area affected is up to about 6 miles across) 4 Special (equivalent to Boundary) )

Guideline : Ensure that a plant grows well for the duration of the spell. The guideline can affect a plant up to 10 paces in any direction, a large tree.That is, this guideline includes a +3 Size enhancement.

Ars Magica 5th Edition Core rulebook p135

Conjuration of Bread Cr He 35

R:Touch, D: Momentary, T: Group, Ritual

This ritual creates enough bread to support a moderately sized covenant for a season. The bread is a long-lived ciabatta which lasts if stored well. The ritual is enough to provide a +7 bonus to all Supply rolls made by a besieged castle in that season.

(Base level 3, +1 Touch, +0 Momentary, +2 Group , +5 Size )

Guideline : Create wood in an unnatural shape (a living wall of wood).

Lords of Men p116

The Creation of a Forest Cr He 40

R:Touch, D: Momentary, T: Group, Ritual

This spell creates a thousand mature trees (Size +2). Each added magnitude multiples this number of trees by 10.
An added magnitude allows the magus to precisely mix the varieties of plant he creates.

(Base level 1, +1 Touch, +0 Momentary, +2 Group , +2 generic , +3 Size : (+2 big initial individual, +2 Group, +3 size) )

Guideline : Create a plant.

Transforming Mythic Europe p62

Fortress of Oak Cr He 40

Req : Muto Terram

R:Touch, D: Momentary, T: Individual, Ritual

This ritual is normally cast on an acorn from an oak tree and it works like the spell Conjuring the Mystic Tower (ArM5, page 153) with the exception that it utilizes a tree rather than stone. The tree springs from the ground in moments, towering to its full height of around eighty feet. The tree is still alive, but it has chambers within, complete with earthen floors and earthen hearths for fires. The magus decides the shape and design of the chambers when casting the spell. If the tree dies, the tower remains, now being a dead tree.

(Base level 3, +1 Touch, +0 Momentary, +0 Individual , +1 Muto requisite , +1 Terram requisite , +3 elaborate design , +3 Size )

Guideline : Create wood in an unnatural shape (a living wall of wood).

Magi of Hermes p39

Conjuration of the Seaworthy Cog Cr He 45

R:Touch, D: Momentary, T: Structure, Ritual

This ritual creates a fully-formed cog. The resulting ship is an exact copy of the cog used as a template during the design of this spell, even down to the knots in the hull and the adze marks on the keel. The only difference is that, assuming the magus makes the Intelligence + Finesse stress roll against an Ease Factor of 9, the conjured ship is in perfect condition, as though each part of its construction has only just been finished. Any flaws in the original template are rectified where they would have made the conjured ship weaker or less seaworthy. A Terram requisite is required to create the bolts, nails, and other fixtures. Given the nature of the spell, a different ritual is required for each different type of ship that the shipwright wishes to conjure. To achieve this, the Hermetic shipwright must create a new ritual using the existing laboratory text as a guide and apply the principles to a new design. Unless cast on a waterway, the ritual should be cast within a boat shed prepared to receive the conjured vessel so that it does not topple and damage itself or its surroundings. Making the preparations forms a significant part of the ritual. Botches in casting are likely to conjure the ship in a position the magus did not expect, which could cause significant damage to his laboratory or bystanders.

(Base level 3, +1 Touch, +0 Momentary, +3 Structure )

Guideline : Create wood in an unnatural shape (a living wall of wood).

Hermetic Projects p65

Reparation of the Wounded Vessel Cr He 45

R:Touch, D: Momentary, T: Structure, Ritual

This ritual repairs all the damage to the target ship, restoring all it sdamage levels regardless of its condition. All components considered intrinsic to the ship are affected by the ritual, including the rudder, masts, castles, sails, oars, and so on. The spell works on any vessel and returns it to the peak of its seaworthiness. Unless the ship is completely wrecked (having lost all of its damage levels), any Hermetic effects enchanted into the vessel are still retained. Enchantments are only lost where all damage levels have been lost. A Terram requisite is required to mend or replace bolts, nails, and other fixtures.

(Base level 3, +1 Touch, +0 Momentary, +3 Structure , +1 Terram requisite , +2 generic , +3 intricacy : +2 for treated and processed Herbam )

Guideline : Create wood in an unnatural shape (a living wall of wood).

Hermetic Projects p65

A Harvest By Morning Cr He 50

R:Touch, D: Sun, T: Group

Creo magic brings a thing closer to its ideal, and being a mature plant is more ideal than a sapling, so this spell brings a target group of plants to full maturity over the course of the spell’s duration, which must begin as soon as the sun goes down.

While The Unexpected Blossom makes a group of trees blossom, it must have mature plants to work on, which this spell provides.

(Base level 15, +1 Touch, +2 Sun, +2 Group , +2 Size )

Guideline : Bring a plant to maturity over the course of a single day or night. Accellerated maturation only applies during the spell's duration, and thus full effect requires a Sun spell cast early in the day or the night.

Transforming Mythic Europe p41

MOONBEAM Cr Ig 3

R:Touch, D: Concentration, T: Individual

Causes a gentle light, bright enough to read by, to shine down from above and illuminate the area described by your encircled arms. Lasts as long as you hold your arms in a circle.

(Base level 1, +1 Touch, +1 Concentration, +0 Individual )

Guideline : Create a light equivalent to moonlight.

Ars Magica 5th Edition Core rulebook p139

Searing Touch Cr Ig 5

R:Touch, D: Momentary, T: Individual

The caster’s fingers burn the target, leaving a brand in the shape of the caster’s hand. The target takes +5 damage. Note that if this spell is not cast through an Intangible Tunnel, the caster will receive damage too.

(Base level 4, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Create a fire doing +5 damage.

Hermetic Projects p84

Repel Winter’s Clutches Cr Ig 5

R:Touch, D: Concentration, T: Individual

Rapidly warms the target with an internal heat. This can be used to quickly defrost an object, or, if applied quickly enough, to save an individual from freezing to death. When using this spell in conjunction with treating hypothermia, the Medicine roll receives a bonus of +5.

(Base level 3, +1 Touch, +1 Concentration, +0 Individual )

Guideline : Heat an object to be hot to the touch.

Magi of Hermes p75

Coat of Prometheus Cr Ig 5

R:Touch, D: Sun, T: Individual

This spell enchants a person to remain at least comfortably warm regardless of how cold the environment is. Snow immediately melts off of the target’s body, and moisture soon evaporates from both the target and his clothing. The target suffers no ill effects from normal extremes of cold weather. The spell also confers a +5 Soak bonus to resist damage caused by extreme cold, and a –5 Soak penalty to resist damage caused by extreme heat. Ease Factors of rolls to resist the environmental effects of heat are increased by 3 for characters affected by Coat of Prometheus.

(Base level 2, +1 Touch, +2 Sun, +0 Individual )

Guideline : Heat an object to be warm to the touch.

Magi of Hermes p110

PALM OF FLAME Cr Ig 5

R:Touch, D: Concentration, T: Individual

A flame leaps up in your palm, which must be upturned for the spell’s duration. The flame casts light like a torch, and can ignite very flammable items. It does no damage, and does not burn the caster.

(Base level 3, +1 Touch, +1 Concentration, +0 Individual )

Guideline : Create a light equivalent to torchlight.

Ars Magica 5th Edition Core rulebook p139

Evening’s Comfort Cr Ig 5

R:Touch, D: Sun, T: Individual

After many sleepless nights spent chilled to the bone, enough was enough. Slipping down to the lab to work at night, Conscentia developed this simple spell to keep her warm at night. This spell simply keeps your bed toasty warm until sunrise.

(Base level 2, +1 Touch, +2 Sun, +0 Individual )

Guideline : Heat an object to be warm to the touch.

Magi of Hermes p29

HEAT OF THE SEARING FORGE Cr Ig 10

R:Voice, D: Momentary, T: Individual

Heats a piece of metal so that it is too hot to touch. Something the size of a breastplate or helmet does +5 damage if in direct contact
with the skin for one round. For each additional round, more damage is done, the amount dropping by two points each round (+3 damage on round two, then +1). Smaller objects do less damage. Most metal armor has leather or cloth underneath that gives the victim a +3 Soak bonus against the heat.

(Base level 4, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Heat an object enough to boil water.

Ars Magica 5th Edition Core rulebook p140

LAMP WITHOUT FLAME Cr Ig 10

R:Touch, D: Concentration, T: Individual

This spell creates a steady light as bright as daylight on a cloudy day. The light has no apparent source, but illuminates an area about ten paces across, centered on a point indicated by the caster. This point may be a mobile item.

(Base level 4, +1 Touch, +1 Concentration, +0 Individual )

Guideline : Create light as bright as a cloudy day.

Ars Magica 5th Edition Core rulebook p140

Warmth of the Wood Cr Ig 10

R:Touch, D: Sun, T: Part

This spell heats the bark of a tree, the wood of a cart, or even the planks of a house so that it is warm to the touch. This a good effect to help dispel the chill of the night and keep the magus warm without having to build a fire.

(Base level 2, +1 Touch, +2 Sun, +1 Part )

Guideline : Heat an object to be warm to the touch.

Magi of Hermes p40

Mien of Helios Cr Ig 15

R:Personal, D: Diameter, T: Individual

This spell causes the caster’s body and personal effects to shine with the brightness of the sun. Anyone within 10 paces of the caster who looks in the direction of the caster is temporarily blinded, unless he makes a Stamina
stress roll against an Ease Factor of 9. People between 10 and 50 paces from the caster suffer a –3 penalty to all attempts to target the caster. The light created by this spell illuminates a great area and, if conditions permit, could be seen from several miles away. Ranulf has noticed that people and creatures whose Magic Resistance is not penetrated by this spell are not illuminated by it, and can be easily identified by their lack of reflected light.

(Base level 5, +0 Personal, +1 Diameter, +0 Individual , generic +1 : +1 exceptionally intense light )

Guideline : Create light as bright as a cloudy day

Magi of Hermes p110

THE WELCOME ADDITION OF FALSE SUNLIGHT Cr Ig 15

R:Touch, D: Ring, T: Circle

This spell creates a steady, cool, smokeless light that does not flicker. Variants of this spell are enchanted into devices in many libraries. Some are hand-held, while others float by their user, are embedded in the ceilingn or overlook the work desk of individual scholars.

(Base level 4, +1 Touch, +2 Ring, +0 Circle )

Guideline : Create light as bright as a cloudy day.

Covenants p96

Test of the Flames Cr Ig 15

R:Touch, D: Ring, T: Circle

Waist-high flames fill the target circle. Everything inside the circle takes +5 damage each round.

This spell is of ancient origin and is thought to have originated as a ritual ordeal within the cult of Mithras. It was once used by Flambeau magi as a test of endurance, a kind of alternative to certamen. The people being tested (including, usually, the caster) would stand inside the circle, without using their Parmae Magicae, trying to withstand the flames as long as possible. The last person to leave the circle was considered the winner. Etiquette suggested that if anyone were to fall helpless due to burn damage, someone would break the Ring and end the spell to rescue the unfortunate. This test is little used in 1220 because most Flambeau magi prefer standard Certamen; also, some members of House Flambeau (such as the example character page 25 of Arm5) possess a supernatural immunity to fire, giving them an unfair advantage in the test.

(Base level 4, +1 Touch, +2 Ring, +0 Circle )

Guideline : Create a fire doing +5 damage.

Houses of Hermes : Societates p36

BLADE OF THE VIRULENT FLAME Cr Ig 15

R:Touch, D: Diameter, T: Individual

Forms a fire along the length of a metal blade. This flame doubles the weapon damage score for the blade (or adds +5, whichever is greater), and can start fires as well. If the spell is cast repeatedly on the same blade, the blade gets hot enough to melt after half an hour, which ends the spell. Letting the blade cool for half an hour between castings avoids this.

(Base level 5, +1 Touch, +1 Diameter, +0 Individual )

Guideline : Create a fire doing +5 damagein an unnatural shape (ring, sheet) or covering an object. Purely cosmetic shapes are free.

Ars Magica 5th Edition Core rulebook p140

FLASH OF THE SCARLET FLAMES Cr Ig 15

R:Voice, D: Momentary, T: Individual

A brilliant red flash explodes in the air where you designate. If you target a person’s face the target needs a Stamina stress roll of 9+ to avoid temporary blindness. If the target botches the roll, he is permanently blinded. If temporarily blinded, he can try to make a simple Stamina roll of 9+ each minute to recover. The flash is equivalent to looking straight at the sun.
In Rose of Jerbiton’s version of this spell, there is a faint odor of roses in the area where the flash explodes.

(Base level 5, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Create light as bright as a cloudy day

Ars Magica 5th Edition Core rulebook p140

Fasting Hearth Cr Ig 20

R:Touch, D: Moon, T: Individual

This spell creates a fire, which is large enough to fill the hearth in a great hall, at the location touched by the caster. The created fire burns continuously for the duration of the spell with no need for fuel. This spell was created in the early days of the Order, and is common in covenants without a nearby source of firewood. The Fasting Hearth is not frequently used for a magus’ laboratory because of the Warping effects it can have on research conducted under its influence.

(Base level 4, +1 Touch, +3 Moon, +0 Individual )

Guideline : Create a fire doing +5 damage.

Magi of Hermes p110

PILUM OF FIRE Cr Ig 20

R:Voice, D: Momentary, T: Individual

A 2-foot, thick, spear-shaped jet of fire flies from your palms, doing +15 damage to the individual it hits.

(Base level 10, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Create a fire doing +15 damage.

Ars Magica 5th Edition Core rulebook p140

ARC OF FIERY RIBBONS Cr Ig 25

R:Voice, D: Momentary, T: Group

A dozen multi-hued ribbons of flame leap from your hands and fly out as far as your voice carries, covering a 60-degree arc. All those in the arc take +10 damage.

(Base level 5, +2 Voice, +0 Momentary, +2 Group )

Guideline : Create a fire doing +10 damage.

Ars Magica 5th Edition Core rulebook p140

COAT OF FLAME Cr Ig 25

Req : Rego

R:Voice, D: Diameter, T: Individual

The target is swathed in fire, and takes +5 damage every round while the spell is in effect. That is, the damage must be rolled against Soak twenty times during the spell. The Rego requisite ensures that the fire does not spread.

(Base level 5, +2 Voice, +1 Diameter, +0 Individual , +1 Rego requisite )

Guideline : Ignite someting slightly flammable (leather, damp wood).

Ars Magica 5th Edition Core rulebook p140

Brilliance of the eagle's Plumage Cr Ig 30

R:Personal, D: Concentration, T: Spectacle

Anyone looking directly at the caster is blinded by the brilliant light shining from his body. The caster does not shed light as such; it is only those who look at him who are affected. All victims must make a Stamina stress roll against an Ease Factor of 9 to avoid blindness. On a botch, the blinding is permanent, otherwise a Stamina stress roll (no botch) against an Ease Factor of 9 can be attempted every minute until recovered.

(Base level 5, +0 Personal, +1 Concentration, +4 Spectacle )

Guideline : Create light as bright as a cloudy day

Requires virtue(s) Sensory Magic

Houses of Hermes : Mystery Cults p29

Self Immolation Cr Ig 30

R:Personal, D: Diameter, T: Individual

The caster enshrouds himself in flames of spectacular intensity. The flames are hot enough to do +30 damage to anything that the caster touches or that touches the caster, and +30 damage per round to both him and anything that he is holding or that he touches. Ranulf casts this spell upon himself only after casting a spell to protect himself from the heat.

(Base level 25, +0 Personal, +1 Diameter, +0 Individual )

Guideline : Create a fire doing +30 damage.

Magi of Hermes p111

BALL OF ABYSMAL FLAME Cr Ig 35

R:Voice, D: Momentary, T: Individual

A ball of flame shoots from your hand to strike a single target, doing +30 damage. Marius of Tremere’s version of the spell causes the ball to make a loud bang when it hits the target. His sigil is a gaudiness in his spells.

(Base level 25, +2 Voice, +0 Momentary, +0 Individual : the ball appearing to shoot from your hand is a cosmetic effect )

Guideline : Create a fire doing +30 damage.

Ars Magica 5th Edition Core rulebook p140

CIRCLE OF ENCOMPASSING FLAMES Cr Ig 35

R:Voice, D: Concentration, T: Individual

Creates a circle of flames 6 feet high. The circle begins at a 1-pace radius, but you can make it shrink to a pillar or grow to a 3-pace radius as you concentrate if you cast with a Rego requisite. Anyone moving through the flames takes +20 damage. You cannot move the center of the circle.

(Base level 20, +2 Voice, +1 Concentration, +0 Individual )

Guideline : Create a fire doing +20 damage in an unnatural shape.

Ars Magica 5th Edition Core rulebook p140

Stockade of Infernos Cr Ig 40

R:Personal, D: Concentration, T: Group

The caster creates six walls of fire within the range of his spell. Each wall is up to 10 paces long. These walls can be created in any configuration desired by the caster, including configurations where the walls intersect one another. If a particularly precise placement of the walls is desired, the caster should make a Perception + Finesse roll to determine his success. Using Stockade of Infernos to directly attack a creature by placing a wall of fire across that creature’s location may be accomplished using the rules for aimed spells. Anyone passing through one of the walls takes +15 fire damage. Ranulf frequently places his walls as a set of two concentric triangles, or as a narrow path that leaves people trapped within them only a single direction to move.

(Base level 15, +0 Personal, +1 Concentration, +2 Group )

Guideline : Create a fire doing +20 damage.

Magi of Hermes p111

Conflagrative Servant Cr Ig 45

Req : Rego

R:Voice, D: Sun, T: Individual

This spell creates a four-pace-tall manshaped mass of brightly burning flames. This mass of flames responds to the verbal commands of the caster. Commands have to be very simple, like “follow me” or “wrap yourself around that creature and hold on.” The conflagrative servant is made of fire hot enough to do +5 damage to things that the servant touches or that touch the servant.
The conflagrative servant is insubstantial but cannot pass through solid objects. The insubstantial nature of the servant also normally prevents it from manipulating objects. When created, the conflagrative servant has a Size of +3, Strength and Stamina scores of +5 (although it has no substance to touch things), and Dexterity and Quickness scores of –2. The conflagrative servant has no Abilities. The conflagrative servant is subject to damage from Perdo Ignem spells and water. When the conflagrative servant is injured by these means, it shrinks in size. Every size category that the conflagrative servant shrinks, it loses 2 points from its Strength and Stamina scores and gains 1 point in its Dexterity and Quickness scores. The conflagrative servant is extinguished if it shrinks to smaller than a candle flame in size (Size –10).
Ranulf frequently casts Flames of Stone upon his conflagrative servants in order to allow them to perform manual labor. This makes the conflagrative servant substantial and vulnerable to physical damage. Any damage done to the conflagrative servant causes it to shrink as detailed above. A Light Wound shrinks the servant one size level, a Medium Wound shrinks the servant two size levels, and so on. Ranulf also frequently uses multiple invocations of Discriminating Flames on the servants to enable them to use tools and enter structures without causing tremendous damage.

(Base level 10, +2 Voice, +2 Sun, +0 Individual , +1 complex effect , +1 Rego requisite , +1 Size )

Guideline : Create a fire doing +10 damage in an unnatural shape.

Magi of Hermes p111

Last Flight of the Phoenix Cr Ig 50

R:Personal, D: Momentary, T: Individual

The caster bursts into flames, immolating himself in a white-hot blast of fire that does +45 damage to himself and everything within four paces. Everything between four and six paces takes +20 damage from the radiant heat, and everything between six and ten paces takes +5 heat damage. Within the four paces radius the fire is hot enough to melt steel. This spell is sometimes actually used by magi who enjoy a Greater Immunity to fire. Since its range is personnal, it bypasses the caster's own Magic Resistance.

An early version of this spell was found in the lab notes of Flambeau himself. Some members of his House speculate that he may have used it to go out in a blaze of glory in a final battle against his Moorish enemies.

(Base level 40, +0 Personal, +0 Momentary, +0 Individual , +2 Size )

Guideline : Create a fire doing +45 damage.

Houses of Hermes : Societates p37

Trigger the Distant Power Cr Im 5

R:Arcane connection, D: Momentary, T: Individual

The caster specifies a particular noise that then momentarily sounds in the vicinity of an object, place, or person to which the caster has an Arcane Connection. The spell cannot duplicate a voice or say words. Persephone uses this simple spell to trigger a number of different effects in the charged items she makes and distributes to her agents. Each item is keyed to trigger its effect upon hearing a commonplace noise, like a whine, a buzz, or a chirrup easily attributable to an insect.

(Base level 1, +4 Arcane connection, +0 Momentary, +0 Individual )

Guideline : Create an image that affects a single sense.

Magi of Hermes p91

Smoke of Escaping Cr Im 5

R:Touch, D: Diameter, T: Individual

Creates the illusion of a thick cloud of red smoke in the caster’s vicinity.

(Base level 1, +1 Touch, +1 Diameter, +0 Individual , +1 Size , generic +1 : +1 impenetrable to sight )

Guideline : Create an image that affects a single sense.

Magi of Hermes p124

The Studious Doppleganger Cr Im 5

R:Touch, D: Sun, T: Individual

This spell creates a static copy of the caster, which sits on a stool and appears to be studying a book. The image is only visual.

(Base level 1, +1 Touch, +2 Sun, +0 Individual , +1 intricacy )

Guideline : Create an image that affects a single sense.

Apprentices p47

False Window Cr Im 5

R:Touch, D: Sun, T: Individual

This spell allows the magus to trace the frame of a door or a window and create a miniature that seems to show something that lies beyond the frame. A Perception + Finesse roll is required to craft a convincing illusion. The Ease Factor is 9 if the image seems to show a room, 12 if it seems to show a structure, or 15 if  it seems to run to the horizon. These numbers already include the reduction for limiting the viewer's line of sight, but could be reduced or increased by familiarity with the depicted scene.

Many casters of False Windos add an additionnal magnitude, so that figures within the image appear to move and the pattern of light changes to suit the time of day, but this simpler version creates only a static image. This spell also models similar spells for the other senses : a mirror that plays a tune, provided its face is not turned toward a wall, is an exemple. Directly created species like these are resisted by Parma Magica.

(Base level 2, +1 Touch, +2 Sun, +0 Individual )

Guideline : Create an image that affects two senses.

Houses of Hermes : Societates p68

Ager Belli Cr Im 10

Req : Rego

R:Touch, D: Concentration, T: Individual

This illusion creates a Roman soldier. The soldier responds to the mental direction of the caster, who must maintain concentration as the soldier moves. The image contains only visual elements. This spell is used by Hermetic apprentices to play Bellum. Note that other spells can be designed that make different illusionary images. A Roman soldier is a standard image, but any Size 0 figure is allowed, including knights, club-wielding barbarians, and supernatural creatures like fauns and satyrs.

(Base level 1, +1 Touch, +1 Concentration, +0 Individual , +1 Rego requisite , +2 complexity )

Guideline : Create an image that affects a single sense.

Apprentices p58

Silent Shout Cr Im 10

R:Sight, D: Momentary, T: Part

This spell creates a burst of species, matching the caster's voice, which strike the target in the head. This spell requires a Perception + Finesse roll against an Ease Factor of 6 to make the voice sound convincingly like that of the magus (the base factor is 9, with a -3 modifier for deep familiarity), but even if the rolls fails, the target still hears the message. This spell is used on battlefields, or to instruct apprentices in the Tribunal chamber. It takes advantage of the directionnal nature of miniatures to prevent others from overhearing its contents.

(Base level 2, +3 Sight, +0 Momentary, +1 Part )

Guideline : Create an image that affects two senses.

Houses of Hermes : Societates p68

Fooling the Eye Cr Im 10

R:Sight, D: Momentary, T: Part

A magus using this spell creates the correct species for the swift movement of a small bright object, and cast them at the head of the target. Virtually all humans have in involuntary reflex that makes their eyes track the paths of moving objects, particularly those that might strike them. The magus uses this reflex against the victim, because when she looks where the object should be, she makes eye contact with the magus. This allows the magus to cast spells with Eye Range on the victim.

This spell does not require a Finesse roll, because it does not simulate a particular object.

(Base level 2, +3 Sight, +0 Momentary, +1 Part )

Guideline : Create an image that affects two senses.

Houses of Hermes : Societates p68

PHANTASM OF THE TALKING HEAD Cr Im 10

R:Voice, D: Diameter, T: Individual

Creates an illusory face on a wall or other flat object. The visage can speak during the spell’s duration. Individual wizards’ sigils can produce very interesting differences in how the voice sounds, how the face looks, and so on.

(Base level 2, +2 Voice, +1 Diameter, +0 Individual , generic +1 : +1 intelligible speech )

Guideline : Create an image that affects two senses.

Ars Magica 5th Edition Core rulebook p144

Book of Images Cr Im 15

R:Touch, D: Ring, T: Individual

This spell creates moving sounds and images that are stored in a circle (such as a drawn circle on paper) as long as it is intact. With this spell it is possible to create a whole book or gallery of fantastic images and talking pictures, but only if proper Finesse rolls are made.

(Base level 2, +1 Touch, +2 Ring, +0 Individual , +1 intricacy , generic +1 )

Guideline : Create an image that affects two senses.

Magi of Hermes p124

An Enemy awash in the pure sigil of the Magus Cr Im 15

R:Sight, D: Concentration, T: Part

This spell washes the target with concentrated visible species, overloading the eyes. It requires no Finesse roll, because the species do not construct an image. In this case, the sheer number of species is being used to overload the capacity of the eye, so that the target is unable to see anything else. The spell's name comes from its appearance, which is always based strongly on the sigil of the caster. The victim's eyes recover two minutes after the spell is complete, or in only a round if the victim thinks to close his overburdened eyes when first struck by the spell.

Spells similar to this one can create detailed images, but that requires Finesse rolls.

(Base level 2, +3 Sight, +1 Concentration, +1 Part )

Guideline : Create an image that affects two senses.

Houses of Hermes : Societates p68

Phantasmal Troupe Cr Im 15

R:Voice, D: Concentration, T: Individual

Creates illusionary music from a direction that the caster specifies. A full troupe of musicians can be simulated in this way, with a finesse roll determining the quality of the music. Aurulentus uses this spell to amuse his wife and children. It was originally invented by his parens, Altus, with the same motivation.

(Base level 1, +2 Voice, +1 Concentration, +0 Individual , +1 intricacy , +2 accepts commands )

Guideline : Create an image that affects a single sense.

Magi of Hermes p22

Told Story Cr Im 20

R:Voice, D: Performance, T: Individual

Creates the images and sounds of a story sung by the bard, which change along with the story. This spell only creates a small three-dimensional stage on which the story is told, but no true persons. Scipio can sing the story displayed on the stage without losing concentration, because of his Performance Magic (Music) Virtue.

(Base level 2, +2 Voice, +1 Performance, +0 Individual , +1 intricacy , +2 Changing images )

Guideline : Create an image that affects two senses.

Magi of Hermes p124

PHANTASMAL ANIMAL Cr Im 20

R:Voice, D: Diameter, T: Individual

Creates an image of any animal or beast up to the size of a pony (Size +1). Under your direct mental command, it moves about (within range) and makes appropriate noises. You need to be able to concentrate, and be within range, whenever you wish to direct the illusion to move in some manner. If you move out of range or stop concentrating, the illusion just freezes in place. The image does smell like an animal, but it has absolutely no effect on the sense of touch. Of course, a magus may not use this spell to create the image of an animal he or she does not know exists.

(Base level 3, +2 Voice, +1 Diameter, +0 Individual , +2 generic : +2 move under your command )

Guideline : Create an image that affects three senses.

Ars Magica 5th Edition Core rulebook p144

Veneficus Enigma Cr Im 20

R:Touch, D: Concentration, T: Individual

Developed as a quick game for magi, the Veneficus Enigma creates the illusion of a small puzzlebox in the palm of the caster’s hand that can be manipulated by another. When cast, the caster sets the puzzle for the Veneficus Enigma. The illusory box then produces lights and sounds that are clues on how to open it. Figuring out the puzzle requires an Intelligence + Artes Liberales roll versus an Ease Factor equal to the casters Intelligence + Artes Liberales + 5. Traditionally, the caster holds an item in the palm of his hand when he casts this spell, to be retrieved as the “prize” when the box is opened. Removing the box from the caster’s hands to reveal the item without solving the puzzle is considered extremely impolite.

(Base level 3, +1 Touch, +1 Concentration, +0 Individual , +1 intricacy , +2 complexity )

Guideline : Create an image that affects three senses.

Magi of Hermes p30

PHANTASMAL FIRE Cr Im 20

R:Voice, D: Sun, T: Individual

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.

(Base level 3, +2 Voice, +2 Sun, +0 Individual , +1 Ignem requisite : +1 for light from Ignem requisite )

Guideline : Create an image that affects three senses.

Ars Magica 5th Edition Core rulebook p144

THE FIRST FURROW GUIDES THE SECOND Cr Im 25

Req : Intellego

R:Voice, D: Sun, T: Group

This spell lays the image of a book's page over the top of a blank sheet, so that a scribe can trace the page's contents. This creates identical copies of books. This is particularly useful when a book has lost a page, but can be made complete with a page copied from one of its sisters in another library. Used repeatdly over the course of a season, it can assist in the creation of copies of Hermetic books, allowing an unskilled magus to avoid the three extra botch dice for scribing without Profession: Scribe . This spell is also known as The Principal Aide to the Forger's Art.

(Base level 1, +2 Voice, +2 Sun, +2 Group , +1 Intellego requisite , generic +1 : +1 changes as pages turn )

Guideline : Create an image that affects a single sense.

Covenants p97

PHANTASM OF THE HUMAN FORM Cr Im 25

R:Voice, D: Sun, T: Individual

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.

(Base level 2, +2 Voice, +2 Sun, +0 Individual , +1 intricacy , +2 generic : +2 move at your command, +1 intricacy )

Guideline : Create an image that affects two senses.

Ars Magica 5th Edition Core rulebook p144

TO MARK WITH UMBRAGE Cr Im 30

R:Sight, D: Sun, T: Group

This spell marks every member in a force mundanes, so that, in the confusion of battle, they can tell friend from foe. The mark is a large visual representation of the sigil of the magus. The spell’s creator had a shadowy sigil, so the grogs she marked appeared dark and featureless, giving the spell its name. The spell can be cast on any group of people, and can project any sort of visual mark, so Tremere magi also use it for processions and sport. Any Awareness roll concerning the location of forces has a +3 bonus while this spell is in effect. Examples include selecting areas of the battlefield to target with destructive spells, selecting victims for missile fire, finding groups to rally to when separated from the army in the swirl of battle.
This version of the spell is able to mark up to a thousand individuals, in groups within the magus’s Sight.
Some younger magi prefer a version of the spell suited for smaller units of grogs. This version is level 25, is effective to Voice range, and can only affect a group of about ten. Others don’t bother because grogs from House covenants usually have a covenant symbol (called a badge) or color on their clothes.

(Base level 1, +3 Sight, +2 Sun, +2 Group , +2 Size )

Guideline : Create an image that affects a single sense.

Houses of Hermes : True Lineages p139

Cage of Bronze Cr Im 30

R:Voice, D: Sun, T: Individual

This Glamour spell (see page 101 in Houses of Hermes: Mystery Cults) creates a big bronze cage around the target, capturing it (if a targeting Finesse roll succeeds).

(Base level 10, +2 Voice, +2 Sun, +0 Individual )

Guideline : Create a glamour.

Magi of Hermes p124

Phantasmal Horse Cr Im 30

R:Touch, D: Sun, T: Individual

This Glamour spell (see page 101 in Houses of Hermes: Mystery Cults) creates a magical and beautiful riding horse. Due to their faerie nature, such horses are always strangely colored or behave in some other ridiculous way. Scipio’s horses are always red and curious.

(Base level 10, +1 Touch, +2 Sun, +0 Individual , generic +1 : +1 moving parts )

Guideline : Create a glamour.

Magi of Hermes p124

Raise the Veronese Flag Cr Im 30

R:Voice, D: Sun, T: Group

This spell creates the illusion of ten Veronese men-at-arms manning the castle walls. Each soldier moves and speaks (though they seem to have Veronese accents, they form no intelligible words) but never strays from its post. Using this spell, the Veronese magi fooled the Milanese force into thinking that all of the castle walls were protected.

(Base level 2, +2 Voice, +2 Sun, +2 Group , +2 complexity : (+2 movement and complexity) )

Guideline : Create an image that affects two senses.

Lords of Men p116

Story of Legend Cr Im 35

R:Voice, D: Performance, T: Group

This spell is similar to Told Story, but instead of creating a small stage as an Individual, this spell can create up to 100 persons or things like clouds, small dragons, and so on.

(Base level 2, +2 Voice, +1 Performance, +2 Group , +1 intricacy , +1 Size , +2 Changing images )

Guideline : Create an image that affects two senses.

Magi of Hermes p124

ETERNAL REPETITION IN A BOTTOMLESS POOL Cr Im 35

R:Arcane connection, D: Sun, T: Individual

This spell uses enchanted mirrors to display the text of a book to which the magus has an Arcane connection. The magus commanding the mirror can navigate the book by vocal commands. For example, "next page" and "the first bit about marsh fronds" are both legitimate commands. The spell's name is a vestige of the early order, when mirror were more expensive and the spell was echanted into clay vessels, read by pouring black ink into them.

(Base level 1, +4 Arcane connection, +2 Sun, +0 Individual , +1 extremely intricate , generic +1 , +2 accepts commands : +1 clear words )

Guideline : Create an image that affects a single sense.

Covenants p100

HAUNT OF THE LIVING GHOST Cr Im 35

Req : Intellego

R:Arcane connection, D: Concentration, T: Individual

With this spell, you can instantly project your own image and voice to any designated spot that you have an Arcane Connection to (though storyguides may wish to limit this range to some absolute distance like 300 miles). You can see and hear through the image. The image must appear in some medium, such as a fire, mirror, or pool. Some magi use this spell to attend intercovenant councils without traveling the intervening distance. Because other magi can see you, this spell is not held to constitute scrying by magic. Using it through another covenant’s Aegis counts as showing off, however.

(Base level 2, +4 Arcane connection, +1 Concentration, +0 Individual , +1 Intellego requisite , +1 intricacy , +2 generic : +2 move at your command, +1 intricacy, +1 Intellego requisite) )

Guideline : Create an image that affects two senses.

Ars Magica 5th Edition Core rulebook p144

Doppelganger Cr Im 40

R:Touch, D: Sun, T: Individual

This Glamour spell (see page 101 in Houses of Hermes: Mystery Cults) creates a person’s doppelganger, with some limited freedom and simulated intellect. It may act independently but is under the caster’s control. Like all Glamour spells, the doppelganger has substance and can act as something that really exists.

(Base level 10, +1 Touch, +2 Sun, +0 Individual , +1 Mentem , +1 moving parts , generic +1 : +1 copy of someone )

Guideline : Create a glamour.

Magi of Hermes p124

Image of the Lady Cr Im 40

R:Touch, D: Sun, T: Individual

Similar to Book of Images and the spell The Shadow of Human Life (ArM5, page 144) this spell creates an image of a person, which can also make sounds, within a ring that serves as a frame. This image has limited freedom and a simulated intellect. He or she cannot learn Abilities, but can remember a story told while casting the spell. Such an image can also work as a guard or similar. In Scipio’s home covenant these pictures hang on almost every wall, working as advisors for slow grogs, as monitors in the kitchens, or as sentries. Due to experimentation, Scipio’s version of this spell creates images that need to sleep and eat illusionary meals.

(Base level 2, +1 Touch, +2 Sun, +0 Individual , +1 intricacy , +6 Mentem requisite )

Guideline : Create an image that affects two senses.

Magi of Hermes p124

THE SHADOW OF HUMAN LIFE Cr Im 40

R:Touch, D: Sun, T: Individual

The human image created (as in Phantasm of the Human Form) has limited freedom and simulated intellect. It functions as an independent human, albeit a stupid one, capable of interpreting general orders in new situations.

(Base level 2, +1 Touch, +2 Sun, +0 Individual , +1 intricacy , +6 Mentem requisite : +1 intricacy, +6 Mentem requisite, for a very elaborate effect )

Guideline : Create an image that affects two senses.

Ars Magica 5th Edition Core rulebook p144

Garden of Eden Cr Im 45

R:Voice, D: Concentration, T: Part

This Glamour spell (see page 101 in Houses of Hermes: Mystery Cults) creates a nearly perfect world around the caster, in which everything is so beautiful that it almost hurts the eye. Most human beings, many animals, and even some faeries lose any desire to fight or argue. While casting, the magus makes a Finesse roll, the result of which is the Ease Factor of a Personality Trait roll to resist this effect. Appropriate Personality Traits would be anger, hatred, violent, and so on. This spell needs to Penetrate to work.

(Base level 10, +2 Voice, +1 Concentration, +1 Part , +1 Size , +2 generic : +2 extremely beautiful and detailed surroundings )

Guideline : Create a glamour.

Magi of Hermes p125

BY HIS WORKS Cr Me 5

R:Personal, D: Concentration, T: Individual

Refreshes a specific memory within the mind of the caster; as long as some fragment of it remains, this spell will restore it. Once refreshed, the caster can hold the perfected memory as long he concentrates. Studying the memory effectively creates a new one which does not fade when the spell expires. This spell was created to allow Quaesitors to perfectly recall spell sigils they encounter. The spell can be used to recall other details of a brief event, like faces or voices. This spell is often used to double- check identification.

(Base level 4, +0 Personal, +1 Concentration, +0 Individual : Quaesitorial magic )

Guideline : Restore a memory of a brief event to a fresh state, as long as a fragment of it remains. The affected memory can be no more extensive than a short conversation (two or three rounds).

Houses of Hermes : True Lineages p73

Whispering Fingers Cr Me 5

R:Touch, D: Concentration, T: Individual

This spell lets the caster speak directly into the target’s mind for as long as he maintains concentration.

(Base level 3, +1 Touch, +1 Concentration, +0 Individual )

Guideline : Form words in another's mind.

Apprentices p48

WORDS OF THE UNBROKEN SILENCE Cr Me 10

R:Sight, D: Momentary, T: Individual

Lets you say two words directly to the mind of a target. The target can recognize your voice and knows that the message is of supernatural origin.

(Base level 3, +3 Sight, +0 Momentary, +0 Individual )

Guideline : Form words in another's mind.

Ars Magica 5th Edition Core rulebook p148

Catching the Eye Cr Me 15

R:Sight, D: Momentary, T: Individual

The caster momentarily attracts the target’s attention, sufficiently to make eye contact to follow up with a spell of Range: Eye. This spell is normally redundant given the spectacle of spell casting; however Persephone has both Quiet and Subtle Magic, and a spell at Range: Eye is far more subtle than one of Range: Voice.

(Base level 4, +3 Sight, +0 Momentary, +0 Individual )

Guideline : Put a thought or emotion into another mind.

Magi of Hermes p92

The Welcome Stranger Cr Me 15

R:Eye, D: Diameter, T: Individual

This spell inserts a recollection of the caster into the target’s memory. The memory itself soon fades, but its fleeting presence is usually enough to reassure the target that he has met the caster before.
The nature and context of the memory is determined when the spell is cast. Even fond or favorable memories are not  enough to counteract the effects of The Gift, but the guidelines in ArM5, page 76, give an idea how the memory of an established relationship influences behavior.
In later years, Yestin mastered this spell such that he can cast it both quietly and without the normal Hermetic gestures.

(Base level 5, +1 Eye, +1 Diameter, +0 Individual )

Guideline : Create a memory in another's mind.

Magi of Hermes p140

Heart of the Lion Cr Me 15

R:Eye, D: Sun, T: Individual

Instill a person with indomitable courage, increasing his Brave Personnality Trait by +3. This may, but does not always, lead to acts of recklessness. If you cast this spell on your grogs, be advised that they will lose their fear of you as well as their fear of the enemy.

(Base level 4, +1 Eye, +2 Sun, +0 Individual )

Guideline : Put a thought or emotion into another mind.

Houses of Hermes : Societates p37

Rising Passion Cr Me 15

R:Eye, D: Sun, T: Individual

Raises an unnatural carnal lust in a target. The target has no control over his or her passion, and is likely to act inappropriately.

(Base level 4, +1 Eye, +2 Sun, +0 Individual )

Guideline : Put a thought or emotion into another mind.

Guardians of the Forests : The Rhine Tribunal p73

Look at Me Cr Me 15

R:Sight, D: Momentary, T: Individual

This spell creates a thought in the imagination of the target, causing him to look directly at the caster even if the caster has not been previously noticed by the target. This glance is sufficient to make eye contact. If concentrating on another task, the target may make a Stamina + Concentration roll against an Ease Factor of 6 to resist. This spell is most often cast with no voice or gestures as a subtle way of attracting someone’s attention.

(Base level 4, +3 Sight, +0 Momentary, +0 Individual )

Guideline : Put a thought or emotion into another mind.

Art & Academe p32

PANIC OF THE TREMBLING HEART Cr Me 15

R:Eye, D: Sun, T: Individual

Creates an overpowering fear in one person of a specific object, person, or place.

(Base level 4, +1 Eye, +2 Sun, +0 Individual )

Guideline : Put a thought or emotion into another mind.

Ars Magica 5th Edition Core rulebook p148

RISING IRE Cr Me 15

R:Eye, D: Sun, T: Individual

Makes the target furious at someone or something of your choice. A stress roll of 9+ using an appropriate Personality Trait (like Calm) can hold the anger in check, but it is felt strongly regardless of the roll.

(Base level 4, +1 Eye, +2 Sun, +0 Individual )

Guideline : Put a thought or emotion into another mind.

Ars Magica 5th Edition Core rulebook p148

Scent of the Predator Cr Me 20

R:Personal, D: Sun, T: Scent

Anyone smelling the caster is struck by an overwhelming sensation of menace and hostility. The cowardly fl ee, whereas braver souls are intimidated, granting the caster a +3 to all attempts to cow the target into obeying him.

(Base level 4, +0 Personal, +2 Sun, +2 Scent )

Guideline : Put a thought or emotion into another mind.

Requires virtue(s) Sensory Magic

Houses of Hermes : Mystery Cults p29

Orpheus’ Ballad Cr Me 20

R:Voice, D: Momentary, T: Group

The spell creates a momentary flash of intense unnatural fear, despair, and woe in the minds of the assailants, attacking their estimation (Art & Academe, page 32). Each target in turn, starting from the target closest to the caster, attempts a Brave Personality Roll against an Ease Factor of 9 or flees the scene. This roll is modified by –1 for each other member of the group who fails his roll; the more who flee, the less resolve the others have.
The magic of the spell is carried on the caster’s own scream, and extends out as far as the caster’s voice would normally carry at a high volume (in excess of 50 paces). The magic of the spell affects the group of individuals in front of and closest to the caster. The individuals must still constitute a group as per ArM5, page 113.
Yestin devised the spell after he was set upon by brigands along the road from Winchester to the Isle of Oxney near Rye. He was lucky to escape their clutches after their first meeting, and ensured that he was prepared for their next.
The spell is named for all the grief suffered by Orpheus, who lost so much on leaving the underworld.

(Base level 4, +2 Voice, +0 Momentary, +2 Group )

Guideline : Put a thought or emotion into another mind.

Magi of Hermes p140

Gossip of the Marketplace Cr Me 20

Req : Rego

R:Eye, D: Sun, T: Individual

Implants a piece of information in a target, who is  then compelled to pass this information on to his friends until the duration expires.

(Base level 3, +1 Eye, +2 Sun, +0 Individual , +2 complexity )

Guideline : Form words in another's mind.

Guardians of the Forests : The Rhine Tribunal p73

Creation of the Simile Cr Me 20

R:Eye, D: Sun, T: Individual

This spell creates a new category of things in the mind of the viewer, granting unconscious familiarity with a broad range of instances of that thing. Alternatively, the spell may be used to grant a broad knowledge of a category of thing of which the target is already aware. A magus deeply familiar with a simile, as described earlier, may make the target deeply familiar with the simile, while a magus only broadly familiar with a simile may only create broad familiarity in the target.

This spell is usually created with a long Range and Duration, because it allows the magus to create unreal similes in the minds of hostile targets. This is most effective when the target does not already have a ready category for the thing the magus wishes to hide. As an example, a magus carting odd spell components into a city may convince the guards that they are "geegaws", or some other meaningless category, and thus unimportant. This will not work if the guard has a simile that includes things that look like spell components, for example "tools of the Devil".

(Base level 5, +1 Eye, +2 Sun, +0 Individual )

Guideline : Create a memory in another's mind.

Houses of Hermes : Societates p69

Creation of an Undeserved Reputation Cr Me 20

R:Eye, D: Sun, T: Individual

This spell creates the memory that a certain person has confessed to having an extremely enjoyable evening of intercourse with another person. The second person may be named, if the magus wishes, or with a penalty of 3 on the Finesse roll, merely suggested so that the target of the spell draws his own conclusions.

When the Duration expires, the details of the episode vanish, but the character remembers recalling them. This means the character may not be able to remember where or when the confession was made, but remembers that it was. If pressed, the character starts to infer the context of the memory, which then becomes more solid with each recollection.

(Base level 5, +1 Eye, +2 Sun, +0 Individual )

Guideline : Create a memory in another's mind.

Houses of Hermes : Societates p70

The Far-Speaking Voice Cr Me 20

R:Arcane connection, D: Diameter, T: Individual

The caster can deliver two minutes of conversation directly into the mind of the person to whom he holdsan Arcane Connection, although the target cannot communicate back. This spell is often placed within an enchantment (either a charged item or one with an effect which expires) with the caster"s own Arcane Connection, allowing a spy to communicate with him.

(Base level 3, +4 Arcane connection, +1 Diameter, +0 Individual )

Guideline : Form words in another's mind.

Houses of Hermes : Societates p97

A Moment's Reflection Cr Me 20

R:Voice, D: Momentary, T: Individual

This spell removes the Obsession Personality Trait imposed by a demon’s obsession power.

(Base level 10, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Spark a twinge of conscience in an intelligent beings mind, overriding the temporary obsession of a demon.

Art & Academe p35

MEMORY OF THE DISTANT DREAM Cr Me 20

R:Eye, D: Sun, T: Individual

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 the duration expires, the memory vanishes, although the subject may remember remembering it.

(Base level 5, +1 Eye, +2 Sun, +0 Individual )

Guideline : Create a memory in another's mind.

Ars Magica 5th Edition Core rulebook p148

PAINS OF THE PERPETUAL WORRY Cr Me 20

R:Eye, D: Moon, T: Individual

Gives someone a nagging, taunting, painful emotion — a recurrent sense of anxiety, a fear of something he or she does not know, a fear of everything, and a fear of nothing. To have this spell cast on you is truly a curse.

(Base level 4, +1 Eye, +3 Moon, +0 Individual )

Guideline : Put a thought or emotion into another mind.

Ars Magica 5th Edition Core rulebook p148

THE GOOD WITNESS Cr Me 25

R:Touch, D: Sun, T: Individual

Refreshes a day’s memory within the mind of the subject; as long as some fragment of it remains this spell will restore it. The subject is asked to recall some event within the day in question as the spell is cast. Events that day are remembered as if they had occurred only an hour before. Depending on how long ago the day was, any particular event may have completely disappeared, depending on how memorable the event was. Thus some details may be recalled perfectly and others will be entirely missing.

(Base level 10, +1 Touch, +2 Sun, +0 Individual : Quaesitorial magic )

Guideline : Restore a memory of a days events to a fresh state, as long as a fragment of it remains. Events are remembered as if they had occurred only an hour before.

Houses of Hermes : True Lineages p73

To Sing of Good Meat and Drink Cr Me 25

R:Voice, D: Concentration, T: Room

Yestin invented this spell in order to reward innkeepers and taverners who showed generosity to him as he explored Stonehenge and beyond. He often weaves this spell into his evening’s performance, using his Performance Magic to hide the casting within his music.
It has the effect of making those in the room somewhat thirsty and hungry. Those with a Compulsion (Personality Flaw) for eating and/or drinking are powerless to resist and must eat or drink as soon as they can. Others need to make a Personality Check against an Ease Factor of 6 to resist the temptation, assuming they wish to resist it.
The effect is largely gentle and is designed to go unnoticed, beyond the takings over the bar seeing a marked increase. Yestin always uses forceless casting to ensure the spell has no Penetration, and so will not affect magi.

(Base level 4, +2 Voice, +1 Concentration, +2 Room )

Guideline : Put a thought or emotion into another mind.

Magi of Hermes p141

MY NEW BEST FRIEND Cr Me 25

Req : Muto

R:Eye, D: Sun, T: Individual

This spell causes the target to believe that the caster is an old friend. The spell actually causes the caster to be temporarily substituted for one of the target’s real friends, adding realism; which means that the target will not suspect something is wrong, nor concentrate on the substitution unduly. Additionally, once the spell has expired, the target will not necessarily realize that he has been duped. The target will have one pivotal memory about the caster, usually (but not always) about how they became friends; and a host of supporting memories of minor events. Note that the caster does not know the memories that will be replaced, but can be assured of a friendly reaction (the target acquires a ‘Friendly to Caster’ Personality Trait at +3). Only if the target is a misanthrope with no good friends will the memories be entirely false, in which case the target gets an Intelligence roll against an Ease Factor of 9 to reveal the memory as false. Henri’s sigil, which reflects his trading interests, tends to create a memory associated with a business partner or a former transaction.

(Base level 5, +1 Eye, +2 Sun, +0 Individual , +1 complex effect )

Guideline : Create a memory in another's mind.

Guardians of the Forests : The Rhine Tribunal p72

Human Figment of the Waking Mind Cr Me 25

R:Eye, D: Concentration, T: Individual

This spell places a hallucinatory person in the mind of another through the common sense. No one else can see or hear the person seen and heard by the target. The caster determines what the hallucination looks like, and can cause it to act in the way he wishes by concentrating. He cannot, however, see it himself.

(Base level 3, +1 Eye, +1 Concentration, +0 Individual , +1 intricacy , generic +1 , +2 generic : (+1 for two sensory species, +2 move at command, +1 intricacy )

Guideline : Form words in another's mind.

Art & Academe p32

WEIGHT OF A THOUSAND HELLS Cr Me 25

R:Eye, D: Moon, T: Individual

Causes the victim to feel the despair, anguish, pain, and sorrow of a thousand sinners in Hell. This is a 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.

(Base level 4, +1 Eye, +3 Moon, +0 Individual , +1 complex effect )

Guideline : Put a thought or emotion into another mind.

Ars Magica 5th Edition Core rulebook p148

The Unwelcoming Room Cr Me 30

R:Line, D: Concentration, T: Room

Targeted on a distant room using the Arcane Line Range, this spell induces anger in all affected targets. A stress roll using an appropriate Personality Trait (like Calm or Restrained) against an Ease Factor of 9 is required to keep the anger under control. Aggressive traits (like Argumentative, Intolerant, or Angry) work against the roll. A failure inclines the target to aggressive action against anyone or anything that could appear or feel threatening.
Petalichus knows the effect The Gift has on mundanes, and recognizes that the fear and distrust it fosters in them can easily be triggered into something more dangerous. Petalichus uses this spell to heighten tensions and use them against his enemies from a position of safety.

(Base level 4, +3 Line, +1 Concentration, +2 Room )

Guideline : Put a thought or emotion into another mind.

Magi of Hermes p101

Robed in Angelic Beauty Cr Me 30

R:Voice, D: Concentration, T: Group

This spell creates the image of perfect beauty and a holy aura, instilling a feeling of being near a divine source. This comes in handy when you need the local plebs to believe … well, anything. Conspicuous effects are also more likely to be accepted when the populous thinks of them as miracles rather than spells. However, caution is advised so as not to attract too much attention from the church, or indeed, from demons.
Note that all Mythic Europeans know that the devil can masquerade as an angel of light; if a Gifted individual serves as the spokesperson during the effect of this spell, that is almost certainly what the audience will believe.

(Base level 4, +2 Voice, +1 Concentration, +2 Group , +1 Imaginem requisite )

Guideline : Put a thought or emotion into another mind.

Magi of Hermes p29

GIFT OF REASON Cr Me 35

R:Touch, D: Momentary, T: Individual, Ritual

Permanently increases the target’s Intelligence by 1 point, to no higher than 0.

(Base level 30, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Increase one of a person's mental Characteristics by one point, to no more than 0.

Ars Magica 5th Edition Core rulebook p148

(MENTAL CHARACTERISTIC) OF THE FOLLOWERS Cr Me 35

R:Touch, D: Momentary, T: Individual, Ritual

There are four variations of this lesser version of (Mental Characteristic) of the Heroes (CrMe60), which permanently increase a mental Characteristic (Intelligence, Perception, Presence or Communication) by one, but to no more than 0. During these minor rituals, followers of the Cult of Heroes are purified and anointed with oil, and have their innate weaknesses magically removed, making them truer to their ideal forms, to prepare them for the other, greater rituals.

(Base level 30, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Increase one of a person's mental Characteristics by one point, to no more than 0.

Houses of Hermes : True Lineages p103

The Irresistible Pressgang Cr Me 35

R:Touch, D: Year, T: Group, Ritual

A group of men are granted a Loyal +4 Personality Trait, with the object of this fanatical loyalty being the caster. This spell is both a powerful and a continuing mystical effect, and the targets will accumulate a total of 5 Warping Points by its end.

(Base level 4, +1 Touch, +4 Year, +2 Group )

Guideline : Put a thought or emotion into another mind.

The Lion and the Lily : The Normandy Tribunal p85

Missive of Memory Cr Me 40

R:Arcane connection, D: Moon, T: Individual

This spell creates a complete memory in the mind of the target. The target retains this memory until the duration of the spell expires. After the spell expires, the target may still recall those times when he dwelt on the memory. This spell-induced memory itself is false and may be discovered as such with an Intelligence roll against an Ease Factor of 9 (in the same manner as a memory created by the spell Memory of the Distant Dream).
Lambert frequently uses this spell for communication with distant associates (but not with magi who are, as a nearly universal  rule, uncomfortable leaving Arcan e Connections with others). To draw attention to the information that he wants to convey, Lambert typically creates memories for the target’s very recent past that are clearly impossible, such as a memory of the target and a talking statue having had a long conversation on a snowy mountaintop within the last ten minutes. While this spell only takes a moment to cast, the magus needs to have a clear understanding of the memory that he wants to create in his own mind before creating it in the mind of the target. If the magus is not prepared, he cannot create a complex memory lasting more than a moment, or a longer memory that contains any great detail and is not repetitive. The preparation of any complex memory takes at least as long for the magus to create as the elapsed time of the memory that is created. Lambert specifically designed Missive of Memory to not Warp his second daughter.

(Base level 5, +4 Arcane connection, +3 Moon, +0 Individual )

Guideline : Create a memory in another's mind.

Magi of Hermes p65

(MENTAL CHARACTERISTIC) OF THE HEROES Cr Me 60

R:Touch, D: Momentary, T: Individual, Ritual

Each of the four variations of this ritual permanently increases one of the subject’s mental Characteristics (Perception, Intelligence, Presence, or Communication) by one, to no more than +5. During the ceremony, the subject is held immersed in water, emerging from the ordeal permanently improved and one step closer to human perfection.

(Base level 55, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Increase one of a person's mental Characteristics by one point, to no more than +5.

Houses of Hermes : True Lineages p103

Sword from the Invisible Scabbard Cr Te General

R:Touch, D: Diameter, T: Individual

Conjure a steel longsword. The sword only lasts for two minutes - about 20 combat rounds - but that is usually long enough to defend oneself in a single skirmish. The magically created sword must penetrate in order to harm opponents who have Magic Resistance. Note that creating artificial things with magic requires an Intelligence + Finesse roll, as noted on page 77 of Arm5. An Ease Factor of 6 is sufficient to make a sword of mediocre but serviceable workmanship

(Base level 5, +1 Touch, +1 Diameter, +0 Individual )

Guideline : Create base metal.

Houses of Hermes : Societates p37

The Poor Performer's Reward Cr Te 4

R:Touch, D: Sun, T: Individual

This spell creates a handful of mud, useful for hurling at a target. Since this mud is magically created, it is resisted by Magic Resistance.

(Base level 1, +1 Touch, +2 Sun, +0 Individual )

Guideline : Create sand, dirt, mud, or clay.

Apprentices p47

Breath of the Glassworker Cr Te 15

R:Touch, D: Sun, T: Individual

The caster of this spell makes an “O” shape with his thumb and index finger, into which he then blows. This forms and inflates a small glass phial. The phial only lasts for a day, but this is often long enough to hold a sample of some substance until it is either used or taken to the magi’s laboratory and repackaged.

(Base level 3, +1 Touch, +2 Sun, +0 Individual , +1 Elaborate )

Guideline : Create stone or glass.

Hermetic Projects p88

SEAL THE EARTH Cr Te 15

R:Voice, D: Sun, T: Group

Creates enough dirt to fill in a pit of up to 6 paces across and 3 paces deep.

(Base level 1, +2 Voice, +2 Sun, +2 Group )

Guideline : Create sand, dirt, mud, or clay.

Ars Magica 5th Edition Core rulebook p152

The Shattered Goblet Cr Te 20

R:Touch, D: Momentary, T: Group, Ritual

At the conclusion of this ritual, the caster throws a glass goblet onto the ground which splits into thousands of sharp glass shards, with many times the volume of the original goblet (about 1,000 cubic paces). If spread about on the ground, the glass shards cause +5 damage to anyone who walks over the ground, but this damage can be totally avoided by wearing hard-soled boots or shoes. The glass can cover an area about 60 paces across in glass 1 foot deep. The glass shards are intended to be used with the Crystal Rain spell. The glass shards can be reduced in size to be more easily carried, using the Miniaturist of Venice spell.

(Base level 3, +1 Touch, +0 Momentary, +2 Group , +2 Size )

Guideline : Create stone or glass.

Hermetic Projects p88

The Thirsty Dagger Cr Te 20

R:Touch, D: Momentary, T: Individual

This ritual creates a metal dagger. The blade contains cleverly designed gutters that feed into a reservoir in the hilt. This means that if anyone is injured by the dagger (takes a Wound), then a sample of their blood is collected in the dagger’s hilt. A version of this ritual could be created with as a spell with a duration (such as Sun) for use in emergency circumstances. However, the dagger created with the ritual is not magical, so it does not need to Penetrate Magic Resistance to harm a target (which a spell with a non-Momentary duration would need to do). The dagger can be used as either a thrown or melee weapon. It is less useful in Defense than a normal dagger, and less aerodynamic than a throwing knife. In both cases, this is because The Thirsty Dagger is oddly weighted due to the blood reservoir. The dagger’s weapon characteristics are:

Ability: Brawl, Init: +0, Atk: +2, Dfn: –1, Dam: +3, Str: –1, Load: 0

Ability: Thrown, Init: –1, Atk: 0, Dfn: –1, Dam: +2, Str: –1, Load: 0

(Base level 5, +1 Touch, +0 Momentary, +0 Individual , +2 Elaborate )

Guideline : Create base metal.

Hermetic Projects p88

TOUCH OF MIDAS Cr Te 20

R:Touch, D: Momentary, T: Individual, Ritual

This spell creates a roughly spherical lump of gold about six inches across. This weighs about 80 pounds, and is enough money to keep a peasant family in comfort for about 300 years.

(Base level 15, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Create precious metal.

Ars Magica 5th Edition Core rulebook p153

Permanent Wall of Protecting Stone Cr Te 20

R:Touch, D: Momentary, T: Individual, Ritual

Creates a wall 25 paces long, 4 paces high, and 1 pace thick, which is a total of 100 cubic paces of stone. Vis is used to prevent the wall disappearing after the spell ends. Walls made in this way are made of single pieces of unmortared stone, which gives them far greater durability than conventional walls, unless the caster has a sigil that degrades their composition. (As ArM5 page 153, modified for permanent creation of walls. The level rises from 10 to 20 because all Rituals have a minimum level of 20 as per ArM5, page 114 , so magi could increase the Range or Size without cost.

(Base level 3, +1 Touch, +0 Momentary, +0 Individual , +2 Size )

Guideline : Create stone or glass.

Transforming Mythic Europe p55

Efficient & Permanent Wall of Protecting Stone Cr Te 20

R:Touch, D: Momentary, T: Individual, Ritual

Creates a wall from a single piece of unmortared stone, which gives it far greater durability than conventional walls, unless the caster has a sigil which degrades its composition. Vis is used to prevent the wall disappearing after the spell ends.
Due to the quirk of Hermetic magic that makes all Rituals fourth magnitude spells or greater, there’s no advantage to a magus who casts a spell to create a permanent, unornamented, wall of stone smaller than 10,000 cubic paces in volume. That creates a wall 167 paces long, 30 paces high and 2 paces thick.

(Base level 3, +1 Touch, +0 Momentary, +0 Individual , +4 Size )

Guideline : Create stone or glass.

Transforming Mythic Europe p45

A Network Reminiscent of Rome Cr Te 20

R:Touch, D: Momentary, T: Individual, Ritual

Medieval roads vary in design, so in this spell the road is based, roughly, on the dimensions of Roman roads, which are just under three paces wide. For simplicity’s sake, the road is assumed to crown slightly, but average half a pace thick.

In Hermetic magic, all permanent creations spells are rituals, and all rituals are, at minimum, level 20. This means that for a simple shape, like a road, it’s no easier to create a permanent road ten paces long than one of the maximum length for this spell, which is 3.78 miles.
If the road’s design is complex enough to require an extra magnitude, then either increase the level of the ritual, or shorten the road to 0.4 miles. Generally creating a bridge is not sufficiently complex to require an extra magnitude (there is none, for example in Bridge of Wood, Ars Magica page 135) but at the troupe’s discretion, creating a system that has many bridges may require one.

(Base level 3, +1 Touch, +0 Momentary, +0 Individual , +4 Size )

Guideline : Create stone or glass.

Transforming Mythic Europe p60

Creation of the Walls of Simple Cottages Cr Te 20

R:Touch, D: Momentary, T: Individual, Ritual

This spell creates a series of identical stone enclosures each suitable, once roofed, shuttered, and portaled, for housing a family. Assuming each cottage is internally 30 feet long, 15 feet wide, and has walls that average 6 feet high and 1 foot thick, each requires 540 cubic feet of stone. That is 20 cubic paces of stone (although that makes no allowance for doorways or windows).
Hermetic magic requires that spells of permanent creation be rituals, and that all rituals be 4th magnitude. This spell requires a magnitude for doing complex things, because it creates multiple objects in a precise series. This means that it’s as simple to create one cottage in this manner as to create the maximum possible, which given the amount of stone produced is 5. Every magnitude added to the spell multiplies the number of cottages produced by ten.

(Base level 3, +1 Touch, +0 Momentary, +0 Individual , +1 complex effect , +2 Size : For this spell to be created, thin connecting pieces of stone must run between the houses, to allow the Individual target. A Group Target would add 2 magnitudes. )

Guideline : Create stone or glass.

Transforming Mythic Europe p61

A System of Narrow Canals Cr Te 20

R:Touch, D: Momentary, T: Individual, Ritual

In this spell, it is assumed that the canal is stone-lined, 2 paces deep and 5 paces wide. It has straight sides, and has no locks. The wall of the canal is half a pace thick.
Due to the Hermetic restriction which makes all rituals level 20 spells, there’s no advantage to a magus who chooses to create canal network of less than maximum length, which is 1.26 miles.

(Base level 3, +1 Touch, +0 Momentary, +0 Individual , +4 Size )

Guideline : Create stone or glass.

Transforming Mythic Europe p61

Canals that Accommodate Seagoing Vessels Cr Te 20

R:Touch, D: Momentary, T: Individual, Ritual

The average seagoing vessel in the northern waters of Mythic Europe carries 20 tons of cargo. It has a draft of about 2 paces, although larger and heavily laden vessels may have a draft of just over 3 paces. It is about 6 paces wide, although far larger ships are known. A canal which could accept such a vessel, (14 paces wide to allow vessels to pass each other, 4 paces deep and half a pace thick), created by this spell, can be up to 909 paces long.
An added magnitude creates a canal just over 5 miles long, two added magnitudes creates a channel 51 miles long, and so on.
This spell can also be used to create stone lined riverbeds.

(Base level 3, +1 Touch, +0 Momentary, +0 Individual , +4 Size )

Guideline : Create stone or glass.

Transforming Mythic Europe p62

Seal the Breach Cr Te 20

R:Touch, D: Momentary, T: Individual, Ritual

This ritual conjures a section of wall in a shape marked out during the casting of the spell. It is designed to knit together with adjoining sections of existing fortifications to repair already standing walls. The spell is enough to repair a single section of wall collapsed through mining or artillery assault (restoring up to five damage levels).

(Base level 3, +1 Touch, +0 Momentary, +0 Individual , generic +1 , +2 Size : (+1 finesse) )

Guideline : Create stone or glass.

Lords of Men p116

Sculpt the Stone Machine Cr Te 20

R:Touch, D: Momentary, T: Individual, Ritual

This ritual creates a machine made of stone that is suitable for use as the invested item Stone Harvester. The machine appears to be a large stone beetle about one pace in length. Until it is invested with the Stone Harvester suite of effects, the machine is merely a very elaborate statue.

(Base level 3, +1 Touch, +0 Momentary, +0 Individual , +3 elaborate design )

Guideline : Create stone or glass.

Hermetic Projects p19

Basalt Cage Cr Te 20

R:Touch, D: Momentary, T: Individual, Ritual

This ritual creates a large cage made out of basalt stone with a single gate (also made of basalt) that can be opened and shut. The cage is large enough to hold ten man-sized creatures. Individuals in the cage may find it difficult to escape, if the gate is somehow locked or barred. However, the main purpose of the ritual is to create a cage which is subsequently enchanted as an item with the effect The Entrapped Flame. Note that, if your character is talented at Rego magics, he may find it easier to use a Rego Terram craft effect to sculpt such a cage from a hunk of basalt. However, remember to consider that the magus must make a Finesse roll against an Ease Factor of 24 to succeed in casting such a Rego craft effect, as it would be hard for a mundane craftsman to sculpt such an item and it would take him a long time to do so (see Covenants page 49).

(Base level 3, +1 Touch, +0 Momentary, +0 Individual , +1 complex effect , +1 Size )

Guideline : Create stone or glass.

Hermetic Projects p24

Arms of Neptune Cr Te 25

R:Touch, D: Diameter, T: Group

This spell creates, in Trajan’s outstretched hands, an intricately wrought trident and a metal shield engraved with the image of a raging river. The weapons have standard game statistics. When the spell is cast make an Intelligence + Finesse roll against an Ease Factor of 6. If the roll succeeds the weapons are beautiful, if it fails the weapons are serviceable but ugly. If the Finesse roll botches the weapons are flawed and break when used. Record the Penetration of this spell, as the weapons must Penetrate the Magic Resistance of opponents.

(Base level 5, +1 Touch, +1 Diameter, +2 Group )

Guideline : Create base metal.

Hooks p79

WALL OF PROTECTING STONE Cr Te 25

R:Voice, D: Sun, T: Individual

Makes a wall of granite up to 25 paces wide, 4 paces high, and 1 pace thick. One needs miner’s tools to break through it, though it can be toppled if it is not connected to a support on its side or top.

(Base level 3, +2 Voice, +2 Sun, +0 Individual , +2 Size )

Guideline : Create stone or glass.

Ars Magica 5th Edition Core rulebook p153

Form the Hermetic Boundary Cr Te 25

R:Touch, D: Moon, T: Individual

Forms a large, stone circle where cast. The circle, which is nine paces across, rises out of the ground to produce a level, stone surface that is a foot high, and several inches thick. Maris likes to use this spell as a base to set up underwater gardens, which are an invaluable source of food.

(Base level 3, +1 Touch, +3 Moon, +0 Individual , +2 Size )

Guideline : Create stone or glass.

Magi of Hermes p75

An Expansive & Permanent Wall of Protecting Stone Cr Te 30

R:Touch, D: Momentary, T: Individual, Ritual

As Permanent Wall of Protecting Stone, earlier, but with four additional magnitudes spent on size. This creates one million cubic paces of stone, which is sufficient for a wall 30 paces high, 2 paces thick, and just under 9.5 miles in length.

(Base level 3, +1 Touch, +0 Momentary, +0 Individual , +6 Size )

Guideline : Create stone or glass.

Transforming Mythic Europe p45

Creation of a Legion of Appointed Cottages Cr Te 30

R:Touch, D: Momentary, T: Individual, Ritual

This spell creates a series of identical houses, each fitted with a stone roof two inches thick, a stone floor a foot thick, and stone doors and shutters each an inch thick. The moving parts are on stone pivot points. Each house has stone plumbing for water and sewage. Each cottage requires 110 cubic paces of stone, allowing the construction of 9 cottages.
Every additional magnitude multiplies the number of cottages by 10. An additional magnitude allows the characters to create a mass of non-identical cottages.

(Base level 3, +1 Touch, +0 Momentary, +0 Individual , +2 complexity , +4 Size : (These cottages must be linked by thin pieces of connecting stone, to allow the Individual Target.) )

Guideline : Create stone or glass.

Transforming Mythic Europe p61

Creation of a Well-Appointed Town Cr Te 30

R:Touch, D: Momentary, T: Individual, Ritual

This spell creates the well-appointed cottages described in an earlier spell, the road between them, and the sewage and water pipes which are contained within the road. At this level, the spell creates 8 cottages. Every additional magnitude multiplies the number of cottages by 10.
An added magnitude allows the magus to create a series of cottages which are non-identical, creating a town less regimented in appearance.

(Base level 3, +1 Touch, +0 Momentary, +0 Individual , +2 complexity , +4 Size )

Guideline : Create stone or glass.

Transforming Mythic Europe p61

The Wealth of Croesus Cr Te 30

R:Touch, D: Momentary, T: Group, Ritual

Creates 13,000 silver pennies, amounting to 650 Mythic Pounds. The magus’s sigil is incorporated into the design on the obverse and reverse of each coin. An Intelligence + Finesse roll allows the caster to match the design otherwise to that of a specific realm’s coinage; an Ease Factor of 9 means that only an expert would notice the difference. Note that the coins are made of unusually pure silver; even English silver — considered the purest in Mythic Europe — cannot match it in quality. Furthermore, coinage created with this spell is free from nicks, scratches, dents, and tarnish, and unlike a large proportion of coins in Mythic Europe, have not been clipped or divided to make change.

(Base level 15, +1 Touch, +0 Momentary, +2 Group )

Guideline : Create precious metal.

Transforming Mythic Europe p117

Silvery Scales of the Knight Cr Te 30

R:Touch, D: Sun, T: Individual

Conjure a suit of full chain mail armor. The Animal requisite is required to create the armor's leather straps, woolen padding, and gambeson - without these elements, the armoir would not be effective. The styling of the armor, including any crest that appears on the helmet, depends on your wizard's Sigil. The armor is magical, so its wearer cannot punch or grapple a magic-resistant creature while wearing the gauntlets. The armor has the same Load as non-magical armor, and it takes just as long to put on (several minutes at least). An Intelligence + Finesse roll against an Ease Factor of 9 is required to make armor of average quality; a failed roll may result in reduced Protection and/or increased Load, at the Storyguide's discretion.

(Base level 5, +1 Touch, +2 Sun, +0 Individual , +2 Elaborate )

Guideline : Create base metal.

Houses of Hermes : Societates p37

CONJURING THE MYSTIC TOWER Cr Te 35

R:Touch, D: Momentary, T: Individual, Ritual

An elaborately carved tower, formed from a single block of stone, rises out of the ground. The tower stands 80 feet high and is 30 feet wide, with a foundation set 20 feet into the ground. You determine the design of the chambers within.

(Base level 3, +1 Touch, +0 Momentary, +0 Individual , +3 elaborate design , +4 Size )

Guideline : Create stone or glass.

Ars Magica 5th Edition Core rulebook p153

A SIMPLE METHOD FOR RAPID VALLATION Cr Te 35

R:Voice, D: Sun, T: Individual

The sciences of vallation, surrounding your forces with walls, and countervallation, surrounding your enemies with a wall to cut off their supply lines, were well understood by the Romans. They could not, however, accomplish these feat as easily as a Tremere Architect. This spell makes a wall of granite up to 500 paces wide, 5 paces high, and 1 pace thick. One needs miner’s tools to break through it, though it can be toppled if it is not connected to a support on its side or top. The wall this spell creates has a walkway, protected by crenellations, along one side. Architects who plan to use this spell often master it, because during the Corruption of Tytalus, a Tremere magus had the misfortune to botch this spell. The walkway appeared on the enemy side.

(Base level 3, +2 Voice, +2 Sun, +0 Individual , +4 Size )

Guideline : Create stone or glass.

Houses of Hermes : True Lineages p141

The Wedding Ring of Gaea Cr Te 35

R:Touch, D: Momentary, T: Individual, Ritual

As Wall of Permanent Protecting Stone, earlier, but with five additional magnitudes spent on size. This creates ten million (10,000,000) cubic paces of stone, and a circular wall 30 paces high, 2 paces thick, and just over 94.5 miles long.

(Base level 3, +1 Touch, +0 Momentary, +0 Individual , +7 Size )

Guideline : Create stone or glass.

Transforming Mythic Europe p45

THE RICHES THAT ARE RIGHTFULLY MINE(D) Cr Te 35

R:Touch, D: Momentary, T: Individual, Ritual

This spell fills a large chest or other sturdy container with silver pennies equal to about 650 Mythic Pounds. The magus may choose the imprint on the coins, but this mark always bears some trace of the magus's sigil, which does tend to make them traceable.

A copy of this spell resides at the Great Library of Durenmar, but it is infamous for causing inflationary troubles. Givent the recent rulings in many Tribunals, a covenant of ten magi would only be permitted to distribute 20 pounds of such silver per year, so that it would take more than 30 years to exhaust the silver created by even a single casting of the spell. Therefore, while there is nothing to stop a magus from learning this spell in the Great Library, he would surely earn the instant suspicion and attention of the Quaesitores if he did so.

(Base level 15, +1 Touch, +0 Momentary, +0 Individual , +1 complex effect , +2 Size )

Guideline : Create precious metal.

Covenants p61

The Quarryman’s Gift of (Stone) Cr Te 35

R:Touch, D: Momentary, T: Individual, Ritual

Safer than conjuring thousands of tons of stone atop an already growing tower, this spell creates enough stone for quarrymen and stone cutters to keep mundane craftsmen supplied for as long as it takes to build one new level. The amount of stone created is vast, something like ten million tons, or a block of stone 215 paces on each side. The type of stone created is particular to the ritual’s design, so variants must be designed for each of granite, limestone, and marble, for instance.

(Base level 3, +1 Touch, +0 Momentary, +0 Individual , +7 Size )

Guideline : Create stone or glass.

Hermetic Projects p40

NECESSARY MONOLITH Cr Te 35

R:Voice, D: Sun, T: Individual

This spell creates a wall 50 paces long, 20 paces high, and 10 paces thick. Monica uses this spell to dam rivers, so that her Diverting the River spell has sufficient water to be effective.

(Base level 3, +2 Voice, +2 Sun, +0 Individual , +4 Size )

Guideline : Create stone or glass.

Against the Dark : The Transylvanian Tribunal p31

THE LABORATORY OF BONISAGUS Cr Te 45

R:Touch, D: Momentary, T: Group, Ritual

This rather well-known spell furnishes an empty chamber of the appropriate dimensions with a fully equipped, standard Hermetic laboratory. It is generally employed by magi who find themselves with plenty of vis, but who otherwise have difficulties in securing the necessary funds and sources to procure the materials by mundane means. This laboratory is actually rather better than the standard, since the magically created outfittings are perfect. Unless this lab is rigorously maintained at the higher level of Upkeep, however these Virtues will quickly be lost, and it will degrade to a more mundane standard laboratory. It starts with the following statistics:

Virtues and Flaws : Flawless Equipment, Flawless Tools, Spotless

Characteristics : Size 0, Refinement 0, General Quality +2, Upkeep +3, Safety 0, Warping 0, Health +1, Aethetics +1

Specializations: Items 2, Vis extraction 2, Creo 1

(Base level 5, +1 Touch, +0 Momentary, +2 Group , +5 complexity )

Guideline : Create base metal.

Covenants p122

Conjuring the House of God Cr Te 45

R:Touch, D: Momentary, T: Individual, Ritual

This spell creates a church that towers overhead with either barrel or groin vault ceilings, impressive tower facades, and stained glass windows. Its footprint covers 19,000 square feet, and its towers can be up to 140 feet high. The caster determines the exact design of the church, based on contemporary styles. This church has not been consecrated, and is a church only in the architectural style of the building. Spontaneously appearing churches, particularly those larger than many cathedrals, will certainly raise a population’s suspicions.

(Base level 3, +1 Touch, +0 Momentary, +0 Individual , +3 elaborate design , +6 Size )

Guideline : Create stone or glass.

Art & Academe p133

Heights of the Great Tower Cr Te 50

R:Touch, D: Momentary, T: Individual, Ritual

This ritual conjures four fully-formed levels of the Great Tower, each 20 feet in height and building directly onto the level below, adding 80 feet to the tower in an instant. As with conjuring the foundations, this ritual requires an Int + Finesse stress roll against an Ease Factor of 12. A failed Finesse roll creates a section of tower of shoddy quality, while a successful roll creates a standard quality section. Botch dice on this Finesse roll are equal to 1 + 1 for each other level where the magus failed to meet the Finesse roll (failures should be recorded for future reference). This represents the inherent complexities and dangers of the project. Botches on this roll should be handled as story events, but clearly a botch in creating and assembling several thousand tons of stone is going to be significant. As the tower grows, the complexity of controlling the magic also grows, as does the risk of disaster, which may act as a limiting factor on the number of levels a magus would feel safe in conjuring. Note that by increasing the level of this spell by one magnitude, 40 levels of the tower could be produced, and 400 levels could be produced by increasing the spell by two magnitudes. But doing so should have a direct impact on the number of botch dice for the required Finesse roll. For each additional magnitude of size, add +3 to both the botch dice and the Finesse roll Ease Factor. Casting this spell creates a preternatural tether of 1 and adds +1 to the aura variation modifier.

(Base level 3, +1 Touch, +0 Momentary, +0 Individual , +3 elaborate design , +7 Size )

Guideline : Create stone or glass.

Hermetic Projects p40

Conjuring the Great Tower Cr Te 55

R:Touch, D: Momentary, T: Individual, Ritual

This ritual creates the foundations and first two levels of the tower. As the ritual concludes, the walls of a vast tower rise from the ground, surrounding those taking part in the ritual. The walls are vast, but the real power of the spell is shown below ground. The foundations extend deep into the earth, forming cellars, crypts, and cisterns between the immense stone pillars driven into the ground. The time taken to develop this ritual is spent not only in learning how to draw the complex magical forces together, but also in designing the foundations and the lowest levels of the tower, which are filled with rooms, cloisters, courtyards, and arcades. Creo magic that creates artificial things, such as this huge tower, requires an Int + Finesse stress roll against an Ease Factor, in this case, of 12. If the roll fails, the tower is still successfully conjured but may require additional work to improve its appearance or to repair defects introduced by the casting. A failed Finesse roll creates a section of tower of shoddy quality, while a successful roll creates a standard quality section. If the Finesse roll botches, the foundations are not strong enough to support the tower and a stress check against damage is required each year. The +7 magnitudes for size creates a circular tower of two levels, 2,000 feet in diameter, standing 40 feet above ground level. The high modifier for the elaborate design is required for the precise placement of the foundations, a hugely important factor in a tower this large. Casting this ritual causes a +1 preternatural tether, as per Realms of Power: Magic, page 10. If the site has no supernatural aura, this creates a level one Magic aura.

(Base level 3, +1 Touch, +0 Momentary, +0 Individual , +4 Elaborate , +7 Size )

Guideline : Create stone or glass.

Hermetic Projects p39

Tear the Earth Asunder Cr Te 65

R:Touch, D: Momentary, T: Individual, Ritual

The caster of this ritual stabs a dagger into the ground: from the wound a volcano rises, and lava and scalding gases erupt. Over a period of a day, the volcano erupts, darkening the sky with plumes of ash, and forming a large volcanic crater. Obviously, the eruption of the volcano devastates villages, towns, monasteries, covenants, or other settlements built in its shadow. Once the spell has been cast, there is no active magical effect; the eruption is natural and does not need to Penetrate Magic Resistance, and consequent rivers of lava and falling ash can also pass unhindered through an Aegis of the Hearth. The caster of the ritual also needs some form of protection to avoid being killed in the eruption. The volcano region can be up to 20 miles in diameter (though the crater will be a fraction of this size), and the peak can be up to 15,000 feet high (which would make it one of the taller mountains in Mythic Europe).

(Base level 3, +1 Touch, +0 Momentary, +0 Individual , +13 Size )

Guideline : Create stone or glass.

Hermetic Projects p13

Feeding the Font of the Covenant Cr Vi General

R:Touch, D: Momentary, T: Boundary, Ritual

Causes an immediate roll on the Aura Strengthening Table for the Magic aura in which it is cast, with a modifier equal to the spell’s magnitude minus five, adding one to the number of botch dice for this roll and for subsequent yearly rolls. The modifier must be 0 or greater, thus the minimum possible spell level is 25. The yearly aura modifier (including the +1 bonus from the casting of this spell) does not add to the roll. If the casting of this spell is botched, a suitable outcome might be either to roll as above, but on the Aura Weakening Table instead, or to make the roll an automatic botch, resulting in the regio outcome.

(Base level 0, +1 Touch, +0 Momentary, +4 Boundary )

Guideline : Potentially strengthen a Magic aura; roll on the Aura Strengthening Table with a modifier equal to magnitude; the modifier must be 0 or greater, thus the minimum possible base level is 4. (Ritual)

Realms of Power : Magic p14

Stratifying the Subtle Realities Cr Vi General

Req : Muto

R:Touch, D: Momentary, T: Boundary, Ritual

A variant of Feeding the Font of the Covenant, this spell likewise causes an immediate roll on the Aura Strengthening Table for the Magic aura in which it is cast, with a modifier equal to the spell’s magnitude minus 6, but treating a roll of 2 as a 0 and adding five to the number of botch dice for this roll and for subsequent yearly rolls, meaning that a regio (or new regio levels) is somewhat more likely to result. The modifier must be 0 or greater, thus the minimum possible spell level is 30.

(Base level 0, +1 Touch, +0 Momentary, +4 Boundary , +1 Muto requisite )

Guideline : Potentially strengthen a Magic aura; roll on the Aura Strengthening Table with a modifier equal to magnitude; the modifier must be 0 or greater, thus the minimum possible base level is 4. (Ritual)

Realms of Power : Magic p14

Fanning the Infernal Flames Cr Vi General

R:Voice, D: Sun, T: Individual

This spell magically restores some of a demon’s Infernal Might, adding (the spell’s level – 10) to the demon’s Might Pool as long as the effect penetrates the demon’s Magic Resistance. These additional Might Points cannot exceed the demon’s Might Score.
This spell is known to exist among infernalist magi, and is only mentioned to students of the Infernal so that they may know what to expect.

(Base level 0, +2 Voice, +2 Sun, +0 Individual )

Guideline : Restore a demons Might Pool by (the level of the spell + 10), as long as the spell penetrates its Magic Resistance.

Realms of Power : The Infernal p121

Faerie chains of the familiar slave Cr Vi General

R:Touch, D: Until (Merenita), T: Individual

Requisites: see below
This ritual binds a supernatural creature to the caster as her familiar, until a condition incorporated into the spell comes to pass. The level of the ritual must be no less than (the creature’s Might + 15), though she may also need to penetrate its Magic Resistance if casting on an unwilling target. It has no effect if the target is already bound as a familiar to another.
Casting requisites of a Technique and Form appropriate to the creature’s nature and physical form may be included. These two Arts are used to determine the Lab Total for any subsequent improvements to the bond. The cords connecting maga and familiar have initial values of 0, and the vis cost of this ritual does not apply towards these improvements. The maga can strengthen the bond in the lab, but the effect is still inherently temporary. If she casts this on a faerie, she gains the three special powers (Shared Powers, Shared Senses, and Shared Fatigue) associated with a faerie familiar, but the cords will decay as normal, though the bond is never completely broken so long as the spell’s duration remains in effect. Because the bond is often made under duress, the familiar is much more wild and independent than normal familiars, and typically must be subdued or guarded to ensure it does not try to escape. The two are probably at odds most of the time, and the faerie is likely to bear a grudge against the maga afterward if it is taken advantage of or treated badly.

(Base level , +1 Touch, +4 Until (Merenita), +0 Individual : Base effect? )

Guideline :

Requires virtue(s) FAERIE MAGIC

Houses of Hermes : Mystery Cults p90

SHELL OF FALSE DETERMINATIONS Cr Vi General

R:Touch, D: Momentary, T: Individual, Ritual

Creates a “shell” of magic on an item, helping to shield it from investigation by other magi. All attempts to investigate the magic item give false information about its powers unless half of the level of the shell is exceeded by the magus’s Investigation roll.

(Base level 0, +1 Touch, +0 Momentary, +0 Individual : Base effect )

Guideline : Create a magical shell which gives false information about the target to Intellego spells with level less than half its (level plus one magnitude).

Ars Magica 5th Edition Core rulebook p157

SHELL OF OPAQUE MYSTERIES Cr Vi General

R:Touch, D: Momentary, T: Individual, Ritual

This spell is similar to Shell of False Determinations (above), but it causes all attempts to investigate the magic item to utterly fail, unless the level of the ritual is exceeded by the magus’s Investigation roll. Once a magus determines the presence of a particular shell (that is, by overcoming it), it has no more power against him or her.

(Base level 0, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Create a magical shell which prevents Intellego spells with a level less than its level plus one magnitude from learning any details about the magic on the target.

Ars Magica 5th Edition Core rulebook p157

RESTORE THE FADED THREADS Cr Vi General

R:Touch, D: Diameter, T: Individual

Once a trace has been found or suspected, this spell is used to make it examinable. This spell temporarily restores spell traces to a fresh state (as if they had just expired). This spell will restore spell traces of a negative magnitude up to the magnitude of this spell -3 . The trace must still be existent to be affected (magnitude –9 or greater). Thus the maximum effective level of this spell is 50.
Versions of this spell also exist for all standard Targets. Diameter duration is normally long enough to conduct Intellego Vim investigations of the spell traces.

(Base level 0, +1 Touch, +1 Diameter, +0 Individual : Quaesitorial magic )

Guideline : Refreshes all spell traces within the target that are less than the magnitude of the guideline -1, in negative magnitude

Houses of Hermes : True Lineages p74

Fading Star of Evening Cr Vi 15

R:Touch, D: Momentary, T: Individual

This spell causes wild, uncontrolled magic to course through the target. He gains two Warping Points, and if he is a magus, he must check to see whether he enters Twilight.

(Base level 10, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Give the target 2 Warping point.

Hermetic Projects p86

Kiss of the Enigma Cr Vi 15

R:Touch, D: Momentary, T: Individual

The target acquires two Warping Points, and, if a Hermetic magus, must check to see whether he enters Twilight in the normal way. Marcus invented this spell primarily to use on caged animals, to see if he could induce monstrous characteristics by infusing their bodies with pure magical energies, but the results were disappointingly random. He had to invent this spell three times before it yielded a breakthrough. The two prior versions both had Side Effects due to experimentation: the first spell changed the color of the target’s hair, while the other made the target’s skin transparent.

(Base level 10, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Give the target 2 Warping point.

Magi of Hermes p84

THE PHANTOM GIFT Cr Vi 15

R:Voice, D: Sun, T: Individual

The target of the spell becomes tainted with magic as most magi are. Beasts and people react to the target as though he were a magus. Those who normally associate with the victim do not become hostile, but do give him or her a wider berth. The spell has no effect on those who already have The Gift, including those blessed with the Gentle Gift.

(Base level 3, +2 Voice, +2 Sun, +0 Individual )

Guideline : Taint something with magic.

Ars Magica 5th Edition Core rulebook p157

Plucking the Hair from the Billy Goat's Chin Cr Vi 20

R:Voice, D: Sun, T: Individual

This spell creates a temporary Arcane Connection to a specific demon within range of the caster’s voice, allowing him to penetrate its Magic Resistance more easily with additional spells. This connection is intangible, a sort of conduit rather than a physical object, and so it cannot be fixed in the laboratory and does not itself convey any Penetration bonus. Thus, forcing a demon to teach the magus its True Name is even better.

(Base level 4, +2 Voice, +2 Sun, +0 Individual )

Guideline : Create a temporary Arcane Connection to a demon within range.

Realms of Power : The Infernal p121

MERCURY'S BLESSING Cr Vi 25

R:Touch, D: Year, T: Individual, Ritual

This ritual imbues the target with a kind of supernatural aura, similar to Might, which improves the chances that children conceived and born during its duration will have The Gift or heroic qualities. It is said that this magic is a sign the gods are watching over the subject, and it is often incorporated into wedding and fertility ceremonies of those within the Cult of Heroes.

(Base level , +1 Touch, +4 Year, +0 Individual : Mercurian ritual )

Guideline :

Houses of Hermes : True Lineages p103

THE ENIGMA'S GIFT Cr Vi 30

R:Voice, D: Momentary, T: Individual

The target of the spell gains four Warping Points and, if a Hermetic magus, must check to see whether he enters Twilight in the normal way. Although the burst of magic that causes the Warping lasts but a moment, the resulting Warping is permanent.

(Base level 20, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Give the target 4 Warping point.

Ars Magica 5th Edition Core rulebook p157

The Great Discord Cr Vi 55

R:Touch, D: Moon, T: Boundary, Ritual

The whole parish is tainted by magic, and for the spell duration everyone in the parish suffers from the social penalties of The Gift: husbands and wives bicker and feud, brawls erupt in the fields, and animals flee from their masters. The parish is paralyzed by the social breakdown, and by the end of the spell several parishioners may have been murdered. The parish immediately gains a reputation for being cursed, and it can take years for harmony to be restored. Also, as the parish animals have fled and the fields have been only erratically tended, it is likely that the parish will suffer from famine and starvation in the following year.

(Base level 3, +1 Touch, +3 Moon, +4 Boundary , +4 Size )

Guideline : Taint something with magic.

The Church p42

IMAGE OF THE BEAST In An 5

R:Arcane connection, D: Momentary, T: Individual

Gives you a hazy mental image of an animal you have an Arcane Connection to. Wounds caused by an animal are an Arcane Connection to that animal with a lifetime of a few hours. This spell can thus be used to find out what was responsible for an attack.

All spells cast by Chavin of Tytalus can be recognized because they promote or advocate war or violence. In his version of this spell, the claws and teeth of the beast appear more dangerous.

(Base level 1, +4 Arcane connection, +0 Momentary, +0 Individual )

Guideline : Get a mental image of an animal.

Ars Magica 5th Edition Core rulebook p118

Sense the Sleeping Hound In An 5

R:Voice, D: Momentary, T: Individual

This spell indicates to the caster if an animal within range is asleep. Care must be taken that the vocalization of this spell doesn’t wake the beast, which is good practice in determining how loudly a caster has to speak in specific spell-casting situations.

(Base level 3, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Sense the state of consciousness of a beast.

Apprentices p47

SHIVER OF THE LYCANTHROPE In An 10

R:Personal, D: Concentration, T: Touch (Intellego)

You feel a sudden shiver if you are touching a person or beast that is actually a lycanthrope. Variants of this spell detect other types of shapechanger, but not Bjornaer with Heartbeasts.

(Base level 4, +0 Personal, +1 Concentration, +1 Touch (Intellego) )

Guideline : Learn a specific fact about its body.

Ars Magica 5th Edition Core rulebook p118

A SIMPLE TEST FOR THE COMPLETENESS OF BOOKS In An 15

R:Touch, D: Momentary, T: Individual

This spell allows the magus to check the physical conditions and history of a book. It also, through the Herbam requisite, allows the magus to test the quality of the plant-based inks used in its creation.

(Base level 5, +1 Touch, +0 Momentary, +0 Individual , +1 Herbam requisite )

Guideline : Learn the origin, age, and hystory of something made of animal products.

Covenants p100

Tongue of the Fishes In An 20

R:Eye, D: Concentration, T: Individual

This spell allows Trajan to speak with any animal whose natural habitat is the river. Despite the spell name this includes animals other than fishes.

(Base level 10, +1 Eye, +1 Concentration, +0 Individual )

Guideline : Speak with an animal.

Hooks p79

OPENING THE TOME OF THE ANIMAL'S MIND In An 25

R:Touch, D: Concentration, T: Individual

You touch the head of the animal in question and read its memories of the past day. The further the animal is from human, the harder it is to read its memories accurately. If you simply scan the beast’s memories, not looking for anything special, you get the memories the beast thinks are most important. If you are trying to get a specific fact, you need a Perception + Finesse stress roll of 6+, or 12+ if the fact is obscure. Since normal animals are sensitive to magic, they resist your touch and try to shy away from you both when the spell is cast and while the spell continues to function. This can be quite a problem with larger animals.

(Base level 15, +1 Touch, +1 Concentration, +0 Individual )

Guideline : Read the recent memories of a beast.

Ars Magica 5th Edition Core rulebook p118

BOOKS THAT SCREAM IN PAIN In An 25

R:Touch, D: Momentary, T: Room

The spell alows the magus to check every book in a room for a physical or historical property. The name of the spell comes from the habit of an early librarian at Durenmar of making the books in the collection cry out if they were damaged, but the sigil of the caster determines the appearance of the spell's signal. The spell's Herbam requisite allows it to detect words in the books, provided they have a plant-based ink or binding agent, like gum arabic.

(Base level 5, +1 Touch, +0 Momentary, +2 Room , +1 Herbam requisite )

Guideline : Learn the origin, age, and hystory of something made of animal products.

Covenants p100

DETERMINE THE LOCATION OF THE ABSENT VOLUME In An 25

R:Arcane connection, D: Concentration, T: Individual

Req : Creo optionnal

This spell allows the caster to determine the location of a missing book by having the magus's sigil appear on a map. Library floor plan on tablets are often used in conjunction with this spell. With a Creo requisite, the magus can project an image of the book's location on a mirror, and hand-held magic items using this variant are often employed in libraries that encourage visitors.

(Base level 3, +4 Arcane connection, +1 Concentration, +0 Individual , +1 Imaginem requisite : Based on the Inexorable Search )

Guideline : Locate a person to whom you have an Arcane Connection.

Covenants p100

HUNTER'S SENSE In An 30

R:Personal, D: Sun, T: Hearing (intellego)

You sense the shapes and primary motivations of all animals above a certain size that you can hear, or could hear if they were making a noise. You decide the size threshold when you cast the spell, such as “all animals larger than a fox.” The “noise” of an animal’s shape is louder the larger it is, while the “noise” of its motivations increases depending on how intense the motivation is. A rabbit fleeing from a fox would sound fearful, very loudly. The fox’s motivation might be fairly quiet, especially if recent hunting had been good.

 

(Base level 4, +0 Personal, +2 Sun, +3 Hearing (intellego) , generic +1 : +1 for shape and primary motivation )

Guideline : Sense the dominant drive of a beast.

Ars Magica 5th Edition Core rulebook p118

TO SEE AS OTHERS SEE In An 40

Req : Rego

R:Arcane connection, D: Sun, T: Individual

This spell allows a magus to read the thoughts of an animal, and give it directions. This allows the magus to indirectly sense the animal’s location, using it as a spy. The magus’s perceptions are filtered through the mind of the animal, so they focus on those stimuli that the animal finds most vivid. Dogs find smell vivid, so the magus’s perceptions, when using a dog, will focus on odiferous substances. A magus reading the mind of a magpie finds that they fixate on reflective surfaces.

(Base level 5, +4 Arcane connection, +2 Sun, +0 Individual , +1 extra effect from requisite )

Guideline : Sense a single emotion in a being.

Houses of Hermes : True Lineages p139

The Eyes of Every Beast In An 40

R:Touch, D: Concentration, T: Boundary, Ritual

This spell allows the magus to sense what the animals of the island are seeing. A magus who is not looking for a particular thing can simply ramble through the impressions of nearby animals. A magus seeking a particular thing in these perceptions must make a Perception + Awareness roll vs. an Ease Factor of 12 to find what he seeks.
A level 45 version lasts a day.
* Remember to add further magnitudes to increase Boundary size.

(Base level 10, +1 Touch, +1 Concentration, +4 Boundary )

Guideline : Read an animal surface thoughts.

Transforming Mythic Europe p74

TEST OF FASTNESS AND FADING In Aq General

R:Touch, D: Momentary, T: Part

This spell confirms the quality of a container of ink, dye or paint, verifying for the magus that it will not fade quickly, flake off rapidly or eat through parchment.

(Base level 3, +1 Touch, +0 Momentary, +1 Part )

Guideline : Learn all the natural properties of a liquid.

Covenants p96

CLEAR SIGHT OF THE NAIAD In Aq 5

R:Personal, D: Momentary, T: Vision (intellego)

You can see as clearly through water as through air, for a single moment.

(Base level 1, +0 Personal, +0 Momentary, +4 Vision (intellego) )

Guideline : Make a sense unaffected by water.

Ars Magica 5th Edition Core rulebook p122

SUBTLE TASTE OF POISON AND PURITY In Aq 5

R:Personal, D: Concentration, T: Individual

You can taste all of the properties of any liquid or mixture of liquids. Unlike Touch of the Pearls, you can use this sense on any number of liquids during the duration of the spell, but you must taste the liquids in question.

(Base level 4, +0 Personal, +1 Concentration, +0 Individual )

Guideline : Learn all the natural properties of a mixture of liquids.

Ars Magica 5th Edition Core rulebook p122

TOUCH OF THE PEARLS In Aq 5

R:Touch, D: Concentration, T: Individual

Tells you whether a liquid you hold or touch is poisonous, just as a pearl sometimes does. Safer than Subtle Taste of Poison and Purity, as you don’t have to taste the possibly poisonous liquid.
In Verdan of Ex Miscellanea’s version of the spell, poisonous liquids turn a faint green. According to his sigil, all his spells involve the color green.

(Base level 3, +1 Touch, +1 Concentration, +0 Individual )

Guideline : Learn all the natural properties of a liquid.

Ars Magica 5th Edition Core rulebook p122

CALL OF THE RUSHING WATERS In Aq 15

R:Arcane connection, D: Concentration, T: Individual

Allows you to find any natural body of water for which you have an Arcane Connection (for example, a vial of water from it). Once you cast the spell, you can hear the water while you concentrate. Following the sound eventually brings you to the water, but you must make simple Perception rolls of 6+ to follow the sound accurately (roll once per day for long journeys). If you break concentration, you must cast the spell again. A body of water that does not move or that makes little noise requires a roll of 9+ to be traced.

(Base level 2, +4 Arcane connection, +1 Concentration, +0 Individual )

Guideline : Get an image of water within range.

Ars Magica 5th Edition Core rulebook p122

Eyes of Danibus In Aq 20

R:Arcane connection, D: Concentration, T: Individual

Trajan can see from any vantage point along a river that he holds an Arcane Connection to. He can see the river itself, anything on or in the river, and anything within a pace of the river banks (subject to the normal limitations of sight).

(Base level 3, +4 Arcane connection, +1 Concentration, +0 Individual , +1 Imaginem requisite )

Guideline : Get an image of water and its sorrounding within range.

Hooks p79

VOICE OF THE LAKE In Aq 25

R:Touch, D: Concentration, T: Individual

You can hold a conversation with a body of water. A body of water usually knows about things directly in contact with it, such as boats and fish. Genuine lakes are generally too large for this spell to affect.

(Base level 15, +1 Touch, +1 Concentration, +0 Individual )

Guideline : Speak with a natural body of water.

Ars Magica 5th Edition Core rulebook p122

Sense the Tide’s Boundaries In Aq 25

R:Touch, D: Sun, T: Individual

As Eyes of the Bat, but senses the displacement of water to see in the ocean’s depths. Since this spell isn’t bound by the limitations of sight, it is often preferred when scouring the ocean depths where light does not reach.

(Base level 4, +1 Touch, +2 Sun, +0 Individual , +2 Size )

Guideline : Have an intuition about some fact regarding the air.

Magi of Hermes p75

ENCHANTMENT OF THE SCRYING POOL In Aq 30

R:Touch, D: Year, T: Individual, Ritual

Turns a body of water into a scrying pool. Innately magical people (including most companions with mystical powers) who look into the pool can see any spot they know of that is within sight of some natural body of water. The view you get is the same view that someone would have from a low boat on the water — either close to shore or far from shore, as desired. Maximum range for scrying is 500 miles; the range of the spell is the range to the pool when the spell is cast. This ritual is not entirely of Hermetic magic, and does not conform to the normal InAq guidelines. It is an old Mercurian ritual that has become known throughout the Order, and which appears to use one body of water as an Arcane Connection to any other body of water. A number of theoreticians would like to make that work more generally, but so far this has not proved possible.
 

(Base level , +1 Touch, +4 Year, +0 Individual : Special spell )

Guideline :

Ars Magica 5th Edition Core rulebook p122

TRUE SIGHT OF THE AIR In Au 15

R:Personal, D: Sun, T: Vision (intellego)

Lets you see clearly through all manner of obfuscation in the air nearby, including smoke, fog, and dust, even if the obfuscation is magical.

(Base level 1, +0 Personal, +2 Sun, +4 Vision (intellego) )

Guideline : Make a your senses unhindered by the air (you can hear over a howling wind).

Ars Magica 5th Edition Core rulebook p127

WHISPERING WINDS In Au 15

R:Sight, D: Concentration, T: Individual

The winds bear their tidings to your ears, allowing you to hear words spoken by any group of people within your line of sight, provided no solid barrier (including glass) intervenes. This spell is an adaptation of an effect known to Bjornaer the Founder, and fits poorly into the normal framework of Hermetic magic.

(Base level , +3 Sight, +1 Concentration, +0 Individual : Unique spell )

Guideline :

Ars Magica 5th Edition Core rulebook p127

Scent of Ash In Au 15

R:Personal, D: Concentration, T: Smell (intellego)

The caster can smell and identify, on the breath of the air, the ash that has carried from volcanoes. This is enough information for the caster to determine the approximate direction and distance to each of the volcanoes he detects. A dormant volcano can be detected in this way from within one league (three miles), a volcano that has erupted within the last 100 years can be detected from within seven leagues (21 miles), and a volcano that has erupted in the last season can be detected from within 100 miles. Dormant volcanoes are detectable in this way because ash from their violent eruption is still present in the environment. The ash may have fallen to the ground, but some small (but detectable via Hermetic magic) fraction has been blown up into the air again. Of course, the huge plume of ash from a large on-going eruption can easily be identified without the aid of magic from many hundreds of miles away.

(Base level 4, +0 Personal, +1 Concentration, +2 Smell (intellego) )

Guideline : Have an intuition about some fact regarding the air.

Hermetic Projects p12

SAILOR'S FORETASTE OF THE MORROW In Au 20

R:Touch, D: Momentary, T: Group

You know precisely what tomorrow’s weather will be, and you gain a general impression about the weather for the week ahead. This intuition only applies to the place where you cast the spell, and is based on extrapolating current conditions, so it is occasionally wrong (precise, but inaccurate). Still, it would take something like an interfering magical being, or a volcanic eruption, to throw the prediction off.

(Base level 4, +1 Touch, +0 Momentary, +2 Group , +1 Size )

Guideline : Have an intuition about some fact regarding the air.

Ars Magica 5th Edition Core rulebook p127

EYES OF THE BAT In Au 25

R:Personal, D: Sun, T: Hearing (intellego)

You can move about confidently in complete darkness by sensing air and its boundaries (for example, where solid objects are). You “hear” the boundaries of the air, so it does not permit fine discriminations. On the other hand, you can “hear” boundaries behind you.

(Base level 4, +0 Personal, +2 Sun, +3 Hearing (intellego) )

Guideline : Have an intuition about some fact regarding the air.

Ars Magica 5th Edition Core rulebook p127

Convergence of Birth In Co General

R:Touch, D: Momentary, T: Individual

This spell, which can use an astrolabe, determines the birth place and time of the target. This is sufficient information to calculate the nativity horoscope of the target, for a +2 Sympathetic Connection; Int + Artes Liberales (astronomy) roll against an Ease Factor of 9 (see ArM5, page 84). Calculating the horoscope itself takes a day. This spell must Penetrate the Magic Resistance of the target to be effective. This spell is intended to be cast through an Intangible Tunnel.

(Base level 5, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Sense a specific piece of information about a body.

Hermetic Projects p91

SIGHT OF THE TRUE FORM In Co General

R:Personal, D: Momentary, T: Vision (intellego)

You see the true, original form of any person whose form has been changed or masked. This spell can see through mundane masks and disguises at level 10, and can see through the effects of other spells that are equal to or lower than the level of this spell.

(Base level , +0 Personal, +0 Momentary, +4 Vision (intellego) : Variable base )

Guideline :

Ars Magica 5th Edition Core rulebook p130

Convergence of Place In Co 4

R:Touch, D: Momentary, T: Individual

This spell, which can use an astrolabe, determines the current celestial location of the target. This is sufficient information to calculate a daily horoscope for the target, for a +1 Sympathetic Connection; Int + Artes Liberales (astronomy) roll against an Ease Factor of 9 (see ArM5, page 84). Calculating the horoscope itself takes an hour. This spell must Penetrate the Magic Resistance of the target to be effective. This spell is intended to be cast through an Intangible Tunnel.

(Base level 3, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Locate a person to whom you have an Arcane Connection.

Hermetic Projects p92

Sense of the Lodestone In Co 5

R:Touch, D: Concentration, T: Individual

The caster senses the distance and direction to the target. The caster must have an Arcane Connection to the target. A Momentary duration version of this spell would actually be sufficient to determine the distance and direction of the target. However, by concentrating for several rounds, the caster can also use this spell to estimate the speed and direction of the target (if the target is in motion).

(Base level 3, +1 Touch, +1 Concentration, +0 Individual )

Guideline : Locate a person to whom you have an Arcane Connection.

Hermetic Projects p84

PHYSICIAN'S EYE In Co 5

R:Touch, D: Momentary, T: Individual

Determines the general health of a single person. Specific afflictions appear to you as areas of yellow coloration on the person’s body. A Perception + Medicine stress roll is required to identify unusual diseases. The Ease Factor is determined by the rarity of the disease.

(Base level 4, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Sense very general information about a body.

Ars Magica 5th Edition Core rulebook p130

Physician's Sense In Co 5

R:Personal, D: Momentary, T: Individual

Like The Physician’s Eye, this spell determines the general health of the caster. It is useful in discovering if a common cold or recurring ache is actually something more severe.

(Base level 4, +0 Personal, +0 Momentary, +0 Individual )

Guideline : Sense very general information about a body.

Apprentices p47

Pose Clotho‘s Question In Co 5

R:Touch, D: Momentary, T: Individual

Determines if the target is pregnant. The spell will fail if cast on a man. Clotho is the youngest of the three Fates.

(Base level 4, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Sense very general information about a body.

Magi of Hermes p21

REVEALED FLAWS OF MORTAL FLESH In Co 10

R:Touch, D: Momentary, T: Individual

You are able to find any medical defects in a person or being that you are touching. This provides more, and more specific, information than Physician’s Eye.

(Base level 5, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Sense a specific piece of information about a body.

Ars Magica 5th Edition Core rulebook p130

Evaluate the Facing Opponent In Co 10

R:Eye, D: Momentary, T: Individual

Looking the target in the eye, the caster is able to sense any corporal affliction or ailment that might hamper the target’s physical movement. This includes, for example, injuries, fractures, and crippled limbs covered by clothes or armor. Note that the caster must face the target directly to scrutinize his or her physical condition.
When Tolides developed this spell he did not own a mirror, but seriously considered acquiring one to extend the utility of the spell to diagnosing himself.

(Base level 5, +1 Eye, +0 Momentary, +0 Individual )

Guideline : Sense a specific piece of information about a body.

Magi of Hermes p131

Parental Inquisitiveness In Co 10

R:Touch, D: Momentary, T: Part

Determines the sex of an unborn child. Hermetic magic can only distinguish the unborn child as a Part of the mother from the second trimester of pregnancy onwards (see Ancient Magic, page 55), so this spell will fail if cast in the first trimester of pregnancy.

(Base level 4, +1 Touch, +0 Momentary, +1 Part )

Guideline : Sense very general information about a body.

Magi of Hermes p21

Pose Nona’s Question In Co 10

R:Touch, D: Momentary, T: Individual

Determines if the target is pregnant and how many months are left until birth, barring unforeseen circumstances. The spell will fail if cast on a man. If the target is not pregnant, the exact date of the menstrual cycle will be revealed. Nona is the Roman version of Clotho and goddess of pregnancy. She was often called upon by women in their ninth month of pregnancy to ensure a smooth birth.

(Base level 5, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Sense a specific piece of information about a body.

Magi of Hermes p21

WHISPERS THROUGH THE BLACK GATE In Co 15

R:Touch, D: Concentration, T: Individual

You can speak through the barrier — the figurative “gate” — that stands between the dead and the living, to one corpse that has not yet decayed into a skeleton. The corpse cannot have been buried in Church burial, nor have belonged to a spirit that went straight to Heaven (for example, a saint or a crusader).
The spirit that you speak with is not compelled to tell the truth; you can, of course, find ways to coerce or trick it into doing so. All those around you can hear the voice of the corpse.

(Base level 5, +1 Touch, +1 Concentration, +0 Individual : no cost for requisite )

Guideline : Speak with a dead body.

Ars Magica 5th Edition Core rulebook p130

The Maculate Noblewoman In Co 15

R:Touch, D: Momentary, T: Individual

Accurately determines the underlying reason for the infertility of the target. Aurulentus successfully used this spell to compare two groups: those infertile from natural causes and those rendered infertile by a Longevity Ritual. Exploring the fundamental differences between these two groups, he was able to gather further insights for his breakthrough.

(Base level 10, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Sense all useful information about a body.

Magi of Hermes p21

Verifying the Presence of Artemis’ Blessing In Co 15

R:Touch, D: Sun, T: Individual

The caster is immediately aware of a conception in the target during the spell duration. Aurulentus observed grogs with and without Longevity Rituals during intercourse with this spell to explore the differences between the two groups. His research was unsuccessful, as he was not able to witness the actual creation of life with this spell.

(Base level 4, +1 Touch, +2 Sun, +0 Individual )

Guideline : Sense very general information about a body.

Magi of Hermes p22

The Genethlialogical Investigation In Co 15

R:Voice, D: Momentary, T: Individual

The caster learns the target’s place and time of birth. Casting this spell on a magus is tantamount to declaring Wizard’s War, since there is no honest reason for needing this information without the consent of the target. Genethlialogy is the study of days of birth.

(Base level 5, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Sense a specific piece of information about a body.

Art & Academe p72

Pull of Blood In Co 20

R:Touch, D: Momentary, T: Bloodline (Merenita)

This spell informs the caster of the direction and distance to each living descendant of the target. Lambert frequently casts this spell upon himself to keep track of his large family.

(Base level 4, +1 Touch, +0 Momentary, +3 Bloodline (Merenita) )

Guideline : Sense very general information about a body.

Requires virtue(s) FAERIE MAGIC

Magi of Hermes p65

THE WHOLE FROM THE PART In Co 20

R:Touch, D: Concentration, T: Individual

This spell needs to be cast on a current Arcane Connection to a human (or human like creature). This spell gives the caster a mental image of the subject’s essential nature. Thus the caster sees the subject without clothes, tattoos, scars or other mutilations. The spell does not target the actual subject; it only probes the arcane connection itself. Thus the spell does not need to penetrate the real subject’s Magic Resistance.

(Base level 10, +1 Touch, +1 Concentration, +0 Individual : Quaesitorial magic )

Guideline : Sense all useful information about a body.

Houses of Hermes : True Lineages p72

THE INEXORABLE SEARCH In Co 20

R:Arcane connection, D: Concentration, T: Individual

Determines the location of a specific person. To cast the spell you need a map and an Arcane Connection. After casting the spell, you can move your finger over the map at the rate of one hour per square foot of map. When your finger passes over the person’s location as represented on the map, you sense the person’s presence. (If the person is not in the area covered by the map, no sensations result.) You can locate the person to within a thumb’s width on the map. A similar spell allows you to search for a dead body (Tracing the Trail of Death’s Stench).

(Base level 3, +4 Arcane connection, +1 Concentration, +0 Individual )

Guideline : Locate a person to whom you have an Arcane Connection.

Ars Magica 5th Edition Core rulebook p131

Divining the True Heir In Co 20

R:Touch, D: Momentary, T: Group

With the various claimants present the magus casts the spell upon the group and learns the relative relationships between the targets of the spell and the target bloodline as represented by an Arcane Connection or known member of the familial line. The caster learns how many generations separate the individuals, who are cousins, and how much of the line’s blood runs in their veins.
Again, this spell is limited as it cannot differentiate between legitimate and illegitimate children, nor can it gain any information about those not present, a crucial part of inheritance law. So this spell is useful for assisting in determining a potential heir from within a group rather than identifying one outright.

(Base level 5, +1 Touch, +0 Momentary, +2 Group )

Guideline : Sense a specific piece of information about a body.

Transforming Mythic Europe p44

SIGHT OF THE MOLTING MAGUS In Co 25

R:Personal, D: Concentration, T: Vision (intellego)

This spell allows the caster to spot Corpus material (hair, blood, etc.) within his line of sight. Such material appears to glow with a reddish hue. The spell also allows the magus to estimate how long ago the item parted company from its owner by the brightness of the glow. This spell is used to place suspects in a particular time and place. The spell The Whole from the Part (see above) is often used to identify who the item belonged to.

(Base level 4, +0 Personal, +1 Concentration, +4 Vision (intellego) : Quaesitorial magic )

Guideline : Sense very general information about a body.

Houses of Hermes : True Lineages p72

THE EYE OF THE SAGE In Co 30

R:Arcane connection, D: Concentration, T: Individual

Lets you see a specific person and what is within one pace of that person. The image is clear enough to allow reading.

(Base level 4, +4 Arcane connection, +1 Concentration, +0 Individual , +1 Imaginem requisite )

Guideline : Sense very general information about a body.

Ars Magica 5th Edition Core rulebook p131

From This Line Descended In Co 30

R:Arcane connection, D: Momentary, T: Individual

This spell reveals whether the target represented by the Arcane Connection is descended from a particular bloodline also represented by either a further connection or a known member of that bloodline in the caster’s presence. The connection or member of the bloodline is treated as the root of the family tree and the caster gains knowledge of how strong that blood is within the veins of the target. This helps the caster to judge the validity of any claims to inheritance. What it can’t do is confirm a target’s right to inherit, as this is dependent on other factors, not least the existence of other claimants and the inheritance laws in question.

(Base level 5, +4 Arcane connection, +0 Momentary, +0 Individual , +1 complex effect )

Guideline : Sense a specific piece of information about a body.

Transforming Mythic Europe p44

Summoning the Ancestor Spirit In Co 45

R:Arcane connection, D: Ring, T: Individual, Ritual

One way of determining the rightful heir to an inheritance is to defer to someone or something that already knows the answer. The magic realm is replete with spirits representing every aspect of God’s creation including, conceivably, spirits of a given bloodline. Magical spirits of blood can be summoned through the form of Corpus using a base 15 effect as explained in The Mysteries Revised Edition, page 28. This is something that all magi can do and is not reliant on any Mystery initiations. The caster often prepares a warding circle and then summons the target spirit into that circle. The Arcane Connection used must intimately relate to the target bloodline; a crown for a royal line, a sword passed from father to son, earth from a family estate, and so on. Once summoned, the spirit can be questioned or commanded as normal and if it is powerful enough it should have knowledge of the true heir to the line.
Should the magus wish it, he may also be able to command other information from the spirit concerning those who share its blood.

(Base level , +4 Arcane connection, +2 Ring, +0 Individual : Base 15 )

Guideline :

Transforming Mythic Europe p44

PROBE NATURE'S HIDDEN LORE In He 4

R:Touch, D: Momentary, T: Individual

Tells you what kind of plant you are touching. You also get an image of it in its natural habitat. Works with plant products as well as with plants themselves.

(Base level 3, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Learn general information, or a single specific fact about a plant or an item made from plant product.

Ars Magica 5th Edition Core rulebook p136

HUNT FOR THE WILD HERB In He 5

R:Personal, D: Concentration, T: Smell (intellego)

When you cast this spell, you can smell one sort of plant, and follow the scent, as long as you continue 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 scent. If there is no plant of the relevant type fairly close by (close enough to smell), you smell nothing, although the spell still works.

(Base level 2, +0 Personal, +1 Concentration, +2 Smell (intellego) )

Guideline : Locate a plant.

Ars Magica 5th Edition Core rulebook p136

INTUITION OF THE FOREST In He 10

R:Touch, D: Sun, T: Group

You engage in a type of communion with the woods that you are in, giving you an intuitive sense of how to get along in the forest, and how to get the most out of the forest without causing it harm. You get a +3 to all nature-oriented rolls (not including spells) when in a forest or similar area. Causing significant harm to the forest cancels this spell.

(Base level 1, +1 Touch, +2 Sun, +2 Group )

Guideline : Gain an intuitive knowledgeof a plant (know whether a given action would harm a plant).

Ars Magica 5th Edition Core rulebook p136

THE CARPTENTER KEEN EYE In He 15

R:Voice, D: Momentary, T: Group

The magus learns wether wood is suitable for use in carpentry, with an indication of the treatment needed (e.g. "unseasoned - season it", or "old, brittle and dry, discard it").

(Base level 3, +2 Voice, +0 Momentary, +2 Group )

Guideline : Learn general information, or a single specific fact about a plant or an item made from plant product.

Covenants p51

SHRIEK OF THE IMPENDING SHAFTS In He 15

R:Personal, D: Sun, T: Hearing (intellego)

Lets you know where anything wooden will be in the immediate future by a shriek that sounds in the air in advance of the wood’s coming. A piece of wood that is controlled may change course, so the spell is sometimes wrong. You get a +9 bonus on Defense scores against wooden weapons (provided that you have the freedom to dodge), and you can automatically dodge wooden missiles fired from more than ten paces away. The shriek is only audible to you, and it cannot be simulated by people making noises.

(Base level 2, +0 Personal, +2 Sun, +3 Hearing (intellego) )

Guideline : Locate a plant.

Ars Magica 5th Edition Core rulebook p136

CONVERSE WITH PLANT AND TREE In He 25

R:Touch, D: Concentration, T: Individual

You can speak with a plant for one conversation. The level of conversation depends on the type of plants; longer-lived and more noble plants have more to say. A single question and response takes ten to thirty minutes, with slower-growing plants speaking more slowly. Typically, plants can talk about the soil and about other plants around them, but have limited awareness of more momentary events, such as the passing of animals or people, unless that passing has a direct bearing on the plant (for example, a person cut its trunk). News can spread quickly through a forest when it has to, called from tree to tree on the wind. Bystanders cannot understand your conversation.

(Base level 15, +1 Touch, +1 Concentration, +0 Individual )

Guideline : Speak with a plant.

Ars Magica 5th Edition Core rulebook p136

TALES OF THE ASHES In Ig 5

R:Touch, D: Concentration, T: Individual

Lets you see what the ashes you touch originally were, and how and when the object was burned. The latter two are divined from markings and signs in the ashes.

(Base level 3, +1 Touch, +1 Concentration, +0 Individual )

Guideline : Sense all mundane properies of ash.

Ars Magica 5th Edition Core rulebook p141

SHADOWS OF THE FIRES PAST In Ig 15

R:Personal, D: Momentary, T: Vision (intellego)

Allows you to see where fires have been in the past lunar month. A light red flickering haze appears where the fire was, and you gain an intuitive sense of when the fire was there. This spell does not look into the past, but detects the traces of fire.

(Base level 3, +0 Personal, +0 Momentary, +4 Vision (intellego) )

Guideline : Detect the traces of fires which burned within the last lunar month.

Ars Magica 5th Edition Core rulebook p141

VISION OF HEAT'S LIGHT In Ig 20

R:Personal, D: Sun, T: Vision (intellego)

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. You can see well enough to use a weapon, even a missile weapon, without penalty, but recognizing people is very difficult.

(Base level 2, +0 Personal, +2 Sun, +4 Vision (intellego) )

Guideline : Become aware of all fires within the target area.

Ars Magica 5th Edition Core rulebook p141

Sense the Hearts of Fire In Ig 30

R:Personal, D: Sun, T: Vision (intellego)

The caster detects whether creatures he can see have an Ignem Form Might. This is a magical property of a creature made of flame. It has no effect on creatures that are not made of Ignem, regardless of whether they have a Might or not. Creatures apparently made of flame (creatures of another Form, illusions, or the effects of Hermetic Rego Ignem magic) who do not have an Ignem Form Might are also not detected by this effect. Obviously, this spell needs to Penetrate the Magic Resistance of the detected creatures.

(Base level 4, +0 Personal, +2 Sun, +4 Vision (intellego) )

Guideline : Sort the individuals in the spell Target into categories and count them.

Hermetic Projects p25

EYES OF THE FLAME In Ig 35

R:Arcane connection, D: Concentration, T: Individual

Lets you see a fire up to the size of a large campfire to which you have an Arcane Connection. You can also see all those things which the fire illuminates.

(Base level 10, +4 Arcane connection, +1 Concentration, +0 Individual )

Guideline : See a fire you have an Arcane Connection to and all things it illuminates (a campfire and everything within its circle of light).

Ars Magica 5th Edition Core rulebook p141

WORDS OF THE FLICKERING FLAME In Ig 35

R:Voice, D: Concentration, T: Individual

Allows you to converse with a fire, commonly very chaotic and distractible. Promising a fire more fuel might keep its interest. Fires are mostly aware of what they’ve burned, but they have a limited awareness of what goes on around them as well.

(Base level 20, +2 Voice, +1 Concentration, +0 Individual )

Guideline : Speak with a fire.

Ars Magica 5th Edition Core rulebook p141

THE DISCERNING EYE In Im General

R:Personal, D: Sun, T: Individual

An enhanced version of Discern the Images of Truth and Falsehood. You can tell whether an image has been created or altered by magic, seeing both the original and false images in the case of alterations. The enhanced sense works by extromission (sending magical species from the eyes). If these encounter any Magic Resistance, they may be blocked. Therefore an area protected by Magic Resistance will appear dark to the magical aspect of the caster’s vision. When cast without Penetration the caster is able to spot areas of Magic Resistance (which would include an invisible magus). To detect an illusion this spell must be at least fifteen levels higher than the effect that generated it. However, use of the Acute Sense mastery ability may still detect an anomaly. If you botch the spell, you mistake illusions for the real thing and reality for illusion. Your discernment is not limited to visual illusions, although you can only tell that a sound is illusory if you are looking at the apparent source.

(Base level 0, +0 Personal, +2 Sun, +0 Individual , +1 Enhanced Effect : Quaesitorial magic )

Guideline : Discern an illusion caused by spells of equal or lower level than the level of this spell (Vision target).

Houses of Hermes : True Lineages p72

DISCERN THE IMAGES OF TRUTH AND FALSEHOOD In Im General

R:Personal, D: Concentration, T: Individual

You can tell whether an image has been created or altered through a spell, seeing both the original and false images in the case of alterations. Illusions caused by a spell with a level higher than five lower than the level of this spell are not discerned. If you botch the roll, you mistake illusions for the real thing and reality for illusion. Your discernment is not limited to visual illusions, although you can only tell that a sound is illusory if you are looking at the apparent source.

(Base level 0, +0 Personal, +1 Concentration, +0 Individual : Base effect )

Guideline : Discern an illusion caused by spells of equal or lower level than the level of this spell (Vision target).

Ars Magica 5th Edition Core rulebook p144

Fingers for Eyes In Im 5

R:Touch, D: Diameter, T: Room

The caster can see the Room that the person he touches is in. The spell can be used by a blind magus to “see,” by moving around with his hand on the shoulder of a servant. It can also be used to see the location that an Intangible Tunnel-style effect terminates in. This spell only works if the person touched is actually in a Room. This spell must Penetrate in order to sense creatures with Magic Resistance.

(Base level 1, +1 Touch, +1 Diameter, +2 Room )

Guideline : Use one sense at a distance.

Hermetic Projects p84

Traveler’s Foresight In Im 5

R:Road (Merenita), D: Concentration, T: Individual

The magus can see and hear the nearest person on the road he is traveling.

(Base level 2, +2 Road (Merenita), +1 Concentration, +0 Individual )

Guideline : Use two senses at a distance.

Magi of Hermes p125

Spy the Approaching Grog In Im 5

R:Touch, D: Concentration, T: Room

A touch of a wall allows the caster to peer around the corner without entering the room. Great for sneaking down to the lab or the kitchen without being caught. This spell is designed to be cast forcelessly, as to not accidentally scry on another magus.

(Base level 1, +1 Touch, +1 Concentration, +2 Room )

Guideline : Use one sense at a distance.

Magi of Hermes p29

PRYING EYES In Im 5

R:Touch, D: Concentration, T: Room

You can see inside a room, as long as you can touch one of its walls. If the room is unlit or poorly lit, you can only see as much as you could if you were inside, but magical enhancements of your senses do apply. You may change your viewpoint within the room throughout the duration of the spell.

(Base level 1, +1 Touch, +1 Concentration, +2 Room )

Guideline : Use one sense at a distance.

Ars Magica 5th Edition Core rulebook p144

The Copyist’s Critical Eye In Im 10

R:Personal, D: Concentration, T: Vision (intellego)

The caster casts his eye over two texts, and he can immediately see the places in the second that differ from the first by perfecting his memory of the first text. The manner in which the differences are displayed depend on the caster’s sigil. To Atrox of Tytalus, any incorrect words appear to be drawn in fresh blood.

(Base level 1, +0 Personal, +1 Concentration, +4 Vision (intellego) )

Guideline : Memorize or perfect your memory about an image you have encountered.

Transforming Mythic Europe p101

The Brushstrokes Revealed In Im 10

R:Touch, D: Ring, T: Circle

This spell makes the species cast by an object within the circle more vivid, so that the magus can see tiny details that are otherwise invisible. This spell has traditionnaly been used to investigate the physical construction of artworks, but nature oriented Jerbiton magi have recently begun using it to investigate the handiwork of God by examining the tiny structures of creation.

(Base level 3, +1 Touch, +2 Ring, +0 Circle )

Guideline : Enhance one of your senses in one way (to see clearly at distance, to see things at distance, to see in the dark...)

Houses of Hermes : Societates p65

Hearing the Silent Chorus In Im 15

R:Personal, D: Concentration, T: Hearing (intellego)

This spell allows the recipient to barely hear the unheard sounds of the planetary orbits. Interpreting the sounds depends upon the listener, whose player makes an Intelligence + Artes Liberales + stress die roll against an Ease Factor of 12. If successful, the player gains a +3 to the next astrology roll her character makes, or +3 to the next song the character composes. If the roll botches, the listener gains a Warping Point per zero on the botch dice. This spell only affects the specified astrology activity or song composition once; repeated castings for that activity are not effective.

(Base level 3, +0 Personal, +1 Concentration, +3 Hearing (intellego) )

Guideline : Enhance one of your senses in one way (to see clearly at distance, to see things at distance, to see in the dark...)

Art & Academe p16

DISCERN OWN ILLUSIONS In Im 15

R:Personal, D: Sun, T: Vision (intellego)

This spell makes your own illusions largely transparent, but still discernible.

(Base level 1, +0 Personal, +2 Sun, +4 Vision (intellego) )

Guideline : Be able to discern your own illusions.

Ars Magica 5th Edition Core rulebook p145

An Ear for Distant Bells In Im 15

R:Personal, D: Concentration, T: Hearing (intellego)

This spell allows the caster to precisely determine the distance and direction from their location to the source of a sound. This spell was invented in the Normandy Tribunal by the Quaesitor Fluvius.

(Base level 3, +0 Personal, +1 Concentration, +3 Hearing (intellego) )

Guideline : Enhance one of your senses in one way (to see clearly at distance, to see things at distance, to see in the dark...)

The Lion and the Lily : The Normandy Tribunal p25

THE EAR FOR DISTANT VOICES In Im 20

R:Arcane connection, D: Concentration, T: Room

You can hear what is happening in the place you designate. You must have an Arcane Connection with the place or with a person there.

(Base level 1, +4 Arcane connection, +1 Concentration, +2 Room )

Guideline : Use one sense at a distance.

Ars Magica 5th Edition Core rulebook p145

To See As Though a Plethron Distant In Im 25

R:Sight, D: Concentration, T: Individual

This spell allows the caster to see and hear his surroundings as though he was standing in another place he can naturally see. The spell does not enhance the caster’s natural sight or hearing. The caster has some freedom to move his vantage point, but cannot move into any place that he cannot naturally see from his physical location. Moving the viewpoint requires a Simple Stamina + Concentration Roll vs. Ease Factor 6. The “plethron” of the spell title is a Greek measurement roughly equivalent to 100 feet, although the spell’s range allows for a potentially greater distance.
Petalichus and his brother Cononites have investigated this spell, as Petalichus had anticipated that he would be able to use it to gain sight of new viable targets. This proved not to be the case. William Bonisagi theorized that the species, recreated as they are, bear insufficient connection to the things they represent to support casting spells against them. By being so far removed, the magus would essentially be attempting to cast his spells on mere apparitions. However, using this spell to aid with Hermetic Geometry spells (those using Arcane Line, Arcane Circle, and Arcane Ring) reduces the Distance Level by 1 if the caster can now see his target. This is cumulative with other spells or devices that may also reduce the Distance Level (see The Worldly Halysis later).
The Target is based on Room, but is more complex as it allows unbounded spaces to be targeted. Any area comparable to Room can be targeted.

(Base level 2, +3 Sight, +1 Concentration, +0 Individual )

Guideline : Use two senses at a distance.

Magi of Hermes p101

EYES OF THE EAGLE In Im 25

R:Personal, D: Sun, T: Vision (intellego)

You see distant things clearly. No matter how far away something is, you can make out details as if it were only a foot or so from you. Things do not all appear to be a foot away; you can simply make out details as well as if they were. You can still judge distance accurately; in fact, more accurately than normal, to within an inch or so at a distance of several miles, since you can see as clearly as if you were judging distance a foot away

(Base level 3, +0 Personal, +2 Sun, +4 Vision (intellego) )

Guideline : Enhance one of your senses in one way (to see clearly at distance, to see things at distance, to see in the dark...)

Ars Magica 5th Edition Core rulebook p145

SUMMONING THE DISTANT IMAGE In Im 25

R:Arcane connection, D: Concentration, T: Room

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.

(Base level 2, +4 Arcane connection, +1 Concentration, +2 Room )

Guideline : Use two senses at a distance.

Ars Magica 5th Edition Core rulebook p145

Sight of the Blossom, Ears of the Oak In Im 30

R:Arcane connection, D: Sun, T: Group

While using this spell, the magus can see and hear what’s happening in a distant place if he possesses some sort of Arcane Connection to either the location or the person he’s scrying upon. Gwidion normally uses leaves or flower buds from trees and bushes all around his forest to help keep an eye on what’s going on when he’s not there.

(Base level 2, +4 Arcane connection, +2 Sun, +2 Group )

Guideline : Use two senses at a distance.

Magi of Hermes p40

Betraying Whispers of the Jealous Mind In Me General

R:Personal, D: Concentration, T: Hearing (intellego)

This spell allows the caster to hear the dominant emotion regarding himself from those who come within his earshot. He does not sense any emotions other than those which pertain to himself, and each emotion manifests as a muffled voice in his head, repeating again and again a word or short phrase which indicates that emotion. Thus, if his rival is jealous of his reputation, the caster might hear “Your fame should be mine” whispered over and over. The volume of the voice indicates the proximity of the emotion. By concentrating, the caster can single out one voice among any others within earshot; as the caster approaches the owner of that emotion, he hears an increase in the volume of the voice.

(Base level 5, +0 Personal, +1 Concentration, +3 Hearing (intellego) , +1 complex effect )

Guideline : Sense a single emotion in a being.

Houses of Hermes : Societates p98

Breath of the Sleeper In Me 5

R:Touch, D: Momentary, T: Individual

This spell detects whether the target is asleep or not.

(Base level 4, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Sense the state of consciousness of one intelligent being (asleep, awake, meditating, dead, drugged, insane, or comatose).

Hermetic Projects p84

SIGHT OF THE TRANSPARENT MOTIVE In Me 10

R:Eye, D: Momentary, T: Individual

Detects the general motive most powerfully influencing the target at the moment. General motives are such things as fear, anger, and greed, not specific things like the desire to look good before one’s superiors.

(Base level 5, +1 Eye, +0 Momentary, +0 Individual )

Guideline : Sense a single emotion in a being.

Ars Magica 5th Edition Core rulebook p148

PERCEPTION OF THE CONFLICTING MOTIVES In Me 15

R:Eye, D: Momentary, T: Individual

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 or Rego spell, since it is usually easier to change a target’s emotions after you’ve sensed them than it is to create emotions.

(Base level 10, +1 Eye, +0 Momentary, +0 Individual )

Guideline : Sense all of the emotions in a being.

Ars Magica 5th Edition Core rulebook p149

FROSTY BREATH OF THE SPOKEN LIE In Me 20

R:Eye, D: Concentration, T: Individual

For as long as you maintain 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.
House Guernicus brought the Order this spell, and it is a very poor Quaesitor who is without it.

(Base level 10, +1 Eye, +1 Concentration, +0 Individual : mist is a purely cosmetic effect and thus is free )

Guideline : Discover the truth of a statement.

Ars Magica 5th Edition Core rulebook p149

POSING THE SILENT QUESTION In Me 20

R:Eye, D: Momentary, T: Individual

You can ask one silent mental question of the target, then detect the answer. The truth of the answer is limited by the knowledge of the target. Questions to the effect of “What would you do if . . . ?” often receive inaccurate replies. You are likely to get what the target thinks he would do, not necessarily what he would really do. The target of this spell does not notice the questioning unless he or she makes a Magic Resistance roll.

(Base level 15, +1 Eye, +0 Momentary, +0 Individual )

Guideline : Pick a single answer from the mind of the target.

Ars Magica 5th Edition Core rulebook p149

The Factor’s Roll Call In Me 20

R:Eye, D: Momentary, T: Individual

This spell probes the mind of the target to reveal if he has ever heard a specific word. Persephone uses this spell to determine whether a given person is one of her agents — since she operates her agents remotely she instructs her factors to say an obscure word to all recruited agents. This spell therefore tells her if a person is in her employ. She has on occasion used it to discover whether her identity has been leaked. The word she most commonly uses is “shibboleth,” although theologians may have heard this word before.

(Base level 15, +1 Eye, +0 Momentary, +0 Individual )

Guideline : Pick a single answer from the mind of the target.

Magi of Hermes p92

Perceive the Eyes of Knives In Me 20

R:Touch, D: Momentary, T: Room

This spell will indicate to the caster whether there is anyone in the target area that has hostile thoughts towards him. Multiple castings are needed to work out precisely who it is that has the hostile thoughts. Tabanus casts this spell with considerable caution and minimal Penetration, so as to avoid inadvertently scrying on a magus.

(Base level 5, +1 Touch, +0 Momentary, +2 Room )

Guideline : Sense a single emotion in a being.

Guardians of the Forests : The Rhine Tribunal p21

THOUGHTS WITHIN BABBLE In Me 25

R:Personal, D: Concentration, T: Hearing (intellego)

You can understand the speech of those within the target area. Perception or Communication stress rolls are needed for difficult exchanges. You also understand people who misuse a language that you do speak; you know what they meant to say, as well as hearing what they actually said.

(Base level 5, +0 Personal, +1 Concentration, +3 Hearing (intellego) )

Guideline : Understand the meaning behind spoken sounds.

Ars Magica 5th Edition Core rulebook p149

Music of the Unwanted Attention In Me 25

R:Personal, D: Momentary, T: Hearing (intellego)

The caster is able to sense anyone who is currently aware of her. A person’s attention, regardless how fleeting, is heard as a musical chime, and each individual is represented by a different tone. She doesn’t detect any information about them other than they are aware of her existence. The information gained from this spell is only relevant for the moment that the spell is cast, and is only applicable to those who have an active interest in the caster’s presence. This spell operates by interrogating the common sense (see Art & Academe, page 33) for images of the caster.

(Base level 10, +0 Personal, +0 Momentary, +3 Hearing (intellego) )

Guideline : Sense all of the emotions in a being.

Magi of Hermes p92

PEERING INTO THE MORTAL MIND In Me 30

R:Eye, D: Momentary, T: Individual

You can thoroughly probe and understand the contents of the mind of the target, including his or her immediate and long-term motives, personal strengths and weaknesses, and other pertinent information.

(Base level 25, +1 Eye, +0 Momentary, +0 Individual )

Guideline : Learn all the information you wish from a person's mind.

Ars Magica 5th Edition Core rulebook p149

Scent of Loose Purses In Me 30

R:Touch, D: Sun, T: Smell (intellego)

The target of this spell can detect desire and interest as a scent given off by any mind in the target’s vicinity. The more powerful the emotion of desire felt by a person, the stronger a smell that the target of Scent of Loose Purses will detect from them. Lambert frequently casts this spell on his family and people in his employ to help them learn to read the emotions of people with whom they come in contact. Oftentimes Lambert will have someone who does not have Scent of Loose Purses cast upon her give her impressions of people to someone who does, so that they both learn to perceive cues without the aid of magic.

(Base level 5, +1 Touch, +2 Sun, +2 Smell (intellego) )

Guideline : Sense a single emotion in a being.

Magi of Hermes p66

Stench of Hate In Me 30

R:Touch, D: Sun, T: Smell (intellego)

The target of this spell can detect antipathy, dislike, and hate in all of its forms as a scent given off by any mind in the target’s vicinity. The more powerful the emotion of antipathy that is felt by a person, the stronger the smell produced by their thoughts is to the target of Stench of Hate.
Lambert frequently casts this spell on his family and people in his employ to help them learn to read the emotions of people with whom they come in contact.

(Base level 5, +1 Touch, +2 Sun, +2 Smell (intellego) )

Guideline : Sense a single emotion in a being.

Magi of Hermes p66

Tread of Fellow Travelers In Me 30

R:Road (Merenita), D: Diameter, T: Group

The caster learns the number, state of consciousness, direction and distance to the nearest group of minds on the road he is on in one direction (apart from any group that the caster is in). The caster continues to sense this information for the duration of the spell. This spell and similar magics are common among members of House Merinita. Road Range provides practitioners of Faerie Magic with a tool that can cast spells at very long ranges fairly easily. Such spells, however, can not be cast on targets that are not sensed because of the law of Arcane Connections (ArM5 page 80). Tread of Fellow Travelers allows the caster to sense targets and thereby cast other spells of Range Road upon them. (Members of House Merinita have developed similar spells using other Hermetic Forms).

(Base level , +2 Road (Merenita), +1 Diameter, +2 Group : Base 5 )

Guideline :

Requires virtue(s) FAERIE MAGIC

Magi of Hermes p66

Familial Secrets In Me 30

R:Personal, D: Momentary, T: Bloodline (Merenita)

By casting this spell, the magus learns what all of his descendants believe to be the answer to a question chosen by the magus at the time of casting. This spell functions in a manner similar to the spell Posing the Silent Question (ArM5 page 149). It is not always obvious to the caster which answer came from which descendant. To be certain which descendant a particular answer came from, the caster must typically make a Perception + Awareness roll against an Ease Factor of 3 plus the number of descendants that are affected by the spell (this Ease Factor can be higher if the caster is unfamiliar with some of his or her descendants). The caster does not need to possess Arcane Connections to his descendants for this spell to function. This spell works through the connection of blood. Lambert specifically designed Familial Secrets to not Warp members of his bloodline (ArM5 page 92).

(Base level 15, +0 Personal, +0 Momentary, +3 Bloodline (Merenita) )

Guideline : Pick a single answer from the mind of the target.

Requires virtue(s) FAERIE MAGIC

Magi of Hermes p66

Thoughts Within Babble (sun) In Me 30

R:Personal, D: Sun, T: Hearing (intellego)

The magus understands the speech of those he can hear. Fortunata’s version is extended to Sun Duration, so she need not concentrate on the spell while studying from texts read out loud to her.

(Base level 5, +0 Personal, +2 Sun, +3 Hearing (intellego) )

Guideline : Understand the meaning behind spoken sounds.

Legends of Hermes p65

REVEAL THE LINGERING SPIRIT In Me 30

R:Personal, D: Concentration, T: Vision (intellego)

This spell allows you to see invisible ghosts. If the spell penetrates the ghost’s magic resistance, you can see it. This spell does not force the ghost to become visible to others.

(Base level 5, +0 Personal, +1 Concentration, +4 Vision (intellego) : Base 3 ? )

Guideline : Sense any Mentem spirit

Houses of Hermes : True Lineages p14

EAR OF TRUTH In Me 30

R:Personal, D: Concentration, T: Hearing (intellego)

The caster can tell if he is hearing the truth or not. If a speaker’s Magic Resistance blocks the enhanced sense, the caster is aware of it as an absence. Many Quaesitors develop a high level of mastery of this spell and use it with the Acute Sense ability to great effect.

(Base level 10, +0 Personal, +1 Concentration, +3 Hearing (intellego) : Quaesitorial magic )

Guideline : Discover the truth of a statement.

Houses of Hermes : True Lineages p73

Funding the Blackmailer’s Purse In Me 30

R:Eye, D: Momentary, T: Individual

The caster reveals a deep-seated secret in the mind of the target. The caster must have some idea about the subject of the secret; this spell cannot be used to “fish” the mind for a random secret. Instead, based on a piece of scant information, the spell reveals all the sordid details of a shameful deed, embarrassing moment, or concealed history. For example, Persephone notices that Credo the grog flinches every time the word “chalice” is mentioned. This spell will reveal that in her youth Credo stole the sacramental chalice from her local church, that she dared not fence it after committing the deed, and that it lies buried in the packed earth beneath her sleeping pallet.

(Base level 25, +1 Eye, +0 Momentary, +0 Individual )

Guideline : Learn all the information you wish from a person's mind.

Magi of Hermes p92

See the Spirits of the Night In Me 30

R:Personal, D: Concentration, T: Vision (intellego)

The caster is able to see Mentem based spirits (ghosts) that are normally invisible to the living. For spirits that are not in close proximity to the caster, a successful Perception roll may be required to locate them. For example, ghosts hidden behind intervening walls are not visible, and a ghost amid a large crowd may not be immediately obvious. This spell does not allow the caster to communicate with the dead, only to see a ghost. This spell must penetrate the Magic Resistance of the invisible ghost to be successful.

(Base level 5, +0 Personal, +1 Concentration, +4 Vision (intellego) )

Guideline : Sense any Mentem spirit

Ancient Magic p50

Borrow the Eyes of Another In Me 30

R:Arcane connection, D: Concentration, T: Individual

The caster can see through the eyes of another person to whom he has an Arcane Connection. It must penetrate any Magic Resistance of the target.

(Base level 5, +4 Arcane connection, +1 Concentration, +0 Individual )

Guideline : Sense a single emotion in a being.

Art & Academe p33

Thoughts Within Speech In Me 30

R:Eye, D: Momentary, T: Individual

Yet another spell where its creation resulted in a side effect worth keeping, this spell acts like Peering Into the Mortal Mind, but while the magus is searching through the thoughts of the target, the target unknowingly speaks those thoughts aloud, going so far as to even weave them into an ongoing conversation. For example: “Did you hear about the new sheriff? Why yes, I was in the gardens last night. I hear he is going to raise taxes this year.”

(Base level 25, +1 Eye, +0 Momentary, +0 Individual )

Guideline : Learn all the information you wish from a person's mind.

Magi of Hermes p29

Oath Breaker’s Confession In Me 35

R:Eye, D: Bargain (Merenita), T: Individual

Like all spells of Bargain Duration, this spell is cast immediately after the caster strikes a bargain with the target and only takes effect if the target breaks her part of the bargain within one year (ArM5 page 92). If it should come to pass that the target of Oath Breaker’s Confession breaks her agreement, then the caster instantly becomes aware that the bargain has been broken and also learns exactly why and how the target believes that she broke the agreement.

(Base level 15, +1 Eye, +3 Bargain (Merenita), +0 Individual )

Guideline : Pick a single answer from the mind of the target.

Requires virtue(s) FAERIE MAGIC

Magi of Hermes p67

Opinions of the Masses In Me 35

R:Personal, D: Concentration, T: Hearing (intellego)

When this spell is cast, the magus chooses a specific question. For the duration of the spell, the caster will hear a voice answering this question from each mind that he comes in contact with. The thoughts of minds that have dwelled heavily on the magus’s question are perceived as clear voices, the thoughts of minds that have given the matter little thought are perceived as loud whispers. Minds that have never considered the issue (and minds that are protected by Magic Resistance that the spell failed to penetrate) do not make any sound at all. Lambert has on occasion, by use of this spell, heard the opinions of spirits and invisible creatures to which he would have otherwise have been oblivious.
If the caster is surrounded by many people, the noise generated by this spell can interfere with the caster’s ability to hear normal sounds. The Ease Factor of rolls involving listening should be increased if the caster is surrounded by people with strong opinions while this spell is in effect.

(Base level 15, +0 Personal, +1 Concentration, +3 Hearing (intellego) )

Guideline : Pick a single answer from the mind of the target.

Magi of Hermes p67

PROBE FOR PURE SILVER In Te 4

R:Personal, D: Momentary, T: Smell (intellego)

You can smell silver, and follow the scent.

(Base level 2, +0 Personal, +0 Momentary, +2 Smell (intellego) )

Guideline : Learn one visible property of an object. A property that someone with the appropriate skill could determine just by looking.

Ars Magica 5th Edition Core rulebook p153

EYES OF THE EONS In Te 10

R:Voice, D: Momentary, T: Individual

Determines the age of any nonliving target to within 10% of its actual age.

(Base level 4, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Learn one mundane properties of an object.

Ars Magica 5th Edition Core rulebook p153

EYES OF THE TREACHEROUS TERRAIN In Te 15

R:Personal, D: Concentration, T: Vision (intellego)

You can tell intuitively if any natural terrain you see is treacherous, such as if a rock field is prone to sliding.

(Base level 2, +0 Personal, +1 Concentration, +4 Vision (intellego) )

Guideline : Learn one visible property of an object. A property that someone with the appropriate skill could determine just by looking.

Ars Magica 5th Edition Core rulebook p153

SENSE THE TRUE PATH In Te 15

R:Arcane connection, D: Concentration, T: Individual

You can sense the direction of any location to which you have an Arcane Connection. You feel an instinctive pull towards its relative position to you while you concentrate, though you must make simple Perception rolls of 6+ to stay on track when traveling on foot through woods or brush, and if your destination moves, the Ease Factor of this roll increases depending on its speed. The spell is tethered, so that it may be controlled by
another, and boosted so that it may be made to last longer if necessary.

(Base level 2, +4 Arcane connection, +1 Concentration, +0 Individual , Boosted , Tethered )

Guideline : Learn one visible property of an object. A property that someone with the appropriate skill could determine just by looking.

Requires virtue(s) BOOSTED MAGIC MUTANTUM MAGIC TETHERED MAGIC

Houses of Hermes : True Lineages p102

THE MINER'S KEEN EYE In Te 20

R:Personal, D: Concentration, T: Vision (intellego)

You can see any one type of mineral (gold, diamond, sand), specified at the time of casting, through up to 3 paces of intervening material. You have a good idea of how much is there and how pure it is, if appropriate.

(Base level 2, +0 Personal, +1 Concentration, +4 Vision (intellego) , +1 see through intervening material )

Guideline : Learn one visible property of an object. A property that someone with the appropriate skill could determine just by looking.

Ars Magica 5th Edition Core rulebook p153

Trail of Ember In Te 20

R:Arcane connection, D: Momentary, T: Individual

The caster of this spell throws a piece of volcanic rock onto a map. The rock lands on the location of the volcano it was expelled from. If the volcano’s location is not bounded by the map, then the rock rolls off in the direction that the volcano lies. If the rock thrown onto the map is not volcanic, then it just lands somewhere at random. The caster can confirm this by casting the spell several times: a volcanic rock will always land on the same spot on the map. Note that a volcanic rock created via Creo Terram magic will not reveal what volcano it came from when thrown onto the map with the Trail of Ember spell. This is because such a magically created volcanic rock did not in fact come from a volcano.

(Base level 4, +4 Arcane connection, +0 Momentary, +0 Individual )

Guideline : Learn one mundane properties of an object.

Hermetic Projects p13

Links of Stone In Te 20

R:Arcane connection, D: Momentary, T: Individual

The caster holds a piece of stone in her hands and receives a brief mental image of the surroundings of the object that this stone is an Arcane Connection to. This spell could be used to find the statue that a fragment came from, or the quarry that the blocks of a castle were chiseled from. If the stone is an Arcane Connection to several things, then the newest Arcane Connection, or the closest, is revealed.

(Base level 4, +4 Arcane connection, +0 Momentary, +0 Individual )

Guideline : See an object and its sorroundings.

Ancient Magic p36

TRACKS OF THE FAERIE GLOW In Te 25

R:Personal, D: Concentration, T: Vision (intellego)

Causes even faintly perceptible tracks of a specific being to glow with a faint magic light, making them stand out when you are within 30 paces of them. The glow provides a bonus to Tracking rolls, which depends on the relationship between the target being tracked and the terrain. If the target is magically related to the terrain, +2; native to the terrain, +4; neutral to the terrain, +6; inimical to the terrain, +8. Tracking at night without a light source doubles the bonus. The more faint the tracks are, the more dimly they glow, so the storyguide may also modify the bonus based on the length of time since the target passed.

(Base level 4, +0 Personal, +1 Concentration, +4 Vision (intellego) )

Guideline : See an object and its sorroundings.

Ars Magica 5th Edition Core rulebook p153

The Wisdom of Sleep In Te 25

R:Touch, D: Momentary, T: Individual

The caster sleeps with the target object beneath his pillow, and his dreams then inform him of all mundane properties of that
object. The magic is of Momentary Duration, but the sleeping mind is more able to assimilate the huge amount of information that might be called up, weaving it into the caster’s dreams throughout the night. Note that this spell does not allow the caster to actually talk with the object or divine any secrets that the object may store in whatever passes for its intelligence.
This spell uses Terram in its all-encompassing form referencing all solid objects, and requires casting requisites appropriate for the target object.

The Vim requisite allows the spell to inform the caster of any active or any recent magical effects on the object. This spell is restricted to effects originating from the Magic Realm. Enchantments inherent to the object are not learned beyond a knowledge that some form of enchantment exists.
Yestin’s version of this spell sees him conversing with the object within his dreams, wherein the object adopts a persona (or rather, Yestin’s dream ascribes a personality to the object). Multiple castings of this spell on multiple objects are possible, though the caster’s pillow as well as his dreams may become a little crowded.
The quirkiness of the spell effect is due to experimentation. Yestin had intended for a more conventional spell, but he found towards the end of his experiments that the spell’s incantation wasn’t complete until the caster fell asleep. His Laboratory Text for this spell carries the same flaw. It’s possible that practitioners and researchers of Dream Magic may be interested in Yestin’s text for this spell, as it may further their own magical aims.

(Base level 15, +1 Touch, +0 Momentary, +0 Individual , +1 Vim requisite )

Guideline : Sense all the mundane properties of a composite object.

Magi of Hermes p141

Listen to the Bells In Te 30

R:Touch, D: Diameter, T: Individual

The caster of spell holds a bell and he can sense whatever the bell can sense with its magical senses. Usually a bell has no magical senses, but this spell is useful if the bell has been enchanted with some, as is the Assassin’s Bell. In the case of the Assassin’s Bell, using the bell’s senses provides enough information to use or target tunnels that the bell can hear.

(Base level 20, +1 Touch, +1 Diameter, +0 Individual )

Guideline : Speak with a natural rock (a boulder).

Hermetic Projects p83

STONE TELL OF THE MIND THAT SITS In Te 30

R:Touch, D: Concentration, T: Individual

Allows you to talk with natural stone. A stone’s answers feel slow and ponderous, but do not actually take any longer than a normal conversation. Though a stone is usually willing to talk, its direction sense and awareness of quickly moving things (such as people) are limited.

(Base level 20, +1 Touch, +1 Concentration, +0 Individual )

Guideline : Speak with a natural rock (a boulder).

Ars Magica 5th Edition Core rulebook p153

Commune with the Fire Soul In Te 30

R:Touch, D: Concentration, T: Individual

The caster plunges his hands into lava (which will cause damage if he is not protected) and communes with the spirit of the volcano. If the volcano’s spirit is a creature with Might, then this spell needs to penetrate its Magic Resistance. The length of time a conversation with a volcano spirit takes is highly variable, and depends on the activity of the volcano. The spell allows the caster to perceive and participate in the conversation at either great speed or very slowly, as appropriate. A conversation of a few simple sentences with a dormant volcano could take many days, and would therefore require either a spell with a different duration or magical effects similar to Maintaining the Demanding Spell (ArM5, page 162) in order to maintain the Concentration duration. On the other hand, a long multi-faceted discourse with an active volcano can be conducted in a fraction of a round.

(Base level 20, +1 Touch, +1 Concentration, +0 Individual )

Guideline : Speak with a natural rock (a boulder).

Hermetic Projects p25

INTELLEGO TERRAM SPELLS In Te 35

R:Touch, D: Concentration, T: Individual

This spell is used to question jewelry about its wearer’s activities. The sympathies of the largest gemstone determine the personality of a piece of jewelry. Rubies tend to be bloodthirsty, garnets sanguine and so on, as represented by the Materials Table in Ars Magica (page 110). Unadorned silver is treacherous and unadorned gold is pious, judgmental and accusatory.

(Base level 25, +1 Touch, +1 Concentration, +0 Individual )

Guideline : Speak with an artificial rock (a statue).

Houses of Hermes : True Lineages p141

Speech of the Warding Ring In Te 35

R:Touch, D: Sun, T: Individual

Stone Tell of the Mind that Sits (ArM5, page 153), the most popular Hermetic spell for interrogating rocks, does not work on the stone jacket of the island solely because the spell’s target is limited to a square pace cubic in size. Characters using this spell can speak with far larger stones.

(Base level 20, +1 Touch, +2 Sun, +0 Individual : (This spell uses the wall, but a mind is an Individual target.) )

Guideline : Speak with a natural rock (a boulder).

Transforming Mythic Europe p77

SENSE THE FEET THAT TREAD THE EARTH In Te 40

R:Touch, D: Concentration, T: Part

You touch the earth and feel what is moving along the ground within a mile of where you stand. You can tell the direction, distance, weight, number, and manner of movement of moving things. For instance, you might sense “a single 50-stone creature slithering toward us, a hundred rods in that direction.”

(Base level 4, +1 Touch, +1 Concentration, +1 Part , +3 Size )

Guideline : Learn one mundane properties of an object.

Ars Magica 5th Edition Core rulebook p154

TELL OF THE FORGED In Te 45

R:Touch, D: Sun, T: Individual

As Stone Tell of the Mind that Sits, but can be used on even metal objects. The spirit of the object will reflect its function and experience. It may have acquired traits of its owner. Precisely what level of cooperation and perceptional ability a spirit will demonstrate is up to the storyguide.

(Base level 30, +1 Touch, +2 Sun, +0 Individual : Quaesitorial magic )

Guideline : Speak with a metal object.

Houses of Hermes : True Lineages p74

DREAM OF THE MIND THAT SITS In Te 45

R:Touch, D: Sun, T: Individual

Allows you to probe the memories of a spirit within a natural stone object. The spell also perfects those memories in the same way as The Good Witness. Probing the memories of such a spirit is extremely slow. A typical session lasts between six and twelve hours, during which the caster is oblivious to the outside world. The spell allows the caster to perceive the memories of the spirit. The spirit’s senses are limited and slow, but its memory of them is very long. Using this spell the caster can relive events witnessed by the spirit, as it recalls them. Larger stone objects have more powerful spirits and so have better perceptions. Precisely what level of detail an individual spirit can perceive is up to the storyguide.

(Base level 30, +1 Touch, +2 Sun, +0 Individual : Quaesitorial magic )

Guideline : Commune with a natural rock.

Houses of Hermes : True Lineages p74

DREAM OF THE ARTIFICE In Te 50

R:Touch, D: Sun, T: Individual

As Dream of the Mind that Sits, but can be used on artificial stone objects and the memories of older events will be faded. The cooperation of the spirit is not required, but as always the level of detail recalled is up to the storyguide.

(Base level 35, +1 Touch, +2 Sun, +0 Individual : Quaesitorial magic )

Guideline : Commune with an artificial rock (for example, a statue).

Houses of Hermes : True Lineages p74

DREAM OF THE FORGED In Te 55

R:Touch, D: Sun, T: Individual

As Dream of the Mind that Sits, but can be used on even metal objects. The cooperation of the spirit is not required, but as always the level of detail recalled is up to the storyguide.

(Base level 40, +1 Touch, +2 Sun, +0 Individual : Quaesitorial magic )

Guideline : Commune with a metal object (for example, a knife).

Houses of Hermes : True Lineages p74

THE INVISIBLE EYE REVEALED In Vi General

R:Personal, D: Concentration, T: Touch (Intellego)

The caster can feel any magical means currently being used to spy on him. The representation varies in a way that depends on the spell, but it often feels like something touching the magus’s back. For example, a magus being spied upon with Enchantment of the Scrying Pool might feel wet fingers, while a magus who is being tracked by The Inexorable Search might feel a finger running over his skin. This spell detects the use of Intellego spells of up to double the level of this spell. A special spell is required because most Intellego spells are designed to be subtle, and they are more subtle at higher levels.

(Base level , +0 Personal, +1 Concentration, +1 Touch (Intellego) : Base effect )

Guideline :

Ars Magica 5th Edition Core rulebook p157

SENSE OF MAGICAL POWER In Vi 2

R:Touch, D: Momentary, T: Individual

This spell tells the caster whether he is currently in a magic aura. It does not give any further information. Other spells do the same for other kinds of aura.

(Base level 1, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Detect the presence of a mystical aura.

Ars Magica 5th Edition Core rulebook p157

SCALES OF THE MAGICAL WEIGHT In Vi 5

R:Touch, D: Momentary, T: Individual

When casting this spell, you typically hold your hands straight out from your body, place a known amount of Vim vis in your left hand (usually one pawn), and then place an unknown amount of vis in your right hand. After casting the spell, you may sense how heavy the unknown vis is in relation to the known, determining the number of pawns present. If you cast the spell without anything to measure the unknown vis against, you only have a very general idea of how valuable it is. The spell cannot be used to determine the amount of raw vis invested in an enchanted item.

(Base level 4, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Judge the amount of vis present.

Ars Magica 5th Edition Core rulebook p158

SENSE THE NATURE OF VIS In Vi 5

R:Touch, D: Momentary, T: Individual

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, Intellego gold, Muto constantly fluctuating, Perdo black, Rego purple, Animal brown, Aquam blue, Auram violet, Corpus dark red, Herbam green, Imaginem 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.

(Base level 4, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Discern the Art of vis.

Ars Magica 5th Edition Core rulebook p158

BITTER TASTE OF BETRAYAL In Vi 15

R:Personal, D: Sun, T: Individual

If the caster comes under the affect of any active magic he will experience a bitter taste in his mouth. Ongoing affects like Aegis of the Hearth can be ignored, new affects will be noticed. This spell allows Quaesitors to detect that their Parma has been penetrated. The spell provides no other information.

(Base level 5, +0 Personal, +2 Sun, +0 Individual : Quaesitorial magic )

Guideline : Detect any active magic.

Houses of Hermes : True Lineages p75

This Heart of Darkness In Vi 20

R:Touch, D: Momentary, T: Room

Cast within an Infernal aura, this spell reveals whether actions taken within this room were responsible for drawing in the Infernal. This could be through a personal evil or sin, or an Infernal ritual. Any event that induces a corruption roll (Realms of Power: The Infernal, page 11) taints the location and is equivalent to a tether. This spell cannot provide information about the evil that took place, nor even how long ago it was committed.

(Base level 5, +1 Touch, +0 Momentary, +2 Room )

Guideline : Detect the presence and strength of any natural or supernatural tether.

Restricted access.

Legends of Hermes p17

PIERCING THE FAERIE VEIL In Vi 20

R:Personal, D: Concentration, T: Vision (intellego)

This spell allows the caster to see through the boundaries of regiones, and therefore divine the path to the next level (more details about regiones are given on page 189). There are separate but related spells for Divine, Magical and Infernal regiones.

(Base level 3, +0 Personal, +1 Concentration, +4 Vision (intellego) )

Guideline : Detect regio boundaries. If cast with a Vision target, this provides enough information to find a way between levels, for regiones that allow that sort of entrance. Otherwise, it reveals the presence of a regio, and possibly its rough shape.

Ars Magica 5th Edition Core rulebook p158

The Numbness of the Gift In Vi 20

R:Personal, D: Concentration, T: Touch (Intellego)

When the caster places his hand on another character who has The Gift, his hand feels numb. This effect must penetrate the Magic Resistance (if any) of the character whose Gift is being sensed, and if that character is a member of the Order of Hermes, casting this spell normally counts as scrying (which is prohibited by the Code). This spell is based on the “detect the traces of powerful magic” guideline. If the target has the Blatant or Gentle Gift, the spell still works.

(Base level 10, +0 Personal, +1 Concentration, +1 Touch (Intellego) )

Guideline : Detect the traces of powerful magic.

Hedge Magic : Revised Edition p6

Stench of Magic In Vi 25

R:Personal, D: Concentration, T: Smell (intellego)

The caster can smell the presence of spell traces down to magnitude zero. See Detecting Spell Traces insert.

(Base level 10, +0 Personal, +1 Concentration, +2 Smell (intellego) )

Guideline : Detect an active magic and any trace of positive magnitude.

Hooks p82

A Song of All These Faerie Places In Vi 25

Req : Creo Imaginem

R:Touch, D: Concentration, T: Group

When the caster stands at a place where the boundary between levels of a faerie regio can be crossed easily, he is able to sing a song or play music that describes the scene on the other side of the regio boundary.
As the song sings of each feature on the other side of the boundary, they become clearer in the visual illusion. They then fade slightly as the song moves onto the next feature. For example, where the first line of the song describes the lush grass, in the higher level the grass becomes visible through the boundary, bright and clear. As the next line describes the dry stone wall surrounding the meadow, the wall appears in the illusion but the grass becomes more misty and distant.
Those able to see the illusion are also able to pass through from one regio level to the next, as they can see the necessary method. If crossing the regio boundary requires other conditions (help from a resident or a particular date, for example), the spell does not work.
As the caster must be standing exactly at the point where the regio layers meet and form a boundary, this spell can rarely be used to actually discern the location of that boundary.

(Base level 3, +1 Touch, +1 Concentration, +2 Group , +1 Creo requisite , +1 Imaginem requisite )

Guideline : Detect regio boundaries. If cast with a Vision target, this provides enough information to find a way between levels, for regiones that allow that sort of entrance. Otherwise, it reveals the presence of a regio, and possibly its rough shape.

Magi of Hermes p142

A Song of All These Infernal Places In Vi 25

Req : Creo Imaginem

R:Touch, D: Concentration, T: Group

As A Song of All These Faerie Places but affecting Infernal regio boundaries.

(Base level 3, +1 Touch, +1 Concentration, +2 Group , +1 Creo requisite , +1 Imaginem requisite )

Guideline : Detect regio boundaries. If cast with a Vision target, this provides enough information to find a way between levels, for regiones that allow that sort of entrance. Otherwise, it reveals the presence of a regio, and possibly its rough shape.

Magi of Hermes p142

A Song of All These Magical Places In Vi 25

Req : Creo Imaginem

R:Touch, D: Concentration, T: Group

As A Song of All These Faerie Places but affecting Magic regio boundaries.

(Base level 3, +1 Touch, +1 Concentration, +2 Group , +1 Creo requisite , +1 Imaginem requisite )

Guideline : Detect regio boundaries. If cast with a Vision target, this provides enough information to find a way between levels, for regiones that allow that sort of entrance. Otherwise, it reveals the presence of a regio, and possibly its rough shape.

Magi of Hermes p142

Reveal the Magical Deception In Vi 25

R:Touch, D: Concentration, T: Individual

This spell is specifically designed to overcome spells used to hide the traces of magic, such as Masking the Odor of Magic. Such magics of concealment are detected if the Penetration total matches the level of the deceptive spell divided by two.

(Base level 4, +1 Touch, +1 Concentration, +0 Individual , +1 complex effect , +2 generic : +2 to determine Technique and Form )

Guideline : Detect magic of 3° magnitude or higher.

Guardians of the Forests : The Rhine Tribunal p21

Flesh Crawls at the Intangible Touch In Vi 30

R:Personal, D: Diameter, T: Touch (Intellego)

The caster feels his skin crawling when he is the target of an Intangible Tunnel-style tunnel. This provides sufficient information to use the tunnel or target the tunnel itself with spells. However, note that this only works if the caster is himself the target of the tunnel. It does not work on tunnels that are cast on other characters. As with Eyes for the Lurking Assassin, a general detection spell might be useful too, but would perhaps make it more difficult to rapidly identify the tunnel in an emergency situation.

(Base level 5, +0 Personal, +1 Diameter, +1 Touch (Intellego) , +3 Details )

Guideline : Detect any active magic.

Hermetic Projects p83

See the Light of Magic In Vi 30

R:Personal, D: Diameter, T: Vision (intellego)

The caster can detect all active magical effects. Spells appear as glowing lights with a brightness proportional to their magnitude. This spell provides sufficient information to target the sensed magical effects, but the magus does not receive any information about the magical effects, and therefore he does not know which effect is which, if he is looking for a particular one. However, if the caster has used this spell previously, he can identify the presence of a new effect. If there is a large number of effects present, the troupe may rule that a Perception + Awareness roll is required to notice this detail — the Ease Factor should be modified by the total number of effects the caster can perceive and the magnitude of the new effect (relative to the other effects). There may be a large number of magical effects active within the vicinity of the magus — Parma Magica, longevity rituals, Aegis of the Hearth, familiar bonds, enchanted items, and of course, any active spells will all be detected. Active, non-Hermetic, but magical, effects are also detected.

(Base level 5, +0 Personal, +1 Diameter, +4 Vision (intellego) )

Guideline : Detect any active magic.

Hermetic Projects p83

Sulfurous Whispers In Vi 30

R:Arcane connection, D: Concentration, T: Individual

The caster may speak with any demon to which he has an Arcane Connection. For the duration of the spell, it may see and hear him as if he were standing before it, just as he can see and hear it. Nothing about the demon’s surroundings, or the caster’s, are transmitted, and each must speak aloud to be heard by the other.

(Base level 5, +4 Arcane connection, +1 Concentration, +0 Individual )

Guideline : Speak with a demon.

Realms of Power : The Infernal p121

To See What Binds this Magical Place In Vi 30

R:Personal, D: Diameter, T: Vision (intellego)

On casting this spell within a Magic aura, the maga sees a light emanating from any natural or supernatural tether currently feeding and binding the aura. The light is brighter the stronger the tether is, allowing the maga to estimate the relative importance of that tether to the aura.

(Base level 5, +0 Personal, +1 Diameter, +4 Vision (intellego) )

Guideline : Detect the presence and strength of any natural or supernatural tether.

Restricted access.

Legends of Hermes p17

IMPRESSION OF THE FADED SIGIL In Vi 30

R:Touch, D: Momentary, T: Individual

This spell allows the magus to examine magic of positive magnitude. If more than one effect trace is present on the touched object, the magus can identify one per casting. In the case of Hermetic effects, this spell gives the Technique and Form, the rough details of the effect and the casting sigil of wizard responsible. It can also detect if a Hermetic effect was generated by a spell or invested device. If the effect was non-Hermetic, similar information is provided, but a Quaesitor without knowledge of that sort of magic may not be able to interpret it.
This spell is commonly mastered and combined with Quaesitorial training gives a good chance to detect magical deceptions.

(Base level 10, +1 Touch, +0 Momentary, +0 Individual , +3 Details : Quaesitorial magic )

Guideline : Detect an active magic and any trace of positive magnitude.

Houses of Hermes : True Lineages p75

SENSE OF THE LINGERING MAGIC In Vi 30

R:Personal, D: Concentration, T: Hearing (intellego)

This spell can detect the presence of many magical residues, even from weak spells, as well as giving the presence and power of active spells. It does not grant any information apart from the power, however.

(Base level 10, +0 Personal, +1 Concentration, +3 Hearing (intellego) )

Guideline : Detect the recent presence of weak magic.

Ars Magica 5th Edition Core rulebook p158

ODOR OF LINGERING MAGIC In Vi 30

R:Personal, D: Concentration, T: Smell (intellego)

This spell allows the magus to smell active magic or traces of –1 magnitude or more. With time and patience, all active spells and fresh traces can be located. Once located other magics can be used to refresh and investigate them.
Increasing the magnitude of this basic design allows negative magnitude traces to be seen. The highest nonritual version (Level 50) allows traces of –5 magnitude to be discovered. However, to detect a –9 magnitude trace requires a Level 70 ritual.

(Base level 0, +0 Personal, +1 Concentration, +2 Smell (intellego) : Quaesitorial magic )

Guideline : Detect the traces of magic of negative magnitude up to the magnitude of the guideline used -2. (+3 magnitudes gives the rough details of the effect and the sigil of the caster. This level also enables the Quaesitor to tell if a Hermetic effect was created by a spell or invested device. Quaesitors with extensive experience of a particular sort of non-Hermetic power can also identify that; the limit is the Quaesitors ability to interpret the information provided by the spell.)

Houses of Hermes : True Lineages p75

Reveal The Lurking WatcHers In Vi 30

R:Personal, D: Concentration, T: Vision (intellego)

This spell allows the caster to see any creatures of the Magic realm within his field of view and identify them as possessing Magic Might. The spell does not distinguish between what is spiritual and what is not, so if a spirit has an animal form, the caster may mistake it for a magical animal. The caster receives no information about the type of creature except that which can be deduced from its appearance. This spell must penetrate the Magic Resistance of the creature; if it fails to penetrate a spirit’s Might, then the spirit cannot be seen by the caster.

(Base level 5, +0 Personal, +1 Concentration, +4 Vision (intellego) )

Guideline : Sense any supernatural creature of a specific type or with a Might associated with a specific Realm.

Houses of Hermes : Societates p100

SIGHT OF THE ACTIVE MAGICS In Vi 40

R:Personal, D: Concentration, T: Vision (intellego)

You can see spells as “auras” around things and people. The color of the aura indicates the Form of the spell working on a subject, the color matching the appropriate one described in Sense the Nature of Vis. The Technique of a spell working on the subject is recognized by the aura’s shape, not color. Creo and Rego are both very orderly auras. Muto is constantly shifting, and Intellego usually is as well, but more slowly. A Perdo aura is usually in fragments. Thus, a magus with both Endurance of the Berserkers and The Invisible Eye Revealed upon him has a very controlled, orderly aura of deep red around his or her entire body, and the magus’s eyes are surrounded with slowly shifting auras of a silvery hue. You should be warned: Imaginem or Vim spells may be used to disguise auras. Also note that this spell will detect the residues of some spells.

(Base level 5, +0 Personal, +1 Concentration, +4 Vision (intellego) , +2 generic : +2 Techniques and Forms )

Guideline : Detect any active magic.

Ars Magica 5th Edition Core rulebook p159

Sight of the Lazy Parens In Vi 40

R:Personal, D: Sun, T: Vision (intellego)

The caster’s eyes become magically sensitive to Gifted individuals, who appear to be surrounded by a magenta aura. This spell does not cause a Warping point if it is used sparingly or personally designed (invented) by the caster. If used continually, the caster receives a Warping point.

(Base level 10, +0 Personal, +2 Sun, +4 Vision (intellego) )

Guideline : Detect the traces of powerful magic.

Apprentices p33

Eyes for the Lurking Assassin In Vi 45

R:Personal, D: Diameter, T: Vision (intellego)

This spell detects the presence of an Intangible Tunnel-style tunnel, and reveals its sigil. This is sufficient information to use the tunnel or target the tunnel itself with spells. Note that a general Intellego Vim spell to detect magic might be used to provide similar information. This spell, however, specifically detects only Intangible Tunnel effects. This is useful because, as a magus is likely to be often among a lot of magical effects, he does not want to take time to scan his surroundings individually identifying specific effects as he searches for an Intangible Tunnel (see See the Light of Magic). This is important because, if the magus suspects he is under attack by an Intangible Tunnel, he may only have moments to react.

(Base level 5, +0 Personal, +1 Diameter, +4 Vision (intellego) , +3 Details )

Guideline : Detect any active magic.

Hermetic Projects p83

SIGHT OF THE SIGIL In Vi 50

R:Personal, D: Concentration, T: Vision (intellego)

Used by the most experienced Quaesitors, this spell allows the magus to spot active magic or traces of positive magnitude. In the case of Hermetic effects, this spell gives the Technique and Form, the rough details of the effect and the casting sigil of wizard responsible. It can also detect if a Hermetic effect was generated by a spell or invested device. If the effect was non-Hermetic, similar information is provided, but a Quaesitor without knowledge of that sort of magic may not be able to interpret it.

(Base level 10, +0 Personal, +1 Concentration, +4 Vision (intellego) , +3 Details : Quaesitorial magic )

Guideline : Detect an active magic and any trace of positive magnitude.

Houses of Hermes : True Lineages p75

The Appropriate Attire Mu An 4

R:Touch, D: Sun, T: Individual

This spell slightly changes the color and cut of a leather jerkin, wool tunic, or fur cloak. In social situations where clothing is important, the caster gains a +1 bonus to any Etiquette or Charm roll the player has to make.

(Base level 1, +1 Touch, +2 Sun, +0 Individual )

Guideline : Make a superficial change to something made of animal products (changing the color).

Apprentices p45

The Chameleon Cat Mu An 5

R:Touch, D: Diameter, T: Individual

This spell changes the color of a beast of up to Size +1. The color change only lasts a couple minutes, but is not restricted to any natural color an animal might possess. Green cats are a favorite at Durenmar.

(Base level 2, +1 Touch, +1 Diameter, +0 Individual , +1 unnatural )

Guideline : Make a superficial change to a beast.

Apprentices p45

BEAST OF OUTLANDISH SIZE Mu An 15

R:Touch, D: Sun, T: Individual

Changes the Size of an animal by +1. This change modifies Strength by +2, the range for each wound level increases by one, and Quickness falls by one. The new beast is of huge size, and looks much more impressive than its previous self. Townspeople may run in fear of it, and there is little doubt among them that it is a creature of magic.

(Base level 4, +1 Touch, +2 Sun, +0 Individual )

Guideline : Make a major change in a beast, while leaving it recognizably the same sort of animal (make a horse bigger and change its color).

Ars Magica 5th Edition Core rulebook p118

DOUBLET OF IMPENETRABLE SILK Mu An 15

R:Touch, D: Sun, T: Individual

Change an item made of animal material — silk, wool, or leather — so it cannot be cut or penetrated by weapons. A simple cloth doublet becomes the equivalent of armor with no Load and a +3 Soak bonus. Armor made of quilted material or any kind of leather improves its Protection by an additional +3. The magic does not make the armor better at absorbing shock, so this +3 bonus is the limit that can be bestowed without changing the material into something completely different. At the storyguide’s option, the bonus given by this spell may not apply against strictly blunt weapons like clubs and staves.

(Base level 4, +1 Touch, +2 Sun, +0 Individual )

Guideline : Change something made of animal products in a minor unnatural way.

Ars Magica 5th Edition Core rulebook p118

GROWTH OF THE CREEPING THINGS Mu An 15

R:Touch, D: Sun, T: Individual

Causes an insect, mouse, toad, or other small (Size –9) creature to grow to four times its normal size. If it was poisonous before, it is even more poisonous now. Semi-poisonous creatures, like most spiders, have poison with an Ease Factor of 6 that does a Light Wound.

(Base level 4, +1 Touch, +2 Sun, +0 Individual )

Guideline : Make a major change in a beast, while leaving it recognizably the same sort of animal (make a horse bigger and change its color).

Ars Magica 5th Edition Core rulebook p118

The voice of the Bjornaer Magus Mu An 15

R:Personal, D: Sun, T: Individual

This spell allows the caster to speak with a human voice when shapechanged into the form of an animal. The caster must be in animal form to cast this spell because it targets the vocal capacity of that form, and must be able to cast this spell with no words or gestures (usually a –15 penalty), but while under its infl uence, may use his own voice without penalty to spellcasting.

(Base level 5, +0 Personal, +2 Sun, +0 Individual )

Guideline : Change an animal in a minor way so that it is no longer natural (change the color of an horse's coat to match the covenant's coat of arm).

Houses of Hermes : Mystery Cults p36

Remake the Tailor’s Craft Mu An 15

R:Touch, D: Sun, T: Group

Transforms a set of clothing into different clothes. The substance and color must be preserved, but the shape and number of the garments can be altered. Thus a peasant’s woolen smock can become a woolen dress, wimple, and cloak. An Intelligence + Finesse roll determines the quality of the new set of clothes; an Ease Factor of 6 is sufficient for a simple change, although the Ease Factor is 3 points higher if the new clothes are dramatically different from the old. The spell assumes that the clothing is in the main of animal origin — wool, felt, fur, leather, and silk — which is usually the case. A casting requisite of Herbam is needed to transform garments that are partly of plant origin, but items made solely of plant matter cannot be affected. Accouterments like wooden or metal fastenings remain unchanged.

(Base level 2, +1 Touch, +2 Sun, +2 Group )

Guideline : Make a major change to something made of animal products that preserve the substance (turn a leather jerkin into saddle).

Magi of Hermes p91

THE PLUNDER OF TWENTY GEESE Mu An 15

R:Touch, D: Sun, T: Group

This spell transforms up to 100 feathers, usually gained by plucking a chicken, into the wing feathers of geese, which are the preferred source of pens. A version of this spell, with a Rego requisite and a level of 20, strips and tempers the pens.

(Base level 1, +1 Touch, +2 Sun, +2 Group , +1 Size : +1 optionnal requisite )

Guideline : Make a superficial change to something made of animal products (changing the color).

Covenants p96

Madder, Woad, and Weld Mu An 20

R:Touch, D: Moon, T: Group

The touched cloth — which can be wool, cotton, or linen — takes on a vivid hue as if dyed. Up to ten skeins of wool or 5 bolts of cloth can be dyed a single color chosen by the caster at the time of casting. When the spell’s duration expires, the cloth reverts to its natural undyed color. The spell is named after the three principle dyes employed in the thirteenth century — madder produces red, brown, and pink, woad makes blue, and weld results in yellow. By dyeing and then over-dyeing with a different color, a whole range of russets, maroons, greens, and oranges can be produced through mundane craft. However, a single casting of this spell can produce any possible hue.

(Base level 1, +1 Touch, +3 Moon, +2 Group , +1 Herbam requisite )

Guideline : Make a superficial change to something made of animal products (changing the color).

Magi of Hermes p56

BEAST OF MINISCULE PROPORTIONS Mu An 20

R:Voice, D: Sun, T: Individual

Reduces the size of an animal by 2. This modifies Strength by +4, reduces the range for each wound type by two points, and increases Quickness by +2. The beast appears to be the runt of its litter, unfit to live.

(Base level 4, +2 Voice, +2 Sun, +0 Individual )

Guideline : Make a major change in a beast, while leaving it recognizably the same sort of animal (make a horse bigger and change its color).

Ars Magica 5th Edition Core rulebook p119

Touch of the Wild Mu An 20

R:Touch, D: Moon, T: Individual

The target animal reverts to a feral form and throws off all its training and domesti-cation, if any. In general the animal grows larger (although does not usually gain a point of Size), its hair grows longer and any horns, teeth and claws available as weapons become more vicious. The animal often loses its domestic coloration, becoming plain brown or brindled grey. Note that in Mythic Europe dogs are not domesticated wolves, and cows were not bred from the primeval aurochs — animals were created in the state in which they are found. Yet all are familiar with the process of a beast becoming feral if abandoned by man, and that is what this spell does. Marcus did not gain any breakthrough from this spell.

(Base level 4, +1 Touch, +3 Moon, +0 Individual )

Guideline : Make a major change in a beast, while leaving it recognizably the same sort of animal (make a horse bigger and change its color).

Magi of Hermes p83

Form of the (temperament) HeartBeast Mu An 20

R:Personal, D: Sun, T: Individual

There are four versions of this spell, one for each of the sanguine, choleric, melancholic, and phlegmatic temperaments. These spells must be cast in animal form because they enhance the correspondences to the temperament of that form, whereas humans naturally have a more balanced temperament than animals. A Bjornaer magus may revert to human form after casting this spell and still retain its effects. It is not required that the animal form he takes take matches the temperament listed in the spell’s name; however, if the two do match, all bonuses granted by the spell are increased by one. Only one of these spells may be cast on the same character at any one time; they operate by infl uencing the bodily humors, and only one humor at a time may be infl uenced in this way.


Sanguine: +1 Qik; +3 to all rolls to negate the natural fear the caster instills (as a wild animal with The Gift); temporarily acquires the Cheerful Personality Trait at +3 (or increases preexisting trait by 3)

Choleric: +1 Dex; +3 to all rolls to follow a trail or fi nd something deliberately hidden; temporarily acquires the Brave Personality Trait at +3 (or increases preexisting trait by 3)

Melancholic: +1 Sta; +3 to all rolls to communicate across a language barrier, through empathy, via sign language, and so forth; temporarily acquires the Creative Personality Trait at +3 (or increases preexisting trait by 3)


Phlegmatic: +1 Str; +3 to all rolls involving intuition and memory; temporarily acquires the Cool-Headed Personality Trait at +3 (or increases preexisting
trait by 3)

(Base level 5, +0 Personal, +2 Sun, +0 Individual , +1 complex effect )

Guideline : Change an animal in a minor way so that it is no longer natural (change the color of an horse's coat to match the covenant's coat of arm).

Houses of Hermes : Mystery Cults p36

FATAL REGISTER Mu An 20

Req : Intellego Rego

R:Personal, D: Diameter, T: Individual

The spell changes the book's register, its bookmark ribbon, into a venomous serpent. Cobras are traditionnal. It is typically vested in a single-use charged object, activated when the book is stolen from a library. Most librarians prefer this Animal form, but many others exists, due to the various specializations of magi. The exploding bookplate is perennially popular, as are bookplates that drive the thief into a penitent mania.

(Base level 5, +0 Personal, +1 Diameter, +0 Individual , +1 Intellego requisite , +1 Rego requisite )

Guideline : Change an animal into a different animal.

Covenants p100

THE BEAST REMADE Mu An 25

R:Touch, D: Sun, T: Individual

Gives one land beast a human form, though its intellect remains the same. Some feature of the animal is retained in the human form. A former dog might have an exceptionally hairy human body, and a former cat might let loose an occasional “meow.” Once transformed, the beast is disoriented for a while before it becomes used to its new body.

(Base level 10, +1 Touch, +2 Sun, +0 Individual : no addition for requisite )

Guideline : Change an animal into human. It retains its animal's mentality and does not gain soul. Require a Corpus requisite.

Ars Magica 5th Edition Core rulebook p119

TRANSFORMATION OF THE RAVENOUS BEAST TO THE TORPID TOAD Mu An 25

R:Voice, D: Sun, T: Individual

Turns any animal into a toad. A newly created toad will hold a certain terror for peasants and serfs, because many believe toads exude a poisonous substance from their skin.

(Base level 5, +2 Voice, +2 Sun, +0 Individual )

Guideline : Change an animal into a different animal.

Ars Magica 5th Edition Core rulebook p119

Pests of a Colossal Size Mu An 30

R:Voice, D: Sun, T: Group

While experimenting with Beast of Outlandish Size, an unforeseen side effect gave birth to this unusual, but peculiarly effective, spell. Pests of a Colossal Size causes the ordinary pests on the target (such as lice, fleas, ticks, etc.) to grow to an enormous size. Being covered in enormous and often hostile insects is disconcerting to say the least, as the pests themselves tend to revert to their basic fight or flight instincts.

(Base level 4, +2 Voice, +2 Sun, +2 Group )

Guideline : Make a major change in a beast, while leaving it recognizably the same sort of animal (make a horse bigger and change its color).

Magi of Hermes p28

Cloak of Nessus Mu An 35

R:Voice, D: Diameter, T: Part

The targeted item of clothing partially converts into poison. The wearer suffers terrible agony as the poison touches his skin, and must make a Stamina roll against an Ease Factor of 9 to avoid taking a Light Wound. This Stamina roll must be repeated every round that the wearer is in contact with the robe, or until the Duration ends. The spell is named after the cloak dipped in the blood of the centaur Nessus in Greek myth. Since creating a poison of this strength has a base level of 15 (if it were an Aquam effect), two magnitudes are added for this effect, although since the poison is of Animal origin an Aquam requisite is not needed.

(Base level 5, +2 Voice, +1 Diameter, +1 Part , +2 generic : (+2 poison effect) )

Guideline : Change an animal in a minor way so that it is no longer natural (change the color of an horse's coat to match the covenant's coat of arm).

Magi of Hermes p56

STEED OF VENGEANCE Mu An 35

R:Touch, D: Sun, T: Individual

Turns a horse into a ferocious magical mount. Its coat becomes a deep black and its eyes a fiery red, its teeth transform into fangs, its hooves become razor sharp, and it occasionally breathes steam from its mouth — the horse seems a creature from Hell itself. All Attack and Damage rolls get a +5 bonus. The horse tolerates a magus rider. When the spell wears off, the horse must make a Stamina stress roll of 9+ or die from shock.

(Base level 15, +1 Touch, +2 Sun, +0 Individual , +1 Size )

Guideline : Change an animal in a major unnatural way (give an horse claws fangs and scaly armoured skin).

Ars Magica 5th Edition Core rulebook p119

Icarus’ Folly Mu An 40

R:Touch, D: Sun, T: Individual

The targeted animal is given a pair of wings. It does not immediately know how to fly, but just like a fledging bird it succeeds after the first few attempts. Unfortunately, a flaw introduced in the experimental process makes the duration of this spell unreliable; at the end of every hour of the duration, roll a simple die. If the result is equal or lower than the number of hours that have passed, the spell’s duration ends prematurely. After the precipitous death of the first few test subjects, Marcus named the spell after the legendary inventor of wings who himself plummeted to death after flying too close to the sun. As if in compensation for the flawed spell, the second season of invention resulted in a breakthrough.

(Base level 25, +1 Touch, +2 Sun, +0 Individual )

Guideline : Radically change an animal into an unnatural way (give an horse wings).

Magi of Hermes p84

Scales of the Scorpions Mu An 40

R:Voice, D: Diameter, T: Group

Alexander uses this ability to plate friendly animals, including his grogs when transformed, in chitinous armor. These plates are enormous versions of the armor that protect scorpions. This grants +3 Soak.

(Base level 15, +2 Voice, +1 Diameter, +2 Group )

Guideline : Change an animal in a major unnatural way (give an horse claws fangs and scaly armoured skin).

Magi of Hermes p12

THE TRANSFORMED FOLIO Mu An 45

R:Touch, D: Year, T: Group, Ritual

This changes all the pages of a book into those of a different book for the duration of the spell. You must touch both books when casting the spell, and because the spell is harnessed, you may end it at any time by concentrating. If the original book is damaged or altered, the contents of the duplicate will change to match it. Milvi occasionally use this spell to lend the same book to several different magi, or to communicate with each other over a long journey by linking a central book to a Redcap's travel journal. The spell also allows for vis boosting, so that you may copy a book using an Arcane Connection from wherever you happen to be.

(Base level 1, +1 Touch, +4 Year, +2 Group , Boosted , Harnessed , +5 intricacy )

Guideline : Make a superficial change to something made of animal products (changing the color).

Requires virtue(s) BOOSTED MAGIC HARNESSED MAGIC MUTANTUM MAGIC

Houses of Hermes : True Lineages p102

Steed of Vesuvius Mu An 45

R:Touch, D: Sun, T: Individual

This spell magically transforms a horse so that he is able to gallop across molten lava as if it were a cobbled road. The horse also has no fear of the heat or fumes expelled by the lava, and he does not suffer from the heat of the lava or the toxicity of the fumes. The rider of the horse does not receive any protection from this spell. When the spell expires, the horse suffers a Long-Term Fatigue level. The requisite is free because it is part of the guideline and required for the effect.

(Base level 25, +1 Touch, +2 Sun, +0 Individual , +1 Size : free requisite )

Guideline : Give an animal a “magical” ability (fire breathing) Appropriate requisite required.

Hermetic Projects p14

An Evening's Illumination Mu Aq 5

R:Touch, D: Sun, T: Individual

This spells changes water into lamp oil. As earlier, a barrelful amount of water will produce a bucketful of oil.

(Base level 2, +1 Touch, +2 Sun, +0 Individual )

Guideline : Change a natural liquid into another natural liquid.

Apprentices p46

Mimic the Christ's Miracle Mu Aq 5

R:Touch, D: Sun, T: Individual

This spell changes water into wine. Changing water into a processed liquid reduces its size, and it takes a barrelful of water to produce a cup-sized amount of wine.

(Base level 2, +1 Touch, +2 Sun, +0 Individual )

Guideline : Change a natural liquid into another natural liquid.

Apprentices p47

INCANTATION OF PUTRID WINE Mu Aq 15

R:Touch, D: Sun, T: Room

Makes all liquids within the target room vile, and malodorous. The room where this spell is cast may not lose the stench for weeks or months. Note that this spell only affects liquids that are in the room when it is cast, and they remain malodorous even if removed from the room.

(Base level 2, +1 Touch, +2 Sun, +2 Room )

Guideline : Change a natural liquid into another natural liquid.

Ars Magica 5th Edition Core rulebook p122

LUNGS OF THE FISH Mu Aq 20

R:Touch, D: Sun, T: Part

Turns water into air as it enters your lungs, allowing you to breathe water as you do air.

(Base level 4, +1 Touch, +2 Sun, +1 Part )

Guideline : Change a liquid into an unrelated solid, with Terram requisite, or gas with Auram requisite.

Ars Magica 5th Edition Core rulebook p122

Bag of Teeth Mu Aq 20

R:Touch, D: Moon, T: Individual

Transforms a pool of water into an animal tooth. When on expedition, Alexander often carries several of these teeth. They are not a perfect solution to water shortage, because Alexander, while young, cannot dispel this effect, so the water only becomes available when the spell expires. If forced to use his emergency water, Alexander prefers to first create a sanctuary using A Place of Recuperation and A Time for Slumber, then ration his water by keeping his servants, and himself, in diminutive animal forms until the Bag of Teeth reverts to gallons of water.
Each tooth may become just under a hundred cubic feet of water. This means that the teeth destroy any closed container they are stored within when they change back. They are able to cause explosions, but Alexander has never considered their military potential.

(Base level 4, +1 Touch, +3 Moon, +0 Individual : requisite free )

Guideline : Change a liquid into an unrelated solid, with Terram requisite, or gas with Auram requisite.

Magi of Hermes p12

Sculpt the Living Water Mu Aq 20

R:Voice, D: Sun, T: Individual

Allows the caster to mold water as if it were clay. The shaping procedure is done mentally; once complete the sculpture remains for Sun Duration.

(Base level 4, +2 Voice, +2 Sun, +0 Individual )

Guideline : Change a liquid into a very unnatural liquid, requisites will often be required. (a shocking pink liquid that cause allucination)

Guardians of the Forests : The Rhine Tribunal p96

Strange Tricks Using Canal Contents Mu Aq 25

R:Touch, D: Sun, T: Boundary, Ritual

This spell transforms the water in the canals of the island into another natural liquid. Oil, tar, turpentine, treacle, honey, wine, vinegar or whatever else suits the magus’ fancy is possible, save blood which requires a Corpus requisite.
* Remember to add further magnitudes to increase Boundary size.

(Base level 2, +1 Touch, +2 Sun, +4 Boundary )

Guideline : Change a natural liquid into another natural liquid.

Transforming Mythic Europe p77

Neptune's Imprisoning Arms Mu Aq 30

R:Voice, D: Sun, T: Group

Operates like Trap of the Entwining Vines, but the ‘vines’ are made from water, which takes on a semi-solid form for the duration of this spell. The ‘vines’ can hold still a small rowing boat, or up to 6 people.

(Base level 4, +2 Voice, +2 Sun, +2 Group )

Guideline : Change a liquid into a very unnatural liquid, requisites will often be required. (a shocking pink liquid that cause allucination)

Guardians of the Forests : The Rhine Tribunal p96

Weather Made Good Mu Aq 40

R:Touch, D: Moon, T: Boundary, Ritual

This spell prevents rain falling on the island for a month. It may prove particularly useful when first settling the island, as it allows peasants and supplies to lie unprotected without suffering damage.

(Base level , +1 Touch, +3 Moon, +4 Boundary : Base 4 ?, remember to add further magnitudes to increase Boundary size. )

Guideline :

Transforming Mythic Europe p71

VILE WATER OF STERILITY Mu Aq 45

R:Touch, D: Year, T: Group, Ritual

Ruins a body of water up to the size of a small lake, making it unfit for natural habitation and consumption. The water becomes dark and murky, and noxious fumes emanate from it. Vegetation on the banks either dies or becomes corrupt. Nearby trees become gnarled and blackened, and land animals flee the area.

(Base level 4, +1 Touch, +4 Year, +2 Group , +2 Size )

Guideline : Change a liquid into a very unnatural liquid, requisites will often be required. (a shocking pink liquid that cause allucination)

Ars Magica 5th Edition Core rulebook p122

Appease the Queen of Winter Mu Aq 65

R:Voice, D: Year, T: Boundary, Ritual

Propitiates the Queen of Winter, who then allows the Baltic Sea to thaw that year. Falke learned this spell with the assistance of the volkhvy of Arkona and a laboratory text in the possession of Crintera. If this spell is cast at Arkona (which Falke and magi of Crintera do every year), the Casting Total receives a
bonus of +10, due to the presence of the sun-god Svantovit, who is opposed to the Queen of Winter.

(Base level , +2 Voice, +4 Year, +4 Boundary : Base 15 )

Guideline :

Guardians of the Forests : The Rhine Tribunal p96

Sulfurous Membrane Mu Au 10

R:Touch, D: Sun, T: Part

This effect transforms the air entering the character’s lungs into a noxious sulfur vapor that causes +1 damage each round.

(Base level 0, +1 Touch, +2 Sun, +1 Part , +1 Corpus requisite )

Guideline : Transform air into a gas doing + Level damage.

Hermetic Projects p84

RAIN OF STONES Mu Au 20

R:Voice, D: Sun, T: Individual

Turns rain into stones as it falls, causing +0 damage every two rounds (they’re small stones), and maybe less if the rain is very light. People under cover are not affected. The stones revert to water when the spell expires. If it stops raining before the spell ends, no more rain is transformed, even if a different rain storm starts.

(Base level 4, +2 Voice, +2 Sun, +0 Individual )

Guideline : Transform an amount of air into another element (fire, earth, water), using the appropriate requisite.

Ars Magica 5th Edition Core rulebook p127

TALONS OF THE WINDS Mu Au 20

Req : Rego

R:Voice, D: Diameter, T: Individual

Transforms a wind into an abrasive medium that tears and claws at everything in its path. Soft materials like leaves and cloth are shredded, and people take +5 damage from innumerable bloody cuts and abrasions. This spell cannot be cast if there is not a breeze of some sort blowing, thus making it difficult to use effectively indoors. The caster is not affected by the spell, even if the wind is blowing directly at him.
In Ossium of Bjornaer’s version of this spell a strange keening can be heard in the air as it cuts through targets. Ossium’s wizard’s sigil manifests by making many of his spells eerie or frightening.

(Base level 4, +2 Voice, +1 Diameter, +0 Individual , +1 Rego effect : +1 Rego requisite (additional effect: protect the caster) )

Guideline : Transform an amount of air into another element (fire, earth, water), using the appropriate requisite.

Ars Magica 5th Edition Core rulebook p127

curse of the Evil Humors Mu Au 25

R:Voice, D: Diameter, T: Part

Converts clean air into foul humors that can cause diseases. The humors form a cloud about 20 paces across and ten paces high. They are invisible but foul-smelling and noxious. Characters who breathe the befouled air must make a Stamina roll against an Ease Factor of 6 or contract malaria (roll once, the first time a character is exposed). This disease, whose name is Italian for "bad air", causes a Medium Wound. Once a character has contracted the disease, further exposure to this spell has no effect.

The foul humours dissipate when the spell Duration expires. A brisk breeze can disperse the humours within two or three rounds, and strong winds make the spell unusable.

(Base level 5, +2 Voice, +1 Diameter, +1 Part )

Guideline : Transform a gas into a harmful gas causing a Medium Wound (Stamina roll against Ease Factor 6 to resist)

Houses of Hermes : Societates p36

Rainbow Bridge Mu Au 30

R:Sight, D: Sun, T: Individual

This spell gives an existing rainbow the hardness of good stone or iron. It is still colorful and you can see through it; only the hardness is changed. With rainbows like these you can build bridges into the sky that can be used by creatures other than gnomes.

(Base level 10, +3 Sight, +2 Sun, +0 Individual : –1 for only one property change )

Guideline : Transform an amount of air into something wholly unnatural

Magi of Hermes p122

INFERNAL SMOKE OF DEATH Mu Au 40

R:Voice, D: Concentration, T: Individual

Turns normal smoke from a fire into a thick, corrosive cloud. Anyone immersed in the cloud of smoke takes +25 corrosion damage (once only) against which armor provides only half its normal Protection value. Soft materials like cloth, fur, paper, and leather are charred and ruined by exposure to the noxious vapor. While you concentrate, any new smoke becomes corrosive, but even after you stop concentrating, the corrosive smoke remains deadly. It dissipates after several hours. The smoke is heavier than air, so rolls along the ground, pooling in low spots.

(Base level 0, +2 Voice, +1 Concentration, +0 Individual : Base 25 )

Guideline : Transform air into a gas doing + Level damage.

Ars Magica 5th Edition Core rulebook p127

Conjure From the Mist Mu Au 40

R:Voice, D: Sun, T: Part

Developed as an all-purpose utility spell, Conjure From the Mist turns a large section of air into stone, in the shape of the user’s choice. More-complicated shapes require Finesse rolls as normal, but items such as stairs, bridges, walls, spikes and other obstacles are possible.

(Base level 4, +2 Voice, +2 Sun, +1 Part , +1 intricacy , +2 Size )

Guideline : Transform an amount of air into another element (fire, earth, water), using the appropriate requisite.

Magi of Hermes p28

FOG OF CONFUSION Mu Au 45

Req : Rego Imaginem

R:Touch, D: Year, T: Boundary, Ritual

Turns a bank of fog up to six miles across into a silvery mist too thick to see through. Random screams, thumps, hisses, and other noises harass and confuse anyone within the fog, perhaps even leading them into danger. People have extreme difficulty navigating through the fog, especially through unknown territory. No more than seven people, who must be present at the ritual, can see normally through the fog. The fog does not dissipate until the spell expires.

(Base level , +1 Touch, +4 Year, +4 Boundary , +1 Imaginem requisite , +1 Rego requisite , +4 Size : Base 2 ? )

Guideline :

Ars Magica 5th Edition Core rulebook p128

RAIN OF OIL Mu Au 50

R:Sight, D: Sun, T: Individual, Ritual

Turns rain into droplets of oil. The rain of oil continues as long as the storm does, drenching the landscape with flammable liquid. The oil will evaporate at a natural rate after the rain ceases. A Creo Ignem spell can ignite the storm so that the oil burns as it falls, but this requires a Group target large enough to catch all the raindrops. Lighting the oil after it has landed is much easier.

(Base level 4, +3 Sight, +2 Sun, +0 Individual , +5 Size )

Guideline : Transform an amount of air into another element (fire, earth, water), using the appropriate requisite.

Ars Magica 5th Edition Core rulebook p128

Eyes of the Hawk Mu Co 4

R:Personal, D: Sun, T: Individual

The caster gains the eyes of a hawk, which allows him to clearly see for vast distances.

(Base level 2, +0 Personal, +2 Sun, +0 Individual : free requisite )

Guideline : Change someone to give them a minor ability.

Hermetic Projects p87

Track By Scent Mu Co 4

R:Personal, D: Sun, T: Individual

For the duration of the spell, the caster’s sense of smell is as sensitive as a staghound’s. Being a hunter through-and-through, Tolides frequently employs this spell to track down those who try to escape the punishment he has decided to deal them.

(Base level 2, +0 Personal, +2 Sun, +0 Individual : requisite free )

Guideline : Change someone to give them a minor ability.

Magi of Hermes p131

Ears of the Hare Mu Co 4

R:Personal, D: Sun, T: Individual

This spell gives the caster the auditory ability of a hare, granting her +1 on Perception rolls that involve hearing.

(Base level 2, +0 Personal, +2 Sun, +0 Individual : (requisite free) )

Guideline : Change someone to give them a minor ability.

Apprentices p46

Eyes of the Fish Mu Co 5

R:Touch, D: Sun, T: Individual

The target gains the eyes of a fish, which allow him or her to see clearly while underwater but only blurrily while out of the water.

(Base level 2, +1 Touch, +2 Sun, +0 Individual : requisite free )

Guideline : Change someone to give them a minor ability.

Legends of Hermes p106

Forging the Bone Cover Mu Co 5

R:Touch, D: Concentration, T: Individual

This spell changes the inelastic nature of bone, making it elastic and able to be reshaped under pressure. The skull becomes as pliable as clay for the duration of the spell. Once this spell is cast, a human skull can be pressed into a book-shaped wooden frame. When the spell ends, the skull reverts to its inelastic property, but retains its new shape. If later used in an enchanted item, the reshaped skull still gives the magus the same Shape & Material bonus (ArM5, page 110).

(Base level 3, +1 Touch, +1 Concentration, +0 Individual )

Guideline : Utterly change the appearence or size of a person (though they must still remain human in form).

Hermetic Projects p103

Bushy Tail of the Branch-Dancer Mu Co 5

R:Touch, D: Sun, T: Individual

The target gains the long tail of a squirrel, giving him a +3 to all rolls to keep his balance.

(Base level 2, +1 Touch, +2 Sun, +0 Individual : requisite free )

Guideline : Change someone to give them a minor ability.

Magi of Hermes p85

Slime of the Muck-Dweller Mu Co 5

R:Touch, D: Sun, T: Individual

The target gains the slippery, slimy skin of an eel, which gives him a +6 bonus to his Defense Total against grappling attacks

(Base level 2, +1 Touch, +2 Sun, +0 Individual : requisite free )

Guideline : Change someone to give them a minor ability.

Magi of Hermes p85

Sure-Footedness of the Crag-Leaper Mu Co 5

R:Touch, D: Sun, T: Individual

The target gains the hooves of a mountain goat, giving him a +3 to all rolls to climb and descend steep cliffs and precipitous crags.

(Base level 2, +1 Touch, +2 Sun, +0 Individual : requisite free )

Guideline : Change someone to give them a minor ability.

Magi of Hermes p85

Webbed Toes of the Pond-Dweller Mu Co 5

R:Touch, D: Sun, T: Individual

The target gains the feet of a frog, giving him a +3 to rolls to swim in still or slowly moving water.

(Base level 2, +1 Touch, +2 Sun, +0 Individual : requisite free )

Guideline : Change someone to give them a minor ability.

Magi of Hermes p85

EYES OF THE CAT Mu Co 5

R:Touch, D: Sun, T: Individual

The target gains the eyes of a cat, which allow him or her to see in near darkness (but not in a bsolute darkness, such as a lightless subterranean cavern).

(Base level 2, +1 Touch, +2 Sun, +0 Individual : requisite free )

Guideline : Change someone to give them a minor ability.

Ars Magica 5th Edition Core rulebook p131

The Succubu's Trick Mu Co 5

R:Personal, D: Sun, T: Individual

This spell causes a female caster to adopt male physical characteristics. A similar spell (The Incubus's Trick) turns a male caster into a woman. Eye color, hair color, hairstyle, stature, build and similar characteristics are not changed by this spell, so anyone familiar with the caster's original appearance can easily recognize her after the change (although the enchanted maga is sometimes instead assumed to be her own "twin brother"). The names of these spells derive from demons of lust who can change their gender.

(Base level 3, +0 Personal, +2 Sun, +0 Individual )

Guideline : Utterly change the appearence or size of a person (though they must still remain human in form).

Houses of Hermes : Societates p36

Blood of My Enemy Mu Co 10

R:Personal, D: Sun, T: Part

The caster of this spell eats a small piece of bread dipped in the blood of another character, although any Arcane Connection to the other character will work. The spell changes the blood of the character so that he becomes a blood relative of the character from whom the consumed blood came. This effect only lasts for the duration of this spell. This does not stop the character from also being a blood relative to his natural relations. Being a blood relative is worth a +1 Sympathetic Connection (ArM5, page 84). This spell is possible because, although being a blood relative is a part of a character’s essential nature, Muto spells can violate a character’s essential nature (turn a man into a wolf, for example); the character’s true essential nature merely returns when the Muto spell ends.

(Base level 3, +0 Personal, +2 Sun, +1 Part )

Guideline : Utterly change the appearence or size of a person (though they must still remain human in form).

Hermetic Projects p91

Assume the Stature of the Giants of Eld Mu Co 10

R:Personal, D: Diameter, T: Individual

Adds +3 to the caster’s normal Size, turning him into a veritable giant. The caster’s clothing, armor, and weapons are also increased in size in proportion. Characteristics are not affected by the size change, but the caster’s wound ranges change accordingly: at Size +3, the caster’s wounds have eight-point increments (1–8 points for a Light Wound, 9–16 for a Medium Wound, and so forth). Casting requisites of Animal, Herbam, and Terram are usually required to affect all the target’s equipment. A size modifier is required for this spell since the final size is ten times the mass of a base target for Corpus.

(Base level 3, +0 Personal, +1 Diameter, +0 Individual , +1 Size , generic +1 : (+1 to increase equipment as well) )

Guideline : Utterly change the appearence or size of a person (though they must still remain human in form).

Magi of Hermes p49

Avalanche of Flesh and Steel Mu Co 10

R:Touch, D: Concentration, T: Group

Up to ten men of Size +1 become capable of running as fast as a horse. Hugh uses this specifically on a group of warriors, and maintains concentration only long enough for them to charge their foes. This gives them a bonus to their first Attack Total equal to their Athletics Ability, up to a maximum of +3.

(Base level 2, +1 Touch, +1 Concentration, +2 Group )

Guideline : Change someone to give them a minor ability.

Magi of Hermes p49

Eyes from the Wizard Torn Mu Co 15

Req : Intellego Rego Imaginem

R:Personal, D: Concentration, T: Part

This macabre variation on Image from the Wizard Torn and Prying Eyes actually removes the caster’s eyes and has them fly to the location of interest where they transmit the information that they see. At the end of the spell, the caster’s eyes are restored to their proper place. This spell did not result in a breakthrough, although Marcus has found it useful. The Rego requisite is required to allow the eyes to fly, but does not incur additional magnitudes.

(Base level 3, +0 Personal, +1 Concentration, +1 Part , +1 Imaginem requisite , +1 Intellego requisite )

Guideline : Utterly change the appearence or size of a person (though they must still remain human in form).

Magi of Hermes p84

DISGUISE OF THE NEW VISAGE Mu Co 15

R:Touch, D: Sun, T: Part

The target’s facial features are transformed to any approximately human configuration you choose.
In Cralian of Tremere’s version of this spell, the new visage is always as unassuming as possible.

(Base level 3, +1 Touch, +2 Sun, +1 Part )

Guideline : Utterly change the appearence or size of a person (though they must still remain human in form).

Ars Magica 5th Edition Core rulebook p131

PRETERNATURAL GROWTH AND SHRINKING Mu Co 15

R:Touch, D: Sun, T: Individual

Adds +1 to the target’s normal Size or decreases it by up to 2 points.

(Base level 3, +1 Touch, +2 Sun, +0 Individual , generic +1 : +1 because the spell allows growth or two kinds of shrinking )

Guideline : Utterly change the appearence or size of a person (though they must still remain human in form).

Ars Magica 5th Edition Core rulebook p131

Ease the Suffering of Childbirth Mu Co 15

R:Touch, D: Sun, T: Part

Widens the pelvis of the target, making delivery of the child straightforward. See Art and Academe, page 62, for rules regarding childbirth; this spell gives a +1 bonus to childbirth rolls.

Aurulentus invented this spell after realizing that his spell Blissful Sensations had too many undesirable side effects and was not powerful enough to help his wife during childbirth.

(Base level 3, +1 Touch, +2 Sun, +1 Part )

Guideline : Utterly change the appearence or size of a person (though they must still remain human in form).

Magi of Hermes p22

Face of Molded Clay Mu Co 20

Req : Perdo

R:Touch, D: Sun, T: Part

The caster molds the target’s face into a horrific and ugly visage. The destruction of the character’s features cripples his senses and makes others unable to understand his speech. It is obvious to all who see the character that he has been cursed by some magical effect. The target has a –3 penalty to all speech (including spellcasting) due to his malformed mouth, and a –3 penalty to sight, smell, and hearing based rolls.

(Base level 3, +1 Touch, +2 Sun, +1 Part , +1 Perdo requisite )

Guideline : Utterly change the appearence or size of a person (though they must still remain human in form).

Hermetic Projects p86

High Tree or Small Boulder Mu Co 20

R:Voice, D: Sun, T: Individual

The spell’s target either grows to three paces tall or shrinks to only a half pace in height, but his mass isn’t affected. As a result, the target is either a thin giant who cannot control his body parts normally, or he is a tiny, fat dwarf who rather rolls than walks.

(Base level 3, +2 Voice, +2 Sun, +0 Individual , generic +1 : +1 because this spell allows growth and shrinking )

Guideline : Utterly change the appearence or size of a person (though they must still remain human in form).

Magi of Hermes p122

ARM OF THE INFANT Mu Co 20

R:Voice, D: Sun, T: Part

Shrinks a person’s arm to half its original length and makes it pudgy, like an infant’s.

(Base level 3, +2 Voice, +2 Sun, +1 Part )

Guideline : Utterly change the appearence or size of a person (though they must still remain human in form).

Ars Magica 5th Edition Core rulebook p131

Eyes of the Housecats Mu Co 20

R:Voice, D: Sun, T: Group

The targets gain the ability to see as a cat sees, allowing them to operate normally in low-light conditions. Alexander prefers his group to travel at night when in desert locations, to avoid the heat in the middle of the day.

(Base level 2, +2 Voice, +2 Sun, +2 Group : requisite free )

Guideline : Change someone to give them a minor ability.

Magi of Hermes p12

The Guardian of the Tombs Mu Co 20

R:Personal, D: Sun, T: Individual

When faced with animals that might feed upon his camel form, Alexander uses this spell to take the shape of a cobra. Many predators find snakes intimidating or too small to be suitable prey. While in snake form, Alexander can detect the movement of nearby animals through vibrations in the ground, and he has a poisonous bite. If Alexander bites something hollow, so that his poison is injected into it, the poison does not disappear when he returns to human form. Some of Alexander’s grogs occasionally use his poison to envenom their arrows. Alexander has a serpent skin wristband that he uses as a physical focus for the spell, so that he can cancel it at will.

(Base level 10, +0 Personal, +2 Sun, +0 Individual )

Guideline : Turn a human into a land animal. Requires Animal requisite.

Magi of Hermes p13

The Twisted Spine Mu Co 20

Req : Perdo

R:Voice, D: Sun, T: Individual

The target is crippled as his backbone warps and twists. He will be in agony every time he tries to move.

(Base level 3, +2 Voice, +2 Sun, +0 Individual , +1 Perdo requisite )

Guideline : Utterly change the appearence or size of a person (though they must still remain human in form).

The Lion and the Lily : The Normandy Tribunal p85

GIFT OF THE BEAR'S FORTITUDE Mu Co 25

R:Personal, D: Sun, T: Individual

Your flesh becomes resistant to physical damage. You get +3 to your Soak. Your flesh is tough and insensitive; any rolls that involve a sensitive touch (such as for picking a lock) are at –1.

(Base level 15, +0 Personal, +2 Sun, +0 Individual )

Guideline : Make a body resistant to damage (+3 Soak).

Ars Magica 5th Edition Core rulebook p131

SHAPE OF THE WOODLAND PROWLER Mu Co 25

R:Touch, D: Sun, T: Individual

You place a wolf skin over yourself or another, and the target changes into a wolf. The target may change back at will, ending the spell. Before casting this spell, you must first, of course, acquire the skin of a wolf.

(Base level 10, +1 Touch, +2 Sun, +0 Individual )

Guideline : Turn a human into a land animal. Requires Animal requisite.

Ars Magica 5th Edition Core rulebook p131

The Desert Wanderer Mu Co 25

R:Personal, D: Sun, T: Individual

Alexander uses this spell to transform into an Arabian camel. This allows him to travel through the arid regions of Northern Africa more easily than if he had human shape. In this form he has the innate abilities of a camel, which includes the ability to detect the direction and distance of water for many miles, by scent. He has a belt made of camel leather that acts as a focus for this spell, enabling him to dispel it at will.

(Base level 10, +0 Personal, +2 Sun, +0 Individual , +1 Size )

Guideline : Turn a human into a land animal. Requires Animal requisite.

Magi of Hermes p13

The Blessing of Starkad Mu Co 25

R:Touch, D: Sun, T: Part

The target grows two more arms. These extra manipulators enhance certain Dexterity tasks such as climbing, and Strength rolls representing the extra muscle power available to the target, such as forcing open doors. In these situations the target receives a +3 bonus to his total. Additionally, the target can wield an additional set of weapons in combat. He can now manage either two single weapons and two shields, or a Great weapon and a shield. If fighting singly, the character makes two attacks per round, one with each set of weapons. If fighting as a group, consider the group to have an extra member, who does not count against the Leadership Ability of the group leader, if any. This extra member is excluded when determining the damage taken by the group. Casting requisites are necessary to adjust the targets in an appropriate manner, else clothing rips and armor hampers the use of the new limbs. Starkad Aludreng was a hero descended from the Norse giants; he possessed eight arms and fought with four swords.

(Base level 5, +1 Touch, +2 Sun, +1 Part )

Guideline : Add or remove human body parts from the target in such a way that he no longer looks human. These parts are normally functional, although a spell may be deliberately designed so that they are not. The Target is Part, not Individual (although Groups and higher Targets work as normal).

Magi of Hermes p49

Turb of Giants Mu Co 25

R:Touch, D: Diameter, T: Group

Adds +3 to the Size of a standard group of men. The targets’ clothing, armor, and weapons are also increased in size in proportion. This has no impact on their characteristics, but increases their wound ranges accordingly. Ten individuals up to Size +1 can be affected, and at Size +3, their wounds have eight-point increments (1–8 points for a Light Wound, 9–16 for a Medium Wound, and so forth). Casting requisites of Animal, Herbam, and Terram are usually required to affect all the targets’ equipment.

(Base level 3, +1 Touch, +1 Diameter, +2 Group , +1 Size , generic +1 : (+1 to increase equipment as well) )

Guideline : Utterly change the appearence or size of a person (though they must still remain human in form).

Magi of Hermes p49

Gift of the Minotaur Mu Co 30

R:Touch, D: Sun, T: Part

The target of this spell gains the head of a bull. The target’s capacity to speak is not affected by the spell, but his voice is. The target may use his horns as a weapon, using the Brawl Ability and the following weapon statistics: Init +2, Attack +3, Defense +2, Damage +3

(Base level 10, +1 Touch, +2 Sun, +1 Part )

Guideline : Turn a human into a land animal. Requires Animal requisite.

Magi of Hermes p85

CLOAK OF BLACK FEATHERS Mu Co 30

R:Personal, D: Sun, T: Individual

You hang a small cape of raven feathers on your back and transform into a raven. You can resume human form at will, but doing so ends the spell.

(Base level 20, +0 Personal, +2 Sun, +0 Individual )

Guideline : Turn a human into a bird or fish. Requires Animal requisite.

Ars Magica 5th Edition Core rulebook p131

CURSE OF CIRCE Mu Co 30

R:Voice, D: Sun, T: Individual

Turns a person into a pig.

(Base level 10, +2 Voice, +2 Sun, +0 Individual )

Guideline : Turn a human into a land animal. Requires Animal requisite.

Ars Magica 5th Edition Core rulebook p131

The Chariot of Zeus Mu Co 30

R:Personal, D: Momentary, T: Individual

Transforms the caster into a thunderbolt (equivalent to an insubstantial object). In this form he can move literally at the speed of lightning to any location he can see. There must be an unobstructed path between the caster and his destination. Upon arrival the caster transforms back into his normal shape with a mighty crack of thunder. Anyone within 2 paces of his destination must make a Size stress roll against an Ease Factor of 6 to remain standing. The caster can choose the location of another person as his destination, in which case he inflicts +30 damage to that individual and arrives standing next to her. If he strikes a building he arrives on the roof, and the building must make a stress check (City & Guild, page 77) or take six damage levels; wooden buildings catch fire even if they survive.
The Duration of this spell cannot be extended beyond Momentary, since bolts of lightning exist only for a moment; furthermore it can only be used outside. Note also that, no matter what your ruling on casting requisites for Rego spells, Muto spells definitely require them.

(Base level 30, +0 Personal, +0 Momentary, +0 Individual )

Guideline : Turn a human into an insubstantial object. Requires Auram requisite.

Transforming Mythic Europe p112

The Shadow on the Sand Mu Co 30

R:Personal, D: Sun, T: Individual

The ability to take the shape of a vulture allows Alexander to forage for food, and travel swiftly over areas that do not interest him. Vultures have exceptionally keen eyesight, so he is able to observe distant events on the ground in this form. Vultures are also considered birds of ill-omen, and he has occasionally used this shape to unnerve mundanes. Alexander has a strand of vulture feathers that he uses as a physical prop to allow this spell to be canceled at will.

(Base level 20, +0 Personal, +2 Sun, +0 Individual )

Guideline : Turn a human into a bird or fish. Requires Animal requisite.

Magi of Hermes p13

Cloak of Fins and Scales Mu Co 35

R:Touch, D: Sun, T: Individual

The caster hangs a small cape of fish scales on the back of the target and the target transforms into a naturally occurring fish of the same approximate size as the original target. The target may choose to change back to human form at any time, but doing so ends the spell. Fish and other naturally aquatic creatures do not suffer any penalties due to pressure.

(Base level 20, +1 Touch, +2 Sun, +0 Individual : requisite free )

Guideline : Turn a human into a bird or fish. Requires Animal requisite.

Legends of Hermes p105

Form of the Aquatic Predator Mu Co 35

R:Personal, D: Sun, T: Individual

The caster hangs a small cape of Shark scales on his back and transforms into a large shark of size +2 as described in the accompanying sidebar. The caster may choose to change back to human form at any time but doing so ends the spell. Fish and other naturally aquatic creatures do not suffer any penalties due to pressure.

(Base level 20, +0 Personal, +2 Sun, +0 Individual , generic +1 : (+1 size alteration, requisite free) )

Guideline : Turn a human into a bird or fish. Requires Animal requisite.

Legends of Hermes p105

STANCE OF THE PATIENT TREE Mu Co 35

R:Personal, D: Sun, T: Individual

You turn yourself into a tree about 12 feet high, with a trunk about a foot thick. You can sense only the most basic things, such as night and day, strong winds, and things that can affect a tree. You can resume human form at will, but doing so ends the spell. While in tree form, you do not heal any wounds or restore any Fatigue levels. The tree branch you use to let yourself change back determines the kind of tree the target becomes, and you cannot cast the spell without the branch.

(Base level 25, +0 Personal, +2 Sun, +0 Individual )

Guideline : Turn a human into a plant (with Herbam requisite).

Ars Magica 5th Edition Core rulebook p131

Retreat As Flying Vermin Mu Co 35

R:Touch, D: Sun, T: Individual

This spell allows Alexander to turn a group of people, and their Animal-based equipment, into bats. It was designed to be used as a spell that would allow his grogs to rapidly retreat from danger, but the effect Alexander desired is slightly beyond his skill, so he needs to draw a circle before the spell can be used. He plans to use it only in emergencies, because his grogs will lose those items of equipment that are not based on animal products when it is used, which includes their weapons. If forced to use this spell to flee a foe, Alexander plans to use Clouds of Obscuring Sand, and perhaps Ward Against the Sirocco first. He has a piece of bat leather in a small bag of trinkets he always carries, to use as a physical prop if this spell is cast.

(Base level 20, +1 Touch, +2 Sun, +0 Individual )

Guideline : Turn a human into a bird or fish. Requires Animal requisite.

Magi of Hermes p13

Shape of the Siren Mu Co 40

R:Personal, D: Sun, T: Part

The caster’s body from the hips down is transformed into the tail of a large fish, keeping the same approximate size. The caster also develops gills on his throat allowing him to breathe water but inhibiting his ability to speak, imposing a –3 modifier on all rolls to communicate verbally and a –5 to spell casting totals, as if the character were speaking quietly While in this form, the caster can move at full speed underwater and does not suffer any penalties due to pressure.

(Base level 20, +0 Personal, +2 Sun, +1 Part , +1 complex effect : requisite free )

Guideline : Turn a human into a bird or fish. Requires Animal requisite.

Legends of Hermes p106

SHAPE OF THE ANCIENT KITE Mu Co 40

R:Touch, D: Moon, T: Individual

You transform the target into a hawk, kite, or other small raptor, and any books carried by the target or clothing made of animal products that the target is wearing are also transformed. The spell is harnessed and tethered, so that the target has control of the spell and can end the effect at will, returning easily to human form when necessary.

(Base level 20, +1 Touch, +3 Moon, +0 Individual , Harnessed , Tethered )

Guideline : Turn a human into a bird or fish. Requires Animal requisite.

Requires virtue(s) HARNESSED MAGIC MUTANTUM MAGIC TETHERED MAGIC

Houses of Hermes : True Lineages p102

CLOAK OF MIST Mu Co 40

R:Personal, D: Sun, T: Individual

You turn yourself into a thick, cohesive mist of approximately human size. You can float through the air at walking speed and can see and hear what is going on around you. You can also seep through cracks, but cannot move through solid objects. You may return to human form at any time, but doing so ends the spell. As mist, you are subject to the forces of the wind. In order to cast this spell, you must inhale some mist, and you keep the mist in your “mouth” until you want to end the spell.

(Base level 30, +0 Personal, +2 Sun, +0 Individual )

Guideline : Turn a human into an insubstantial object. Requires Auram requisite.

Ars Magica 5th Edition Core rulebook p131

TRANSFORM TO WATER Mu Co 40

R:Personal, D: Sun, T: Individual

You turn yourself into water, one pint for every pound of the your weight. As water, you can hold yourself together unless someone makes an effort to separate part of you from the rest. You can roll slowly across the ground, but cannot move uphill. You can hear sounds, feel things that touch you, and can sense temperature. You can resume human form at will, but doing so ends the spell. You cannot resume human form if a significant part of your body/water is separated from the rest. You pour a small amount of water into your hands when you cast the spell.

(Base level 30, +0 Personal, +2 Sun, +0 Individual )

Guideline : Turn a human into an insubstantial object. Requires Auram requisite.

Ars Magica 5th Edition Core rulebook p131

Form of the Zephyr Mu Co 40

R:Personal, D: Sun, T: Individual

Transforms the caster into a strong gale wind. She flies at 50 miles an hour, but can increase this speed to that of a violent storm wind — 75 miles per hour — by expending a Long Term Fatigue level. She can travel at this increased speed for no more than an hour without expending another Fatigue level. This ability to gust is intrinsic to the type of wind into which the caster turns, much as the Cloak of Mist (ArM5, page 131) allows the caster to seep through cracks like natural mist. Note that because this spell turns the caster into a gale wind, she cannot travel any more slowly than 50 miles an hour. A different spell (of the same level) is needed to turn into a more gentle wind. The caster inhales a gust of wind to cast this spell, and can end the spell and transform back into human form by letting this captured wind free.
While in the form of a wind, she can attempt to bowl over any object her size or smaller; this requires making roll of Strength + Concentration + stress die against the target’s Stamina + stress die. The defender may add Athletics to their roll if they are braced for the attack. If the caster’s roll exceeds her opponent’s, then the target is knocked off his feet and flung backwards one foot for every point of the difference. As a violent storm wind, the target is instead flung three feet per point of the difference. Falling damage (ArM5 page 181) is inflicted on those knocked over; hitting an obstruction before the full distance flung back is reached counts as falling onto a hard surface (such as a wall) or a soft surface (such as a haystack). Knocking over inanimate objects has an Ease Factor of 9 + (3 x its Size).

(Base level 30, +0 Personal, +2 Sun, +0 Individual )

Guideline : Turn a human into an insubstantial object. Requires Auram requisite.

Transforming Mythic Europe p113

The Lurker in the Rushes Mu Co 40

R:Touch, D: Sun, T: Individual

This spell transforms Alexander, or someone he touches, into a crocodile. Crocodiles are fearsome foes in combat around water, and the stealth of the crocodile makes grogs that have experience with the form into useful amphibious or aquatic scouts. Alexander has a crocodile skin dagger scabbard, which he uses to cancel the spell at will.

(Base level 20, +1 Touch, +2 Sun, +0 Individual , +1 Size : Crocodiles are treated as fish when selecting a base level for this spell )

Guideline : Turn a human into a bird or fish. Requires Animal requisite.

Magi of Hermes p13

A Punishment for Brigands Mu Co 40

R:Voice, D: Sun, T: Group

This spell transforms a human into a mouse. While in mouse form, the victim of this spell may be affected by Circle of Beast Warding, which prevents him or her from fleeing if cast swiftly enough. This allows the mouse to be gathered into a bag and transferred to a place of confinement, or casually destroyed.

(Base level 10, +2 Voice, +2 Sun, +2 Group )

Guideline : Turn a human into a land animal. Requires Animal requisite.

Magi of Hermes p13

THE SILENT VIGIL Mu Co 45

R:Personal, D: Moon, T: Individual

You can move into and become part of a rock formation that’s at least twice your size. While in the stone, you can hear what’s going on around you, but you can’t use other senses. The spell lasts until you come out, and you must come out where you went in. You have no need for food or drink, though you do age. Rolls to recover from Fatigue or wounds take twice as long to make while you are in the stone. Casting requisites are required for
items you take with you into the stone.

(Base level 25, +0 Personal, +3 Moon, +0 Individual , +1 special effect )

Guideline : Turn a human into a solid inanimate object. Requires Terram requisite.

Ars Magica 5th Edition Core rulebook p132

A Source of Tremendous Pride Mu Co 45

R:Voice, D: Sun, T: Group

Used to transform the covenant’s servants into a pride of lions. Medieval bestiaries recognize three varieties of lion. Male lions of the straight-maned type, which this spell produces, are lazier than female ones, and this has led to the formation of a small cadre of female warriors in the covenant, who are skilled in unarmed combat. A few carry bone weapons. Alexander sometimes uses a tail spur he carries in his trinket pouch as a physical prop to allow this spell to be canceled at will.

(Base level 10, +2 Voice, +2 Sun, +2 Group , +1 Size )

Guideline : Turn a human into a land animal. Requires Animal requisite.

Magi of Hermes p13

A Spell for the Defense of the Realm Against Expected Invasion Mu Co 50

R:Touch, D: Sun, T: Boundary, Ritual

Adds +3 to the Soak score of all humans on the island, for the rest of the day or night. The spell makes the flesh of the targets tough and insensitive, so they suffer a –1 penalty on all dice rolls requiring sensitive touch. * Remember to add further magnitudes to increase Boundary size.

(Base level 15, +1 Touch, +2 Sun, +4 Boundary )

Guideline : Make a body resistant to damage (+3 Soak).

Transforming Mythic Europe p78

MISTS OF CHANGE Mu Co 60

R:Voice, D: Year, T: Boundary, Ritual

As this spell is cast, a whipping wind arises and patches of mist begin to roll across the landscape. Sometimes, a patch of mist suddenly envelops a person for a few seconds, during which time the victim cannot move. When the mist blows away, continuing its course, the person is left transformed into a random creature.
Roll a simple die to determine the result:
Roll Result

  • 1 Wolf
  • 2 Horse
  • 3 Brown Bear
  • 4 Large Toad
  • 5 Ferret
  • 6 Viper
  • 7 Boar/Sow
  • 8 Dog
  • 9 Cat
  • 10 Other

On a roll of 10, the storyguide picks a creature; be cruel. People transformed retain their human minds, but inherit all the passions and instincts of their new forms.
The mist covers the target area, which must be in sight when you cast the spell. The mists affect the area until sunrise or sunset, and transform anyone who remains in the area during that time. For important characters, roll a simple die when the spell is cast and every half hour afterwards, and on a roll lower than the number of rolls made so far the mists envelope and transform them at some point in the next half hour.. The transformations last a Year.

(Base level 10, +2 Voice, +4 Year, +4 Boundary : slightly nonstandard effect, mist/wind cosmetic only )

Guideline : Turn a human into a land animal. Requires Animal requisite.

Ars Magica 5th Edition Core rulebook p132

Dragon’s Blood Mu Co 70

Req : Rego Ignem Terram

R:Personal, D: Year, T: Part, Ritual

This ritual changes the blood of the caster into lava. This does no harm to the caster himself, and his super-heated blood means that he is immune to any heatbased damage that causes +15 or less damage (which includes lava). If the character is injured in melee combat, his opponent(s) must make Dexterity rolls against an Ease Factor of 6 to avoid being splattered by hot lava. Opponents who fail take +15 damage. If the caster’s melee opponents are unaware of his lava blood (that is, it is the first time they have seen him injured), then the Dexterity roll is made against an Ease Factor of 9. The Ignem and Rego requisites are required to give the additional protection from heat. The Terram requisite is free because it is required for the effect.

(Base level 25, +0 Personal, +4 Year, +1 Part , +1 Ignem requisite , +1 Rego requisite , +2 Intense Heat )

Guideline : Turn a human into a solid inanimate object. Requires Terram requisite.

Hermetic Projects p15

Covenant of the Dragon Mu Co 85

Req : Rego Ignem Terram

R:Touch, D: Year, T: Group, Ritual

This ritual changes the blood of a Group of up to 100 individuals into lava. This has the same effect on each member of the Group as the ritual Dragon’s Blood. This is an efficient way (in terms of vis) of protecting an entire covenant from the heat hazards of living in a covenant located in a volcano — although each person will take 6 Warping points every year (see ArM5, page 168).

(Base level 25, +1 Touch, +4 Year, +2 Group , +1 Ignem requisite , +1 Rego requisite , +2 Intense Heat )

Guideline : Turn a human into a solid inanimate object. Requires Terram requisite.

Hermetic Projects p15

PASS THE UNYIELDING PORTAL Mu He 5

R:Touch, D: Diameter, T: Individual

Makes the wood of a door pliable, allowing the magus to bend it open regardless of most locks or bars.

(Base level 3, +1 Touch, +1 Diameter, +0 Individual )

Guideline : Change a plant or item made from plant product.

Ars Magica 5th Edition Core rulebook p137

TRANSFORMATION OF THE THORNY STAFF Mu He 10

R:Touch, D: Sun, T: Individual

Causes a length of wood (up to 6 feet in length) to grow thick, sharp thorns at whatever spots you touch. If the spell is cast on a staff, the thorns add +4 to the damage done by the staff.

(Base level 3, +1 Touch, +2 Sun, +0 Individual )

Guideline : Change a plant or item made from plant product.

Ars Magica 5th Edition Core rulebook p137

PIERCING SHAFT OF WOOD Mu He 10

Req : Rego

R:Voice, D: Momentary, T: Individual

Turns a piece of wood into a sleek, barbed, strong shaft that flies through the air at a target. Damage depends on the size of the item from which the shaft is formed: staff (upper size limit) +10, 2-foot branch +8, wand +5. This spell cannot miss, but it is resisted.

(Base level 3, +2 Voice, +0 Momentary, +0 Individual , +1 Rego effect )

Guideline : Change a plant or item made from plant product.

Ars Magica 5th Edition Core rulebook p137

ROPE OF BRONZE Mu He 15

R:Touch, D: Sun, T: Individual

Turns a piece of rope (made from plant material) into refined, superior bronze, which does not break under normal circumstances.

(Base level 4, +1 Touch, +2 Sun, +0 Individual : no cost for requisite )

Guideline : Change a plant or item made from plant product into metal or stone. Require a Terram requisite.

Ars Magica 5th Edition Core rulebook p137

Aegis of unbreakable wood Mu He 15

R:Touch, D: Sun, T: Individual

Makes a wooden shield (or object of comparable dimensions) as strong as iron, increasing its Defense bonus by +1. This is the best benefit magic can provide without increasing the size of the shield. The weight (and Load) of the shield are unchanged. It remains susceptible to fire, but is otherwise nearly indestructible.

(Base level 4, +1 Touch, +2 Sun, +0 Individual )

Guideline : Change a plant or item made from plant product into metal or stone. Require a Terram requisite.

Houses of Hermes : Societates p36

THAUMATURGICAL TRANSFORMATION OF PLANTS TO IRON Mu He 20

R:Touch, D: Sun, T: Individual

Makes any plant, dead or alive, as hard as iron. Affects any amount of continuous plant material up to the size of a small tree. Sharpedged plants can become deadly when they are made this hard.

(Base level 4, +1 Touch, +2 Sun, +0 Individual , +1 Size : no cost for requisite )

Guideline : Change a plant or item made from plant product into metal or stone. Require a Terram requisite.

Ars Magica 5th Edition Core rulebook p137

How God Created Them Mu He 25

R:Voice, D: Momentary, T: Group

All the clothes worn by one person that are made out of animal or plant products become larger and slippery, and slide down to the ground leaving the victim of the spell naked.

(Base level 3, +2 Voice, +0 Momentary, +2 Group , +1 Animal requisite )

Guideline : Change a plant or item made from plant product.

Magi of Hermes p124

STIR THE SLUMBERING TREE Mu He 25

R:Touch, D: Sun, T: Individual

Raises any tree into a state of consciousness resembling that of a human. Such a tree can see and hear what is going on around it, and at a normal human level of perception. Such a tree may share some mental attributes or personality traits with the caster. The tree can rearrange its branches over the course of several hours, though too slowly for people to observe the movement from second to second. Most trees in magical areas are already awake.

(Base level 4, +1 Touch, +2 Sun, +0 Individual , +2 Size )

Guideline : Awake the consciousness of a plant. Require a Mentem requisite.

Ars Magica 5th Edition Core rulebook p137

Gigantic Growth Mu He 25

R:Touch, D: Sun, T: Individual

This spell instantly increases the size of any plant by a factor of 100, turning bushes into barriers and saplings into mighty oaks. The plants instantly return to normal size at the end of the spell’s duration. Larger plants only grow to 100 times the size of a base Individual, but they can be affected.

(Base level 3, +1 Touch, +2 Sun, +0 Individual , +1 unnatural , +2 Size )

Guideline : Change a plant or item made from plant product.

Magi of Hermes p39

Razor Thorns Mu He 25

R:Voice, D: Diameter, T: Group

This spell causes razor-sharp thorns to spring out of every plant or plant-made product in an area within the range of the caster’s voice. These thorns deal +10 damage to up to a standard group of people (up to ten). The thorns eventually retreat, but they remain for roughly two minutes and can still act as a viable deterrent as the thorns are still just as sharp as a knife.

(Base level 4, +2 Voice, +1 Diameter, +2 Group )

Guideline : Change a plant or item made from plant product into metal or stone. Require a Terram requisite.

Magi of Hermes p39

Blades of Grass, Leaves of Cutting Mu He 30

R:Voice, D: Sun, T: Group

This spell makes all the grass and leaves of a group of plants as sharp as a sword’s blade; this can make an area utterly impassable for even the most armored of individuals.

(Base level 4, +2 Voice, +2 Sun, +2 Group )

Guideline : Change a plant or item made from plant product into metal or stone. Require a Terram requisite.

Magi of Hermes p39

Bag of Feathers Mu He 35

R:Touch, D: Moon, T: Group

This spell is used to lessen the load carried by expeditions, by transforming all of the food supply they must carry, excepting that required during the spell’s duration, into feathers. In Alexander’s case each type of food becomes a different color and pattern of feather, so that servants who travel with him learn to read which feather is which provision. Food in feather form does not spoil, although it often tastes slightly of chicken after it regains its original form. Note that the food does not change back when the caster wishes; without Perdo Vim magic, he must wait for the duration to end.

(Base level 4, +1 Touch, +3 Moon, +2 Group , +1 Herbam requisite )

Guideline : Change a plant or item made from plant product into metal or stone. Require a Terram requisite.

Magi of Hermes p13

Locked Storehouse Mu He 45

R:Touch, D: Year+1 (Merenita), T: Structure, Ritual

This Spell Changes a building and the building’s contents into a large rock of hard igneous stone for a year and a day. The rock is typically significantly smaller than the altered building (having approximately the same mass as the building), and is buried to the depth of the building’s foundation. If there is any material containing animal products in the building (such as leather or wool), then the spell must be cast with an Animal casting requisite or the spell will not function. Over the duration of the spell, the target building and its contents age normally but do not suffer decay in any other respect; Thus no mold or water damage affect the building’s contents, but foodstuffs that have been aged for a year and a day would still be far from appetizing.
Lambert has traded to acquire a casting tablet (Covenants page 89) of the spell Locked Storehouse; he does not know the spell himself. The casting tablet specifies the use of three pawns of Muto vis and six pawns of Terram vis.

(Base level 4, +1 Touch, +4 Year+1 (Merenita), +3 Structure , +1 complex effect )

Guideline : Change a plant or item made from plant product into metal or stone. Require a Terram requisite.

Requires virtue(s) FAERIE MAGIC

Magi of Hermes p65

Awaken Consciousness of Plant Mu He 55

R:Voice, D: Year, T: Group, Ritual

This spell works exactly as the spell, Stir the Slumbering Tree (ArM5, page 137), only it is used to awaken multiple plants at once rather than one or two at a time. Once raised, the plants have a state of consciousness that resembles that of a human. The plants can see and hear what’s going on around them and at a normal human level of perception. Such plants tend to share some mental attributes or personality traits with the caster. The plants can rearrange their leaves, stems, or branches over the course of several hours, though too slowly for people to observe the movement from second to second. The size bonus enables the spell to awaken an entire forest grove in one go.

(Base level 4, +2 Voice, +4 Year, +2 Group , +2 Size )

Guideline : Awake the consciousness of a plant. Require a Mentem requisite.

Magi of Hermes p39

CURSE OF THE HAUNTED FOREST Mu He 60

Req : Perdo

R:Touch, D: Year, T: Group, Ritual

Turns a previously normal forest into a haunted and dangerous place. The trees become gnarled and hideous, and the imaginative can see menacing faces in them. The trees also become conscious and cruel; capable of sight,hearing, and limited movement. While they cannot uproot themselves, they can move their branches about, and can reach the ground in an hour or two. Only ill-tempered animals, such as boars and crows, live in these woods, and nothing in them is edible. The only knowledge of what might happen should this ritual be attempted in a faerie forest comes from ancient and disputed legends of the Order of Hermes.

(Base level 4, +1 Touch, +4 Year, +2 Group , +5 Size )

Guideline : Awake the consciousness of a plant. Require a Mentem requisite.

Ars Magica 5th Edition Core rulebook p137

The Smokeless Campfire Mu Ig 5

R:Voice, D: Sun, T: Individual

This spell changes the nature of a fire so it does not produce smoke.

(Base level 1, +2 Voice, +2 Sun, +0 Individual )

Guideline : Change one characteristic of a fire within the target area (make a fire burnn more lightly).

Apprentices p47

THE MANY-HUED CONFLAGRATION Mu Ig 5

R:Voice, D: Momentary, T: Individual

Makes a fire burn brightly in shifting colors for an instant. Each being looking at the fire must make a Stamina stress roll of 6+ or be blinded for one round by the multicolored lights.

(Base level 3, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Change a fire so that it is slightly unnatural (make the flame colored, make the smoke smell of roses). May require requisites.

Ars Magica 5th Edition Core rulebook p141

Enduring Flame Mu Ig 10

R:Touch, D: Sun, T: Individual

A fire targeted by this spell is inextinguishable by wind or water for the spell’s duration. A fire will still burn out if it runs out of fuel while under the effect of the spell, and a candle that is the target of this spell may still be extinguished by being pinched or snuffed out. This spell was originally designed to keep a candle burning on a windy and rainy night, but it can be used on fires that are much larger in size and can even be used to allow a burning torch to be brought underwater without being extinguished. The bubbles, smoke, and turbulence caused by submerging a fire that is under the effect of this spell prevent it from being a useful method of illuminating aquatic areas.

(Base level 3, +1 Touch, +2 Sun, +0 Individual )

Guideline : Change a fire so that it is slightly unnatural (make the flame colored, make the smoke smell of roses). May require requisites.

Magi of Hermes p111

SHOW OF THE FLAMES AND SMOKE Mu Ig 10

R:Voice, D: Concentration, T: Individual

Causes smoke of different colors, streams of flame, and strange popping and sizzling noises to come from a fire. The effect is so spectacular that onlookers are either entranced or horrified, depending on the circumstances. The pyrotechnics might ignite nearby flammable objects and cause minor burns to those within 2 paces of the fire.

(Base level 3, +2 Voice, +1 Concentration, +0 Individual )

Guideline : Change a fire so that it is slightly unnatural (make the flame colored, make the smoke smell of roses). May require requisites.

Ars Magica 5th Edition Core rulebook p141

HORNET FIRE Mu Ig 10

Req : Rego

R:Voice, D: Concentration, T: Individual

Turns a fire into a swarm of fireballs, each the size of a large insect, that fly and harass at your command. Their burning touch gives all those you indicate within 7 paces of the fire both a –3 penalty on all rolls and two extra botch dice, but they do not cause actual damage.

(Base level 2, +2 Voice, +1 Concentration, +0 Individual , +1 Rego requisite )

Guideline : Totally change a fire into another fire by changing any or all of its characteristics.

Ars Magica 5th Edition Core rulebook p141

Boreal Flames Mu Ig 15

Req : Perdo

R:Touch, D: Momentary, T: Individual

This spell momentarily alters a fire so that rather than radiating heat, it radiates an icy cold. The colors of the target fire change from oranges and yellows to violets and blues. Any fire affected by this spell does cold damage rather than heat damage for the moment of the spell’s duration. Boreal Flames does not function on fires that are so hot that they do more than +15 damage. This spell was specifically designed to alter a casting of Pilum of Fire. Boreal Flames may be cast in conjunction with another spell; to do so the caster must make an Intelligence + Concentration roll against an Ease Factor of 15 (per ArM5, page 82). Ranulf uses Boreal Flames in conjunction with The Patient Spell, as doing so eliminates the need for such a formidable feat of concentration.

(Base level 4, +1 Touch, +0 Momentary, +0 Individual , +2 generic : +2 intensity of flames )

Guideline : Change a fire so that it is completely unnatural (multicolored flames forming images ). May require requisites.

Magi of Hermes p111

PRISON OF FLAMES Mu Ig 20

R:Voice, D: Sun, T: Individual

Turns a bonfire into a prison shaped like a miniature castle. A person thrown into the middle is not burned, but takes +15 damage if he or she tries to escape.

(Base level 3, +2 Voice, +2 Sun, +0 Individual , +1 Size )

Guideline : Change a fire so that it is slightly unnatural (make the flame colored, make the smoke smell of roses). May require requisites.

Ars Magica 5th Edition Core rulebook p142

Let This Fire Sing You to Sleep Mu Ig 25

R:Voice, D: Sun, T: Part

This spell affects a single fire, turning the very tips of the flames into pleasing music. The caster decides the kind of music he wishes to hear (a ballad, a whirly jig, etc.), and the spell accommodates. The music of the flames always incorporates a signature refrain, as though a sigil, with each casting. But the mood of that same refrain is adapted to the needs of the song. The flames play the same music all the while the fire burns, getting louder as the fire burns brighter, hotter, or larger, though the random nature of fire and differences in fuel mean that no two castings ever produce exactly the same performance. The spell ends when the flame is extinguished, its original source is fully destroyed or, for particularly long-burning fires, when the spell’s Sun Duration naturally expires. This spell cannot affect a fire that is already larger than a campfire or a fire in a hearth (essentially, any fire doing +5 damage), but a fire that grows larger than this retains the magic. Yestin originally designed this spell so that his fire, whether on the road or in his sanctum, could gently sing him to sleep. But the more he explored this new spell, the more he found new uses for it. It wasn’t just music that the flames could produce, but also speech (though limited in the range of words and voice to little more than those the caster imagines as he casts the spell) or other natural and unnatural sounds. These sounds always adopt the rhythm of the spell’s original melody, though. If left to sing (or talk) of its own volition, with no guidance from the caster, the fire sounds as though it is forming words, but this is an illusion; the sounds form true words by accident if at all.
Yestin has used this spell in his sanctum to experiment with different harmonies, and has on occasion established choirs of candles each quietly singing a different refrain or a different note. The effect can be mesmerizing.
A Finesse Stress roll (Mastery of the spell reduces this to a simple roll) determines how pleasant the sound is, but the size of the fire determines how loud it is.

Size of Fire Equivalent Sound
A candle flame A whisper
A burning torch A conversation
A campfire A song or heated discussion
This spell has the side effect of reducing the intensity of the target fire by 1 as flame is turned to sound.

(Base level 4, +2 Voice, +2 Sun, +1 Part )

Guideline : Change a fire so that it is completely unnatural (multicolored flames forming images ). May require requisites.

Magi of Hermes p139

TRAPPING THE FIRE Mu Ig 25

R:Voice, D: Sun, T: Individual

This spell turns the heat and flames of a large campfire into a small, very hard object, such as a gem or a piece of metal. If the object is broken, the flame returns, but dies if there is nothing to burn.

(Base level 5, +2 Voice, +2 Sun, +0 Individual : requisite is free )

Guideline : Change a fire into a natural example of another element. Requires the appropriate requisite.

Ars Magica 5th Edition Core rulebook p142

Summer’s Blessing Mu Ig 30

R:Voice, D: Sun, T: Individual

This spell turns the heat and flames of a large campfire into a small, very hard object, such as a gem or a piece of metal. If the object is broken the flame returns, but it dies if there is nothing to burn. While the spell lasts, the object is constantly emitting heat equal to a warm summer’s day; this heat warms everything within a few paces.

(Base level 5, +2 Voice, +2 Sun, +0 Individual , generic +1 : requisite is free, +1 constantly releasing heat )

Guideline : Change a fire into a natural example of another element. Requires the appropriate requisite.

Magi of Hermes p124

Conflagratious Lanyard Mu Ig 30

R:Touch, D: Moon, T: Individual

This is a spell Alexander designed to avenge a personal slight. This spell transforms a large campfire into a bootlace, glove, thong, lanyard, belt, or similar leather product, for Moon Duration. When the spell’s duration expires, the campfire continues burning as a natural fire, if it has sufficient fuel and air. A person wearing the item suffers +5 Damage in the first round, and in each subsequent round provided the fire has sufficient fuel to continue burning. Alexander appears to have used this spell to burn all of his rival’s favorite clothes, by incinerating the contents of a closet. Rumors that the rival’s ship was lost at sea with all hands have never been proven.

(Base level 10, +1 Touch, +3 Moon, +0 Individual : requisite free )

Guideline : Change a fire into an unnatural example of another element. Requires the appropriate requisite.

Magi of Hermes p13

Sublimation of Flame Mu Ig 30

R:Voice, D: Diameter, T: Individual

This spell changes a fire elemental (or another creature made of fire) into air for a short period of time. This renders the fire elemental incapable of using many of its powers for the duration of the spell. If the target is in a well-ventilated area (such as outside), then the air that forms its body disperses. This inflicts an Incapacitating Wound on the fire elemental, and when its body returns to fire, numerous small fires erupt throughout the volume it has filled (about 50 paces across). These small fires cause +3 damage to anyone in the volume, and ignite flammable materials. If the target is in an enclosed area (such as inside a room), then the air is closely contained, and the creature suffers no damage. When the fire elemental’s body returns to flame anyone else remaining within the room immediately takes either +10 or +Might damage (whichever is greater) as the elemental’s incandescent body of flame coalesces. This spell must Penetrate the Magic Resistance of the fire elemental. This spell is able to affect creatures of up to Size +6 (this includes fire elementals of up to Might 25)

(Base level 5, +2 Voice, +1 Diameter, +0 Individual , +2 Size )

Guideline : Change a fire into a natural example of another element. Requires the appropriate requisite.

Hermetic Projects p26

FLAMES OF SCULPTED ICE Mu Ig 35

R:Voice, D: Sun, T: Individual

Turns a fire up to the size of a small house into ice. The ice forms beautiful sculptures of leaping flame, until it begins to melt. When the ice has melted halfway, the flames start again, but probably won’t spread, because of wet surroundings.

(Base level 5, +2 Voice, +2 Sun, +0 Individual , +2 Size )

Guideline : Change a fire into a natural example of another element. Requires the appropriate requisite.

Ars Magica 5th Edition Core rulebook p142

The Clandestine Mask Mu Im General

R:Personal, D: Sun, T: Individual

This spell blurs the face and distorts the voice of the caster, so that she may not be recognized by anyone who knows her. The caster’s sigil determines what form this disguise takes; Carolus of Tytalus, whose sigil is darkness, has his face cast perpetually in shadow and his voice echoing and deep. Harpax, whose sigil is multiplicity, acquires a new face every few seconds, and his voice changes randomly between accents and pitches. A magus with a particularly obvious sigil must create a more powerful version (+1 magnitude for higher complexity) to blur this distinction further.

(Base level 2, +0 Personal, +2 Sun, +0 Individual )

Guideline : Change two sensations of an object.

Houses of Hermes : Societates p98

Voice of the Leucrota Mu Im 4

R:Touch, D: Sun, T: Individual

The target’s voice is changed so that it is wholly different. This can duplicate the voice of a specific person known to the caster, or a particular accent he has heard before, or simply change the voice to be different than the target’s own. This spell does not allow the target to speak a language that she does not know. An Intelligence + Finesse roll against an Ease Factor of 6 can accurately replicate an accent, and a 9 is needed to duplicate a specific voice. Someone more familiar with the person mimicked may still perpetrate the falsehood. This is also Persephone’s favored spell used to humiliate an opponent she has bested in certamen — she often gives them an unnaturally squeaky or basso profundo voice. A leucrota is a mythical beast that can mimic the voices of men to lure them as prey.

(Base level 1, +1 Touch, +2 Sun, +0 Individual )

Guideline : Change one sensation of an object (make a leaf look like a coin), but not its type (not from sight to sound).

Magi of Hermes p91

Faerie Flute Mu Im 4

R:Touch, D: Sun, T: Individual

Enchants a person or a music instrument to make clearer, sharper, and more-melodious sounds. A bard using this instrument often lures faeries to him.

(Base level 1, +1 Touch, +2 Sun, +0 Individual )

Guideline : Change one sensation of an object (make a leaf look like a coin), but not its type (not from sight to sound).

Magi of Hermes p125

A Pestilence of Fleas Mu Im 4

R:Voice, D: Diameter, T: Individual

This sensory illusion makes target itchy. Tasks requiring Concentration or physical activity are penalized by –1.

(Base level 1, +2 Voice, +1 Diameter, +0 Individual )

Guideline : Change one sensation of an object (make a leaf look like a coin), but not its type (not from sight to sound).

Apprentices p47

Confound the Rival Singer Mu Im 5

R:Sight, D: Concentration, T: Individual

A somewhat mischievous spell, Yestin devised this in order to give himself an unfair advantage over his mundane rivals. The target of the spell is a singer’s voice (or the sound produced by a single musical instrument), and the spell allows the caster to pull that voice in all manner of directions. For example, it pulls notes higher, pushes them lower, draws them out longer, or cuts them off sharply.
As the caster must anticipate the music or song as it is being performed, the spell requires a Finesse roll to affect the sound to a greater or lesser degree. On a high Finesse roll (9 or higher), the caster is able to change words within the song, or change entire chords within the music. At the lowest level, the caster is able to at least change some of the music to bad notes or add a croak in the voice.

Finesse Roll: 3+
Effect: Causes occasional breaks in the voice or the random bad or missed note.
Finesse Roll: 6+
Effect: The caster can choose to manipulate the performance such that it appears to simply be a good player on a bad night. The target voice might sound strained or croaky, and instruments may sound in need of tuning.
Finesse Roll: 9+
Effect: The caster can make the singer sound tone deaf, flattening a performance or pitching the music off key.
Finesse Roll: 12+
Effect: The caster achieves a fine level of control, and can even change words within a song to any other words of his choosing. If the caster is familiar with the song or the piece of music, he may add his Music score to his Finesse roll as there is less need to anticipate the performance.

It may be possible to apply the spell to the spoken word, perhaps to an orator or a tutor as he addresses an audience, although Yestin has not yet experimented with this.

(Base level 1, +3 Sight, +1 Concentration, +0 Individual )

Guideline : Change one sensation of an object (make a leaf look like a coin), but not its type (not from sight to sound).

Magi of Hermes p140

The False Dune Mu Im 5

R:Touch, D: Ring, T: Circle

Sometimes Alexander can’t just make an unnaturally cool, dark space, surrounded by a moat of scorpions, when he wants to camp. This spell changes the way his camp looks and sounds. He often makes it appear to be a sand dune or copse of trees.

(Base level 2, +1 Touch, +2 Ring, +0 Circle )

Guideline : Change two sensations of an object.

Magi of Hermes p14

A Visible Demand for Repair Mu Im 5

R:Touch, D: Ring, T: Circle

This spell transforms the groans and squeaks of damaged pieces of equipment into iconic species reminiscent of the magus's sigil. This makes it easier for magi to find the flaws in damaged parts, granting a +3 bonus to Crafts or Profession rolls.

(Base level 2, +1 Touch, +2 Ring, +0 Circle )

Guideline : Synaesthesia : Transform the species that trigger one sense into those that trigger another

Houses of Hermes : Societates p65

TASTE OF THE SPICES AND HERBS Mu Im 5

R:Touch, D: Sun, T: Individual

A setting’s worth of food or drink tastes and smells exactly as you designate.

(Base level 2, +1 Touch, +2 Sun, +0 Individual )

Guideline : Change two sensations of an object.

Ars Magica 5th Edition Core rulebook p145

Aura of Childlike Innocence Mu Im 10

R:Touch, D: Sun, T: Individual

This spell is a variant of Aura of Ennobled Presence, except that it causes the target to appear more guileless, gullible, and naïve. The character gets a +3 to rolls to deflect suspicion or convince others of his innocence. To those affected by the caster’s Gift, his apparent innocence and unblemished honor appears sanctimonious and self-righteous (originally in Houses of Hermes: Societates, page 96).

(Base level 3, +1 Touch, +2 Sun, +0 Individual )

Guideline : Change three sensations of an object.

Magi of Hermes p91

Safeguard the Clandestine Conversation Mu Im 10

Req : Rego

R:Touch, D: Ring, T: Circle

The visual and auditory species produced by anyone within the circle drawn by the caster as he casts the spell are muddled to any observers who were not present in the circle at the time of casting; this includes those scrying on the target from a remote location. Those inside the circle can still see and hear each other normally, due to the Rego requisite that causes the spell to only affect the species streaming in certain directions. The nature of the muddled images varies according to the design of the spell, but usually includes the inventor’s sigil, and leaves those within unidentifiable by their appearance or sound.

(Base level 2, +1 Touch, +2 Ring, +0 Circle , +1 Rego requisite )

Guideline : Change two sensations of an object.

Transforming Mythic Europe p98

Aura of Beguiling Appearance Mu Im 10

R:Touch, D: Sun, T: Individual

This spell is a variant of Aura of Ennobled Presence, except that it causes the target to appear more friendly, concilatory and credible. The character gets a +3 on rolls to win trust and make friends. In a debate, the target recieves a +3 to Defense Totals based on Charm. The social penalties caused by the Gift are not negated by this spell, the caster merely seems to be suspiciously over-friendly.

(Base level 3, +1 Touch, +2 Sun, +0 Individual )

Guideline : Change three sensations of an object.

Houses of Hermes : Societates p96

Comeliness of the Crone Mu Im 10

R:Touch, D: Sun, T: Individual

The target appears less likeable, cute, and attractive. Numerous subtle changes in appearance bring about this change, including a shriller, higher pitched voice, a more crooked posture, and a slightly more bloated and unclean face and figure. The character gets a –3 modifier on all rolls to influence, seduce, or please others.

(Base level 3, +1 Touch, +2 Sun, +0 Individual )

Guideline : Change three sensations of an object.

Magi of Hermes p22

AURA OF ENNOBLED PRESENCE Mu Im 10

R:Touch, D: Sun, T: Individual

The target appears more forceful, authoritative, and believable. Numerous subtle changes in appearance bring about this change, including a slight supernatural illumination of the face, a more erect posture, and a louder and smoother voice. The character gets a +3 on rolls to influence, lead, or convince others.

(Base level 3, +1 Touch, +2 Sun, +0 Individual )

Guideline : Change three sensations of an object.

Ars Magica 5th Edition Core rulebook p145

NOTES OF A DELIGHTFUL SOUND Mu Im 10

R:Touch, D: Sun, T: Room

Causes all sounds in a room, particularly music, to be especially clear and sonorous. The notes are clearer, sharper, and more distinct.

(Base level 1, +1 Touch, +2 Sun, +2 Room )

Guideline : Change one sensation of an object (make a leaf look like a coin), but not its type (not from sight to sound).

Ars Magica 5th Edition Core rulebook p145

Aura of the Simple Bard Mu Im 15

R:Touch, D: Sun, T: Individual

Alters the appearance of a person to make him look more innocent and trustworthy. His facial features become softer and more childish. The character receives a +3 on appropriate rolls. This doesn’t undo the effects of The Gift (see page 75 of ArM5), but works well for magi who have the Gentle Gift.

(Base level 3, +1 Touch, +2 Sun, +0 Individual )

Guideline : Change three sensations of an object.

Magi of Hermes p125

The Petrine Deception Mu Im 15

R:Voice, D: Concentration, T: Group

This spell makes Alexander’s grogs look and sound like small rocks. Alexander is unable to dispel his magic, and while in rock form his grogs cannot communicate with each other to co-ordinate attacks, so this spell dissipates when Alexander’s concentration wavers.

(Base level 2, +2 Voice, +1 Concentration, +2 Group )

Guideline : Change two sensations of an object.

Magi of Hermes p14

Sight of the warm surface Mu Im 15

R:Touch, D: Concentration, T: Vision (intellego)

Although Imaginem magic cannot create heat, warm surfaces emit species, which humans can sense through touch. This spell transforms those into species that the eye responds to. How the warmth is seen varies by magus.

(Base level 2, +1 Touch, +1 Concentration, +4 Vision (intellego) )

Guideline : Synaesthesia : Transform the species that trigger one sense into those that trigger another

Houses of Hermes : Societates p65

DISGUISE OF THE TRANSFORMED IMAGE Mu Im 15

R:Touch, D: Sun, T: Individual

Makes someone look, sound, feel, and smell different, though at least passably human.

(Base level 4, +1 Touch, +2 Sun, +0 Individual )

Guideline : Change four sensations of an object.

Ars Magica 5th Edition Core rulebook p146

Ball of abysmal Music Mu Im 20

R:Voice, D: Momentary, T: Individual

This spell targets a formulaic Ignem spell while it is being cast, changing it so that instead of creating fi re, heat, or light, it produces a harmless burst of color and sound. This was reputedly Pendule’s favorite spell, and he taught it to all of his Merinita followers after Initiating them into the Inner Mystery of Glamour. Note that since the spell must be fast-cast, it cannot be cast formulaically unless it has been mastered for that purpose.

(Base level 10, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Change a target into glamour. (Requisite of the Form of the target required.)

Requires virtue(s) Glamour

Houses of Hermes : Mystery Cults p101

Safe Haven Mu Im 20

R:Touch, D: Moon, T: Structure

Changes the image of a building, even one quite extravagant like a small wizard’s tower, to a that of a poor and small hut.

(Base level 1, +1 Touch, +3 Moon, +3 Structure )

Guideline : Change one sensation of an object (make a leaf look like a coin), but not its type (not from sight to sound).

Magi of Hermes p125

Glowing Footprints of the Thief Mu Im 20

R:Sight, D: Concentration, T: Group

This spell makes the traces of sweat left by a person visible, by transforming the stream of olfactory species of the person's scent into a stream of iconic species. The way this light appears is dependant of the sigil and Finesse of the magus. This spell is mimetic, so all nearby people can see the scent traces. Note that to cast this spell, the magus must be distinctly aware of the scent of the thief, so that there is a valid target for the spell.

(Base level 2, +3 Sight, +1 Concentration, +2 Group )

Guideline : Synaesthesia : Transform the species that trigger one sense into those that trigger another

Houses of Hermes : Societates p65

IMAGE PHANTOM Mu Im 20

R:Touch, D: Sun, T: Individual

Any one thing, including a living thing, can be made to appear as if it were something else of approximately the same shape and size. The illusion cannot be cast on things that have a shape or size improper to the final appearance. If the target moves or is moved in such a way that the illusion is inappropriate, it looks very strange indeed.

(Base level 5, +1 Touch, +2 Sun, +0 Individual )

Guideline : Change five sensations of an object.

Ars Magica 5th Edition Core rulebook p146

Living Fire Mu Im 25

R:Voice, D: Fire (Merenita), T: Individual

This spell alters the image, sound, and smell of campfire or bonfire to something the caster chooses, such as a dancing woman or a dragon’s head. The real flame is not changed, so you won’t be burned by the parts of the image that extend outside of it, like the flaming breath of the dragon’s head.

(Base level 3, +2 Voice, +3 Fire (Merenita), +0 Individual , +1 moving parts )

Guideline : Change three sensations of an object.

Magi of Hermes p125

Ogre’s Stench Mu Im 30

R:Voice, D: Sun, T: Group

You change the targets’ smell (up to 100 people) in such a disgusting and awful way that they and every person near them must make Stamina rolls against an Ease Factor of 6 or act with a –3 penalty to all rolls. If they botch, they throw up.

(Base level 1, +2 Voice, +2 Sun, +2 Group , +1 Size , +2 Details )

Guideline : Change one sensation of an object (make a leaf look like a coin), but not its type (not from sight to sound).

Magi of Hermes p125

Blessing the Merchant’s Lineage Mu Im 35

R:Touch, D: Until (Merenita), T: Bloodline (Merenita), Ritual

This spell changes all members of a bloodline so that they look more trustworthy, their voices are softer if needed, and they seem to be smiling whenever appropriate. This gives the whole bloodline a +3 on rolls that involve gaining trust or convincing others. But if anyone in the bloodline gets baptized the duration ends, so this spell is usually only used by pagans. It uses the Spell Timing mystery (see page 100 in Houses of Hermes: Mystery Cults).

(Base level 3, +1 Touch, +4 Until (Merenita), +3 Bloodline (Merenita) )

Guideline : Change three sensations of an object.

Magi of Hermes p125

Servant of Fire Mu Im 45

R:Voice, D: Fire (Merenita), T: Individual

This Glamour spell (see page 101 in Houses of Hermes: Mystery Cults) turns a normal fire into a human servant. He has a simple intellect and is good for only simple tasks, but has no possibility of learning or free will. The servant must eat a lot of wood or other flammable materials, otherwise the fire will burn out, ending the spell. As long as the servant eats enough, however, the spell continues. This spell has a minor side effect from experimentation that makes the servant sing instead of speaking normally.

(Base level 10, +2 Voice, +3 Fire (Merenita), +0 Individual , +1 Mentem , +1 moving parts )

Guideline : Change a target into glamour. (Requisite of the Form of the target required.)

Magi of Hermes p125

RECOLLECTION OF MEMORIES NEVER QUITE LIVED Mu Me 4

R:Eye, D: Sun, T: Individual

Changes the target’s memory of a detail into a similar, though different, memory. The target is no more sure of this manufactured memory than of the authentic one, so he may discover strange fabrications to be false.

(Base level 1, +1 Eye, +2 Sun, +0 Individual )

Guideline : Make a minor change in person's memory of an event.

Ars Magica 5th Edition Core rulebook p149

Absent Mind of the Scholar Mu Me 10

R:Touch, D: Sun, T: Individual

This spell changes the target’s memory so that he believes that Wizard’s War was declared on him one month prior to when it actually was. The intent is that this spell is cast via an Intangible Tunnel-style effect while the Wizard’s War is legitimately in progress, and the target (believing that the Wizard’s War occurred during the previous month) stops taking protective measures, and leaves the sanctuary of the Aegis of the Hearth. Obviously, this strategy will fail if the target is convinced by another character that their memory is in error. However, it might be very difficult to convince a magus that their memory is incorrect, and to be effective this strategy only requires the magus to make a single absent-minded mistake, such as briefly leaving the Aegis of the Hearth.

(Base level 3, +1 Touch, +2 Sun, +0 Individual )

Guideline : Make a major change in person's memory of a series of events.

Hermetic Projects p94

Distraction of the Magpie Mu Me 10

R:Eye, D: Sun, T: Individual

The target’s estimation is altered so that shiny objects become highly desirous to him. For the duration of the spell he is easily distracted by anything that glints, and given the opportunity he will acquire such things and secret them somewhere about his person. He must make an Intelligence + Concentration roll against an Ease Factor of 9 to complete a complex task in the presence of a shiny object that he does not yet possess.

(Base level 3, +1 Eye, +2 Sun, +0 Individual )

Guideline : Make a major change to a person's emotion.

Art & Academe p33

Clarion call of the War Horse Mu Me 15

R:Personal, D: Diameter, T: Sound

Anyone hearing the caster’s battle cry is heartened by its tone, and receives a +3 bonus to his Brave Personality Trait. Those attaining Brave scores greater than +3 through this spell perform acts of courage well beyond those expected of them.

(Base level 3, +0 Personal, +1 Diameter, +3 Sound )

Guideline : Make a major change to a person's emotion.

Requires virtue(s) Sensory Magic

Houses of Hermes : Mystery Cults p29

The Generous Patron Mu Me 15

R:Voice, D: Sun, T: Individual

This spell changes the common sense (see Art and Academe, page 33) of the target. He cannot estimate the true worth of his belongings and is likely to give more of them for less.

(Base level 3, +2 Voice, +2 Sun, +0 Individual )

Guideline : Make a major change to a person's emotion.

Magi of Hermes p126

Seed of Betrayal Mu Me 15

R:Eye, D: Moon, T: Individual

Changes the target’s emotions towards his master(s) to contempt, such that he will readily betray them. Subtract 5 points from the target’s relevant Loyal Personality Trait, for the duration of the spell.

(Base level 3, +1 Eye, +3 Moon, +0 Individual )

Guideline : Make a major change to a person's emotion.

Guardians of the Forests : The Rhine Tribunal p73

Avoiding the Blame Mu Me 15

R:Eye, D: Sun, T: Individual

This spell allows Alexander to rewrite all of the target’s memories concerning a length of time. Alexander uses this spell to misdirect mundane enemies, but its Duration is so brief that it must be used cautiously. It is suitable for assisting his servants, when in trouble with mundane authorities, to gain their freedom long enough to flee an area. It can also be used to trick rivals into social gaffes, which can harm their political position.

(Base level 4, +1 Eye, +2 Sun, +0 Individual )

Guideline : Make a major change in person's memory of a period of their life.

Magi of Hermes p14

Enchantment of the Pedestrian Pigeon Mu Me 15

R:Eye, D: Moon, T: Individual

After telling a person a piece of information, this spell is cast to occlude the memory of that information. A key phrase or word is also set at the time of casting, and subsequently uttering this phrase unlocks the memory. If the message has not been delivered by the time the Duration expires, then the memory of the information is restored to the target. A spell to read the thoughts of the target does not reveal the protected information unless its Penetration exceeds the spell’s level.

(Base level 2, +1 Eye, +3 Moon, +0 Individual , +1 complex effect )

Guideline : Make a major change in person's memory of an event.

Houses of Hermes : Societates p98

My Old and Dear Friend Mu Me 20

R:Eye, D: Sun, T: Individual

The target’s memory is altered so that the caster is “remembered” to have performed a major favor for him in the recent past. The caster gets to choose in what manner she appears in the altered memory. The target cannot be convinced of the falsity of this memory until the duration of the spell expires, at which point he realizes the deception.

(Base level 4, +1 Eye, +2 Sun, +0 Individual , +1 complex effect )

Guideline : Make a major change in person's memory of a period of their life.

Magi of Hermes p92

Remembered Messages Mu Me 20

R:Touch, D: Sun, T: Boundary, Ritual

To use this spell successfully requires a little preparation, because each target needs to be prepared with a memory that can be altered with little trouble. For example, at sporting or cultural events, everyone may be asked to repeat the recipe for sea urchin soup, or memorize a string of flags.
When this spell is required, the memory of the recipe is replaced with a single useful piece of information, or the flags are replaced with a single useful image. For example, an evacuation plan can be distributed in this way, or a series of mustering points for militias.
* Remember to add further magnitudes to increase Boundary size.

(Base level 1, +1 Touch, +2 Sun, +4 Boundary )

Guideline : Make a minor change in person's memory of an event.

Transforming Mythic Europe p74

The Unbidden Task Mu Me 25

R:Eye, D: Moon, T: Individual

This spell creates a simple prospective memory in the target, which repeats itself so often that the target infers a reason for the memory. Simple memories, like, “I need to leave the back door unlocked tomorrow night” draw out reasonable inferences like, “because his lordship is sneaking out for a night on the town after her ladyship falls asleep.” Characters cannot be convinced to do things that are dangerous unless the character regularly faces that sort of danger as part of his profession. Houses of Hermes: Societates page 70.

(Base level 4, +1 Eye, +3 Moon, +0 Individual : Base 5 ? )

Guideline : Make a major change in person's memory of a period of their life.

Hooks p37

MIND OF THE BEAST Mu Me 30

R:Eye, D: Sun, T: Individual

You turn the mind of the target into that of an animal of your choice. The victim acts and thinks like that animal as much as possible; a person who thinks he is a bird will try to fly, but will not be able to. This can be dangerous for the target.

(Base level 15, +1 Eye, +2 Sun, +0 Individual )

Guideline : Utterly change a person' mind.

Ars Magica 5th Edition Core rulebook p149

Blissful Messenger Mu Me 30

R:Touch, D: Until (Merenita), T: Individual, Ritual

This spell alters the target’s recollection of an event, changing the memories of what actually occurred into memories of a different event decided upon by the caster. This spell is undone by speaking to a specific individual about the altered memories, and the individual who releases the spell must be included in the altered memories in some significant way. For example, the individual could be discussed, the memories could include a prominently placed picture of the individual, or the individual could be “present” in the altered memories. Often the spell is cast to change the recollections of an event into the recollections of a conversation specifying exactly how the spell is to be broken.
A Tytalus maga who had need of sending agents to areas where they might be subject to investigation by Mentem spells convinced Lambert’s mater to allow Lambert to study the Lab Text for this spell as an apprentice. Lambert then used the spell for the benefit of the Tytalus who compensated Lambert’s mater for the service. The vis cost of performing the ritual, and the rarity of people willing to trust a Gifted magus sufficiently to allow their memories to be altered, prevents this from being a frequently used tool.

(Base level , +1 Touch, +4 Until (Merenita), +0 Individual : Base 5 ? )

Guideline :

Requires virtue(s) FAERIE MAGIC

Magi of Hermes p65

FALSE PROPHECY Mu Me 30

R:Arcane connection, D: Moon, T: Individual

This spell alters the victim’s memories of their dreams, so that they recall a persistent nightmare. The magus crafts this nightmare, but usually includes material designed to influence the victim’s decisions.

(Base level 3, +4 Arcane connection, +3 Moon, +0 Individual )

Guideline : Make a major change in person's memory of a series of events.

Houses of Hermes : True Lineages p140

Apollo’s Fearful Gaze Mu Me 30

R:Voice, D: Sun, T: Individual

This horrific spell rewrites the target’s common sense, so that light induces pain signals (Art and Academe, page 33). The brighter the light, the stronger the pain sensed. Note that the pain isn’t caused by any wounds, and will disappear as soon as the spell ends, or when the target is no longer exposed to light.


Light Source Penalty
Moonlight or
Candlelight –1
Torchlight –3
Bonfire –5
Daylight Incapacitated

(Base level 10, +2 Voice, +2 Sun, +0 Individual )

Guideline : Completely rewrite a person's memories

Magi of Hermes p29

PAST OF ANOTHER Mu Me 35

R:Eye, D: Year, T: Individual, Ritual

The target’s memories are completely rewritten, and he is unable to remember his actual life until the effect is dispelled or expires.

(Base level 10, +1 Eye, +4 Year, +0 Individual )

Guideline : Completely rewrite a person's memories

Ars Magica 5th Edition Core rulebook p149

Lost in the Memory Mu Me 35

R:Eye, D: Moon, T: Individual

The mind of the target is filled with memory, dominating all other mental faculties. He will relive scenes from his past and visit places of particular significance while neglecting all but the basic urges to eat, drink, and rest. During this time he cannot put any mental effort into any task, and can only be temporarily roused from his fugue if he succeeds in an Intelligence + Concentration roll of 9 or more.

(Base level 15, +1 Eye, +3 Moon, +0 Individual )

Guideline : Utterly change a person' mind.

Art & Academe p33

Donning the Mask of Another Mu Me 35

R:Touch, D: Year, T: Individual, Ritual

This spell creates a personna from the identity of another (henceforce called the donor). The donor must be present during the Ritual spell, but need not be willing or even conscious for the correct operation of the spell, though it must penetrate any Magic Resistance as usual.

The caster acquires the full memories and personality of the donor as a deep cover disguise with a Reputation score of 3, but which offers no reduction in the social penalty of the caster's Gift. This spell can also be used on character who have established a deep cover disguise of their own, in which case it confers the Reputation at the same score as the donor's, with the same reduction in the Gift's effects that he enjoyed. If, in the year that the caster maintains his foreign identity, he is able to apply at least 5 experience points to the Reputation, then the Reputation persists once the spell's Duration expires.

The caster must employ further magic to acquire the physical ressemblance of the personna. The caster could even fool close friends and family, if his physical disguise is good enough. This spell inflicts one Warping point on both the caster and donor when it is cast (from the powerful mystical effect), and the caster suffers an additionnal Warping Point at the end of the spell's Duration (from the constant mystical effect).

(Base level 10, +1 Touch, +4 Year, +0 Individual )

Guideline : Completely rewrite a person's memories

Houses of Hermes : Societates p97

INMOST COMPANION Mu Me 40

R:Eye, D: Sun, T: Individual

The target’s mind is made physical as a bird. This bird normally stays close to the target’s body, but need not. If the target has Magic Resistance, it  protects both his body and mind, as normal. No matter how far it travels, the target’s mind controls his body, as well as the bird’s, as normal. In particular, it can see through both sets of sense organs. If the bird is killed, the target also dies, as his mind has been killed.

(Base level 25, +1 Eye, +2 Sun, +0 Individual )

Guideline : Make a mind or spirit solid. Requires the appropriate requisite to the Form of the shape.

Ars Magica 5th Edition Core rulebook p149

VISION OF THE HAUNTING SPIRITS Mu Me 40

R:Touch, D: Sun, T: Room

All spirits within the target area become visible, although they might remain unseen if hiding behind something. This includes the spirits of living people, which appear as the person normally does. If the person is invisible or otherwise changed from his normal shape, his normal appearance is superimposed on his current appearance.

(Base level 15, +1 Touch, +2 Sun, +2 Room )

Guideline : Make a mind or spirit visible (requires Imaginem requisite).

Ars Magica 5th Edition Core rulebook p150

Family Gathering Mu Me 40

Req : Intellego

R:Personal, D: Concentration, T: Bloodline (Merenita)

This spell alters the perceptions of the caster and all of those people who are descended from him or her. The affected people think themselves to be in a large, comfortable, well-lit room sitting around a table sufficiently large to seat every member of the bloodline, rather than at their actual locations. Those affected by the spell perceive their relatives to be with them in this room. The room itself is heavily influenced by the caster’s wizard’s sigil.

The members of the bloodline are able to speak to one another as if they were in the same room. If a member of the bloodline is asleep when Family Gathering is cast, the spell will not wake that family member; instead that person will experience the spell as a dream and he will have no easier of a time remembering the meeting than he would have remembering any other dream. The words and actions of a dreaming person are often, but not always, sufficiently odd to alert other participants to his or her state. During the spell’s duration, none of the family are able to receive information from their normal senses. (In terms of the mind as explained in Art and Academe, the forms and images collected by the target’s senses are overwritten in the target’s common sense by the Family Gathering spell). The targets of this spell are still able to move and control their bodies, but their inability to perceive their actual surroundings makes this a dangerous proposition.
Prior to inventing this spell, Lambert on occasion spontaneously cast a Range: Personal, Target: Bloodline version of Words of the Unbroken Silence and used Familial Secrets to communicate with his children, but he found such communication to be very taxing. Lambert created Family Gathering to facilitate clear communication. This spell is specifically designed to not Warp members of Lambert’s bloodline.

(Base level 15, +0 Personal, +1 Concentration, +3 Bloodline (Merenita) , +1 Intellego requisite )

Guideline : Utterly change a person' mind.

Requires virtue(s) FAERIE MAGIC

Magi of Hermes p67

SWORDS OF SILVER AND MOONLIGHT Mu Me 40

R:Eye, D: Sun, T: Individual

This spell makes the metal accouterments of a ghost solid. Many ghosts are able to affect the world with a single, favored object, but this spell allows them to use their entire kit. Weapons that are a composite of wood and metal work normally for the ghost, but only the metal parts may strike a mortal. Hard-pressed Tremere magi sometimes cast this spell upon the ghosts of dead shield grogs. Eye contact must be made with the ghost.

(Base level 25, +1 Eye, +2 Sun, +0 Individual )

Guideline : Make a mind or spirit solid. Requires the appropriate requisite to the Form of the shape.

Houses of Hermes : True Lineages p140

Rewriting the Mind Mu Me 45

R:Voice, D: Year, T: Individual, Ritual

This spell utterly changes the target’s capacity for cognitive thought; all previous goals, hopes and desires are set aside in favor of the agenda dictated by the magus at the time of casting this spell. For the Duration of the spell the target is unusually single-minded in pursuing his new goals, but still has command of his other mental faculties. This spell incurs Warping as a constant effect of high power.

(Base level 15, +2 Voice, +4 Year, +0 Individual )

Guideline : Utterly change a person' mind.

Art & Academe p33

SPECTRAL QUINREME Mu Me 50

R:Eye, D: Moon, T: Structure

A ghostly ship is not the spirit of a ship, it’s a prop projected by the psyche of a ghost, like the clothes or weapons of a ghostly soldier. Ghost ships, as figments of the imagination of the dead, can be called up with Mentem magic. This spell makes a spectral ship sufficiently solid for humans to sail upon her, and stow cargo safely within her hold. It does not summon or command the ghostly ship: that requires the magus to summon and command the ghost or ghosts who manifest the ship.

(Base level 15, +1 Eye, +3 Moon, +3 Structure : Base 15 ? )

Guideline : Make a mind or spirit visible (requires Imaginem requisite).

Houses of Hermes : True Lineages p140

Nordic Triumph Mu Me 60

R:Touch, D: Moon, T: Structure, Ritual

This ritual is cast while on board a ship, which the spell transforms into a dragonprowed longship, and the crew are transformed into fierce Viking warriors who view the caster as their chieftain. The spell does not give the crew any Abilities they did not already have, but it makes them think and act as if they are Viking warriors, including acting as a trained group in combat.

(Base level 15, +1 Touch, +3 Moon, +3 Structure , +1 Herbam requisite , +1 Terram requisite )

Guideline : Utterly change a person' mind.

The Lion and the Lily : The Normandy Tribunal p122

ARMING THE LEGION OF THE DEAD Mu Me 70

R:Touch, D: Moon, T: Group, Ritual

This spell makes the metal accouterments for an army of ghosts, up to 10,000 strong, solid. It does not, however, give caster any control over the ghosts. Many ghostly legionnaires can affect the world with a single weapon, but this spell allows them to use their complete kit, granting missile attacks, the ability to engage in field engineering, and the use of siege weapons.

(Base level 25, +1 Touch, +3 Moon, +2 Group , +3 Size )

Guideline : Make a mind or spirit solid. Requires the appropriate requisite to the Form of the shape.

Houses of Hermes : True Lineages p140

Blunting the Iron’s Bite Mu Te 10

R:Voice, D: Diameter, T: Individual

Cast against any bladed weapon, this spell warps and blunts the blade hopelessly. The affected weapon has its total damage (including Attack Advantage) reduced to half (round up). The weapons return to their undamaged state once the Duration expires. While this could be invented as a Perdo Terram spell, Hugh prefers this version since it has the additional effect of making the affected weapons blocked by Magic Resistance. Hugh often casts this spell forcelessly, against the most dangerous-looking of his foes.

(Base level 1, +2 Voice, +1 Diameter, +0 Individual , +2 metal )

Guideline : Change one property of earth.

Magi of Hermes p50

THE CRYSTAL DART Mu Te 10

Req : Rego

R:Voice, D: Momentary, T: Individual

The spell transforms a stone into a 10-inch crystal dart that rises, floats into the air, and speeds off like an arrow at a target that is within Voice range. It does +10 damage, and always hits its target, although it must penetrate Magic Resistance to have any real effect.

(Base level 3, +2 Voice, +0 Momentary, +0 Individual , +1 Rego requisite )

Guideline : Change earth so that is slightly unnatural. Requisites may be required.

Ars Magica 5th Edition Core rulebook p154

SUPPLE IRON AND RIGID ROPE Mu Te 10

R:Touch, D: Sun, T: Individual

Makes a flexible object stiff or a stiff object flexible. Casting requisites of Forms appropriate to the materials affected are required.

(Base level 3, +1 Touch, +2 Sun, +0 Individual )

Guideline : Change earth so that is slightly unnatural. Requisites may be required.

Ars Magica 5th Edition Core rulebook p154

ROCK OF VISCID CLAY Mu Te 15

R:Touch, D: Sun, T: Part

Softens rock enough that it may be dug out, molded, and otherwise manipulated in the same way that hard river clay can be. The rock is slightly sticky. The spell affects rock in a roughly spherical shape with a three-foot diameter.

(Base level 3, +1 Touch, +2 Sun, +1 Part )

Guideline : Change earth so that is slightly unnatural. Requisites may be required.

Ars Magica 5th Edition Core rulebook p154

A WINDOW OF SINGULAR DIRECTION Mu Te 15

R:Touch, D: Ring, T: Circle

This spell, created by the Architects of Tremere, makes a circle of wall transparent, from one side only. It was developed in the early years of the Order, to allow magi protected by temporary fortifications to target their foes.

(Base level 3, +1 Touch, +2 Ring, +0 Circle , +1 stone )

Guideline : Change earth so that is slightly unnatural. Requisites may be required.

Houses of Hermes : True Lineages p141

Conjure the Ocean’s Breath Mu Te 15

R:Touch, D: Moon, T: Part

Developed for the traveling magus who needs a quick, easily tradable resource. Conjure the Ocean’s Breath turns a large patch of dirt into salt. It is best that the magus not be around when the spell’s duration expires.

(Base level 2, +1 Touch, +3 Moon, +1 Part )

Guideline : Change earth to another type of natural earth (sand, mud, loam...) .

Magi of Hermes p30

OBJECT OF INCREASED SIZE Mu Te 20

R:Touch, D: Sun, T: Individual

This spell enlarges an inanimate object originally no bigger than a large chest. The object doubles in each dimension and increases its weight eight times. The size increase is based on the object's original, natural size, so casting the spell more than once on an object has no effect. Noble elements like gold, silver, and gems, are not affected by this spell. If any part of the item resists growth, the item as a whole does not grow. Casting requisites are required for the appropriate Form for the target.

(Base level 4, +1 Touch, +2 Sun, +0 Individual , +1 stone )

Guideline : Make something grow to eight time its previous volume.

Ars Magica 5th Edition Core rulebook p154

EDGE OF THE RAZOR Mu Te 20

R:Touch, D: Sun, T: Individual

Sharpens any metal edge to a degree unequaled by manual methods. An edged or pointed weapon gains a +2 bonus to Damage. Good-natured magi reward grogs by enchanting their weapons in this way, although since the resulting sword is resisted by Magic Resistance they rarely do this for all their grogs.

(Base level 3, +1 Touch, +2 Sun, +0 Individual , +2 metal )

Guideline : Change earth so that is slightly unnatural. Requisites may be required.

Ars Magica 5th Edition Core rulebook p154

EARTH THAT BREAKS NO MORE Mu Te 20

R:Touch, D: Sun, T: Part

Turns a volume of packed dirt of up to ten cubic paces into stone.

(Base level 3, +1 Touch, +2 Sun, +1 Part , +1 Size )

Guideline : Change earth to stone, or vice versa.

Ars Magica 5th Edition Core rulebook p154

INK OF NOBLEST METALS Mu Te 20

R:Voice, D: Diameter, T: Individual

This spell transforms gold into a liquid that is applied as ink. When the spell expires, it turns back into solid metal, allowing magi to place it on a page without developping skill with gold leaf. By pouring the golden ink into molds, the magi can set it into shapes.

(Base level 3, +2 Voice, +1 Diameter, +0 Individual , +2 metal )

Guideline : Change earth into a liquid or gas. Requisites may be required.

Covenants p96

Armatura Vitrea Mu Te 20

R:Voice, D: Diameter, T: Individual

Designed for those who fear the threat of armor-wearing assailants, Armatura Vitrea transforms one attacker’s armor into glass. The armor now provides a protection of 2, and a load of 3. If struck with a weapon, the glass armor shatters sending razor-sharp shards everywhere, adding an additional simple die to the attack’s damage. This, of course, destroys the armor.

(Base level 2, +2 Voice, +1 Diameter, +0 Individual , +2 metal )

Guideline : Change earth to another type of natural earth (sand, mud, loam...) .

Magi of Hermes p30

The Weightless Menhir Mu Te 20

R:Touch, D: Sun, T: Individual

This spell makes a stone as light as a feather. Muirgen created this spell to easily move the portal stones.

(Base level 4, +1 Touch, +2 Sun, +0 Individual , +1 stone )

Guideline : Change earth so that is highly unnatural. Requisites are often required.

Tales of Mythic Europe p12

Short Step of the Ghost Mu Te 25

R:Touch, D: Momentary, T: Part

The stone in a section of wall momentarily becomes as permeable as mist, allowing the caster to step through. The wall solidifies behind her. It affects an area as large as a door, but the wall cannot be more than one foot thick. The highly unnatural substance that the section of wall briefly becomes does not affect its structural integrity.

(Base level 10, +1 Touch, +0 Momentary, +1 Part , +1 stone )

Guideline : Change earth into highly unnatural liquid or gas. Require appropriate requisite.

Magi of Hermes p93

Hardness of Adamantine Mu Te 25

R:Touch, D: Sun, T: Individual

This spell instills a metal object with supernatural stength and hardness. Even weak metals like gold or lead can be affected. The object becomes nearly unbreakable by mundane means.

If used on chain mail or metal scale armor, the Protection value of the armor is increased by +2. If used on an edged or pointed weapon, the weapon gains +1 to damage. This bonus can be combined with that from Edge of the Razor or other spells.

(Base level 4, +1 Touch, +2 Sun, +0 Individual , +2 metal )

Guideline : Change earth so that is highly unnatural. Requisites are often required.

Houses of Hermes : Societates p37

Rapid Excavations Mu Te 30

R:Voice, D: Sun, T: Part

This spell allows Alexander to turn large volumes of sand into water, which rapidly dissipates in the desert heat. Alexander uses this spell to excavate sites that have become sand-bound, and to disorient foes by making the ground they are standing on into a deep waterhole. This spell can affect one hundred cubic yards of sand. Alexander can alter the shape of the space affected with a Finesse Roll.

(Base level 3, +2 Voice, +2 Sun, +1 Part , +1 Size )

Guideline : Change earth into a liquid or gas. Requisites may be required.

Magi of Hermes p14

TEETH OF THE EARTH MOTHER Mu Te 35

R:Voice, D: Sun, T: Group

You cause twenty pointed pillars of white marble to spring up from the ground to a height of 12 feet, forming a circle 3 paces in diameter. At their tops, the pillars are thin and as sharp as spears. At the base, where they touch, they are 18 inches thick. When the pillars spring up, they can be used to cage people, to form a wall, or simply to skewer enemies. Climbing to the top of the pillars requires three Athletics stress rolls against an Ease Factor of 12, and the tops break away when the target reaches them, causing the victim to fall. Skewering a target does +25 damage, possibly more on following rounds if the victim struggles or is exceptionally heavy. When the spell ends, the pillars crumble to dust.

(Base level 3, +2 Voice, +2 Sun, +2 Group , +2 fancy effect )

Guideline : Change earth to stone, or vice versa.

Ars Magica 5th Edition Core rulebook p154

Transmutation of Fire Mu Te 40

R:Voice, D: Sun, T: Part

This spell transmutes an object of stone, wood, or soil, or part of some such object, into a fire. The fire is still essentially the original object and will not be extinguished for lack of fuel, but it can be doused or extinguished in other ways. The transmuted fire is no larger than 2 paces in size and it is hot enough to do +5 damage. Objects smaller than 2 paces in size will turn into fires of their own size when they are subjected to this spell.

(Base level 5, +2 Voice, +2 Sun, +1 Part , +1 Herbam requisite , +1 stone )

Guideline : Change earth into slightly unnatural liquid or gas. Require the appropriate requisite.

Magi of Hermes p113

Solidity of Stone Mu Te 45

R:Touch, D: Moon, T: Individual

This spell changes a mass of stone so that it has the unnatural property that it does not melt, even when heated to tremendous temperatures. The purpose of this spell is to prevent a building created out of molten lava (like that created by Tower of Lava) from dissolving back into the bulk lava. Obviously, this spell must be cast every month otherwise the tower will melt and collapse. The stone will still be hot, even if it is solid. So, a building protected like this will need to be cooled (or inhabited by characters immune to heat).

(Base level 4, +1 Touch, +3 Moon, +0 Individual , +1 stone , +4 Size )

Guideline : Change earth so that is highly unnatural. Requisites are often required.

Hermetic Projects p19

Early Punishment for the Sinful Witch Mu Vi General

R:Voice, D: Momentary, T: Individual

This spell destroys an Infernal effect upon an infernalist’s person in a brief flash of white flame, as long as the effect has a level lower than this spell’s level + 5 + a stress die (no botch). The flames inflict points of damage equal to half the level of the destroyed effect. If the Infernal Power does not have a level, then its effective level is (5 x Supernatural Ability score) or (5 x Might Points expended) instead. Infernal Powers with a constant effect that require no Might expenditure cannot be affected by this spell. This is primarily used against infernalists who have woven protective enchantments around themselves with their evil Powers.

(Base level 0, +2 Voice, +0 Momentary, +0 Individual , +1 Ignem requisite )

Guideline : Significantly change a spell of less or equal to than the (level +1 magnitude) of the MuVi spell. This may not change either the Technique or Form of the target spell. A change in power of plus or minus one magnitude is a significant change, as is change of target, if the target was possible for the original spell.

Realms of Power : The Infernal p122

The Wicked Jar Mu Vi General

R:Voice, D: Sun, T: Individual

This spell changes a demon with Might no greater than (the level of this spell – 10) so that it is bound to a physical object, usually a hollowed jar or pot made of clay and sealed. The effect is similar to the Goetic Art of Binding: the demon becomes part of the object for as long as the spell is active, and is only released if the object is broken or the effect ends. This effect is usually imbued into a device with a lesser enchantment, designed to operate constantly, so that the effect can theoretically last forever. It is often made with many uses per day, which allows multiple demons to be held at once.

(Base level 0, +2 Voice, +2 Sun, +0 Individual )

Guideline : Bind a demon with Might equal to (the level of the spell + 10) to a person or object.

Realms of Power : The Infernal p121

Passing the Reins of Corpus Mu Vi General

R:Touch, D: Momentary, T: Individual

Cast at the same time as another spell, this spell lets the caster pass control of the first spell to another person. The level of the affected spell must be less than the level +1 magnitude of Passing the Reins of (Form), and it only works on spells with Duration longer than Momentary. The spell does not change the target of the affected spell. As with other Muto Vim spells, the caster must succeed at an Intelligence + Concentration roll against an Ease Factor of 9 (ArM5, page 159).

(Base level 0, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Pass control of a spell of a specific Form to another person. The level of the affected spell must be less than or equal to the level of this spell + 2 magnitudes.

Hermetic Projects p97

Facilitate the stifled (form) spell Mu Vi General

R:Touch, D: Momentary, T: Individual

This spell is cast at the same time as another formulaic spell (see ArM5, page 159) whose level must be less than twice the level of this spell. If successfully cast, the targeted spell may be cast with no penalty to the casting total due to reduced or absent gestures and/or voice. While this Muto Vim spell requires gestures and voice as normal, the casting total of the follow-up spell is not penalized, and thus difficult spells at the limit of a magus’s ability have a greater chance of success when in restricted circumstances, without incurring fatigue loss. If the targeted spell has Range Voice, the volume used to cast this spell determines the actual range. There are ten versions of this spell, each affecting spells of one of the Hermetic Forms. This spell is particularly useful to Bjornaer magi who wish to maintain the appearance of mundane animals yet still cast spells.

(Base level 0, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Superficially change a spell of less than or equal to twice the (level +1 magnitude) of the MuVi spell. This may not change the primary effect of the spell or its power.

Houses of Hermes : Mystery Cults p36

MIRROR OF OPPOSITION (FORM) Mu Vi General

R:Voice, D: Momentary, T: Individual

Cast on another spell while the other spell is being cast, this causes the targeted spell to have the exact opposite of its normal effects. This effect works on spells up to half the (level–5) of the Mirror of Opposition spell. The effects of the inversion are up to the storyguide to determine, but the target of the inverted spell usually remains the same as that of the original spell. The inverted spell cannot overcome any limitations of Hermetic magic. For example, if a Momentary Perdo Corpus spell is cast, the inversion is probably a Creo Corpus spell of Sun duration. There are ten versions of this spell, each affecting spells of one of the Hermetic forms.

(Base level 0, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Superficially change a spell of less than or equal to twice the (level +1 magnitude) of the MuVi spell. This may not change the primary effect of the spell or its power.

Ars Magica 5th Edition Core rulebook p159

SHROUD MAGIC Mu Vi General

R:Personal, D: Momentary, T: Individual

This spell allows a magus to suppress or alter the sigil in a spell that is currently being cast. The spell to be shrouded can be up to double the Shroud’s level.

(Base level 0, +0 Personal, +0 Momentary, +0 Individual )

Guideline : Superficially change a spell of less than or equal to twice the (level +1 magnitude) of the MuVi spell. This may not change the primary effect of the spell or its power.

Ars Magica 5th Edition Core rulebook p159

THE SORCERER'S FORK Mu Vi General

R:Touch, D: Momentary, T: Individual

This spell splits another spell (whose level must not exceed the level of this spell) into two or more identical spells of reduced power, which may be cast against two or more separate targets. Each resulting spell has the same Range and Target (target category, that is, the actual target may be different) as the original spell, but the power of the effect is divided by the number of resulting split spells. The precise effect is at storyguide discretion. One casting die is rolled, and the Penetration total is split between the spells. The Sorcerer’s Fork must be equal to or greater than the level of the spell that is to be split. The split spell has a targeting penalty as for multiple casting (see page 87). If the casting magus is not cooperating, all the split spells will strike the original target.

(Base level 0, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Significantly change a spell of less or equal to than the (level +1 magnitude) of the MuVi spell. This may not change either the Technique or Form of the target spell. A change in power of plus or minus one magnitude is a significant change, as is change of target, if the target was possible for the original spell.

Ars Magica 5th Edition Core rulebook p159

WIZARD'S BOOST (FORM) Mu Vi General

R:Touch, D: Momentary, T: Individual

You cast this spell as another spell of a level less than this one is cast. The effect of the other spell increases 5 levels in power, but not past the level of the Wizard’s Boost. The effects of the extra 5 levels of power are for the storyguide to determine. A Wizard’s Boost may never affect a single spell more than once. There are ten versions of this spell, one for each Hermetic Form. This does not allow spontaneous or formulaic spells to reach Year duration or Boundary Target, unless the Wizard’s Boost is a ritual.

(Base level 0, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Totally change a spell of less than or equal to half the (level +1 magnitude) of the MuVi spell.This may change the Tecnique, Form, or both of the target spell, and needs no requisites for those Arts. The MuVi spell affect the structure of the spell, not the things that the spell targets. A change in power up to two magnitudes is a total change. Any grater change requires either Creo or Perdo to create more magical energy or destroy some.

Ars Magica 5th Edition Core rulebook p160

WIZARD'S COMMUNION Mu Vi General

R:Voice, D: Momentary, T: Group

This spell lets magi combine their power to cast spells. The group of magi work together to cast a specified spell through the unified power of the Communion. Only one extra magus may join the Communion for each 5 levels of the specified spell being cast. One of the magi in the group must also know the specified spell, or cast it from a Casting Tablet. Only one magus in the group needs to cast the spell. The magus who casts the Wizard's Communion need not be the one who casts the main spell, and normally it is better for them to be different. More than one magus in the group may cast the spell. In this case, add the total levels of successfully cast Wizard's Communion to get the effective level of the Wizard's Communion for this casting.This combined total must be at least twice the level of the specified spell being cast. One magus must roll for success as if casting the specified spell himself. However, the target number for the spellcasting roll is the spell's level divided by the number of magi participating in the Communion. So if five magi participate to cast a 50th level spell, the caster would have to successfully cast a 10th level spell - with all the relevant requisites, of course. This method of casting adds one botch die per magus participating. If the spell botches, all participants gain Warping Points and thus must check for Twilight. Communion is a remnant of Mercurian rituals, so spontaneous spells may not be cast by this means, and it does not perfectly fit into the guidelines of Hermetic theory.

(Base level , +2 Voice, +0 Momentary, +2 Group : spellbase )

Guideline :

Ars Magica 5th Edition Core rulebook p160

WIZARD'S REACH (FORM) Mu Vi General

R:Voice, D: Momentary, T: Individual

The range of the targeted spell increases by one category. You may not affect a single spell more than once with this spell, and the targeted spell must be at least one magnitude lower in level than this spell. There are ten versions of Wizard’s Reach, one for each Form.

(Base level 0, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Significantly change a spell of less or equal to than the (level +1 magnitude) of the MuVi spell. This may not change either the Technique or Form of the target spell. A change in power of plus or minus one magnitude is a significant change, as is change of target, if the target was possible for the original spell.

Ars Magica 5th Edition Core rulebook p160

Wizard's Vigil Mu Vi General

R:Voice, D: Sun, T: Group

This spell functions as Wizard's Communion, except that the longer duration allows it to be used with Ritual spells. For the purposes of its effect, treat it as a Wizard's Communion of two magnitudes lower.

(Base level , +2 Voice, +2 Sun, +2 Group )

Guideline :

Ars Magica 5th Edition Core rulebook p160

Group Wizard’s Boost (Form) Mu Vi General

R:Touch, D: Momentary, T: Group

The magus casts this spell as another spell of a level 10 or more levels less than the Group Wizard’s Boost is being multi-cast. The effect of each of the targeted spells increases five levels in power. The effects of the extra five levels of power are for the Storyguide to determine. A Wizard’s Boost spell may not affect a spell more than once.

(Base level , +1 Touch, +0 Momentary, +2 Group )

Guideline :

Magi of Hermes p113

Wizard’s Expansion (Form) Mu Vi General

R:Voice, D: Momentary, T: Individual

The Target of the targeted spell increases by one category; all targets affected by the expanded spell must be legal targets for the original spell. There are ten versions of Wizard’s Expansion, one for each form. The targeted spell must be at least one magnitude lower than this spell. A single spell may not be affected more than once with this spell, but when two magi cooperate, a spell can be the target of both Wizard’s Expansion and Wizard’s Reach, providing that one of the two Muto Vim spells is at least two magnitudes higher than the target spell.

(Base level 0, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Significantly change a spell of less or equal to than the (level +1 magnitude) of the MuVi spell. This may not change either the Technique or Form of the target spell. A change in power of plus or minus one magnitude is a significant change, as is change of target, if the target was possible for the original spell.

Magi of Hermes p113

Clear Breath of the Consummate Liar Mu Vi 20

R:Personal, D: Concentration, T: Individual

Allows the caster to manipulate the workings of a Frosty Breath of the Spoken Lie cast on himself. He can make himself appear to be lying or telling the truth, as desired. Casting without words or gestures is obviously advisable, and casting under Masking the Odor of Magic is also advantageous.

(Base level 0, +0 Personal, +1 Concentration, +0 Individual )

Guideline : Significantly change a spell of less or equal to than the (level +1 magnitude) of the MuVi spell. This may not change either the Technique or Form of the target spell. A change in power of plus or minus one magnitude is a significant change, as is change of target, if the target was possible for the original spell.

Guardians of the Forests : The Rhine Tribunal p73

THE SCRIBE'S TOUCH Pe An 3

R:Touch, D: Momentary, T: Individual

The spell trims the magus's quill with the flicker of a finder

(Base level 2, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Damage something made of animal products.

Covenants p96

CREATING AN EMPTY BOOK FROM A FILLED ONE Pe An 3

R:Touch, D: Momentary, T: Individual

This spell creates a palimpsest (a book that has had its writing scraped so that it can be reused) from an existing book. It does this by flaking away a thin layer from both sides of each page.

An Intelligence + Finesse roll determines the skill with whcih the previous writing has been removed.

(Base level 2, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Damage something made of animal products.

Covenants p96

The Curse of Diana Pe An 4

R:Touch, D: Momentary, T: Individual

This spell causes an animal of Size +1 or smaller to lose all its fur. Several members of House Jerbiton find hairless cats beautiful, but their
opinion is not shared by many.

(Base level 3, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Do superficial damage to a beast (removes its hairs).

Apprentices p45

The Racing Rot Pe An 4

R:Voice, D: Momentary, T: Individual

This spell causes leather goods to crack and wear, marring their appearance and bringing them closer to eventually breaking.

(Base level 2, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Damage something made of animal products.

Apprentices p47

The Unraveled Seam Pe An 5

R:Touch, D: Momentary, T: Part

The touch of the caster causes a thread of animal or plant origin to decay, making the cloth it is holding together to come apart. The pieces of cloth can be sewn together again, so this is counted as damaging the garment rather than destroying it.

(Base level 2, +1 Touch, +0 Momentary, +1 Part , +1 Herbam requisite )

Guideline : Damage something made of animal products.

Magi of Hermes p56

DECAY FUR AND HIDE Pe An 10

R:Voice, D: Momentary, T: Individual

Destroys an object made of animal fur or hide, including wool and leather.
Marius of Tremere’s version of this spell has the target disappear in an impressive puff of smoke.

(Base level 4, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Destroy something made of animal products.

Ars Magica 5th Edition Core rulebook p119

Unmake This Cloth Pe An 10

R:Touch, D: Momentary, T: Individual

This spell unravels an item made of cloth, whether it be wool, linen, cotton, or silk. An Herbam casting requisite is required for for plant-based cloth. The garment, tapestry, or other item is disassembled carefully with all knots undone and stitching unpicked.

The item is reduced to discrete piles of thread. A Dexterity + Finesse simple roll determines how orderly these piles are arranged and sorted.

(Base level 4, +1 Touch, +0 Momentary, +0 Individual , +1 Herbam requisite )

Guideline : Destroy something made of animal products.

Magi of Hermes p99

Tire the Bounding Stag Pe An 10

R:Voice, D: Momentary, T: Individual

This spell causes an animal of up to Size +1 to lose one Fatigue level

(Base level 4, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Make a beast lose one Fatigue level.

Tales of Mythic Europe p13

The Unraveled Clothes Pe An 15

R:Voice, D: Momentary, T: Group

The targeted clothing falls apart as all the stitches — both thread and leather — simultaneously unravel. The victim of this spell is left naked. If the victim is wearing leather armor (including metal-reinforced leather armor) then the armor falls into pieces. If the victim is wearing metal armor, the padding beneath the armor is affected. A character in this position suffers a –3 to all physical actions due to the shifting of his armor, and it grants only half of its Protection until the padding can be replaced. The clothes are capable of being repaired, so this is counted as damaging the garment rather than destroying it.

(Base level 2, +2 Voice, +0 Momentary, +2 Group , +1 Herbam requisite )

Guideline : Damage something made of animal products.

Magi of Hermes p56

AGONY OF THE BEAST Pe An 15

R:Voice, D: Concentration, T: Individual

After you point at the beast and cast this spell, it begins lashing wildly about, upsetting any nearby objects, and howling in great pain. In order to do anything else, the beast must make a Stamina + Size stress roll of 9+ each round.

(Base level 4, +2 Voice, +1 Concentration, +0 Individual )

Guideline : Cause a beast pain, but do not real damage.

Ars Magica 5th Edition Core rulebook p119

BLUNT THE VIPER'S FANGS Pe An 20

R:Voice, D: Momentary, T: Individual

Blunt the claws, teeth, talons, or other natural weapons of a beast. Only sharp weapons may be affected: this spell does not affect a weapon such as a horse’s hoof or a giant snake’s coils. The blunted weapon has its total damage (including Attack Advantage) reduced to half (round up). The beast may recover from the effect as if it were a Light Wound. The spell may affect animals of size up to +4.

(Base level 5, +2 Voice, +0 Momentary, +0 Individual , +1 Size )

Guideline : Injure an animal so that is hampered, but not damaged (make a horse lame, a bird lose its voice). This roughly half the effectiveness of the targeted thing.

Ars Magica 5th Edition Core rulebook p119

Revenge of the Bitten toad Pe An 20

R:Personal, D: Diameter, T: Flavor

Any creatures who bite (or otherwise taste) the caster suffer a Heavy Wound. Any successful bite attack against the caster results in the creature tasting him, even if no wound is actually infl icted. The caster still suffers any damage infl icted by the bite, but his opponent is typically deterred from further attacks.

(Base level 15, +0 Personal, +1 Diameter, +0 Flavor )

Guideline : Inflict a Heavy Wound.

Requires virtue(s) Sensory Magic

Houses of Hermes : Mystery Cults p29

Tire the Strident Destrier Pe An 20

R:Voice, D: Momentary, T: Individual

This spell causes an animal of up to Size +6 to lose one Fatigue level

(Base level 4, +2 Voice, +0 Momentary, +0 Individual , +2 Size )

Guideline : Make a beast lose one Fatigue level.

Tales of Mythic Europe p13

THE FALCON'S HOOD Pe An 25

R:Touch, D: Momentary, T: Individual

Destroys an animal’s vision. The blindness heals as if it is a Medium Wound. The title refers to the hood used to cover a falcon’s eyes when it is not hunting.
When cast by Asaron of Flambeau, this spell causes the animals it targets to bear a faint silhouette of a flame in their eyes.

(Base level 20, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Destroy one beast's major senses.

Ars Magica 5th Edition Core rulebook p119

CRIPPLE THE HOWLING WOLF Pe An 25

R:Voice, D: Momentary, T: Individual

When casting this spell, you commonly make an abrupt snapping motion with your hands. One of the target’s legs breaks cleanly. The animal cannot walk on that leg, but the damage heals as a Medium Wound. Note that the target need not be a wolf, and that you cannot choose which leg.

(Base level 15, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Cripple a beast's limb, so that it is unusable, but could heal.

Ars Magica 5th Edition Core rulebook p120

THE WEIGHLESS TRANSPORTATION OF BOOKS Pe An 30

R:Touch, D: Sun, T: Group

This spell makes the book within a chest almost weightless. This allows library staff or Redcaps to easily carry a collection of books to a new location. This spell does not make the book chest itself weigthless, that requires an Herbam requisite, and adds five levels to the spell's difficulty. This spell is also used, echanted into book cases, to make a library weigh less, which is important if the covenant has a growing library and no desire to replace the timber floors on the upper levels of its towers.

(Base level , +1 Touch, +2 Sun, +2 Group : Base 5 )

Guideline :

Covenants p100

HUNTER'S LETHAL ARROW Pe An 40

R:Touch, D: Diameter, T: Individual

This spell causes an animal to suffer a fatal wound, just as if it had been pierced through the heart. Casting this spell while intending to touch the animal is dangerous, as it may take several minutes to die, during which time it may thrash around wildly or strike the caster. For this reason, Milvi usually tether the spell to an arrow or javelin (though any sort of tether may be used), allowing them to cast it in secret from a safe distance. The beast will die after it is struck, and the increased duration ensures the caster has time to fire the arrow after casting the spell.

(Base level 30, +1 Touch, +1 Diameter, +0 Individual , Tethered )

Guideline : Kill an animal.

Requires virtue(s) MUTANTUM MAGIC TETHERED MAGIC

Houses of Hermes : True Lineages p102

SWIFT KNIVES, INVISIBLE Pe An 40

Req : Rego

R:Eye, D: Momentary, T: Individual

This spell reduces an animal to its components. A dead sheep, for example, become a pile of unwashed wool, a hide, a collection of boned joins of meat, a stack of organs, and a skeleton. The contents of the alimentary tract vanish.

(Base level 30, +1 Eye, +0 Momentary, +0 Individual , generic +1 : +1 destruction of alimentary contents, +0 cosmetic requisite )

Guideline : Kill an animal.

Covenants p96

The Laundress' Clothesline Pe Aq 4

R:Personal, D: Momentary, T: Individual

This spell immediately dries the caster’s clothing, which he must be wearing when this spell is cast.

(Base level 4, +0 Personal, +0 Momentary, +0 Individual )

Guideline : Completely dry something, up to the size of a small house, that is wet.

Apprentices p47

COMFORT OF THE DRENCHED TRAVELER Pe Aq 5

R:Touch, D: Momentary, T: Individual

Dries a person and his or her clothes.

(Base level 4, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Completely dry something, up to the size of a small house, that is wet.

Ars Magica 5th Edition Core rulebook p123

Patch of Drought Pe Aq 10

R:Voice, D: Momentary, T: Individual

The caster destroys the water in a patch of mud or a puddle up to 20 paces in diameter. Repeated use of this spell can make travel using a cart significantly faster in wet weather and possible on even dirt roads during adequate weather.

(Base level 4, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Completely dry something, up to the size of a small house, that is wet.

Magi of Hermes p65

PARCHING WIND Pe Aq 20

R:Voice, D: Momentary, T: Part

Removes most of the water from any object, including plants (with a Herbam requisite), possibly making the object brittle and fragile. With a Corpus or Animal requisite, the spell can affect humans or animals. This causes +10 damage, against which armor is no defense, and makes the target extremely thirsty.

(Base level 5, +2 Voice, +0 Momentary, +1 Part )

Guideline : Greatly rteduce the amount of a liquid without destroying it completely.

Ars Magica 5th Edition Core rulebook p123

CLOSING THE EARTH'S GATE Pe Aq 25

R:Touch, D: Momentary, T: Individual

Dries a single spring, so that it never flows again. This spell targets the spring, not the water in it at a particular time, so the spring does not start to flow again later.

(Base level 20, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Destroy a small spring, so that it never flows again.

Ars Magica 5th Edition Core rulebook p123

CURSE OF THE DESERT Pe Aq 25

R:Voice, D: Momentary, T: Part

Removes virtually all the fluid from the target’s body, doing +15 damage, which armor does not protect against. The target must drink within a few minutes of being struck with this spell, or it dies. Casting requisites are Animal for beasts, and Corpus for humans.

(Base level 10, +2 Voice, +0 Momentary, +1 Part )

Guideline : Destroy a liquid; requisites may be required.

Ars Magica 5th Edition Core rulebook p123

CALLING THE ODIOUS DROUGHT Pe Aq 50

R:Touch, D: Year, T: Boundary, Ritual

Causes a drought over the surrounding area. Only one-tenth the normal rain falls, streams dry up, and rivers dwindle.

(Base level 5, +1 Touch, +4 Year, +4 Boundary : no increase for requisite )

Guideline : Greatly rteduce the amount of a liquid without destroying it completely.

Ars Magica 5th Edition Core rulebook p123

ROOM OF STALE AIR Pe Au 15

R:Voice, D: Momentary, T: Room

Makes the air in a room stuffy and uncomfortable. Any creatures that breathe air suffer a –3 penalty on all rolls involving physical exertion. In addition, for each round of exertion a character must make a simple Stamina roll of 6+ or lose a Fatigue level. This may cause panic in some creatures or people. The speed at which the air refreshes itself depends on how well ventilated the room is.

(Base level 3, +2 Voice, +0 Momentary, +2 Room )

Guideline : Make air stuffy and poor for breathing.

Ars Magica 5th Edition Core rulebook p128

QUIET THE RAGING WINDS Pe Au 20

R:Touch, D: Momentary, T: Group

Stops all wind from blowing, leaving only calm air. This spell is not powerful enough to affect winds caused by Ritual magic, and only affects winds blowing on the caster when it is cast. Under normal circumstances, the winds will not pick up again for at least an hour or so.

(Base level , +1 Touch, +0 Momentary, +2 Group )

Guideline :

Ars Magica 5th Edition Core rulebook p128

Be Rid the Tell Tale Smoke Pe Au 20

R:Touch, D: Ring, T: Circle

Conscientia learned this spell from her parens, who developed it after overhearing grogs complaining about a how a campfire’s smoke always gives away their position. This spell simply destroys all smoke within the circle. Great for setting up camp on the sly, or keeping the laboratory smoke-free.

(Base level 5, +1 Touch, +2 Ring, +0 Circle )

Guideline : Destroy a normal weather phenomenon: a cloud, wind, fog, rain from a cloud that already exist.

Magi of Hermes p28

THE CLOUDLESS SKY RETURNED Pe Au 45

R:Sight, D: Momentary, T: Group

This spell clears the sky within your vision of any clouds or other meteorological activity short of a hurricane or tornado, either naturally occurring or caused by magic. The clouds take a few seconds to clear, during which time you must concentrate on them. This spell only affects meteorological activity in progress at the moment of casting, and is not powerful enough to dispel a weather condition caused by Ritual magic.
In Ferramentum’s version of this spell, the clouds clear from the sky in an orderly manner, as if they were soldiers marching on parade.

(Base level 10, +3 Sight, +0 Momentary, +2 Group , +2 Size )

Guideline : Destroy a severe weather phenomenon: deafening thunder, monsoon rain, impenetrable fog, gale force wind.

Ars Magica 5th Edition Core rulebook p128

TOUCH OF THE GOOSE FEATHER Pe Co 5

R:Voice, D: Momentary, T: Individual

The target lets out a loud sneeze. Spellcasters who sneeze must make Intelligence + Concentration stress rolls of 12+ to maintain concentration, and others get –1 on most activities at the moment of the sneeze.

(Base level 3, +2 Voice, +0 Momentary, +0 Individual : base 3 ? )

Guideline : Do superficial damage to a body (removes its hairs).

Ars Magica 5th Edition Core rulebook p132

The Cleric's Pate Pe Co 5

R:Touch, D: Momentary, T: Part

This spell causes the target to lose all the hair on his head.

(Base level 3, +1 Touch, +0 Momentary, +1 Part )

Guideline : Do superficial damage to a body (removes its hairs).

Apprentices p45

Claw of the Gladiator Pe Co 10

R:Touch, D: Momentary, T: Individual

This spell opens a bloody wound on the target, which serves as a Light Wound.

(Base level 5, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Inflict a Light Wound.

Hermetic Projects p85

Close the Black Gate Pe Co 10

R:Touch, D: Momentary, T: Individual

This spell destroys a corpse, turning it into a black pool of sticky, viscous liquid. This effect can be used to stop the sodales of a Wizard’s War victim from using a Whispers Through the Black Gate to ask his ghost how he was attacked. Obviously, there are other techniques for communicating with a ghost. However, Whispers Through the Black Gate is the most common such spell in use in the Order.

(Base level 5, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Destroy a corpse.

Hermetic Projects p85

Chastise the Unruly Antagonist Pe Co 10

R:Eye, D: Concentration, T: Individual

The target is overcome by intense pain. If the target tries to engage in activities that require concentration while under the effect of this spell, a successful Concentration roll against an Ease Factor of 9 is required (ArM5, page 82). The dreadful effect of punishment lasts as long as the caster concentrates. In Tolides’ version of this spell, it appears as if the victim is wrapped in bands of darkness that tear at his flesh.

(Base level 4, +1 Eye, +1 Concentration, +0 Individual )

Guideline : Cause pain, but do not real damage.

Magi of Hermes p131

DUST TO DUST Pe Co 15

R:Voice, D: Momentary, T: Individual

Turns a dead body or mindless undead body to dust in two rounds. The spell doesn’t affect those undead possessed by spirits. To do this to an animal corpse requires a Perdo Animal spell.

(Base level 5, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Destroy a corpse.

Ars Magica 5th Edition Core rulebook p132

THE WOUND THAT WEEPS Pe Co 15

R:Voice, D: Momentary, T: Individual

When casting this spell, you point at the victim and a large wound opens on his or her body. The wound is not a deep one, but it bleeds profusely. This is only a Light Wound, but it looks bad.

(Base level 5, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Inflict a Light Wound.

Ars Magica 5th Edition Core rulebook p133

Fist of Crippling Pe Co 20

R:Touch, D: Momentary, T: Individual

This spell inflicts a Heavy Wound on the target.

(Base level 15, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Inflict a Heavy Wound.

Hermetic Projects p86

Kiss of Aging Pe Co 20

R:Touch, D: Momentary, T: Individual

The target instantly ages five years. If the target is age 35 or older for any of these accelerated years, immediately make an aging roll for each such year as normal.

(Base level 15, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Age someone five years.

Hermetic Projects p86

INVOCATION OF WEARINESS Pe Co 20

R:Voice, D: Momentary, T: Individual

The target loses a Fatigue level. The phrases used with this spell are usually singsong melodies, which lull the victim into drowsiness.

(Base level 10, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Cause the loss of one Fatigue level.

Ars Magica 5th Edition Core rulebook p133

Inner Darkness Unleashed Pe Co 20

R:Sight, D: Momentary, T: Individual

The effect of this spell is similar to The Wound That Weeps (ArM5, page 133), though its cosmetic component and modified Range make it appear somewhat differently.
A wound opens on the body of the affected target, releasing black, oozing liquid similar to oil or tar. As it flows, the black substance is gradually replaced by the victim’s normal blood flow, effectively creating a Light Wound.

(Base level 5, +3 Sight, +0 Momentary, +0 Individual : free cosmetic effect )

Guideline : Inflict a Light Wound.

Magi of Hermes p132

BANE OF THE DECREPIT BODY Pe Co 25

R:Voice, D: Momentary, T: Individual

The target ages 5 years. Determine effects normally. This spell does not work on children younger than age 16.

(Base level 15, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Age someone five years.

Ars Magica 5th Edition Core rulebook p133

CURSE OF THE LEPROUS FLESH Pe Co 25

R:Touch, D: Momentary, T: Individual

This spell inflicts leprosy on the target, which causes a person’s flesh to rot off in a matter of weeks — a truly hideous sight. Much of the target’s flesh literally hangs from his or her frame, and there is a pungent rotting smell about him at all times. The target takes an Incapacitating Wound from the disease, and must roll as normal to recover. The target also loses a point of Stamina by the time the disease ends. If the victim somehow survives this curse, he is shunned by mundane communities. If the victim succeeds in a Stamina roll against an Ease Factor of 6 when the spell is cast, he shakes off the disease, although he still feels unwell for a few days, and may have problems if an astute doctor realizes he is leprous.

(Base level 20, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Inflict a major disease.

Ars Magica 5th Edition Core rulebook p133

GRIP OF THE CHOKING HAND Pe Co 25

R:Voice, D: Concentration, T: Individual

The target feels an invisible, strangling hand on the throat. Each round, the target loses a Fatigue level. Once the target falls unconscious, the spell has no further effect. The spell works by seriously constricting the target’s windpipe, hence the feeling. This constriction is not quite enough to kill, however.

(Base level 10, +2 Voice, +1 Concentration, +0 Individual )

Guideline : Cause the loss of one Fatigue level.

Ars Magica 5th Edition Core rulebook p133

Blind the Insurgent Pack Pe Co 25

R:Voice, D: Momentary, T: Group

Black, oily tears appear in the eyes of all individuals of the affected Group, burning and blurring their vision. With their eyesight blurred, and all sources of light reduced to unrecognizable sparkles, affected targets are considerably hindered while performing actions that depend on eyesight. They are subject to a –3 penalty to all rolls that involve sight (see Poor Eyesight Flaw, ArM5, page 58). If left to themselves, the victims’ blurred vision heals as a Light Wound.

(Base level 5, +2 Voice, +0 Momentary, +2 Group : free cosmetic effect )

Guideline : Hampered a person, without actually injuring them (make them lame, blur their eyesight). Recovery like a Light Wound.

Magi of Hermes p132

The Wound that Wails Pe Co 25

R:Voice, D: Momentary, T: Individual

This spell causes a Heavy Wound in a target

(Base level 15, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Inflict a Heavy Wound.

Tales of Mythic Europe p13

INCANTATION OF THE MILKY EYES Pe Co 30

R:Voice, D: Momentary, T: Individual

Blinds a target, leaving the eyes milky with cataracts. This heals as a Heavy Wound.

(Base level 20, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Destroy one person's major senses. The damage heals as a Heavy Wound.

Ars Magica 5th Edition Core rulebook p133

TWIST OF THE TONGUE Pe Co 30

R:Voice, D: Momentary, T: Part

Twists the target’s tongue into a spiral, completely destroying the ability to speak. A grave offense to a magus. The damage heals as a Medium Wound.

(Base level 15, +2 Voice, +0 Momentary, +1 Part )

Guideline : Cripple a limb, making it unusable, but still capable of healing. The damage heals as a Medium Wound.

Ars Magica 5th Edition Core rulebook p133

Evisceration of a Thousand Knives Pe Co 30

R:Voice, D: Momentary, T: Individual

Inflicts an Incapacitating wound to one target.

(Base level 20, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Inflict an Incapacitating Wound.

Guardians of the Forests : The Rhine Tribunal p60

CLENCHING GRASP OF THE CRUSHED HEART Pe Co 40

R:Voice, D: Momentary, T: Individual

When casting this spell, you make a clenching motion with your hand. The victim doubles over and dies at once.

(Base level 30, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Kill a person.

Ars Magica 5th Edition Core rulebook p133

THE KISS OF DEATH Pe Co 45

R:Touch, D: Momentary, T: Individual

The person you kiss dies a sudden death. The only mark on the corpse is the black imprint of your lips. You do not need to speak when casting this spell, and thus gain no penalty from silence. (This is why the spell is higher level than the guidelines would indicate.)

(Base level 30, +1 Touch, +0 Momentary, +0 Individual , +2 for no words )

Guideline : Kill a person.

Ars Magica 5th Edition Core rulebook p133

CURSE OF THE UNPORTENDED PLAGUE Pe Co 55

R:Sight, D: Momentary, T: Boundary, Ritual

Starts a plague in a city or other Boundary. Everyone within the boundary is afflicted with the disease when the ritual is complete, and suffers as described under Curse of the Leprous Flesh, above. The conditions causing the disease last but a moment, so people entering the area after the spell is cast are safe. Using, or even transcribing, this spell is rigorously discouraged by most of the Order of Hermes. (Note: the disease caused by this spell is not the later Bubonic Plague, which is unknown in Europe in 1220.)

(Base level 20, +3 Sight, +0 Momentary, +4 Boundary )

Guideline : Inflict a major disease.

Ars Magica 5th Edition Core rulebook p133

The Cook's Revenge Pe He 5

R:Touch, D: Momentary, T: Individual

This spell spoils a plate of food.

(Base level 3, +1 Touch, +0 Momentary, +0 Individual , +1 Animal requisite )

Guideline : Spoil an amount of food.

Apprentices p45

CURSE OF THE ROTTED WOOD Pe He 5

R:Touch, D: Momentary, T: Individual

Causes a non-living wooden object to rot and fall apart. Objects up to the size of a single door can be affected, but things that size take up to two rounds to decay. Usually, large chunks of wood start falling off the target, and slowly crumble to smaller and smaller pieces, until only dust is left.
Ferramentum of Verditius’s version of this spell is very orderly as per his wizard’s sigil. The decay of the object starts from the top and continues to the bottom, leaving only dust as it goes.

(Base level 4, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Destroy an amount of dead wood.

Ars Magica 5th Edition Core rulebook p137

Curse of the Blasted Heath Pe He 15

R:Touch, D: Momentary, T: Part

This spell destroys all wooden items that the target is carrying. Note that many magical items and talismans are made of wood or have wooden components.

(Base level 5, +1 Touch, +0 Momentary, +1 Part )

Guideline : Destroy a plant.

Hermetic Projects p86

WIZARD'S AUTUMN Pe He 15

R:Touch, D: Momentary, T: Group

All the deciduous leaves (that is, those that normally fall in autumn) on the target plants turn brown and then fall to the ground. The full process takes a minute. This spell can affect a small grove of trees. The trees do not bud again until the next spring.

(Base level 2, +1 Touch, +0 Momentary, +2 Group , +2 Size )

Guideline : Cause the leaves to fall off the plant.

Ars Magica 5th Edition Core rulebook p137

A SPELL TO KILL WEEDS Pe He 20

R:Touch, D: Momentary, T: Group

The magus touches a weed, and it and all similar plants within a 15 paces range - up to 10 cubic paces of plant material - are weeded out.

(Base level 5, +1 Touch, +0 Momentary, +2 Group )

Guideline : Destroy a plant.

Covenants p51

PLANT'S WITHERING BANE Pe He 20

R:Voice, D: Momentary, T: Individual

Withers and destroys one living plant, up to and including a plant the size of a small tree.

(Base level 5, +2 Voice, +0 Momentary, +0 Individual , +1 Size )

Guideline : Destroy a plant.

Ars Magica 5th Edition Core rulebook p137

Prune Plant Pe He 20

Req : Rego

R:Voice, D: Momentary, T: Individual

The magus can instantly trim various parts of a plant into any shape that he wishes. The magi must specify the shape of the plant when he casts the spell. The magus cannot increase the size of the plant, nor kill a plant by over-pruning it with this spell, but he can remove or rearrange the branches and leaves in any way that he likes, just as if he where pruning it normally.

(Base level 3, +2 Voice, +0 Momentary, +0 Individual , +1 Rego requisite , +1 Size )

Guideline : Spoil an amount of food.

Magi of Hermes p39

THE GREAT ROT Pe He 25

R:Voice, D: Momentary, T: Group

Rots and destroys a large amount of dead wood, up to the amount found in a wooden house or small inn. Wooden structures creak and groan mightily for about a minute before collapsing.

(Base level 4, +2 Voice, +0 Momentary, +2 Group , +1 Size )

Guideline : Destroy an amount of dead wood.

Ars Magica 5th Edition Core rulebook p138

TREADING THE ASHEN PATH Pe He 30

R:Touch, D: Momentary, T: Group

As you walk through a forest after casting this spell, all the plant material 10 paces in front of you and 5 paces to either side withers and dies. Trees are reduced to bare trunks, while their leaves and all smaller plants turn to ash. You can walk for 7 miles with each casting of this spell. Use of this spell in faerie woods is not recommended. This spell was originally invented by a magus of House Flambeau, and
he was awarded a prize for it by his primus.

(Base level 3, +1 Touch, +0 Momentary, +2 Group , generic +1 , +3 Size : +1 fancy effect (the spell effectively keeps being cast while the caster walks seven miles) )

Guideline : Spoil an amount of food.

Ars Magica 5th Edition Core rulebook p138

Tree Falling in the Forest Pe He 35

Req : Rego

R:Sight, D: Momentary, T: Individual

Instantly cuts down a tree, making it fall in the direction the caster designates. With a successful aiming roll, you can make it fall on a living creature. Damage is up to +18 for a mature tree, and the victim or victims may also be pinned by the tree's weight. When used as a form of attack, this spell bypasses Magic Resistance.

(Base level 5, +3 Sight, +0 Momentary, +0 Individual , +1 Rego requisite , +3 Size )

Guideline : Destroy a plant.

Houses of Hermes : Societates p36

Wilt Pe He 35

R:Voice, D: Momentary, T: Part

This spell causes a plant to wilt and die instantly, though it does not affect any enchantments or spells currently on the plant. Larger plants are still affected, but only parts of them at a time when the spell is cast.

(Base level 5, +2 Voice, +0 Momentary, +1 Part , +3 Size )

Guideline : Destroy a plant.

Magi of Hermes p39

The Wizard’s Chevauchee Pe He 50

R:Sight, D: Momentary, T: Group

Wizards should not be angered. With this spell, the caster lays waste to any and all living plants that he can see, for around sixty acres. As a free cosmetic effect the plants are consumed by a magical fire that races across the ground as the caster shifts his gaze. The fire is selective and leaves dead plants, wood, and all other things untouched.
There can be little excuse for casting this spell and even less for enchanting it into a device and giving it to mundanes. However, the threat of it may be enough to keep covenant lands free from the interference of others.

(Base level 5, +3 Sight, +0 Momentary, +2 Group , +4 Size )

Guideline : Destroy a plant.

Transforming Mythic Europe p45

Chill Touch of Exposure Pe Ig 5

R:Touch, D: Momentary, T: Individual

The target shivers like an unwanted baby left alone in a cold and frosty dell, losing a Fatigue level. Repeated casting of this spell can cause the character to eventually become unconscious; this usually takes 5 castings. Mastering this spell with the Multiple Casting mastery can reduce the time that this takes. Once the target is unconscious, additional castings of the spell increase the length of time that the target naturally remains unconscious (see ArM5, page 179) If the target is unconscious at either sunrise or sunset, then his Parma Magica will go down.

(Base level 4, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Chill a person so that they lose a Fatigue Level.

Hermetic Projects p84

Closing the Campfire Pe Ig 5

R:Touch, D: Momentary, T: Individual

This spell extinguishes a fire. The caster must touch the flames. This spell is more popular with Flambeau apprentices, who often have enough Ignem Form Resistance to avoid being burned.

(Base level 4, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Extinguish a fire, cooling the ashes to merely warm.

Apprentices p46

A Time For Slumber Pe Ig 5

R:Touch, D: Ring, T: Circle

When this spell is cast around a camp, it dims the blinding light of the desert sun. This allows grogs and animals to sleep more easily. Alexander uses it in conjunction with A Place of Recuperation when on expedition.

(Base level 2, +1 Touch, +2 Ring, +0 Circle )

Guideline : Greatly reduce the amount of light in an area.

Magi of Hermes p14

Let the Sun Not Bother Me This Day Pe Ig 10

R:Personal, D: Sun, T: Individual

This spell cools the caster to a comfortable level, no matter how hot the sun is or how long he stays out in it. As Yestin puts it, “the day becomes as pleasant as a spring afternoon, and loses the wrath of summer’s heat”. The target is still affected by the light of the sun, but its warmth is regulated. All other sources of heat affect the caster naturally.
This spell ends either when it reaches its natural duration, when the caster moves into a fully enclosed room (or cavern system or basement), or in the event of an eclipse; it ends when he goes anywhere that sunlight cannot reach him.
Petalichus the Weaver of Verditius bought a copy of this spell from Yestin when the bard travelled to the Tribunal of Thebes one year. The Verditius claimed to be interested “from a research point of view.” Unknown to Yestin, Petalichus ultimately used the spell in a long-running feud with Solar Magnus of Tytalus, a feud that ended in Stonehenge with the death of Solar Magnus.

(Base level 4, +0 Personal, +2 Sun, +0 Individual )

Guideline : Chill a person so that they lose a Fatigue Level.

Magi of Hermes p140

GLOOM OF EVENING Pe Ig 10

R:Touch, D: Diameter, T: Room

The level of light in the target room drops substantially, making the room gloomy, with deep shadows everywhere.

(Base level 2, +1 Touch, +1 Diameter, +2 Room )

Guideline : Greatly reduce the amount of light in an area.

Ars Magica 5th Edition Core rulebook p142

Banishment of Warmth Pe Ig 15

R:Touch, D: Ring, T: Circle

This practical spell expels the warmth from all items that have been set up inside the affected Circle. Lowering the temperature of the Circle to slightly above freezing, Banishment of Warmth can be used to prevent goods related to Animal, Herbam, or Corpus from decaying naturally for a couple of days. The spell is not designed as an offensive weapon, but living creatures that remain in the Circle for an extended period of time do start losing Fatigue due to the cold. Note that the spell must be cast after the targets have been set up inside the Circle; it does not affect items that are placed into the Circle once the spell has been cast. A closer look at the enchanted Circle reveals a translucent waft of vapor over the affected area.

(Base level 4, +1 Touch, +2 Ring, +0 Circle : free cosmetic effect )

Guideline : Chill an object.

Magi of Hermes p132

Extinguish the Abhorrent Flame Pe Ig 15

R:Sight, D: Momentary, T: Individual

This spell instantly extinguishes any individual fire up to the size of a campfire. The extinguished fire can be relit by mundane or magical means, but does not relight by itself. To feel comfortable, Tolides shuns the heat and light of fires almost as much as he avoids sunlight, and he uses this spell to extinguish
flames even from afar. It also comes in handy for affecting the sources of light of those who depend on flames to see in the dark.

(Base level 4, +3 Sight, +0 Momentary, +0 Individual )

Guideline : Extinguish a fire, cooling the ashes to merely warm.

Magi of Hermes p132

A Place of Recuperation Pe Ig 15

R:Touch, D: Ring, T: Circle

When this spell is cast around a camp, it lowers the temperature within the site to that of a mild summer’s day. Alexander uses it, in conjunction with A Time For Slumber, to allow his expedition to rest during the hottest part of the day during desert travel.

(Base level 4, +1 Touch, +2 Ring, +0 Circle )

Guideline : Chill an object.

Magi of Hermes p14

Cloak of Darkness Pe Ig 20

R:Sight, D: Diameter, T: Part

All light around the head of the target is completely extinguished, leaving the victim mobile and unhampered, but engulfed in a tight-fitting cloak of darkness — an aurora of opaque, black flame that moves with the target for the duration of the spell. The target is blind, unless affected by a spell that permits the caster to see in complete darkness, such as Eyes of the Bat.

(Base level 3, +3 Sight, +1 Diameter, +1 Part : free cosmetic effect )

Guideline : Completely extinguish all light in an area.

Magi of Hermes p133

Orb of Darkness Pe Ig 20

R:Voice, D: Diameter, T: Part

This spell represents a larger variant of the Cloak of Darkness, and removes all light from the designated target area. The effect manifests in the form of a irregular sphere of writhing darkness that contains everything within three paces of the affected target. Anyone inside the affected space is effectively blind. To see through the area from either side, a spell that permits the target to see in complete darkness, like Eyes of the Bat, is required.
The spell must be targeted at an object, individual, or other specific point in space. This location functions as a focus for the effect only, as the spell targets the light within the Part of space surrounding the focus, rather than the focus itself. Thus, the spell does not have to penetrate the Magic Resistance of anyone inside the target area, but only the resistance of the focus. If it fails to penetrate, the spell fails. If the focus is an individual or object that moves, the created darkness moves along with it. For example, if the spell is cast on a pebble, and that pebble is thrown into a lake, the blob of darkness will sink to the bottom.

(Base level 3, +2 Voice, +1 Diameter, +1 Part , +1 Size )

Guideline : Completely extinguish all light in an area.

Magi of Hermes p133

SOOTHE THE RAGING FLAMES Pe Ig 20

R:Voice, D: Momentary, T: Individual

Eradicates the heat of a bonfire, which, however, continues to burn until the fuel already covered in flame is consumed. The flames do not spread, or harm anything beyond what they were already burning. If the fire is extinguished and relit, it will burn hot again, as it is now a different fire.

(Base level 10, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Destroy one aspect of a fire (heat or light).

Ars Magica 5th Edition Core rulebook p142

Frosted Timber Pe Ig 20

R:Touch, D: Sun, T: Part

This spell cools the bark of a tree, the wood of a cart, or even the planks of a house so that it is cool to the touch. This a good effect to help dispel the heat of the night and keep the magus cool during the hotter seasons.

(Base level 4, +1 Touch, +2 Sun, +1 Part )

Guideline : Chill an object.

Magi of Hermes p40

Abyssal Touch Pe Ig 25

R:Voice, D: Diameter, T: Group

For two minutes, all members of the affected Group are thoroughly chilled. Living targets lose one Fatigue level per round until they fall unconscious, while objects are considered frozen. The chill does not persist long enough to actually damage living targets. In Tolides’ version of this spell, dark vapor emerges from the ground near the designated Group and engulfs the affected targets. The apparition does not physically constrict the victims, and does not block their senses, but keeps chilling them for the duration of the spell.

(Base level 4, +2 Voice, +1 Diameter, +2 Group )

Guideline : Chill a person so that they lose a Fatigue Level.

Magi of Hermes p133

WELL WITHOUT LIGHT Pe Ig 25

R:Touch, D: Sun, T: Structure

Removes light from the target structure. Only spells greater than level 25 can create light within this area. When casting this spell, magi typically clench a hand into a fist, and the light flows into the fist like a living entity, until the entire area is dark.

(Base level 3, +1 Touch, +2 Sun, +3 Structure )

Guideline : Completely extinguish all light in an area.

Ars Magica 5th Edition Core rulebook p142

CONJURATION OF THE INDUBITABLE COLD Pe Ig 25

R:Voice, D: Momentary, T: Part

Cools the air within ten paces of the target, leaving it slightly below freezing. All nonliving things are chilled thoroughly, not just on the surface. All living things (except you, if you cast with a Rego requisite) lose one Fatigue level. House fires become as small as campfires, bonfires become as small as torch  fires, and campfires and smaller fires go out.

(Base level 4, +2 Voice, +0 Momentary, +1 Part , +2 Size )

Guideline : Chill an object.

Ars Magica 5th Edition Core rulebook p142

WIZARD'S ICY GRIP Pe Ig 30

R:Voice, D: Momentary, T: Individual

Chills a single target so that it takes +20 damage. If this is enough to kill, the target is frozen solid. Armor does not add to Soak against this spell.

(Base level 20, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Chill a person so strongly that they take +20 damage.

Ars Magica 5th Edition Core rulebook p142

WIZARD'S ECLIPSE Pe Ig 35

R:Touch, D: Diameter, T: Boundary, Ritual

The sun is eclipsed within the target area, making it as dark as night. The darkness begins very suddenly — the superstitious are likely to panic, especially if they see that there is normal daylight just beyond the boundary of the spell.

(Base level 2, +1 Touch, +1 Diameter, +4 Boundary , +3 Size )

Guideline : Greatly reduce the amount of light in an area.

Ars Magica 5th Edition Core rulebook p142

Domain of Darkness Pe Ig 45

R:Touch, D: Year, T: Boundary

This ritual creates a domain of darkness in the designated Boundary, which can cover an area with a diameter of nearly 1000 paces. No natural light that is brighter than a soft evening glow is ever shed within its Boundary, regardless of the season or time of day. Due to the continuous lack of sun, the whole area becomes cold and uncomfortable for living beings. Warm air from outside is not actively resisted, but almost never reaches the center of the domain. Even fires created by mundane or magical means appear weak, and only dimly lit. Plants within the Boundary turn to leafless caricatures of life sooner or later. Note that a Boundary requires a well-defined border, such as the tree line of a grove, the cliffs of a steep valley, or the shore of an island.
A brief note on the specific use of this spell that should not to be mistaken for traits or side-effects of the spell itself: The area affected by Domain of Darkness provides a haven for all creatures that shun the light. It represents Tolides’ latest attempt to establish some sort of abode in a domain of his own. Because the affected Boundary is inhabited by a practicing diabolist, and the ritual needed to cast the spell is often powered by Infernal vis, the aura of the Boundary slowly but steadily accumulates more and more traits of Infernal Warping. For example, animals that stay inside the domain for an extended period of time are likely to turn into Corrupted Beasts — repellent aberrations of nature (Realms of Power: The Infernal, page 77).
One day, the affected Boundary might even become a regio of its own, which is exactly what Tolides has planned.

(Base level 2, +1 Touch, +4 Year, +4 Boundary , +2 Size )

Guideline : Greatly reduce the amount of light in an area.

Magi of Hermes p133

DISPEL THE PHANTOM IMAGE Pe Im General

R:Voice, D: Momentary, T: Individual

Destroys the image from any one CrIm spell whose level you match or exceed on a stress die + the level of your spell.

(Base level , +2 Voice, +0 Momentary, +0 Individual : Base effect )

Guideline :

Ars Magica 5th Edition Core rulebook p146

TASTE OF THE DULLED TONGUE Pe Im 5

R:Touch, D: Sun, T: Individual

Hides the taste of any substance, liquid or solid.

(Base level 2, +1 Touch, +2 Sun, +0 Individual )

Guideline : Destroy an object ability to affect taste or touch.

Ars Magica 5th Edition Core rulebook p146

Snatched Voice Pe Im 10

R:Touch, D: Diameter, T: Individual

The target loses the ability to make sound. If she is a maga and attempts to cast spells, she suffers the penalties for silent casting.

(Base level 3, +1 Touch, +1 Diameter, +0 Individual , +1 changing image )

Guideline : Destroy an object ability to affect smell or hearing.

Hermetic Projects p85

ILLUSION OF COOL FLAMES Pe Im 10

R:Voice, D: Sun, T: Individual

A source of heat, such as a fire, seems to lose its heat and drop to the surrounding temperature. It still, however, has its normal beneficial and harmful effects (that is, glowing coals still cook meat or burn a person’s hand, though they do not feel hot).

(Base level 2, +2 Voice, +2 Sun, +0 Individual )

Guideline : Destroy an object ability to affect taste or touch.

Ars Magica 5th Edition Core rulebook p146

Hiding the Ill-Bred Bard Pe Im 15

R:Personal, D: Sun, T: Individual

Destroys the magus’ image species and makes him invisible except for his shadow.

(Base level 4, +0 Personal, +2 Sun, +0 Individual , +1 changing image )

Guideline : Destroy an object ability to affect sight.

Magi of Hermes p125

Chamber of Muffled Passing Pe Im 15

R:Touch, D: Diameter, T: Room

For the duration of two minutes, all sound inside the affected Room, regardless of its origin and volume, is completely muted. The spell affects mundane actions, such as creaking floor boards or shouting, in much the same way as spell casting that requires a voice.
Due to his Quiet Magic, this limitation doesn’t impair Tolides much, unless he wants to cast an additional spell with Range Voice while inside the Room, or to affect a target across the threshold. In Tolides’ version of the spell, the affected Room is slightly tainted by darkness. Semi-translucent patches of murk slowly crawl along the walls of the Room, greedily devouring all sound from within or outside. Tolides is not very creative when it comes to finding names for his creations, and doesn’t care much about the ambiguous name of this spell that also describes the silenced deaths of those in the chamber whom Tolides decides to kill.

(Base level 3, +1 Touch, +1 Diameter, +2 Room )

Guideline : Destroy an object ability to affect smell or hearing.

Magi of Hermes p133

INVISIBILITY OF THE STANDING WIZARD Pe Im 15

R:Touch, D: Sun, T: Individual

The target becomes invisible, but the spell is broken if he moves (aside from breathing and shifting slightly in place). He still casts a shadow.

(Base level 4, +1 Touch, +2 Sun, +0 Individual )

Guideline : Destroy an object ability to affect sight.

Ars Magica 5th Edition Core rulebook p146

Ears of a Grateful Father Pe Im 20

R:Touch, D: Concentration, T: Group

All voices emitted by a group of individuals will be decreased in volume to that of a normal conversation. Aurulentus invented this spell after he had to babysit ten screaming infants.

(Base level 3, +1 Touch, +1 Concentration, +2 Group , +1 changing image )

Guideline : Destroy an object ability to affect smell or hearing.

Magi of Hermes p22

VEIL OF INVISIBILITY Pe Im 20

R:Touch, D: Sun, T: Individual

The target becomes completely undetectable to normal sight, regardless of what he does, but still casts a shadow.

(Base level 4, +1 Touch, +2 Sun, +0 Individual , generic +1 : +1 changing image )

Guideline : Destroy an object ability to affect sight.

Ars Magica 5th Edition Core rulebook p146

REMOVAL OF THE CONSPICUOUS SIGIL Pe Im 20

R:Touch, D: Sun, T: Part

Grooves, runes, writings, and similar markings are obscured so that they are not visible, but the overall shape of the medium remains constant. For example, runes carved into a sword blade can be made invisible, making the sword appear normal.

(Base level 4, +1 Touch, +2 Sun, +1 Part )

Guideline : Destroy an object ability to affect sight.

Ars Magica 5th Edition Core rulebook p146

SILENCE OF THE SMOTHERED SOUND Pe Im 20

R:Voice, D: Sun, T: Individual

Makes one being or object incapable of producing sound. Magi who cannot utter their magic words suffer the normal penalties to their spellcasting rolls.

(Base level 3, +2 Voice, +2 Sun, +0 Individual , +1 changing image )

Guideline : Destroy an object ability to affect smell or hearing.

Ars Magica 5th Edition Core rulebook p146

Invisible Arms Pe Im 25

Req : Creo

R:Personal, D: Sun, T: Part

The caster’s original arms are made invisible, but the illusion of another pair of arms is created to replace them. If he wishes, the magus may use these fake arms in a normal way while his invisible arms pick pockets or cast a spell. This may require a Concentration roll depending on the fake actions; anything much more complex than swinging them while walking requires a roll.

(Base level 4, +0 Personal, +2 Sun, +1 Part , +1 changing image , +1 Creo requisite )

Guideline : Destroy an object ability to affect sight.

Magi of Hermes p125

CHAMBER OF INVISIBILITY Pe Im 25

R:Touch, D: Sun, T: Group

Causes a Group of creatures to become invisible. Any affected character who moves or is touched makes everyone visible. All members of the Group still cast shadows.

(Base level 4, +1 Touch, +2 Sun, +2 Group )

Guideline : Destroy an object ability to affect sight.

Ars Magica 5th Edition Core rulebook p146

The Lost City Pe Im 45

Req : Rego

R:Touch, D: Sun, T: Boundary, Ritual

Makes the wall, and everything within it, invisible, no matter what the residents of the island do. The residents can see the contents of the island, so long as they do not step outside the Boundary. Enemies who still reach the walls are able to see the contents of the island normally once the Boundary has been crossed.
* Remember to add further magnitudes to increase Boundary size.

(Base level 4, +1 Touch, +2 Sun, +4 Boundary , +1 changing image , +1 Rego requisite )

Guideline : Destroy an object ability to affect sight.

Transforming Mythic Europe p74

LAY TO REST THE HAUNTING SPIRIT Pe Me General

R:Personal, D: Momentary, T: Individual

If your spell penetrates the resistance of a ghost or similar spirit, it loses a number of points from its Might equal to the level of this spell. If this reduces the spirit’s Might to zero, it vanishes, apparently destroyed. Philosophers concur that the spirit goes to the afterlife, or is perhaps weakened to helplessness, but is not actually destroyed. Souls, after all, are immortal.

(Base level , +0 Personal, +0 Momentary, +0 Individual : Base effect )

Guideline :

Ars Magica 5th Edition Core rulebook p150

Scraping Razor of Memory Pe Me 4

R:Personal, D: Momentary, T: Individual

The caster removes a single important detail from his or her own memory.

(Base level 4, +0 Personal, +0 Momentary, +0 Individual )

Guideline : Remove an important detail from the person's memory.

Legends of Hermes p120

TIP OF THE TONGUE Pe Me 5

R:Eye, D: Diameter, T: Individual

Causes the target to forget one word of your choosing. The target cannot remember that word for the spell’s duration, but afterwards he can come up with the word without assistance by making an Intelligence + Concentration stress roll of 9+. If the target fails he may try again, but each additional roll adds +1 to the difficulty.

(Base level 3, +1 Eye, +1 Diameter, +0 Individual )

Guideline : Remove a minor detail from the person's memory.

Ars Magica 5th Edition Core rulebook p150

I Was Never Here Pe Me 5

R:Eye, D: Momentary, T: Individual

The target forgets meeting the caster. Prior contact between the caster and the target must be limited to a brief and relatively insignificant event occurring within the last day, and includes the casting of this spell. This spell is perfect for making a target forget seeing the maga overtly cast a spell, or causing a sentry to forget letting her through a gate. However, a person cannot be made to forget who stabbed him.

(Base level 4, +1 Eye, +0 Momentary, +0 Individual )

Guideline : Remove an important detail from the person's memory.

Magi of Hermes p93

The Blinded Sentry Pe Me 5

R:Touch, D: Momentary, T: Individual

Renders the target insensate for a moment, sufficient for the caster to slip past him, raise a shout, cast a spell, or pick his pocket. Only the initial touch is registered by the target.

(Base level 4, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Remove an important detail from the person's memory.

Guardians of the Forests : The Rhine Tribunal p73

Breaking the Captain’s Baton Pe Me 10

R:Voice, D: Momentary, T: Individual

The target ceases to be able to coordinate a squad of soldiers as a Trained Group. The memories required to use that skill are removed and do not return when the spell ends, but can be regained with simple demonstration and practice, requiring time but not experience. The target is aware that he has forgotten how to lead warriors in battle. Unless another member of the group is able to take over as leader, the squad fights as an Untrained Group instead. This is a less efficient version of Dissolving the Wall of Shields (Houses of Hermes: Societates, page 70) since it targets only the current leader rather than the entire squad.

(Base level 4, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Diminish a single mental capability in a person.

Magi of Hermes p50

TRUST OF CHILDLIKE FAITH Pe Me 10

R:Eye, D: Diameter, T: Individual

The target loses judgment and believes almost any passable lie for the duration of the spell. An Intelligence stress roll of 6+ is allowed to resist. Truly incredible lies allow easier resistance rolls.

(Base level 4, +1 Eye, +1 Diameter, +0 Individual )

Guideline : Diminish a single mental capability in a person.

Ars Magica 5th Edition Core rulebook p150

Slap of Absent Magic Pe Me 10

R:Touch, D: Diameter, T: Individual

The target forgets how to consciously use one Form for the duration of the spell. This includes casting spontaneous, formulaic, and ritual spells of the Form. It also includes spells that use the Form as a requisite. Unconscious use of the Form (for example, the Form bonus to Magic Resistance) is unaffected. When this spell ends, the target recalls how to use the Form.

(Base level 4, +1 Touch, +1 Diameter, +0 Individual )

Guideline : Diminish a single mental capability in a person.

Hermetic Projects p85

Agnosia Pe Me 10

R:Eye, D: Sun, T: Individual

This spell destroys familiarity with a category of objects represented by a single noun. The victim of this spell cannot recognize instances of the thing, although she is aware such things exist. If confronted with a representative object, the victim cannot identify or use it. This spell does not destroy Abilities, so if the character is placed in a position where she uses an object without conscious monitoring, her Abilities return. This can be alarming for the spell's target, since she cannot consciously use the tool to repeat her inadvertent actions.

(Base level 3, +1 Eye, +2 Sun, +0 Individual )

Guideline : Remove a minor detail from the person's memory.

Houses of Hermes : Societates p69

CALM THE MOTION OF THE HEART Pe Me 15

R:Voice, D: Momentary, T: Individual

Removes one emotion from the target until it appears again naturally. An angry person stops being angry, and a curious one stops being inquisitive. Many a magus finds this spell useful for keeping his apprentice’s nose out of his immediate business.

(Base level 5, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Quell an emotion in a person.

Ars Magica 5th Edition Core rulebook p150

ENCHANTMENT OF DETACHMENT Pe Me 15

R:Eye, D: Sun, T: Individual

Calms and greatly lowers the intensity of the target’s current emotions.

(Base level 4, +1 Eye, +2 Sun, +0 Individual )

Guideline : Reduce the intensity of all of a person's emotions.

Ars Magica 5th Edition Core rulebook p150

LOSS OF BUT A MOMENT'S MEMORY Pe Me 15

R:Eye, D: Momentary, T: Individual

Removes up to five continuous minutes from a target’s memory, leaving a blank. You target the loss of memory to a specific event or time. With an Intelligence stress roll of 9+, the target realizes that memories of a certain period are missing. This Ease Factor can change, depending on how important the missing memory is and what sort of circumstances surrounded the event. Careful introspection over a period of time can allow reconstruction of much of memory, but some details are lost forever.

(Base level 10, +1 Eye, +0 Momentary, +0 Individual )

Guideline : Remove a minor or short memory from a person's mind.

Ars Magica 5th Edition Core rulebook p151

Calm Mind of Resolute Behavior Pe Me 20

R:Personal, D: Diameter, T: Individual

For the duration of this spell, all emotions are banished from the caster’s mind. This makes the caster unable to feel fear, doubt, hope, or any other emotion. Any effort to manipulate the caster based on his emotions will automatically fail. The caster can make no rolls based on his Personality Traits for the duration of the spell. Despite the temporary absence of emotions, the caster’s goals and priorities remain unchanged and the caster retains recollections of emotions that he has previously felt.
Lambert’s mater believed that this spell was an essential tool for anyone who dealt with the faeries. She believed that casting Calm Mind of Resolute Behavior, to provide Lambert with a moment’s clear reflection before embarking on an activity that might be influenced by the persuasion of charismatic faeries, would save her apprentice from many unwise decisions. Lambert casts Calm Mind of Resolute Behavior when he has an important choice to make and wants to see how he would approach the problem without the complications of his emotions coloring the issue. Lambert finds casting this spell to be quite unpleasant, though, and he greatly fears the possible consequences of miscasting a Perdo Mentem spell on himself.

(Base level 15, +0 Personal, +1 Diameter, +0 Individual )

Guideline : Remove all emotions from a person.

Magi of Hermes p67

Dissolving the wall of Shields Pe Me 20

R:Voice, D: Momentary, T: Group

This spell removes the memories that allow a group of soldiers to fight as a unit. This spell can be used to destroy other simple skills, too small to be encompassed by an Ability. For example, a magus might cast it on a group of courtiers so that all of them forget the steps of a particular dance. These memories do not return when the spell concludes, but may be regained with a simple demonstration and practice, requiring time but no experience points.

This spell does not damage autobiographical memory, so it is obvious to the victims that he has lost a skill he previously possessed. The spell does not impair judgement, so the victim may infer that the magus is responsible. A version of this spell with Sight Range (level 25) is less conspicuous.

(Base level 4, +2 Voice, +0 Momentary, +2 Group )

Guideline : Remove an important detail from the person's memory.

Houses of Hermes : Societates p70

BLESSING OF CHILDLIKE BLISS Pe Me 25

R:Eye, D: Sun, T: Individual

Reduces an adult mind to a child’s level. The target solves problems, reasons, and expresses emotions as would a three-year-old. Magi affected cannot cast spells. At first, anyway, the target is likely to be happy at having lost a world of cares and troubles that are no longer imaginable.

(Base level 10, +1 Eye, +2 Sun, +0 Individual )

Guideline : Reduce all of a person's mental capabilities.

Ars Magica 5th Edition Core rulebook p151

PASSION'S LOST FEELING Pe Me 25

R:Eye, D: Concentration, T: Individual

The target is unable to feel any sort of emotion and acts listlessly, without motivation or cares.

(Base level 15, +1 Eye, +1 Concentration, +0 Individual )

Guideline : Remove all emotions from a person.

Ars Magica 5th Edition Core rulebook p151

The Stultified Peasant Pe Me 30

R:Eye, D: Sun, T: Individual

The target has all ability to think removed; his imagination (which controls thinking) is destroyed, causing him to stand, mouth open, until the spell ends. Only his imagination is affected, so he acts according to his estimation if threatened.

(Base level 15, +1 Eye, +2 Sun, +0 Individual )

Guideline : Remove all emotions from a person.

Art & Academe p33

Embrace of Boethius Pe Me 35

R:Touch, D: Momentary, T: Part, Ritual

This spell damages the target’s mind, heart, and Gift, destroying a part of his understanding of formulaic spell casting and forcing him to rely on casting tools. This highly irregular spell was developed to initiate Hermetic magi of other Houses into House Verditius, and is only used in that rare instance. Because of the bizarre nature of this spell, the target receives 7 Warping Points and must check to avoid temporary Twilight.

(Base level 15, +1 Touch, +0 Momentary, +1 Part , +1 Corpus requisite , +1 Vim requisite )

Guideline : Remove a major or long memory from a person's mind.

Houses of Hermes : Mystery Cults p119

Stolen Moments Pe Me 35

R:Eye, D: Concentration, T: Individual

This spell removes all active thoughts, memories, and emotions from a person’s mind for as long as the spell lasts, so he cannot think or perceive. During this time the person becomes motionless, and cannot resist if he is moved or attacked; he does not notice anything and cannot remember anything that happens while he is under influence of this spell.

(Base level 25, +1 Eye, +1 Concentration, +0 Individual )

Guideline : Leave a person a mindless husk.

Magi of Hermes p126

The Ever-Watchful Turb Pe Me 35

R:Touch, D: Moon, T: Group

This spell prevents the target group from falling asleep by quelling the inclination to rest when tiredness sets in. The target group accrues fatigue as usual: after being awake for a full day, every eight hours of wakefulness causes the loss of a Fatigue level. Thus, after two days awake, they will be reduced to Unconscious (or earlier if they exert themselves) at which time they sleep for eight hours and then wake again.

(Base level 5, +1 Touch, +3 Moon, +2 Group )

Guideline : Quell an emotion in a person.

Art & Academe p34

BLACK WHISPER Pe Me 40

R:Touch, D: Moon, T: Individual

You whisper a magic sentence in the target’s ear. It takes several seconds to speak the sentence, so an unwilling, able-bodied target can stop you. If you speak the whole sentence, the target must make a Stamina stress roll of 15+ or go completely insane. You need not use your hands for this spell, but you must be able to speak.

(Base level 15, +1 Touch, +3 Moon, +0 Individual , +1 for no gestures )

Guideline : Drive a person insane.

Ars Magica 5th Edition Core rulebook p151

Blindness of Involuntary Obstinacy Pe Me 40

R:Sight, D: Concentration, T: Group

The targets of this spell become, for the duration of the spell, completely unable to perceive a particular object or entity chosen by the caster while casting the spell. The senses of the targets still work properly, but the minds of the targets are prevented from concluding that the specified person or object exists. In the terms presented in Art and Academe, this spell removes the ability of the common sense to receive or integrate images of a specified object or entity. Lambert frequently specifies himself as the unperceivable object while using this spell.

(Base level 10, +3 Sight, +1 Concentration, +2 Group )

Guideline : Remove a minor or short memory from a person's mind.

Magi of Hermes p67

Closed Mouth of the nightwalker Pe Me 40

R:Personal, D: Sun, T: Spectacle

Anyone seeing the caster instantly forgets that he did so, assuming that the spell’s Penetration breaches the target’s Magic Resistance. The caster may not necessarily be aware that he has been seen.

(Base level 10, +0 Personal, +2 Sun, +4 Spectacle )

Guideline : Remove a minor or short memory from a person's mind.

Requires virtue(s) Sensory Magic

Houses of Hermes : Mystery Cults p29

Mind Cleansed of Treachery Pe Me 45

R:Eye, D: Bargain (Merenita), T: Individual

Like all spells of Bargain Duration, this spell is cast immediately after the caster strikes a bargain with the target, and only takes effect if the target breaks his part of the bargain (ArM5 page 92). If it should come to pass that the target of this spell breaks the agreement within a year of the date when the deal was made, then the target’s memory is destroyed, removing every stored idea that the target possesses and his sense of identity. All General Abilities (including languages) are retained, but knowledge of Academic, Arcane, Martial, and Supernatural Abilities are lost, as are all Arts. The target’s imagination, which stores images, is not affected, so he recognizes the faces of people he knows, places he has been, and songs he has heard, but lacks all knowledge about those things such as names, locations, emotional importance, and so forth.
Lambert secured a Lab Text for this spell from the Merinita who developed it, in exchange for a copy of the Lab Text for Oath Breaker’s Confession. Lambert wanted to have a spell that provided a profoundly serious consequence for breaking an agreement, and the creator of Mind Cleansed of Treachery wished to acquire a spell that left its targets in a condition that could still be negotiated with.

(Base level 25, +1 Eye, +3 Bargain (Merenita), +0 Individual )

Guideline : Leave a person a mindless husk.

Requires virtue(s) FAERIE MAGIC

Magi of Hermes p67

The Clean Slate Pe Me 50

R:Touch, D: Year, T: Individual, Ritual

This spell wipes the memory of the target clean, removing every stored idea and sense of identity he possesses. All general Abilities (including Languages) are retained, but knowledge of Academic, Arcane, Martial and Supernatural Abilities are lost, as are all Arts. His imagination, which stores images, is not affected, so he recognizes the faces of people he knows, places he has been, and songs he has heard, but lacks all knowledge about those things such as names, locations, emotional importance, and so forth. He cannot relearn those memories for the duration of the spell.

(Base level 25, +1 Touch, +4 Year, +0 Individual )

Guideline : Leave a person a mindless husk.

Art & Academe p34

POISONING THE WILL Pe Me 65

R:Touch, D: Moon, T: Boundary, Ritual

You curse a place, be it a valley, town, city, or covenant. The curse gradually saps the will and vitality from the people there. They become less energetic, and slowly stop caring about the place, what happens there, other people, and finally themselves. Colors seem more drab and the days longer, and there is an all-pervading sense of boredom and lassitude. Strong-willed individuals and those with strong Personality Traits are less affected, but still suffer to an extent. All Personality Trait rolls while in the area suffer a –3 modifier. This spell affects only those who are within the cursed area, including visitors to it. Those who leave the area are overwhelmed by the return of their vigor and sense of purpose.

(Base level 4, +1 Touch, +3 Moon, +4 Boundary , +5 Size )

Guideline : Diminish a single mental capability in a person.

Ars Magica 5th Edition Core rulebook p151

Shattering Touch Pe Te 5

R:Touch, D: Momentary, T: Individual

An object of stone or weaker earthy material up to a pace across breaks apart.

(Base level 4, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Destroy stone or glass,

Apprentices p47

FIST OF SHATTERING Pe Te 10

R:Voice, D: Momentary, T: Individual

An object of stone or weaker material up to a pace across breaks apart. The appropriate Form for the target is a casting requisite.

(Base level 4, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Destroy stone or glass,

Ars Magica 5th Edition Core rulebook p155

RUSTED DECAY OF TEN-SCORE YEARS Pe Te 10

R:Voice, D: Momentary, T: Individual

After the spell is cast, the metal of the target becomes so thoroughly rusted that it breaks if used in any demanding way (for example, used to strike a blow with in combat or to pry open a door). It also loses any sharpness it might once have had.

(Base level 4, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Destroy stone or glass,

Ars Magica 5th Edition Core rulebook p155

Saving the Apprentice’s Time Pe Te 10

R:Touch, D: Momentary, T: Room

Realizing she could squeeze in a few more precious moments of lab time, Conscentia decided to “cheat” in her chores. With just a wave of the hand, she can have an hour’s worth of dusting completed in a minute.

(Base level 3, +1 Touch, +0 Momentary, +2 Room )

Guideline : Destroy earth.

Magi of Hermes p30

PIT OF THE GAPING EARTH Pe Te 15

R:Voice, D: Momentary, T: Part

The dirt in a circle 6 paces across recedes into the ground, leaving a pit 9 feet deep. If the target area contains material other than dirt, that material is not affected.

(Base level 3, +2 Voice, +0 Momentary, +1 Part , +1 Size )

Guideline : Destroy earth.

Ars Magica 5th Edition Core rulebook p155

Undoing the Stonemason's Handiwork Pe Te 15

R:Voice, D: Momentary, T: Part

This spell smashes a piece of masonry or pavement into its component bricks or stones. It has no effect on solid stone. The affected volume is one pace wide, one pace high and up to one pace deep (depending on the thickness of the masonry), and can be a part of a larger piece of stonework.

Followers of the School of Vilano sometimes use this spell to produce a large number of loose stones, which they can then use as ammunition. Magi wih a knowledge of stonemasonry can use it to weaken or collapse stone structures by damaging load-bearing walls and arches, though solid pillars and the like are immune to its effects.

(Base level 3, +2 Voice, +0 Momentary, +1 Part , +1 stone )

Guideline : Destroy earth.

Houses of Hermes : Societates p37

OBLITERATION OF THE METALLIC BARRIER Pe Te 20

Req : Rego

R:Touch, D: Momentary, T: Individual

Shatters a barrier of metal or stone up to one foot thick. Those within one pace of the barrier, on the opposite side from you, take +10 Damage. Alchemically refined and magical metals may be able to withstand this spell.

(Base level 5, +1 Touch, +0 Momentary, +0 Individual , +1 Rego requisite , +1 Size : +1 Rego to fling the fragments away )

Guideline : Destroy metal or gemstone

Ars Magica 5th Edition Core rulebook p155

STONE TO FALLING DUST Pe Te 20

R:Sight, D: Momentary, T: Individual

One solid non-living object turns to a pile of dust. The object must be a base Individual or smaller, so a stone item can be a pace across while a metal item can only be one tenth that size in total. A casting requisite may be required, of the Form appropriate to the target.

(Base level 5, +3 Sight, +0 Momentary, +0 Individual )

Guideline : Destroy metal or gemstone

Ars Magica 5th Edition Core rulebook p155

Carve Domain Pe Te 20

R:Touch, D: Momentary, T: Part

Carve Domain destroys a channel of up to 10,000 cubic feet of earth. This can be used, among other things, as a defensive emplacement, to channel a river, to expand irrigation, or to develop a makeshift moat. A Finesse roll is required for more-complex designs.

(Base level 3, +1 Touch, +0 Momentary, +1 Part , +3 Size )

Guideline : Destroy earth.

Magi of Hermes p30

END OF THE MIGHTY CASTLE Pe Te 25

R:Voice, D: Momentary, T: Structure

A single stone structure, such as a castle keep or manor house, crumbles to dust and small pebbles. Anyone inside at the time takes +10 damage from falling and having stones land on them, possibly more if the structure is particularly large.

(Base level 4, +2 Voice, +0 Momentary, +3 Structure )

Guideline : Destroy stone or glass,

Ars Magica 5th Edition Core rulebook p155

GLEAM OF THE FRESHLY-POLISHED GLASS Pe Te 25

R:Touch, D: Moon, T: Room

This spell maintains the equipment and tools of a lab in a constant state of immaculate cleanliness. Dirt, dust and grime are all removed, leaving the outfittings positively gleaming, as if they had been freshly dusted and polished. This grantes the Spotless Virtue to the lab, provided that the spell is cast every lunar month. If the spell ceases, the magus must maintain this pristine condition through more mundane means, otherwise the Virtue is lost - the lab's warping score increase by one point (giving it a Personnality Trait Spotless +1) due to the unnatural nature of this cleaning, for as long as it is active.

(Base level 3, +1 Touch, +3 Moon, +2 Room )

Guideline : Destroy earth.

Covenants p122

Flaws of the Weaponsmith Pe Te 30

R:Voice, D: Momentary, T: Group

Affects up to 100 base metal objects (or equivalent), causing them to rust away to nothingness. This is the arms and armor of up to 30 men.

(Base level 5, +2 Voice, +0 Momentary, +2 Group , +1 Size )

Guideline : Destroy metal or gemstone

Guardians of the Forests : The Rhine Tribunal p60

Hauberk of Sublime Lightness Pe Te 30

R:Touch, D: Sun, T: Individual

Render a suit of metal armor nearly weightless. Armor made from metal-reinforced leather, metal scale, or chain mail has it Load reduced to 1 for a partial suit or 2 for a full suit. The spell eliminates the weight of the armor, but not its bulk.

(Base level 5, +1 Touch, +2 Sun, +0 Individual , +2 metal )

Guideline : Destroy one aspect of dirt, such as its weight or its cohesiveness.

Houses of Hermes : Societates p38

SUDDEN WELL Pe Te 30

R:Voice, D: Momentary, T: Part

This spell creates a shaft 10 feet square and 100 feet deep. The shaft is not reinforced, so it collapses swiftly after it is created.

(Base level 3, +2 Voice, +0 Momentary, +1 Part , +4 Size )

Guideline : Destroy earth.

Against the Dark : The Transylvanian Tribunal p31

CASCADE OF ROCKS Pe Te 40

R:Sight, D: Momentary, T: Part

Makes a cliff collapse, causing an avalanche. The effects depend on the size of the cliff and what lies below it.

(Base level 4, +3 Sight, +0 Momentary, +1 Part , +4 Size )

Guideline : Destroy stone or glass,

Ars Magica 5th Edition Core rulebook p155

Bind the Devil's Hands Pe Vi General

R:Touch, D: Sun, T: Room

This spell hinders the operation of Infernal Powers in the room it affects. All Casting Totals of maleficia are reduced by (the level of this spell – 15). Other Infernal Powers which rely on a Supernatural Ability are similarly reduced. A demon is required to spend (the magnitude of this spell – 3) extra Might Points to activate any of its Powers, although Powers which normally have no cost are unaffected. This spell is often used to imprison demons or infernalists.

(Base level 0, +1 Touch, +2 Sun, +2 Room )

Guideline : Reduce the casting total for all magic cast by the target by half the (level +2 magnitudes) of the spell. If 2 or more spells affect one target, only the highest has any effect: the penalties do not add. The spell must penetrate the target's Magic Resistance in order to have any effect.

Realms of Power : The Infernal p122

Exorcise the Filthy Spirit Pe Vi General

R:Voice, D: Momentary, T: Individual

This spell operates against a demon that is currently possessing a human (see Chapter 4: Infernal Legions, Common Powers). If the spell penetrates the Infernal Might of the demon, it loses a number of points from its Possession Might Pool equal to the level of this spell minus the demon’s Might. If this reduces the Possession Might Pool to zero, the demon abandons its host and the possession ends. If the energumen has its own Magic Resistance, then both resistances must be penetrated for the spell to be effective.

(Base level 0, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Reduce a target’s Might Pool by (the level of the spell + 10), as long as the spell penetrates the creature’s Magic Resistance.

Realms of Power : The Infernal p121

Removing the Hearth’s Keystone Pe Vi General

R:Touch, D: Momentary, T: Individual

The caster dispels an Aegis of the Hearth effect. There is no other evidence that the Aegis is absent, but alert magi crossing the supposed boundary of the Aegis may notice that they do not feel the characteristic tingle which indicates the presence of an Aegis. The Aegis of the Hearth effect must be less than the level of the Removing the Keystone spell + 3 magnitudes + stress die. This spell must penetrate the Aegis of the Hearth effect, of course. Note that if the Aegis of the Hearth is of a high level, then this spell may need to be a ritual.

(Base level 0, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Dispel any magical effect with a level less than or equal to half the (level +4 magnitudes) of the Vim spell + a stress die (no botch).

Hermetic Projects p94

The rooster's crow Pe Vi General

R:Personal, D: Momentary, T: Sound

Any demons who hear the caster’s shout lose Might equal to the spell’s (level – 5) if the spell penetrates their Magic Resistance.

(Base level 0, +0 Personal, +0 Momentary, +3 Sound )

Guideline : Reduce a target's Might Score by the level of the spell + 2 magnitudes, as long as the spell penetrates the creature's resistance.

Requires virtue(s) Sensory Magic

Houses of Hermes : Mystery Cults p29

CIRCLE OF CLARITY Pe Vi General

R:Touch, D: Momentary, T: Individual

This spell will dispel any active Vim effect within the circle whose Casting Total was less than or equal to the spell level + 15 + stress die (no botch).

(Base level 0, +1 Touch, +0 Momentary, +0 Individual : Quaesitorial magic )

Guideline : Dispel effects of a specific type with a level less than or equal to the (level +4 magnitudes) of the Vim spell + stress die (no botch). A specific type could be Hermetic Terram magic, or Shamanic spirit control magic. A magus must have some knowledge of a type of magic although not necessarily ability to use it) to invent a spell to affect it. All Hermetic magi have some knowledge of all Hermetic magic.

Houses of Hermes : True Lineages p75

CUTTING THE CORDS Pe Vi General

R:Touch, D: Momentary, T: Individual, Ritual

Used as a Tribunal punishment, this spell requires the active cooperation of the convicted magus. The cords connecting magus and familiar are cut permanently if double the level of this spell – 5 + a stress die (no botch), exceeds the highest enchantment given the familiar (this may be the Familiar Bond Enchantment). This is an extremely painful and emotionally scarring experience for both parties. After the cords have been cut, both magus and former familiar find each other’s presence too much to bear. A familiar normally flees into the wilderness and avoids all future contact with magi. The former familiar cannot normally be rebound.

(Base level 0, +1 Touch, +0 Momentary, +0 Individual : Quaesitorial magic )

Guideline : Dispel a specific type of enchantment with a level less than twice the guideline level used + a stress die (no botch). To qualify the spell needs to specify a particular Hermetic Form or a specific type of enchantment, such as Talismans, Familiars, or Longevity Rituals. More general enchantments do not qualify. (Ritual)

Houses of Hermes : True Lineages p75

DEMON'S ETERNAL OBLIVION Pe Vi General

R:Voice, D: Momentary, T: Individual

Weakens and possibly destroys a demon. If the spell penetrates the demon’s Magic Resistance, the demon loses Might Score equal to the spell’s level.

(Base level 0, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Reduce a target's Might Score by the level of the spell + 2 magnitudes, as long as the spell penetrates the creature's resistance.

Ars Magica 5th Edition Core rulebook p160

DISENCHANT Pe Vi General

R:Touch, D: Momentary, T: Individual, Ritual

You make a Hermetic magic item lose all its powers permanently if the level of this spell + a stress die (no botch) equals or exceeds the highest level of the enchantments in the item. The enchantment is utterly destroyed, as is all of the vis that was used in the magic item. The object left is in all ways a mundane item, but could be invested with enchantments again at a later time.

(Base level 0, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Dispel a Hermetic enchantment with a level less than the guideline used + a stress die (no botch). (Ritual)

Ars Magica 5th Edition Core rulebook p160

MASKING THE ODOR OF MAGIC Pe Vi General

R:Touch, D: Sun, T: Individual

Prevents the detection of a magic spell, or of a magic power in an item or being, by InVi magic, unless the level of the InVi spell exceeds twice the level of this spell – 5 (for example, exceeds 20 for a level 15 version).

(Base level 0, +1 Touch, +2 Sun, +0 Individual )

Guideline : Make something, including a magical item, seem nonmagical to any Intellego spell of less than or equal to twice the (level –2 magnitudes) of this spell.

Ars Magica 5th Edition Core rulebook p160

UNRAVELLING THE FABRIC OF (FORM) Pe Vi General

R:Voice, D: Momentary, T: Individual

This spell will cancel the effects of any one spell of a specified Form whose level is less than or equal to (spell level + 10 + stress die (no botch)). There are 10 variants that cover each Hermetic Form, and a number of much rarer variants for different kinds of non- Hermetic magic.

(Base level 0, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Dispel any magical effect with a level less than or equal to half the (level +4 magnitudes) of the Vim spell + a stress die (no botch).

Ars Magica 5th Edition Core rulebook p161

WIND OF MUNDANE SILENCE Pe Vi General

R:Voice, D: Momentary, T: Room

You raise a metaphorical “breeze” that blows the magic away from an area, canceling the effects of any spell there. You can cancel the effects of any spell if, with this spell, you can double the level of the spell on a stress die + the level of your spell. The spell must penetrate to affect effects on a creature with Magic Resistance, including Parma Magica. If the spell penetrates, and its level + the stress die is double Parma Magica x 5, then this spell dispels the Parma Magica. Wind of Mundane Silence does not affect spells of Momentary duration. Magical things near the area of the Wind wave slightly from the “breeze.”

(Base level 0, +2 Voice, +0 Momentary, +2 Room )

Guideline : Dispel effects of a specific type with a level less than or equal to the (level +4 magnitudes) of the Vim spell + stress die (no botch). A specific type could be Hermetic Terram magic, or Shamanic spirit control magic. A magus must have some knowledge of a type of magic although not necessarily ability to use it) to invent a spell to affect it. All Hermetic magi have some knowledge of all Hermetic magic.

Ars Magica 5th Edition Core rulebook p161

Fumigant of Minor Demons Pe Vi General

R:Touch, D: Momentary, T: Boundary, Ritual

A variant of Demon’s Eternal Oblivion (ArM5, page 160) designed to destroy all of the minor infernal spirits on the island. The demons affected have a Might equal to the spell’s level –25, lower if the Boundary is larger.

(Base level 0, +1 Touch, +0 Momentary, +4 Boundary )

Guideline : Reduce a target's Might Score by the level of the spell + 2 magnitudes, as long as the spell penetrates the creature's resistance.

Transforming Mythic Europe p74

Impede the Impertinent Interloper Pe Vi General

R:Touch, D: Ring, T: Circle

This spell cancels the casting of any spell of instant transportation within a circle drawn at the time of casting, or to a person within the circle. It also prevents the area within the circle from being the destination of such a spell. The spell fails and the intended target does not move. The spell can only cancel spells of a level less than the (level of this spell + 5 + stress die (no botch)). Thus a 25th level version of this spell is always suffi cient to block a Seven-League Stride, and might block The Leap of Homecoming if the stress die result is 5 or more. If the transport spell is of non-Hermetic origin then you should estimate its level based on Hermetic guidelines. If the caster of the affected spell is within the circle, then this spell must Penetrate Magic Resistance to have the desired effect.

(Base level 0, +1 Touch, +2 Ring, +0 Circle )

Guideline : Dispel effects of a specific type with a level less than or equal to the (level +4 magnitudes) of the Vim spell + stress die (no botch). A specific type could be Hermetic Terram magic, or Shamanic spirit control magic. A magus must have some knowledge of a type of magic although not necessarily ability to use it) to invent a spell to affect it. All Hermetic magi have some knowledge of all Hermetic magic.

Transforming Mythic Europe p109

Dreadful Bane of the Fae Pe Vi General

R:Voice, D: Momentary, T: Individual

Like Demon’s Eternal Oblivion, but works on creatures with Faerie Might

(Base level 0, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Reduce a target's Might Score by the level of the spell + 2 magnitudes, as long as the spell penetrates the creature's resistance.

Guardians of the Forests : The Rhine Tribunal p60

The Heathen Witch Reborn Pe Vi General

R:Voice, D: Momentary, T: Individual

Reverses the effects of the Shapeshifter and Skinchanger Supernatual Abilities, if the spell level +10 is greater than or equal to the Ability x 5.

(Base level , +2 Voice, +0 Momentary, +0 Individual )

Guideline :

Guardians of the Forests : The Rhine Tribunal p60

Sap the Griffin's Strength Pe Vi General

R:Voice, D: Momentary, T: Individual

Like Demon’s Eternal Oblivion, but works on creatures with Magic Might.

(Base level 0, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Reduce a target's Might Score by the level of the spell + 2 magnitudes, as long as the spell penetrates the creature's resistance.

Guardians of the Forests : The Rhine Tribunal p60

Shattering the Malicious (Rune) Pe Vi General

R:Voice, D: Momentary, T: Individual

Like Unraveling the Fabric of (Form), but targeted specifically at one rune (for example, Kauno or Laguz).

(Base level 0, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Dispel effects of a specific type with a level less than or equal to the (level +4 magnitudes) of the Vim spell + stress die (no botch). A specific type could be Hermetic Terram magic, or Shamanic spirit control magic. A magus must have some knowledge of a type of magic although not necessarily ability to use it) to invent a spell to affect it. All Hermetic magi have some knowledge of all Hermetic magic.

Guardians of the Forests : The Rhine Tribunal p60

Suleiman’s Wrath on the Oath-Forsaken Jinni Pe Vi General

R:Voice, D: Momentary, T: Individual

This spell weakens and possibly destroys a creature with Magic Might. If the spell penetrates the creature’s Magic Resistance, the creature loses Might equal to the spell’s level. A creature with zero Might is permanently destroyed. The creature must be sensed by the caster to be a valid target; the caster may have to employ other magic to perceive a spirit before using this spell.

(Base level 0, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Reduce a target's Might Score by the level of the spell + 2 magnitudes, as long as the spell penetrates the creature's resistance.

Houses of Hermes : Societates p137

Nails of Iron Pe Vi 5

R:Touch, D: Momentary, T: Individual

The touch of the caster tears at the fabric of stories. The target faerie is weakened and loses 10 Might Score. This must Penetrate the faerie’s Magic Resistance. If the faerie is reduced to 0 Might it is destroyed. Note that this spell is of little use in a Wizard’s War. However, it is a good way to attack a faerie if the magus has discovered an Arcane Connection to it (and can therefore open an Intangible Tunnel to the faerie). Similar spells can be used to attack creatures of other realms.

(Base level 0, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Reduce a target's Might Score by the level of the spell + 2 magnitudes, as long as the spell penetrates the creature's resistance.

Hermetic Projects p84

Lash of the Chastened Servant Pe Vi 5

R:Voice, D: Momentary, T: Individual

This spell, if it penetrates Magic Resistance, removes 5 Might Points from a demon. This is a painful experience, and can be used to force compliance much as one would when whipping a recalcitrant animal. It is therefore one of the more dangerous spells to be known by a member of the Order, and incurs heavy suspicion of diabolism.

(Base level 0, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Reduce a target’s Might Pool by (the level of the spell + 10), as long as the spell penetrates the creature’s Magic Resistance.

Realms of Power : The Infernal p122

Break the Shield Pe Vi 10

R:Touch, D: Momentary, T: Individual

This spell dispels the Parma Magica of the target. The target’s Parma Magica Score must be less than (25 + stress die) divided by 5. The target can, of course, recast his Parma Magica in subsequent rounds, but the target may not notice that his Parma Magic has been dispelled until it is too late. Obviously, this spell is only really useful for attacking other magi. Thus, some tribunals may view magi who are known to have invented this spell with suspicion. On the other hand, there are legitimate reasons for knowing this spell — prosecuting Wizard’s War and hunting Marched magi are entirely legal and uncontroversial pursuits. Like all spells, this spell must Penetrate to be effective. Higher-level versions of this are possible for attacking targets with greater Parma Magica scores. Note that this spell uses the Perdo Vim guideline, which dispels magic effects of a specific type (ArM5, page 160). Parma Magica is an example of a magical effect of a specific type, which all Hermetic magi are familiar with. This is why Wind of Mundane Silence (ArM5, page 161), which dispels all magical effects is effective against Parma Magica. This spell does not dispel Magic Resistance generated via other sources, nor is this spell effective against any other sorts of magic.

(Base level 0, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Dispel effects of a specific type with a level less than or equal to the (level +4 magnitudes) of the Vim spell + stress die (no botch). A specific type could be Hermetic Terram magic, or Shamanic spirit control magic. A magus must have some knowledge of a type of magic although not necessarily ability to use it) to invent a spell to affect it. All Hermetic magi have some knowledge of all Hermetic magic.

Hermetic Projects p85

Chastise the Unruly Fiend Pe Vi 10

R:Voice, D: Momentary, T: Individual

The effect of this reinvented spell is practically equivalent to The Demon’s Eternal Oblivion, though its cosmetic component makes it appear somewhat differently.
A black tentacle, similar to a writhing whip, lashes out from the caster’s palm to hit the targeted Infernal creature, reducing its Infernal Might score by 10 points. Brought close to destruction, a demon can be punished, and forced to obey, or at least to take the caster seriously. Note that the caster must be able to perceive or sense a demon to target it, and the spell must penetrate its Magic Resistance to take effect.

(Base level 0, +2 Voice, +0 Momentary, +0 Individual : free cosmetic effect )

Guideline : Reduce a target's Might Score by the level of the spell + 2 magnitudes, as long as the spell penetrates the creature's resistance.

Magi of Hermes p133

Paralysis of The Gift Pe Vi 20

R:Touch, D: Diameter, T: Individual

The target feels The Gift becoming dull and moribund. Reduce all the Casting Totals of the target by 10.

(Base level 0, +1 Touch, +1 Diameter, +0 Individual )

Guideline : Reduce the Casting Total for a specific type of magic (such as Infernal Powers) cast by the target by the (level + 2 magnitudes) of the spell. If two or more such spells affect one target, ony the highest has any effect; the penalties do not add. The spell must penetrate the target’s Magic Resistance in order to have any effect.

Hermetic Projects p86

Belittle the Ferocious Warlock Pe Vi 20

R:Sight, D: Diameter, T: Individual

Upon penetrating the Magic Resistance of the target, the spell reduces the casting total of the affected victim by 5 levels. The evocation does not hinder the movement or senses of the target in any way, but merely affects all magic that is cast. Note that this spell must be fast cast if it is supposed to take effect before the opponent can act in the first round. (See ArM5, pages 83 and 87.)
In Tolides’ version of the spell, it appears as if the target is trapped in a dark cocoon of semi-transparent, wildly writhing vapor.

(Base level 0, +3 Sight, +1 Diameter, +0 Individual )

Guideline : Reduce the casting total for all magic cast by the target by half the (level +2 magnitudes) of the spell. If 2 or more spells affect one target, only the highest has any effect: the penalties do not add. The spell must penetrate the target's Magic Resistance in order to have any effect.

Magi of Hermes p134

Sever the Connection Pe Vi 20

R:Touch, D: Momentary, T: Individual

The targeted Arcane Connection has its duration reduced by three magnitudes. This is sufficient to reduce an Arcane Connection of a duration of years to a duration of days. The affected item can then be stored for a couple of weeks before being passed on.

(Base level 15, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Reduce the duration of an Arcane Connection by 3 steps on the table on page 84, as above.

Transforming Mythic Europe p129

Revoke the Protection of Bonisagus Pe Vi 20

R:Voice, D: Momentary, T: Individual

Destroys the Parma Magica of the target if 30 + stress die exceeds the targets Ability score x5,. Must Penetrate to take effect.

(Base level 0, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Dispel effects of a specific type with a level less than or equal to the (level +4 magnitudes) of the Vim spell + stress die (no botch). A specific type could be Hermetic Terram magic, or Shamanic spirit control magic. A magus must have some knowledge of a type of magic although not necessarily ability to use it) to invent a spell to affect it. All Hermetic magi have some knowledge of all Hermetic magic.

Faith and Flame : The Provencal Tribunal p71

Stripping the Superfluous Realities Pe Vi 30

Req : Muto

R:Touch, D: Momentary, T: Boundary, Ritual

An inverse variant of Stratifying the Subtle Realities, this spell causes an immediate roll on the Aura Weakening Table for the Magic regio in which it is cast, with a modifier equal to 0, but treating a roll of 2 as a 0 and adding five to the number of botch dice for this roll and for subsequent yearly rolls. If a botch results then the desired effect occurs, which is that the regio level in which it is cast is destroyed. Even if this spell does not immediately remove the targeted regio level, the extra botch dice for subsequent rolls in following years might cause it to later vanish. Depending on the outcome of the roll, this spell might have the (probably) unwanted side effect of weakening the aura instead. If the casting of this spell is botched, suitable outcomes might be to roll as above, but on the Aura Strengthening Table instead, to inadvertently destroy the wrong regio level, or to otherwise corrupt the structure of the regio.

(Base level , +1 Touch, +0 Momentary, +4 Boundary , +1 Muto requisite )

Guideline :

Realms of Power : Magic p14

WARD AGAINST THE BEASTS OF LEGEND Re An General

R:Touch, D: Ring, T: Circle

No magical beast whose Magic Might is equal to or less than the level can affect anyone within the Circle or, if it is within the Circle, affect those outside. When a magus is making this and most other wards, a common gesture employed is the Fig Sign. The magus balls his or her right hand into a fist, placing the thumb between the index and middle fingers. A magus traveling to Italy should be warned that this sign is a deadly insult in that country.
(As ward guideline)

(Base level 0, +1 Touch, +2 Ring, +0 Circle )

Guideline : Create a circle of warding against animals from one Realm (Divine, Magic, Faerie or Infernal) with Might score less than or equal to the level of the spell. (Base Ward Spells Guideline applies)

Ars Magica 5th Edition Core rulebook p120

The Wizard’s Spindle Re An 4

R:Touch, D: Momentary, T: Group

The caster converts up to 10 fleeces into wool. The wool is cleaned, carded, and spun in a single round. This requires a Finesse roll against an Ease Factor of 12, since it replicates more than a week’s work completed in an instant. Failure to achieve this Ease Factor leaves the wool hopelessly tangled and useless.

(Base level 1, +1 Touch, +0 Momentary, +2 Group )

Guideline : Craft an item from prepared wool.

Magi of Hermes p57

Securing the Harvest Re An 4

R:Touch, D: Ring, T: Circle

This ward prevents any mundane pest from entering and absconding with the food growing within the protective boundary of the circle. If Maris finds that the ward has been bypassed and the food tampered with, it is an indication that something far more interesting than vermin has been in the area.

(Base level 0, +1 Touch, +2 Ring, +0 Circle )

Guideline : Ward against beings associated with Animal from one supernatural realm with Might less than or equal to the level of the spell. (Touch, Ring, Circle)

Magi of Hermes p75

THE AVARICIOUSNESS OF THE PTOLEMIES Re An 4

R:Touch, D: Ring, T: Circle

This ward makes it impossible for those lacking Magic resistance to remove a book from the library, because the book cannot cross a circle inscribed on the floor, or around the single doorway. It is traditionnal for librarians to defend these wards by placing destructive magical items near the entrances with the triggering condition "tampering with the book ward".

(Base level 1, +1 Touch, +2 Ring, +0 Circle )

Guideline : Manipulate items made of animal products.

Covenants p100

The Jongleur's Steps Re An 4

R:Voice, D: Concentration, T: Individual

This spell animates a shoe, making it caper and jig under the caster’s control. Cast on a shoe that someone is wearing, the spell causes the wearer to stumble.

(Base level 1, +2 Voice, +1 Concentration, +0 Individual )

Guideline : Manipulate items made of animal products.

Apprentices p46

Dressing the Human Form in Wool Re An 5

R:Touch, D: Momentary, T: Individual

This spell crafts a single woolen garment from either raw fleeces or from spun wool. This spell is suitable for producing a cotte,  cyclas, ganache, bliaut, cappa, or chausses (see the Clothing of the Thirteenth Century insert). A Finesse roll is necessary to determine the success of the craft magic; the Ease Factor is 12 if raw fleece is employed, or 9 if the base material is spun wool. The clothes produced are of standard quality; increase the Ease Factor for particularly fine or complex craft. If the Finesse roll fails, the caster is left with a useless mess of wool. Creating a fabric of a different color than the raw material requires a supply of appropriate dye, but does not change the Ease Factor. Julia typically uses this spell to manufacture clothes out of the magical cloth that she makes (see Enchanted Items, later). She does not have a spell that directly creates mundane clothing of wool due to the difficulty (it would be a similar spell to Sturdy Mantle of the Traveler, earlier). Instead, it is much easier to simply create fleeces (see Shearing the Unseen Flock, later) and then craft them into clothing with this spell. This spell employs the Level 3 Rego Animal guideline on page 50 of Covenants: “treat and process items made of animal products.”

(Base level 2, +1 Touch, +0 Momentary, +0 Individual , +1 complex effect )

Guideline : Treat items made of animal products

Magi of Hermes p57

DISGUISE OF THE PUTRID AROMA Re An 5

R:Voice, D: Concentration, T: Individual

The target takes no interest in you as long as you continue to concentrate, and do not threaten it. A carnivore treats you as if you were simply something it does not eat. It retains normal interest, however, in anyone else nearby.

(Base level 2, +2 Voice, +1 Concentration, +0 Individual )

Guideline : Protect the target from animal attacks. Only affect animal without mystical abilities.

Ars Magica 5th Edition Core rulebook p120

CIRCLE OF BEAST WARDING Re An 5

R:Touch, D: Ring, T: Circle

The caster inscribes a circle that no normal beast will cross.

(Base level 2, +1 Touch, +2 Ring, +0 Circle )

Guideline : Plant a single suggestion in an animal mind.

Ars Magica 5th Edition Core rulebook p120

Bind Fast Re An 5

R:Voice, D: Momentary, T: Group

The targets’ clothes seek out and bind themselves to the nearest other object, moving or not. If the members of a group are standing sufficiently close, this spell binds them together. The magic lasts just long enough for the clothes to bind themselves into knots, and then dissipates allowing the targets to free themselves by undoing or cutting the knotted cloth.
While all of a target’s surface clothing will writhe and seek out something to bind to, there is no guarantee that all of it can. If the clothes are close-fitting, or there is not enough slack in the garment, the cloth will simply flail for a moment and then fall dormant. If there is sufficient cloth but there is nothing within its reach, the target may still become bound up as his clothes wrap and tie themselves around his limbs. Affected targets suffer a –3 penalty to all subsequent rolls for physical actions, but can free themselves by either dedicating a round to cutting or tearing the clothing, or by spending two rounds working to untie the knots.
Storyguides may wish to give other options to particularly large, strong, or dexterous characters.
Until members of the target group have freed themselves, successive castings of this spell have no further effect.

(Base level 1, +2 Voice, +0 Momentary, +2 Group )

Guideline : Manipulate items made of animal products.

Magi of Hermes p100

The Even Hand of The Determined Weaver Re An 5

Req : Creo

R:Touch, D: Momentary, T: Part

Like The Weaver’s Subtle Art (below), this spell makes a lasting change to a tapestry or other item made from cloth (whether made from wool, cotton, silk, or linen). Any geometric shape or regular line in or on the item, or even the shape of the item itself, can be made even and precise. The Creo requisite ensures that the lines and shapes affected by this spell are perfect examples of their type. This spell is used to enhance items, especially when making Excellent-quality wares, or Items of Quality as per the Verditius House Mystery detailed in Houses of Hermes: Mystery Cults, page 124. The application of this spell alone is not enough to raise the true quality of an item (it cannot be made more hardy or more richly colored, for instance), but it is enough to aid spells that require certain mathematical resonances.
The individual changes made by the spell may stand out and draw the eye of those interested in the piece. Those looking at the work should make a Perception + Awareness + simple die roll against an Ease Factor of 9. On a success they notice the precision of the affected areas. Those who have the ability may substitute their Weaver craft ability for Awareness when making the check.
A Herbam casting requisite is required for tapestries that include plant-based cloth or yarn.

(Base level 1, +1 Touch, +0 Momentary, +1 Part , +1 Creo requisite , +1 Size )

Guideline : Manipulate items made of animal products.

Magi of Hermes p100

The Treacherous Cloak Re An 5

R:Sight, D: Concentration, T: Individual

This spell uses a target’s clothes against him, twisting them into cords that then strangle the target for as long as the caster keeps concentrating.
Using the deprivation rules in ArM5, page 180, the target must make a Stamina check every 5 rounds. Additionally, the target can attempt a Strength + Athletics stress roll against the caster’s Dexterity + Finesse Simple roll in order to break the grip of the clothes. If the character is being helped, use the highest Strength + Athletics score and add 1 for each other person helping. The target can attempt a Brave Personality Trait roll against an Ease Factor of 9 in order to perform an action other than attempting to free himself from the grip of his own clothes.
The caster must, as usual, succeed in Concentration rolls each round.

(Base level 1, +3 Sight, +1 Concentration, +0 Individual )

Guideline : Manipulate items made of animal products.

Magi of Hermes p100

The Weaver’s Subtle Art Re An 5

R:Touch, D: Momentary, T: Part

This spell allows the caster to make minor alterations to a finished tapestry or embroidered item, such as changing a subject’s pose, improving a likeness, or rewording an embroidered phrase. The change is minor in relation to the whole, never making up more than a fraction of the item, but as this spell can act on large tapestries, the individual change may itself be quite large. The change retains the original character of the work, so the intrinsic workmanship cannot, in itself, be improved through this spell.
The version known to Petalichus was handed down through generations of his confraternity. Casters who know this version may use their Weaver craft ability in place of Finesse when determining the quality of the effect. Magi who invent this spell, or learn it from another source, use Finesse as normal. A Herbam casting requisite is required for tapestries using plant-based thread.

(Base level 1, +1 Touch, +0 Momentary, +1 Part , +1 Size , generic +1 : +1 finesse )

Guideline : Manipulate items made of animal products.

Magi of Hermes p101

BINDING THE MUNDAGE CODEX Re An 5

R:Touch, D: Momentary, T: Group

Req : optionnal, Vary

This spell binds up to 1,000 prepared bifolds into books. Usually there bifolds have already been writen upon, but magi may use this spell to create blank books if they wish. The spell fails if any of the necessary pieces of a codex are missing. Codicies created with this spell are usually flap-books, since they lack wooden boards within their covers. Binding mundane materials into the book which are not derived from animals, like cover boards or registers, requires a spell with the appropriate requisite and an Intelligence + Finesse roll against an Ease Factor of 12. Some magi mold animal bones into plates, to serve instead of wood. This spell allows readers of the book to claim the +1 quality bonus for sound binding.

(Base level 1, +1 Touch, +0 Momentary, +2 Group , +1 Size )

Guideline : Manipulate items made of animal products.

Covenants p97

SOOTHE THE FEROCIOUS BEAR Re An 10

R:Voice, D: Momentary, T: Individual

Calms an animal until it is threatened or aroused again. You must speak soothingly or musically to it, and something as simple as approaching it may arouse it again.

(Base level 4, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Calm an animal.

Ars Magica 5th Edition Core rulebook p120

A Day’s Worth of Spinning Re An 10

R:Touch, D: Momentary, T: Group

One of the first spells taught to Petalichus by his mater, this spell cleans, cards, and spins a whole fleece, or a bale of cotton or flax, into thread in a matter of moments. If dye is available when the spell is cast, the thread can be dyed as the caster directs. A Herbam casting requisite is required for plant-based cloth.
This is an Average task for a mundane spinner, so the caster must make a Perception + Finesse (precision) + stress die roll against an Ease Factor of 12 (Craft Ease Factor 9 + 3 for using Craft Magic).
Failing the roll results in a badly spun fleece, probably with flecks of dirt still clinging to the thread. A botched roll ruins the fleece outright, though this may not be immediately apparent.
See Covenants, page 49 for more on Rego Craft Magic.

(Base level 3, +1 Touch, +0 Momentary, +2 Group )

Guideline : Treat and process items made of animal products (For greater complexity add one or two magnitudes. Increased complexity usually also increases the Ease Factor of the mundane craft, and so increases the Finesse roll Ease Factor.)

Magi of Hermes p100

A Day’s Worth of Weaving Re An 10

R:Touch, D: Momentary, T: Group

This spell is exceptionally good at making simple cloth, but casters may find it difficult to create cloth of any great quality or highly patterned tapestries. The table below lists the base Ease Factors for weaving bolts of cloth in a single casting. Treat each bolt of cloth as being two paces in length by one pace wide. Successive castings can extend the current bolt of cloth rather than creating a new item. Members of Petalichus’ lineage have traditionally used this spell in practicing their Finesse.
The caster makes a Perception + Finesse (precision) + stress die and compares the result against the table below.
Cloth Bolt’s Quality Level Craft Magic Ease Factor
Shoddy Trivial 6
Standard Simple 9
Superior Average 15
Excellent Hard 18
It is a harder task to create patterned cloth. A simple repeating pattern adds +3 to the Ease Factor, while an image or words woven into the cloth adds +6.
See City & Guild, page 67 for more on item quality. A Herbam casting requisite is required for work involving cotton or linen.

(Base level 3, +1 Touch, +0 Momentary, +2 Group )

Guideline : Treat and process items made of animal products (For greater complexity add one or two magnitudes. Increased complexity usually also increases the Ease Factor of the mundane craft, and so increases the Finesse roll Ease Factor.)

Magi of Hermes p100

HIDE TO PARCHMENT Re An 10

R:Touch, D: Momentary, T: Group

This spell streches, shaves, and dries a stack of animal hides, as if a percamenarius had worked on them. Stretching makes hide flexible instead of leathery, while shaving makes it smooth enough for writing and thin enough for binding. Drying prevents mold from forming on the vellum, but if excessive makes it brittle.

A Perception + Finesse roll is treated as a Craft : Percamenarius roll to determine the quality of the vellum created.

(Base level 3, +1 Touch, +0 Momentary, +2 Group )

Guideline : Treat and process items made of animal products (For greater complexity add one or two magnitudes. Increased complexity usually also increases the Ease Factor of the mundane craft, and so increases the Finesse roll Ease Factor.)

Covenants p96

REORDER THE CONTENTS OF THE ARMARIUS Re An 10

Req : Intellego

R:Touch, D: Momentary, T: Room

Req : Mentem optionnal raises level to 15

This spell places books in a book chest or closet into a sequence. Sample sequences include the Art or Ability the books concern, the author's names, size through any dimension, the color of the covers, the binding material, the newness of the books, and their opening sentences. If the books are marked with acquisition or shelf location numbers, then those may also guide the sequence. With a Mentem requisite the magus can shelves books based on wether he has read them or not, how much he liked the books while reading them, how he feels about the authors, or his emotional attachment to the people who gave him the books. Books in chained libraries need to be taken off their rails for this spell to be used.

(Base level 1, +1 Touch, +0 Momentary, +2 Room , +1 Intellego requisite , +1 versatility )

Guideline : Manipulate items made of animal products.

Covenants p100

A SIMPLE CHARM FOR THE RECOVERY OF MISFILED BOOKS Re An 10

R:Arcane connection, D: Concentration, T: Individual

This spell makes a misplaced book fly swiftly to rest on its lectern, in an open bookcase, or to the hand of the caster. The spell requires an Arcane Connection to the books, which is usually the library catalog, although the book's voucher can serve equally well. The book moves about as quickly as a running man, and falls to the ground if the caster's concentration lapses before it arrives. This spell cannot cause books to pass through solid objects so the book must have a clear path to the magus for the spell to work. Stolen books are usually kept in a chest, or behind a closed door, to prevent this spell's use.

(Base level 1, +4 Arcane connection, +1 Concentration, +0 Individual )

Guideline : Manipulate items made of animal products.

Covenants p100

Soothing Voice of the Stableman Re An 15

R:Voice, D: Sun, T: Individual

This spell implants the suggestion that the caster is a safe and helpful friend into the mind of the target animal. The spell maintains this suggestion in the mind of the animal for the duration of the spell, regardless of the actions of the caster. This spell can not remove the sense of unease that an animal will feel when exposed to a Gifted character, but an animal of bestial intelligence will not be able to associate its unease with the caster.
Horses subject to this spell can be used as mounts by magi who do not have the Gentle Gift, but the uneasiness of such mounts makes them skittish and fearful. In situations where the mood of the animal is important, the Ease Factor of appropriate rolls should be 3 higher than normal and subject to one or more additional botch dice. The effect of the Blatant Gift is sufficiently strong to make animals frenzied when they are both subject to this spell and exposed to a Blatantly Gifted caster. Animals that are Warped from long-term exposure to this spell often become belligerent and frightened all of the time.

(Base level 2, +2 Voice, +2 Sun, +0 Individual , +1 Size )

Guideline : Plant a single suggestion in an animal mind.

Magi of Hermes p65

PANIC OF THE ELEPHANT'S MOUSE Re An 15

R:Voice, D: Momentary, T: Individual

Makes an animal afraid of the target by preying upon its instinctive fears, causing it to attempt escape by the quickest, most feasible means possible. The animal may make a Size stress roll of 9+ to resist. The title refers to the elephant’s legendary fear of mice, but note that this spell cannot actually affect elephants, as they are too large.

(Base level 5, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Manipulate animal emotions.

Ars Magica 5th Edition Core rulebook p120

VIPER'S GAZE Re An 15

R:Eye, D: Concentration, T: Individual

Holds an animal rigid as long as you maintain eye contact with it and concentrate on it.

(Base level 5, +1 Eye, +1 Concentration, +0 Individual )

Guideline : Paralyze an animal.

Ars Magica 5th Edition Core rulebook p120

A SPELL TO MILK CATTLE Re An 15

R:Touch, D: Concentration, T: Group

While you wait, the cows are magically milked without further handling, transferring their milk into nearby milkpails. The magus's Perception + Finesse roll substitute for an Animal Handling roll by a competent farmer; the spell gathers the milk, but if the roll is failed, the cattle may be spooked.

Milking cattle is normally Simple (3) if the cattle are accustomed to the process and the milking hand, so the basic Finesse Ease Factor is at least 6, higher if anything disturbs the cows. Cows are initially be disconcerted at being milked by invisible hands, and need soothing (The Gentle Herd is ideal for this task). Unless magically calmed, the Finess roll is Very Hard (15+) the first time the cows are milked by magic, but this Ease Factor reducing over time and successful milking to 12, then 9, until the cows become accustomed to the process (6).

(Base level 3, +1 Touch, +1 Concentration, +2 Group )

Guideline : Treat and process items made of animal products (For greater complexity add one or two magnitudes. Increased complexity usually also increases the Ease Factor of the mundane craft, and so increases the Finesse roll Ease Factor.)

Covenants p51

Woolen Steed of Araby Re An 15

R:Touch, D: Sun, T: Individual

Imbues a woolen rug or animal pelt with the power of flight. A person sitting on the rug is lifted along with it, and the caster may make Intelligence + Finesse rolls to change direction or speed. The Ease Factor is related to current speed — Ease Factor 6 for walking pace, Ease Factor 12 at moderate speed, Ease Factor 15 at maximum speed of forty miles an hour. (Note that these Ease Factors are higher than for Mercury’s Winged Sandals due to the increased difficulty of moving an object rather than oneself directly). The rug can only support the caster and his clothes; he can have no more than one point of Encumbrance or else the spell cannot lift him. The passenger is not protected from falling off the flying rug, so impressive aerial maneuvers are not recommended, nor is flying through strong winds.
The extra magnitudes have been added to this spell by analogy with the Rego Corpus guidelines.

(Base level 1, +1 Touch, +2 Sun, +0 Individual , +1 for any direction , +1 for increased speed , +1 unsupported surface : (+1 unsupported surface, +1 for any direction, +1 for increased speed) )

Guideline : Manipulate items made of animal products.

Transforming Mythic Europe p112

Ward Against Faeries Which Creep and Crawl Re An 20

R:Touch, D: Ring, T: Circle

No faerie animal whose Faerie Might is equal or less to the level of the spell can affect the targeted Group as long as they remain within the ring. Julia commonly employs this spell every night along with a Circle of Beast Warding — after carefully sweeping the area to ensure that no spiders become trapped in the ring with her.

(Base level 0, +1 Touch, +2 Ring, +0 Circle )

Guideline : Ward against beings associated with Animal from one supernatural realm with Might less than or equal to the level of the spell. (Touch, Ring, Circle)

Magi of Hermes p57

THE GENTLE HERD Re An 20

R:Touch, D: Concentration, T: Group

A group of Animals are rendered calm and placid, even while unusual events occur, such as invisible hands milking them.

(Base level 4, +1 Touch, +1 Concentration, +2 Group )

Guideline : Calm an animal.

Covenants p51

BINDING THE HERMETIC CODEX Re An 20

R:Touch, D: Momentary, T: Group, Ritual

Req : Vary

A variant of Binding the Mundane Codex, this spell allows magi to incoporate resonant materials into their bindings. Binding a book with resonant materials is extremely difficult and requires an Intelligence + Finesse roll against an Ease Factor of 12 +3 per resonant material, to a maximum of three materials. This spell allows readers of the book to claim the +1 quality bonus for sound binding.

(Base level 1, +1 Touch, +0 Momentary, +2 Group , +1 Size , +3 complexity )

Guideline : Manipulate items made of animal products.

Covenants p97

The Command of Every Beast Re An 20

R:Touch, D: Concentration, T: Boundary, Ritual

This spell allows the magus to give a command to every beast on the island. Commands for large groups of animals can be no longer than a sentence, because there are simply too many minds to control.

A level 25 version has D: Sun.
* Remember to add further magnitudes to increase Boundary size.

(Base level 2, +1 Touch, +1 Concentration, +4 Boundary )

Guideline : Plant a single suggestion in an animal mind.

Transforming Mythic Europe p74

Fury of the Charging Bull Re An 20

R:Voice, D: Momentary, T: Individual

The target animal (which may be as large as Size +3) becomes angry and must make a Personnality roll using a trait such as Angry or Fierce (or perhaps others, at the Storyguide's discretion). If the roll exceeds an Ease Factor of 9, the animal flies into a rage. Once the animal is aroused, it calms down normally. Docile animals such as ewes or oxen calm down almost immediately, while especially aggressive animals like boars or wolves may go on rampage lasting several minutes. While angry, the animal tries to drive away people or other animals that are nearby, and may attack those who do not flee from it.

Some magi who follow the School of Vilano uses this spell to make animals attack their ennemies. In practice, its effects are unpredictable - the animal is just as likely to attack a bystander as the intended target, and there is nothing to prevent it from turning on the caster !

(Base level 5, +2 Voice, +0 Momentary, +0 Individual , +1 Size )

Guideline : Manipulate animal emotions.

Houses of Hermes : Societates p34

Plague of Frogs Re An 20

R:Touch, D: Momentary, T: Group

A swarm of frogs spontaneously generates in a pool of water touched by the caster. A pool five paces across and two paces deep can produce one thousand frogs; for every ten-fold increase in volume, ten times as many frogs are produced up to a maximum of 20,000 (which is a mass of frogs equal to that of ten pigs). Likewise, a smaller pool produces fewer frogs: a pool one tenth the size produces a hundred frogs, and one that is a hundredth of the size (about one pace across and half a pace deep) spawns just 10 frogs. The water in the pool is not diminished by this spell.

(Base level 5, +1 Touch, +0 Momentary, +2 Group )

Guideline : Cause vermin to spontaneously generate in appropriate matter, such as flesh, plants, soil, or water.

Art & Academe p30

The Verminous Infestation Re An 20

Req : Perdo Corpus

R:Eye, D: Momentary, T: Individual

The target of this spell is infested with fleshworms, which set up residence in his intestines. The victim immediately acquires Worms, as described in Chapter Four: Medicine, Disease, except that the symptoms occur immediately.

(Base level 5, +1 Eye, +0 Momentary, +0 Individual , +1 Corpus requisite , +1 Perdo requisite )

Guideline : Cause vermin to spontaneously generate in appropriate matter, such as flesh, plants, soil, or water.

Art & Academe p30

THE GENTLE BEAST Re An 25

R:Eye, D: Concentration, T: Individual

Calms an animal, making it nearly fearless. It does not resist being ridden, shaved, or whatever else you can think of. If the animal enters combat, is extremely frightened, or incurs any kind of wound, the spell ends. The animal must be Size +4 or less.

(Base level 15, +1 Eye, +1 Concentration, +0 Individual , +1 Size )

Guideline : Completely control an animal.

Ars Magica 5th Edition Core rulebook p120

MASTERING THE UNRULY BEAST Re An 25

R:Touch, D: Concentration, T: Individual

You can make an animal perform any act it is capable of. You can only issue new commands while touching the animal, but the animal will carry them out without requiring constant contact. Further, the animal will allow you to touch it throughout the duration of the spell. It is difficult to maintain control of particularly stubborn or fierce animals, such as mules or boars — creatures with appropriate Personality Traits may roll against an Ease Factor of 12+ each round.
When Chavin of Tytalus casts this spell, the creature acts surly and unfriendly while going about its tasks, even when Chavin doesn’t specifically tell it to act that way.

(Base level 15, +1 Touch, +1 Concentration, +0 Individual )

Guideline : Completely control an animal.

Ars Magica 5th Edition Core rulebook p120

Epona’s Bane Re An 25

R:Voice, D: Momentary, T: Group

Created as a defense against the eastern horseman, Epona’s Bane startles and panics up to a small unit of cavalry horses. The riders of these horses must roll Strength + Ride against an Ease Factor of 12, or be thrown to the ground and risk being trampled. Even those who manage to keep themselves on their mounts must bring their horses back under control before continuing forward.

(Base level 5, +2 Voice, +0 Momentary, +2 Group )

Guideline : Manipulate animal emotions.

Magi of Hermes p28

COMMANDING THE HARNESSED BEAST Re An 30

R:Touch, D: Sun, T: Individual

You implant a complicated command into an animal, which it carries out to the best of its abilities. The command must involve completing a certain task, such as finding a certain person. Vague orders, like “protect me,” do not work. If the animal does not complete the task before the end of the spell approaches, it becomes desperately ferocious, especially at night.

(Base level 15, +1 Touch, +2 Sun, +0 Individual )

Guideline : Completely control an animal.

Ars Magica 5th Edition Core rulebook p120

Constraint of the Strangling Vestments Re An 35

R:Voice, D: Diameter, T: Group

The target’s clothes develop a life of their own, and tighten around their owner’s limbs rendering him unable to move. This spell only affects clothes of wool, leather, and fur. The constricting clothing makes it very hard for the wearer to breathe, and he risks strangulation; causing him to make a Deprivation roll (ArM5, pages 180–181) every 30 seconds (or 5 combat rounds). Since Rego Animal lacks a guideline for making an animal product move with a purpose, the Rego Herbam guidelines have been used as an analogy.

(Base level 10, +2 Voice, +1 Diameter, +2 Group )

Guideline : Make a plant or thing made of plant products move with purpose and intelligence, without requiring your costant control.

Magi of Hermes p57

Summon the Eldritch Bond Re An 35

R:Voice, D: Sun, T: Individual

A fine preparation to a Wizard’s War, this spell commands a biting insect, such as a mosquito or flea, to bite a specific target and then return. A canny magus can then harvest the blood and its Arcane Connection from the insect. Of course, this needs to be cast fairly close to the target for the insect to have a chance of catching him. However, combining this spell with Pests of a Colossal Size greatly extends its effective range, as well as the intimidation factor. It does rather reduce its subtlety, however; a magus who would ignore a normal mosquito is unlikely to do the same for a giant one.

(Base level 15, +2 Voice, +2 Sun, +0 Individual )

Guideline : Completely control an animal.

Magi of Hermes p28

THE DEMAND OF THE FRUSTRATED SCHOLAR SOOTHED Re An 40

R:Arcane connection, D: Momentary, T: Individual

This spell makes a book that is within 500 paces materialize by the hand of the caster. The spell requires an Arcane Connection to the book, which is usually the library catalog. There are higher-level versions of this spell that draw a book from up to seven leagues away.

(Base level 20, +4 Arcane connection, +0 Momentary, +0 Individual )

Guideline : Transport an animal instantly up to 500 paces. Non-living animal products are transported with Rego Terram.

Covenants p100

Voice of the King Re An 40

R:Voice, D: Diameter, T: Group

This spell works much as Commanding the Harnessed Beast (ArM5, page 120), with the exception that it is designed exclusively to work on whole swarms of bees (a swarm of bees weighs less than a pig, so no size adjustment is necessary). Bees are fairly intelligent as insects go, but they’re still just insects, so vague or overly complex commands are not likely to be very effective. The bees will probably still attempt the task even if they don’t understand it. Note that usurping the king bee’s authority can anger the hive once the spell wears off.

(Base level 15, +2 Voice, +1 Diameter, +2 Group )

Guideline : Completely control an animal.

Magi of Hermes p38

Pages of the Unfinished Story Re An 45

R:Touch, D: Momentary, T: Structure

This spell requires a piece of parchment written on by a character, such as a page of Lab Text or part of a tractatus. The caster holds the piece of parchment against the wall of a structure (such as a tower), and all pages of parchment written on by the same author, in the last week, within the tower instantly transport into the caster’s hand. Most authors would immediately notice that their work has been stolen when they return to their writing table. If more than two weeks’ writing is stolen through successive castings of this spell, any Laboratory work on which the author is working will be interrupted. This spell uses the Rego Corpus guideline to instantly transport a body, by analogy, to transport animal products. Note that who wrote the text on a piece of parchment is a part of the history and origins of an animal product (the parchment), which can be detected with an Intellego Animal effect. This is why an Intellego requisite is required. This spell only gathers material written by the same character who wrote the sample. Thus, if the sample piece was in fact written by a scribe, instead of by the expected magus, then this spell will collect work written by the scribe. An equivalent Herbam spell could be used to gather text written on paper or papyrus, but parchment (which is made from animal hide) is the most common form of writing surface used in the Order of Hermes.

(Base level 20, +1 Touch, +0 Momentary, +3 Structure , +1 Intellego requisite )

Guideline : Transport an animal instantly up to 500 paces. Non-living animal products are transported with Rego Terram.

Hermetic Projects p91

THE UNFAITHFUL FAVOR Re An 45

R:Touch, D: Sun, T: Individual

This spell commands a silk handkerchief to strangle an enemy for whom the magus has an arcane connection. The handkerchief appears near the victim and swiftly wraps itself about their throat. They take damage according to the rules in Ars Magica until death or the destruction of the handkerchief. Conscious victims can often avoid the handkerchief, so this spell is usually cast at night. After the victim dies, the handkerchief hides itself in their bedding, or up their sleeve.

(Base level 25, +1 Touch, +2 Sun, +0 Individual , generic +1 : +1 Commands in addition to transport )

Guideline : Transport a target instantly to a place to which you have an Arcane Connection.

Houses of Hermes : True Lineages p139

Bring the Herd to Market Re An 45

R:Touch, D: Momentary, T: Group

Instantly transports a Group of standard Individuals up to seven leagues, usually to a location known to the caster. This is often sufficient to transfer a flock from its pasture to market. This spell can affect up to two hundred chickens (Size –3), fifty sheep (Size –1), ten ponies (Size +1), or five horses (Size +2).

(Base level 30, +1 Touch, +0 Momentary, +2 Group )

Guideline : Transport an animal instantly up to 7 leagues. Non-living animal products are transported with Rego Terram.

Transforming Mythic Europe p108

WARD AGAINST FAERIES OF THE WATERS Re Aq General

R:Touch, D: Ring, T: Circle

No water 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.
Seen from certain angles at night, the ring appears as a light blue dome.

(Base level 0, +1 Touch, +2 Ring, +0 Circle )

Guideline : Ward against creatures of water belonging to one Realm (Divine, Magic, Faerie or Infernal) whose Might is less than or equal the level of the spell. (Base Ward Spells Guideline applies)

Ars Magica 5th Edition Core rulebook p124

CLOAK OF THE DUCK'S FEATHERS Re Aq 5

R:Touch, D: Sun, T: Individual

Makes water run off one object or creature, protecting the target and the target’s apparel from dampness. The spell is broken if the target is submerged in water.

(Base level 1, +1 Touch, +2 Sun, +0 Individual , generic +1 : +1 for slightly unnatural control )

Guideline : Control a liquid in an extremely gentle way

Ars Magica 5th Edition Core rulebook p124

The Copyist’s Puissant Quill Re Aq 5

R:Voice, D: Momentary, T: Group

This craft magic spell causes prepared ink to form words and images on a page. The ink is overlaid on guidelines already present on the page, such as chalk or charcoal sketches left by a copyist, or the result of a spell such as The First Furrow Guides the Second. The Group Target permits multiple colors of ink to be employed. The spell does not distinguish between writing and illustrations, copying both with equal skill. The caster must make an Intelligence + Finesse roll to determine the accuracy of the spell’s copying. The Ease Factor is 9 for an easy piece of copying; for example, one color and no  illustrations, typical of a book with a Quality of 6 or less. The Ease Factor is higher for more complex or detailed works typical of higher Quality; for a Quality of 7 to 9 the copying Ease Factor is 12, and for a Quality of 10 or more the Ease Factor is 15. If this roll fails, then the ink fails to form letters and simply makes a mess. A botch indicates that the text looks fine but is actually nonsensical, a flaw only discovered when the text is read for the first time; however, characters will not often be rolling stress die for this Finesse roll.
Variants of this spell with higher Duration allow a magus to use this spell to make patterns on the page that correspond to the caster’s words.

(Base level 1, +2 Voice, +0 Momentary, +2 Group )

Guideline : Control a liquid in an extremely gentle way

Transforming Mythic Europe p100

BREAK THE ONCOMING WAVE Re Aq 10

R:Personal, D: Concentration, T: Individual

Breaks all waves and torrents of water (including magical ones) as they come within 10 paces of you. The water either crashes to the ground or flows around you in a truly impressive display.
In Ferramentum of Verditius’s version of this spell, the water breaks at precisely 10 paces, leaving a very clean line showing where the waves stopped. All of his spells may be recognized by their orderliness.

(Base level 5, +0 Personal, +1 Concentration, +0 Individual : ward, so the target is the warded Individual, not the water )

Guideline : Ward against mundane water.

Ars Magica 5th Edition Core rulebook p124

EXACTLY TO SCALE Re Aq 10

R:Touch, D: Momentary, T: Individual

This spell, designed by a Tremere Artificer with broader imagination than vocabulary, is used to draw precise pictures of a magus’s ideas. The inventor used this spell to draft technical diagrams, but many of his sodales use it for mapmaking. It requires the presence of a pot of ink and a drawing surface, because the spell creates permanent images using mundane materials.
The magus requires an Intelligence + Finesse roll of 9+ for the diagram to be legible.

(Base level , +1 Touch, +0 Momentary, +0 Individual , +2 unnatural : Base 3 ? )

Guideline :

Houses of Hermes : True Lineages p139

THOUGHTS DISTINCTLY BURNED Re Aq 10

R:Voice, D: Sun, T: Individual

This spell controls ink so that it makes pattern on the pages that correspond to the magus's words. This spell does not allow the magus to write faster than the core rules permit, but does allow impaired magi to write when they would otherwise require a notary. A Finesse roll makes the writing particularly precise and neat, which is usually unimportant.

(Base level 1, +2 Voice, +2 Sun, +0 Individual , generic +1 : +1 to allow many colors of ink )

Guideline : Control or move earth in a natural fashion.

Covenants p97

BREATH OF WINTER Re Aq 15

R:Touch, D: Sun, T: Part

Turns a circle of water up to five paces across into snow.

(Base level 3, +1 Touch, +2 Sun, +1 Part )

Guideline : Change a liquid into ice or steam. This does not require requisites.

Ars Magica 5th Edition Core rulebook p124

PUSH OF THE GENTLE WAVE Re Aq 15

R:Voice, D: Concentration, T: Individual

A low wave is formed to propel a small boat slowly through the water. When casting this spell, you commonly make a pushing gesture.
In Silva of Merinita’s version of this spell, the wave occasionally drifts or bobs about, as if it is happy and playful.

(Base level 4, +2 Voice, +1 Concentration, +0 Individual )

Guideline : Control a liquid in a forceful but calm way, such as a fast but constant current.

Ars Magica 5th Edition Core rulebook p124

Still the Raging Waters Re Aq 15

R:Voice, D: Concentration, T: Individual

Causes all the waves on a small body of water to be stilled to mirror-smoothness.

(Base level 4, +2 Voice, +1 Concentration, +0 Individual )

Guideline : Control a liquid in a forceful but calm way, such as a fast but constant current.

Guardians of the Forests : The Rhine Tribunal p96

Captured by Höðr’s Shackles Re Aq 20

R:Voice, D: Momentary, T: Part

Instantaneously, a submerged target is imprisoned in a thick casing of ice. Due to ice’s natural buoyancy, Maris often uses this spell to float something of value to the surface. If used against an opponent, the ice suffocates an individual, as well as causing +3 damage per round from cold. Note that the spell does not create ice; it only works on targets already immersed in water.

(Base level 3, +2 Voice, +0 Momentary, +1 Part , +1 Size )

Guideline : Change a liquid into ice or steam. This does not require requisites.

Magi of Hermes p75

Ward Against Water Re Aq 20

R:Touch, D: Ring, T: Circle

No water may enter or leave the protected circle. Characters who are wearing wet clothing or perspiring are slowed when entering or leaving a protected area as the excess liquid is stripped from their bodies and possessions. Hermanus cast this ward using forceless casting (Houses of Hermes: True Lineages page 72), so the ward surrounding his laboratory complex has a Penetration of zero, allowing liquids carried by magi and creatures with Magic Resistance to pass through unimpeded.

(Base level 5, +1 Touch, +2 Ring, +0 Circle )

Guideline : Ward against mundane water.

Legends of Hermes p108

Swallowed by the Mist Re Aq 20

R:Voice, D: Momentary, T: Part

This spell turns the targeted section of water to mist, causing swimmers and ships alike to plummet to the ground while the mist rises up, and then the sea crashes down around them. Successfully targeting this attack requires a Perception + Finesse roll against an Ease Factor of 9 (6 if the target is smaller than a rowboat, as there is more leeway in the transformed area). Observers of this spell will often just see a large cloud of mist rise around the target, and the ship will simply be gone.

(Base level 3, +2 Voice, +0 Momentary, +1 Part , +2 Size )

Guideline : Change a liquid into ice or steam. This does not require requisites.

Magi of Hermes p75

Schackles of the Frozen Ice Re Aq 20

R:Voice, D: Sun, T: Part

Freeze a circular portion of a body of water into solid ice. Anyone wading or swimming in the water is trapped in the ice. Magic Resistance does not prevent the ice from surrounding a character and holding her fast. The area affected by the spell is the same size as a base Individual : a roughly bowl-shaped volume about five paces across and two paces deep at the center.

Since the ice is magical, it only inflicts cold damage if it penetrates Magic Resistance. Rules for cold damage are given in ArM5, page 181; the ice created by this spell inflicts a base damage of +1. Characters who are completly encased in ice begin to suffocate (see Arm5, page 180).

A trapped character may break free of the ice by making a Strength roll. Characters may also chop their way out of the ice by using tools or weapons, but this takes time. Magic, including Perdo Aquam or Creo Ignem spells, may be able to free a character instantly.

Extent of Ice Coverage - Strength Ease Factor - Time to cut free

one foot - 6 - 30 seconds

both feet - 9 - 1 minute

to knees - 12 - 3 minutes

to waist - 15 - 10 minutes

to chest - 18 - 15 minutes

To neck - 21 - 20 minutes

Completely enclosed - 21 - depends on depth

(Base level 3, +2 Voice, +2 Sun, +1 Part )

Guideline : Change a liquid into ice or steam. This does not require requisites.

Houses of Hermes : Societates p35

Flame Tongue Re Aq 25

R:Voice, D: Momentary, T: Individual

This spell causes a glutinous glob of lava (from a lake or river of magma) to leap out and hit something. The volume of lava moved is about 2 cubic feet, and it can be moved to hit any location within Voice range. Whatever the lava hits takes between +15 and +60 damage, depending on how much of it is covered by the lava. The lava sticks to whatever it hits and continues to inflict damage each round. It takes several days for the lava to cool naturally. The heat of the lava is also sufficient to ignite anything flammable that it hits. Flame Tongue is an Aimed spell, with a +6 bonus to hit due to the size of the volume of lava. If the caster tries to totally immerse a person with the lava projectile, there is a –6 penalty to the Aiming Roll (effectively canceling the +6 size bonus). There is no penalty to the Aiming Roll if the objective is to merely splash someone. In some circumstances, the storyguide may decide that a missed attack to immerse a character results in a splash.

(Base level 10, +2 Voice, +0 Momentary, +0 Individual , +1 Size )

Guideline : Control a liquid in an extremely violent way.

Hermetic Projects p16

BRIDGE OF FROST Re Aq 30

R:Voice, D: Sun, T: Part

Causes a thick layer of frost (firm enough to walk on) to form on the surface of a body of water. The frost can take any shape up to fifteen paces in any direction.
In Cralian of Tremere’s version of this spell, the frost is so crystal clear that it can hardly be seen. All of his spells are very subtle.

(Base level 3, +2 Voice, +2 Sun, +1 Part , generic +1 , +1 Size : +1 size, +1 to allow various shapes )

Guideline : Change a liquid into ice or steam. This does not require requisites.

Ars Magica 5th Edition Core rulebook p124

CHAOS OF THE ANGRY WAVES Re Aq 30

R:Voice, D: Concentration, T: Part

Causes water to churn wildly, overturning small water craft and forcing Swim rolls at –6, in a circular area 20 paces across.

(Base level 5, +2 Voice, +1 Concentration, +1 Part , +1 Size )

Guideline : Control a liquid in a violent way.

Ars Magica 5th Edition Core rulebook p124

PARTING THE WAVES Re Aq 30

R:Touch, D: Concentration, T: Group

Parts a body of water, revealing a dry path 5 paces wide along the bottom. Very large bodies of water are too large for the Group target, and are thus unaffected.

(Base level 10, +1 Touch, +1 Concentration, +2 Group )

Guideline : Control a liquid in an extremely violent way.

Ars Magica 5th Edition Core rulebook p124

WAVES OF DROWNING AND SMASHING Re Aq 30

R:Sight, D: Momentary, T: Individual

Raises a wave 5 feet high and 30 paces wide, which can submerge swimmers, overturn rowboats, and damage sailing ships. It starts as a small, curved wave and grows for the first 10 paces, at which point it reaches maximum size. If it travels 100 paces without striking an object large enough to break it up, it dissipates.

(Base level 10, +3 Sight, +0 Momentary, +0 Individual , +1 Size )

Guideline : Control a liquid in an extremely violent way.

Ars Magica 5th Edition Core rulebook p124

Danibus' Favor Re Aq 35

R:Touch, D: Sun, T: Structure

Wards a building against flooding. Trajan can use this spell to save a building from the worst of the Wizard’s Flood damage.

(Base level 5, +1 Touch, +2 Sun, +3 Structure )

Guideline : Ward against mundane water.

Hooks p79

ICE OF DROWNING Re Aq 35

R:Voice, D: Concentration, T: Part

Fills water in a circle 10 paces across with large, jagged chunks of ice that pound against anything on the water’s surface. The ice can punch holes in small boats but does not damage ships. Any swimmers in the area take +15 damage, and suffer –6 and two extra botch checks on Swim rolls.

(Base level 5, +2 Voice, +1 Concentration, +1 Part , +1 additionnal effect , +1 Size : +1 size, +1 additional effect, changing the water to ice )

Guideline : Control a liquid in a violent way.

Ars Magica 5th Edition Core rulebook p124

PULL OF THE WATERY GRAVE Re Aq 35

R:Sight, D: Concentration, T: Individual

Creates a strong undertow that pulls any object smaller than a rowboat 25 fathoms (150 feet) into the depths. Each of those caught in the undercurrent must make 9+ on a Strength + Swim stress roll to avoid being dragged down. A roll is made each round that the spell is maintained.

(Base level 10, +3 Sight, +1 Concentration, +0 Individual , +1 Size )

Guideline : Control a liquid in an extremely violent way.

Ars Magica 5th Edition Core rulebook p124

TOWER OF WHIRLING WATER Re Aq 35

R:Voice, D: Concentration, T: Group

From a large body of water you form a waterspout that moves under your mental direction. It causes a simple die + 15 damage to anyone it hits (no Attack roll necessary). In addition, those struck must make a Quickness stress roll of 6+ to avoid being sucked up by the waterspout. Those who fail are helplessly pulled into the spout and begin to drown immediately. When the waterspout fails, they fall up to 20 feet to the water’s surface. If you direct the waterspout to move across land, you must make an Intelligence + Concentration stress roll of 9+ each round to maintain it.

(Base level 10, +2 Voice, +1 Concentration, +2 Group )

Guideline : Control a liquid in an extremely violent way.

Ars Magica 5th Edition Core rulebook p124

Sail With the Tide Re Aq 35

R:Voice, D: Concentration, T: Part

Ships must usually wait for the tide before they leave port. Waters dangerous at low tide become navigable at high tide, allowing laden ships to leave port safely. This means that there are limited times in the day that ships can enter and leave port. This spell draws a magical high tide to an area chosen by the caster, which is maintained for as long as the caster concentrates. The swell is enough to float a large ship and the caster is able to move the tide in relation to the ship. The effect Duration is Concentration, which means the caster may need to maintain concentration for some time, likely an hour or two.

(Base level 4, +2 Voice, +1 Concentration, +1 Part , +3 Size )

Guideline : Control a liquid in a forceful but calm way, such as a fast but constant current.

Hermetic Projects p74

NEPTUNE'S WRATH Re Aq 40

R:Sight, D: Momentary, T: Individual, Ritual

A gigantic wave is created in a very large body of water. The wave, which is only 20 feet high but up to a mile wide, is capable of capsizing ships at sea, smashing and drowning people near shore, and seriously damaging coastline communities. The tidal wave needs 5 miles of water surface to build itself up to proper proportions. The magus cannot control the wave without casting another spell.

(Base level 10, +3 Sight, +0 Momentary, +0 Individual , +3 Size : +3 size, ritual for large effect )

Guideline : Control a liquid in an extremely violent way.

Ars Magica 5th Edition Core rulebook p125

Tower of Lava Re Aq 50

R:Touch, D: Momentary, T: Part, Ritual

This spell sculpts a tower out of hot bubbling lava. The resulting tower is solid and rigid, but if its foundations remain in lava, then the tower will dissolve back into the bulk within a day. The Part target is required, because the spell does not use all the available lava. The tower is about the same size and dimensions as the one created by the spell Conjuring the Mystic Tower (see ArM5, page 153). A Finesse roll against an Ease Factor of 15 is required to ensure that the tower is well made; failure means that the lava takes a solid but malformed shape.

(Base level 3, +1 Touch, +0 Momentary, +1 Part , +3 elaborate design , +6 Size )

Guideline : Change a liquid into ice or steam. This does not require requisites.

Hermetic Projects p19

WARD AGAINST FAERIES OF THE AIR Re Au General

R:Touch, D: Ring, T: Circle

As Ward Against Faeries of the Water (ReAq Gen), but for faeries of the air. The faerie cannot directly or indirectly break the magic circle, nor can they use ranged attacks or magic to affect those within it. From some angles at night, the ring may be seen as a violet-hued dome.

(Base level 0, +1 Touch, +2 Ring, +0 Circle )

Guideline : Ward against creatures of the air from one Realm (Divine, Magic, Faerie or Infernal) whose Might is less than or equal the level of the spell. (Base Ward Spells Guideline applies)

Ars Magica 5th Edition Core rulebook p128

Ward Against the Sirocco Re Au General

R:Touch, D: Ring, T: Circle

Wards against sandstorms by repelling the breezes that carry dust. It is powerful enough to defend Alexander and his servants from the most powerful sandstorms.

(Base level 10, +1 Touch, +2 Ring, +0 Circle )

Guideline : Ward someone against a type of very severe weather phenomenon.

Magi of Hermes p12

Wizard’s Breath Stolen Re Au 4

R:Touch, D: Momentary, T: Individual

This spell traps the breath of a character and seals it into a glass phial held by the caster. The target’s breath is a shortlived Arcane Connection to him (lasts hours; ArM5 page 84), but if the caster can quickly get to a Laboratory, he can fix the Arcane Connection. This spell must Penetrate the Magic Resistance of the target to be effective.

(Base level 3, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Control a normal weather phenomenon.

Hermetic Projects p91

The Unruffled Traveler Re Au 4

R:Personal, D: Sun, T: Individual

This spell wards the caster from light breezes, redirecting them to blow around the caster and leave him untouched. It is ineffective against stronger winds.

(Base level 2, +0 Personal, +2 Sun, +0 Individual )

Guideline : Control a minor weather phenomenon.

Apprentices p48

WIND AT THE BACK Re Au 5

R:Touch, D: Special duration, T: Individual

An existing breeze follows you until you stop traveling for more than ten minutes. It causes phenomena you pass through (fog, haze) to follow you.

(Base level 2, +1 Touch, +0 Special duration, +0 Individual : 2 duration )

Guideline : Control a minor weather phenomenon.

Ars Magica 5th Edition Core rulebook p128

WARD AGAINST RAIN Re Au 10

R:Personal, D: Sun, T: Individual

No rain falls on the caster, no matter how bad the weather.

(Base level 4, +0 Personal, +2 Sun, +0 Individual )

Guideline : Ward someone against a type of normal weather phenomenon.

Ars Magica 5th Edition Core rulebook p128

Movement Within the Sirocco Re Au 25

R:Touch, D: Sun, T: Individual

Allows Alexander, or the person he touches, to operate in the worst possible sandstorms. Alexander uses it when a sudden storm occurs, so that he can then cast Ward Against the Sirocco. It has also proven useful while battling some of the wind creatures that guard the Kushite ruins in which he has developed an interest.

(Base level 10, +1 Touch, +2 Sun, +0 Individual )

Guideline : Ward someone against a type of very severe weather phenomenon.

Magi of Hermes p12

CLOUDS OF THUNDEROUS MIGHT Re Au 30

R:Sight, D: Concentration, T: Group

Gathers pre-existing clouds and winds into a small storm. The storm gathers at a normal speed, but is under the caster’s control as long as he can see it. The caster may use the control granted by this spell to dissipate small storms as well. If the caster does not dissipate the storm before stopping concentrating, the storm continues as normal.

(Base level 4, +3 Sight, +1 Concentration, +2 Group )

Guideline : Control a severe weather phenomenon.

Ars Magica 5th Edition Core rulebook p128

GATHERING OF THE STORMY MIGHT Re Au 40

R:Sight, D: Concentration, T: Group

As for Clouds of Thunderous Might, but the storm is larger, possibly covering the entire visible sky. Again, it is under the caster’s control.

(Base level 4, +3 Sight, +1 Concentration, +2 Group , +2 Size )

Guideline : Control a severe weather phenomenon.

Ars Magica 5th Edition Core rulebook p129

Lifting the Storm Re Au 45

R:Voice, D: Sun, T: Group

Poor weather can keep ships anchored in harbor for weeks, while their captains wait for the weather to turn. This spell controls even the strongest of storms, carving a channel through the weather through which ships can sail. Note that the spell is powerful enough to lift a storm across a harbor, but the effect is somewhat localized. This means that the weather may still be problematic out to sea, but at least the ships are able to safely leave the more treacherous inshore waters. The Sun duration allows multiple ships to sail under a single casting.

(Base level 5, +2 Voice, +2 Sun, +2 Group , +2 Size )

Guideline : Control a very severe weather phenomenon.

Hermetic Projects p74

Befuddled Speaker Re Co 5

R:Touch, D: Sun, T: Individual

The target stutters and slurs. Communication rolls made for the target are at –3, and he has a –6 penalty to spoken spellcasting (and an additional botch die).

(Base level 2, +1 Touch, +2 Sun, +0 Individual )

Guideline : Make a target lose control of one body part.

Hermetic Projects p84

CURSE OF THE UNRULY TONGUE Re Co 5

R:Voice, D: Concentration, T: Individual

Causes the target to stutter and slur words. Communication rolls are at –3. Spoken spells are at –6 to the spellcasting roll, and there is an extra botch die.

(Base level 2, +2 Voice, +1 Concentration, +0 Individual )

Guideline : Make a target lose control of one body part.

Ars Magica 5th Edition Core rulebook p134

SPASMS OF THE UNCONTROLLED HAND Re Co 5

R:Voice, D: Concentration, T: Individual

One of the target’s hands spasms, causing him to drop anything he is holding in it. It keeps spasming for as long as you concentrate.

(Base level 2, +2 Voice, +1 Concentration, +0 Individual )

Guideline : Make a target lose control of one body part.

Ars Magica 5th Edition Core rulebook p134

Curse of the Baby's Bladder Re Co 5

R:Voice, D: Momentary, T: Part

By manipulating the target’s stomach and groin muscles, this spell causes the target to release his water, resulting in a (usually) embarrassing situation. This spell does not target or create urine, so if the target has recently urinated, the spell has no effect. This cantation is unfortunately popular with many apprentices.

(Base level 2, +2 Voice, +0 Momentary, +1 Part )

Guideline : Make a target lose control of one body part.

Apprentices p46

In Christ's Footsteps Re Co 5

R:Personal, D: Concentration, T: Individual

Allows the caster to walk on water.

(Base level 4, +0 Personal, +1 Concentration, +0 Individual )

Guideline : Move the target slowly straight up or in one direction over surfaces tha cannot support it.

Guardians of the Forests : The Rhine Tribunal p96

Sealing the Lips Re Co 10

R:Voice, D: Sun, T: Individual

The target is rendered unable to speak. It appears that his lips have been stitched together; this is a cosmetic effect.

(Base level 2, +2 Voice, +2 Sun, +0 Individual )

Guideline : Make a target lose control of one body part.

Magi of Hermes p58

Follower’s Bane Re Co 10

R:Road (Merenita), D: Sun, T: Individual

The magus can hex someone he senses via normal or magical senses who stands on the same road. The target’s legs starts to spasm in a way that makes it impossible to walk, let alone chase someone.

(Base level 2, +2 Road (Merenita), +2 Sun, +0 Individual )

Guideline : Make a target lose control of one body part.

Magi of Hermes p122

RISE OF THE FEATHERY BODY Re Co 10

R:Touch, D: Concentration, T: Individual

Allows the target to float vertically to any height, carrying up to 50 pounds, and rising as fast as smoke rises, slower if carrying a heavy load. The target cannot move horizontally through this spell.

(Base level 4, +1 Touch, +1 Concentration, +0 Individual )

Guideline : Move the target slowly in any diection you please.

Ars Magica 5th Edition Core rulebook p134

Gift of the Tortured Bowels Re Co 10

R:Eye, D: Momentary, T: Individual

The target is inflicted with a sudden intestinal cramp, then immediately suffers a bout of diarrhea. Once the bowels are empty, there are no physical aftereffects. Medically inclined magi occasionally use this spell (and variants thereof) therapeutically, to purge the body of putrefied humors.

(Base level 5, +1 Eye, +0 Momentary, +0 Individual )

Guideline : Invoke a major symptom of a disease without creating any underlying malaise (e.g. vomiting, boils, paralysis).

Art & Academe p57

Trap of Amber Re Co 15

R:Touch, D: Diameter, T: Individual

The caster freezes the target in place for the duration of the spell. As well as being unable to move, the target can neither speak nor use gestures in spell casting, and he takes the appropriate penalties if he does try to cast spells regardless.

(Base level 5, +1 Touch, +1 Diameter, +0 Individual )

Guideline : Hold the target's body motionless.

Hermetic Projects p85

Marking the territory Re Co 15

R:Personal, D: Ring, T: Scent

Anyone smelling the territory marked out by the caster’s scent (usually his urine) cannot enter the warded area for as long as the scent stays fresh, requiring the caster to renew it regularly. The spell manifests as a physical compulsion to turn back upon smelling the magus’s scent. This spell must penetrate successfully to bar passage to any intruder with Magic Resistance, assuming that the intruder is usually associated with the Form of Corpus. (Intruders associated with other Forms are not warded against in any way.)

(Base level 3, +0 Personal, +2 Ring, +2 Scent )

Guideline : Move a target slowly in one direction, as long as the surface can support its weight.

Requires virtue(s) Sensory Magic

Houses of Hermes : Mystery Cults p29

DESPAIR OF THE QUIVERING MANACLES Re Co 15

R:Voice, D: Concentration, T: Individual

Your target shakes vigorously from side to side without falling. Those affected get –3 on rolls requiring physical movement, and –1 to most other rolls.

(Base level 4, +2 Voice, +1 Concentration, +0 Individual )

Guideline : Control the large-scale pysical movement of the target.

Ars Magica 5th Edition Core rulebook p134

ENDURANCE OF THE BERSERKERS Re Co 15

R:Personal, D: Concentration, T: Individual

Your body acts as though it were unwounded and unfatigued for as long as you concentrate. Keep track of the actual Fatigue levels that the body loses while “berserk,” because as soon as the spell wears off, you lose those levels. If you run out of Fatigue levels, the spell terminates immediately and you fall unconscious. A character under the influence of this spell does risk worsening wounds, but he may not notice.

(Base level 10, +0 Personal, +1 Concentration, +0 Individual )

Guideline : Eliminate penalties of Fatige and wounds.

Ars Magica 5th Edition Core rulebook p134

GIFT OF THE FROG'S LEGS Re Co 15

R:Touch, D: Momentary, T: Individual

Allows the target to leap up to 15 feet vertically or 25 feet horizontally (2 feet less for every Encumbrance point). The person must make a Dexterity – Encumbrance stress roll of 0+ to land without injury. A miss indicates that he takes a Light Wound, and a botch indicates a Medium Wound. The target can only leap once for each casting of the spell, and that leap must be made within ten seconds. As with a frog’s leap, a running start does not improve the leap.

(Base level 10, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Control target's motions.

Ars Magica 5th Edition Core rulebook p134

LIFTING THE DANGLING PUPPET Re Co 15

R:Voice, D: Concentration, T: Individual

Lifts a person of Size +1 or less vertically into the air. Generally, you can make the target rise or descend as fast as smoke rises, but a heavier person rises more slowly and falls more quickly.

(Base level 4, +2 Voice, +1 Concentration, +0 Individual )

Guideline : Move the target slowly in any diection you please.

Ars Magica 5th Edition Core rulebook p134

Retreat Into the Shell of Shadow Re Co 15

R:Personal, D: Momentary, T: Individual

The caster instantly transports himself to any location he can see, not more than 50 paces distant. A puff of black, quickly dissolving vapor is all that is left behind once the caster vanishes and reappears at the destination. If the initial point or endpoint of the leap is Warded, or if the caster’s magic is resisted, that resistance must be overcome much the same as when targeting a Warded area (see Aegis of the Hearth, ArM5, page 161).
Tolides developed this spell to retreat into the shadow of a dark corner. If the endpoint of the transportation is exposed to unclouded daylight, Tolides must make a Concentration roll against an Ease Factor of 9 to gracefully reach his destination. A failure usually means that he tumbles and falls, is disorientated, or is enfeebled, whereas a botch calls for more-dramatic results to reflect his malediction. Note that this quirk is not a flaw of the spell, but an effect of Tolides’ Susceptibility to Sunlight.

(Base level 15, +0 Personal, +0 Momentary, +0 Individual )

Guideline : Transport the target instantly up to 50 paces.

Magi of Hermes p131

Wizard's Leap Re Co 15

R:Personal, D: Momentary, T: Individual

the caster instantly transports himself up to 50 paces in any direction, provided he can see his destination or has an arcane connection to it. His Talisman comes with him automatically but casting requisites are required to bring along any other clothing or equipment. This spell is very effective as a fast-cast defense to escape attacks or other mishaps, and can also be used for bypassing obstacles or launching surprise attacks.

(Base level 15, +0 Personal, +0 Momentary, +0 Individual )

Guideline : Transport the target instantly up to 50 paces.

Houses of Hermes : Societates p36

Arachne’s Tuition Re Co 20

R:Eye, D: Sun, T: Individual

Cast by a master on his apprentice, this spell allows the master to control the apprentice’s movements for a day.
The caster can suspend the spell, allowing the apprentice to continue with a task or exercise, and then resume control in order to help the apprentice through a particularly complex task or to correct his student and show how something should be done. The apprentice learns at a much deeper level by having his own actions controlled from within, rather than simply being guided from without. This spell is designed to assist with the training of physical skills, notably craft skills. Each season a master uses this spell to instruct an apprentice, he can add 1 to his Training Source Quality (see ArM5, page 164). This version was developed generations ago within Petallichus’ line of Verditius weavers, though others certainly exist elsewhere within House Verditius and perhaps also in other Houses.
Two seasons of using this spell on an apprentice counts as one year of being under a constant magical effect as per ArM5, page 168, and inflicts 1 Warping point in that year.

(Base level 4, +1 Eye, +2 Sun, +0 Individual , generic +1 : +1 control over fine movements )

Guideline : Control the large-scale pysical movement of the target.

Magi of Hermes p101

Remain Within Those Walls Re Co 20

R:Personal, D: Ring, T: Arcane Circle

A variant on a warding theme, this spell cast with an Arcane Circle target both imprisons people within its bounds and prevents them from crossing into the Arcane Circle. The Arcane Circle target is usable by those who know the Hermetic Geometry Mystery, and allows the caster to draw a circle at his location while calculating and casting against a sympathetically identical circle in a remote location (see The Mysteries Revised Edition, page 95).
Those with Resistance (through Parma or Might) are not confined or restricted unless this spell Penetrates that resistance. Arcane Connections to a named target may be used in order to increase the Penetration as normal, though the increased Penetration is only valid against that named target. As the base effect for warding spells is Touch, Ring, Circle, the Arcane Circle target raises the level of the spell by one magnitude as it is more complex than its mundane equivalent, but no modifier is required for either Touch or Ring.

(Base level 15, +0 Personal, +2 Ring, +1 Arcane Circle )

Guideline : Ward a target against another human being. To ward off an Hermetic Magus, the ward must penetrate his Magic Resistance.

Magi of Hermes p101

THE TIRELESS FLIGHT Re Co 20

R:Touch, D: Concentration, T: Individual

The target feels no fatigue for the duration of the spell, allowing her to endure a long journey without rest or sleep. She may also ignore hunger and thirst, and if she is injured she does not feel the pain. Practically speaking, she may ignore all Fatigue and wound penalties. However, this effect only masks the feeling, it doesn’t actually replenish her energy, so she still must actually eat and drink to avoid starving to death, and if she pushes herself too hard she may cause herself serious injury (Fatigue levels past Unconscious become Light wounds).
The spell is tethered so that the target can control the effect, allowing her to stop concentrating when she has reached her destination and has time to recover. It is also boosted so that the duration may be extended to as much as a month if necessary, and harnessed so that the target can still cancel it at will.

(Base level 10, +1 Touch, +1 Concentration, +0 Individual , Boosted , Harnessed , Tethered )

Guideline : Eliminate penalties of Fatige and wounds.

Requires virtue(s) BOOSTED MAGIC HARNESSED MAGIC MUTANTUM MAGIC TETHERED MAGIC

Houses of Hermes : True Lineages p102

Jump of the Lynx Re Co 20

R:Personal, D: Diameter, T: Individual

Like Gift of the Frog’s Legs, but with an additional magnitude to avoid the risk of falling. While the spell is working, the caster can make multiple jumps because of its Diameter Duration. Scipio has used this spell to escape when an angry mob was after him.

(Base level 10, +0 Personal, +1 Diameter, +0 Individual , generic +1 : +1 for no falling damage )

Guideline : Control target's motions.

Magi of Hermes p122

THE GIFT OF VIGOR Re Co 20

R:Touch, D: Momentary, T: Individual

Transfers bodily energy from you to any target who is at a lower Fatigue level than you. You are thus at the target’s current Fatigue level, and he or she assumes your previous level. If you lose a Fatigue level from casting this spell, the loss comes after the transfer. Magi have long looked for a way to restore their energy in order to cast more spells. This is the closest they’ve come.

(Base level 15, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Direct the flow of bodily energy.

Ars Magica 5th Edition Core rulebook p134

The Protesting Adversary Held Still Re Co 20

R:Voice, D: Concentration, T: Individual

The affected target is held fast and still for as long as the caster concentrates. Being held means that the target is unable to move his body, including his limbs, fingers, eyes, and lips. A magus who tries to cast spells while under the effect of this spell is likely to be subject to a penalty to his casting total, unless the intended magical effect does not require words and gestures (ArM5, page 83).
In Tolides’ version of this spell, small ripples of darkness quiver over the body of the target that seem to function as ropes, holding his victim in place.

(Base level 5, +2 Voice, +1 Concentration, +0 Individual )

Guideline : Hold the target's body motionless.

Magi of Hermes p132

A Bridge Without Wood Re Co 20

R:Touch, D: Momentary, T: Individual

Instantly transports the target to a point up to 50 paces away. The caster must be able to clearly see the destination. This effect can be used to
cross rivers and even scale cliffs if a suitable arrival point can be seen. If enchanted into a device, this effect could be used in place of a bridge, and has the additional benefit that it can be easily removed to prevent enemies from using it.

(Base level 15, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Transport the target instantly up to 50 paces.

Transforming Mythic Europe p108

Mercury’s Winged Sandals Re Co 20

R:Personal, D: Concentration, T: Individual

The caster can fly. He must make an Intelligence + Finesse roll to change direction or speed; with an Ease Factor related to his current speed — Ease Factor 3 for walking pace, Ease Factor 9 at moderate speed, Ease Factor 12 at maximum speed. He can move at a maximum speed as fast as a running horse — about forty miles an hour — but this is reduced by one mile an hour for every point of Load he carries. He cannot physically carry a load which inflicts a Burden more than five points greater than his Strength (i.e. 15 points of Load for a character with Strength 0, 10 points of Load for a character with Strength –1, etc.). A second, unencumbered individual is a Load of 21 on average (see Grogs, Chapter 4). Concentration Duration is better than Sun Duration for this spell since in the former case the caster can end it at will, but the effect is often enchanted into an item that maintains concentration for the caster, for added safety.

(Base level 15, +0 Personal, +1 Concentration, +0 Individual )

Guideline : Move a target in a ny direction you please, even if it is unsupported.

Transforming Mythic Europe p109

Stance of the Firm-Buttocked Knight Re Co 20

R:Personal, D: Sun, T: Individual

Prevents the caster from falling off a seat or saddle, even when vigorously disturbed.

(Base level 10, +0 Personal, +2 Sun, +0 Individual )

Guideline : Control target's motions.

The Lion and the Lily : The Normandy Tribunal p60

Division According to Blood Re Co 25

Req : Intellego

R:Touch, D: Momentary, T: Part

To cast this spell, the caster holds a glass phial in each hand. One phial contains blood which may come from a mixture of sources. The other phial is empty. Upon casting the spell, all the blood from one individual only (in the first phial) is instantly transported into the second phial. By repeatedly casting this spell (and having a sufficient quantity of empty phials available), the caster may separate out the blood from a number of individuals. If the first phial contains only blood from one individual, then all of it will instantly transport into the second phial. The Intellego requisite is required to distinguish between the different sorts of blood in the phial. The target is Part because only a fraction of the blood (that belonging to one individual) is instantly transported into the second phial.

(Base level 10, +1 Touch, +0 Momentary, +1 Part , +1 Intellego requisite )

Guideline : Transport the target instantly up to 5 paces.

Hermetic Projects p88

Stillness of the Dead Re Co 25

R:Touch, D: Sun, T: Individual

The target is rendered completely immobile for the duration of the spell. This spell will work on both humans and animals, and Marcus developed it for use on targets affected by his various bizarre ritual spells that remove or exchange body parts.

(Base level 5, +1 Touch, +2 Sun, +0 Individual , +1 Animal requisite )

Guideline : Hold the target's body motionless.

Magi of Hermes p85

AWAKEN THE SLUMBERING CORPSE Re Co 25

R:Voice, D: Concentration, T: Individual

Causes a corpse to function at your verbal command. Commands have to be very simple, like “attack anyone who comes through here. ”The corpse used cannot have been buried by Church ceremony.

(Base level 10, +2 Voice, +1 Concentration, +0 Individual )

Guideline : Animate a corpse.

Ars Magica 5th Edition Core rulebook p134

STRINGS OF THE UNWILLING MARIONETTE Re Co 25

R:Voice, D: Concentration, T: Individual

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.

(Base level 10, +2 Voice, +1 Concentration, +0 Individual )

Guideline : Control target's motions.

Ars Magica 5th Edition Core rulebook p135

Blessed Relief of the Benighted Reins Re Co 25

R:Touch, D: Momentary, T: Part

Cast on a patient suffering from a kidney stone, the stone is removed from the patient’s body and appears in the hand of the caster. The “surgery” requires an Intelligence + Finesse roll against an Ease Factor of 12; failure indicates that the stone remains within the target’s body.

(Base level 15, +1 Touch, +0 Momentary, +1 Part )

Guideline : Perform a major surgical procedure, inflicting a Medium Wound or preventing a Medium Wound from worsening.

Art & Academe p60

Sever the Unwa nted Limb Re Co 25

R:Touch, D: Momentary, T: Individual

One of the target’s limbs is amputated cleanly and painlessly, without bleeding. The amputation requires an Intelligence + Finesse roll against an Ease Factor of 12; failure indicates that the target is left intact. If this roll succeeds, the target acquires the Lame or Missing Hand Flaw. If used instead of surgical intervention, the patient’s failed Recovery roll is treated as a stable result instead.

(Base level 20, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Perform a critical surgical procedure, preventing a Heavy Wound from worsening.

Art & Academe p60

SEVEN-LEAGUE STRIDE Re Co 30

R:Personal, D: Momentary, T: Individual

Transports you 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.

(Base level 30, +0 Personal, +0 Momentary, +0 Individual )

Guideline : Transport the target instantly up to seven league (39,2km).

Ars Magica 5th Edition Core rulebook p135

WARD AGAINST THE CURIOUS SCULLION Re Co 30

R:Touch, D: Ring, T: Circle

This spell creates a ring that humans lacking Magic Resistance cannot cross. The spell gently pushes the target away from the ring. It is used to bar entry in many Hermetic sancta.

This spell has an alternate name, Tytalu's Prison, which comes from a story, possibly apocryphal, from the life of the Founder Tytalus. It suggests that in the early years of the Order, he cast down a wizard living as a feudal lord in the Rhineland, in part by trapping his mustered army inside a ring placed about the army camp. Members of the House Tremere claim a similar feat for one of their early archmagi. Their story seems more likely because he was a callationist, a builder of magical walls, which explains why the army was not able to deface the ring and escape. It is possible that this is a trick of Guorna the Fetid's, which both magi knew. The second name also hints at an alternative use of the spell in a magus's sanctum : to imprison an apprentice inside.

(Base level 15, +1 Touch, +2 Ring, +0 Circle )

Guideline : Ward a target against another human being. To ward off an Hermetic Magus, the ward must penetrate his Magic Resistance.

Covenants p104

Hold Chur Re Co 30

R:Voice, D: Sun, T: Individual

Holds the target completely motionless for the duration of the spell. In addition, the spell closes the eyes of the target and keeps  them firmly shut, so that he is unable to see for the duration of the spell.
Chur is a troublesome grog of the covenant. A lesser version of this spell was used to stop him when he was doing mischief. Aurulentus soon realized that a more-powerful version would have many uses: as a combat spell, as a spell to act without witnesses, and as a spell to stop nosy mundanes. It was once used on a friendly grog who came under the influence of a mind control spell to stop him from attacking his group without harming him.

(Base level 5, +2 Voice, +2 Sun, +0 Individual , generic +1 : close eyes )

Guideline : Move the target slowly in any direction, even if the target is unsupported.

Magi of Hermes p22

House Arrest of the Unruly Child Re Co 30

R:Touch, D: Ring, T: Circle

Creates a circle which (if the spell penetrates) no human being may pass. Aurulentus uses this spell to either keep children away from important rooms such as his lab or his bedroom, or to keep children inside a room.

(Base level 15, +1 Touch, +2 Ring, +0 Circle )

Guideline : Ward a target against another human being. To ward off an Hermetic Magus, the ward must penetrate his Magic Resistance.

Magi of Hermes p22

It’s Raining Men Re Co 30

R:Voice, D: Momentary, T: Group

Instantly transports the targets five paces upwards into the air, after which they drop to the ground. This breaks up any military formation and inflicts damage as per the rules in ArM5, page 181. This spell was commissioned by a Tytalus magus who commanded a cavalry group and used the spell to break up spearmen lines just before charging into them. The Group target only allows for ten men to be thrust upwards, but this is usually enough to form a small breakthrough that a cavalry charge can exploit.

(Base level 10, +2 Voice, +0 Momentary, +2 Group )

Guideline : Transport the target instantly up to 5 paces.

Magi of Hermes p22

Animate the Slumbering Corpse Re Co 35

R:Voice, D: Sun, T: Individual

A variant of Awaken the Slumbering Corpse (ArM5, page 134), this spell allows a caster to control a corpse through mental, rather than verbal, commands.

(Base level 10, +2 Voice, +2 Sun, +0 Individual , +1 Mentem )

Guideline : Animate a corpse.

Hermetic Projects p97

Awaken the Colossus Re Co 35

R:Voice, D: Sun, T: Individual

This spells causes the Size +4 colossus corpse to animate and follow the caster’s verbal commands.

(Base level 10, +2 Voice, +2 Sun, +0 Individual , +1 Size )

Guideline : Animate a corpse.

Hermetic Projects p117

THE LEAP OF HOMECOMING Re Co 35

R:Personal, D: Momentary, T: Individual

Transports you to any place to which you have an Arcane Connection. Most magi use this to return to their laboratories.

(Base level 35, +0 Personal, +0 Momentary, +0 Individual )

Guideline : Transport the target instantly up to a place to which you have an Arcane Connection.

Ars Magica 5th Edition Core rulebook p135

THE WALKING CORPSE Re Co 35

R:Touch, D: Year, T: Individual, Ritual

Turns a corpse into a nearly mindless servant that can follow your simple verbal commands faithfully but unimaginatively. Unless the corpse is preserved with Charm Against Putrefaction or the equivalent, the body decays normally, but even a skeleton can be animated.

(Base level 10, +1 Touch, +4 Year, +0 Individual )

Guideline : Animate a corpse.

Ars Magica 5th Edition Core rulebook p135

Seven Leagues Travel Re Co 35

R:Touch, D: Momentary, T: Individual

Transports the target to any place within seven leagues either that the caster can see or that the caster has an Arcane Connection to. If the caster fails an Intelligence + Finesse stress roll against an Ease Factor of 9, the arrival goes slightly awry.
 

(Base level 30, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Transport the target instantly up to seven league (39,2km).

Magi of Hermes p22

Return to the Flow Re Co 40

R:Personal, D: Momentary, T: Individual

This spell instantly transports Trajan to a point that he has an Arcane Connection to. He often uses his tattoos as the Arcane Connections for this spell; his tattoos are fixed Arcane Connections to the river (see character insert).

(Base level 35, +0 Personal, +0 Momentary, +0 Individual , +1 Size )

Guideline : Transport the target instantly up to a place to which you have an Arcane Connection.

Hooks p79

Licking the Blade Re Co 40

R:Sight, D: Momentary, T: Individual

When casting this spell, the caster holds a glass phial in one hand. When cast, the spell instantly transports a quantity of spilled blood that the caster can see and is within one league (3 miles) into the phial. The blood can be used as a +3 Arcane Connection to the character(s) from which it came. The Arcane Connection lasts for years (see ArM5, page 84). If the blood comes from a mixture of individuals, it must be sorted using a spell such as Division According to Blood before it can be used as an Arcane Connection. The exception is that the unsorted blood can be used as an Arcane Connection for effects that use a Group target to affect the entire group from which the blood came. This spell works because once the blood of a character has been spilled, it does not inherit the character’s Magic Resistance. Versions of this spell that instantly transport the blood a shorter (or longer) distance can obviously be invented. The blood might be spilled by a spell effect such as Crystal Rain, or it might be spilled via mundane means such as a sword blow or a punch in the face. The caster may require some sort of enhancement to his senses (such as Eyes of the Hawk) to target the spilled blood at the extremes of the range of this spell.

(Base level 25, +3 Sight, +0 Momentary, +0 Individual )

Guideline : Transport the target instantly up to one league(5,6km).

Hermetic Projects p87

Control the Dead Turb Re Co 40

R:Voice, D: Sun, T: Group

A group of ten corpses animate and follow the caster’s verbal commands. Individual commands cannot be issued to a particular member of the group; every corpse follows the caster’s command. While they each perform the same task, they are not considered a trained group for combat purposes.

(Base level 10, +2 Voice, +2 Sun, +2 Group )

Guideline : Control target's motions.

Hermetic Projects p116

Control the Dead Army (100) Re Co 45

R:Voice, D: Sun, T: Group

This spell causes 100 corpses to animate and follow the caster’s verbal commands. Individual commands cannot be issued to a particular member of the group; every corpse follows the caster’s command. While they each perform the same task, they are not considered a trained group for combat purposes.

(Base level 10, +2 Voice, +2 Sun, +2 Group , +1 Larger Group )

Guideline : Animate a corpse.

Hermetic Projects p116

The Messenger’s Shortcut Re Co 45

R:Touch, D: Momentary, T: Group

Transports a rider and his horse one league (three miles). This effect is usually designed to affect a particular pairing of horse and rider to avoid warping, and so is designed to affect only two individuals. A spell of the same level could transport two or three riders and their mounts, but this spell is not designed to do so.

(Base level 25, +1 Touch, +0 Momentary, +2 Group , +1 Animal requisite )

Guideline : Transport the target instantly up to one league(5,6km).

Transforming Mythic Europe p108

Control the Dead Army (1000) Re Co 50

R:Voice, D: Sun, T: Group

This spell causes 1,000 corpses to animate and follow the caster’s verbal commands. Individual commands cannot be issued to a particular member of the group; every corpse follows the caster’s command. While they each perform the same task, they are not considered a trained group for combat purposes.

(Base level 10, +2 Voice, +2 Sun, +2 Group , +2 Larger Group )

Guideline : Animate a corpse.

Hermetic Projects p117

The Mobile Infantry Re Co 50

R:Touch, D: Momentary, T: Group

Instantly transports up to 100 men and their personal equipment up to 7 leagues. This powerful spell has been used to ferry soldiers to a battlefield; the magus who cast it was later executed in a Wizard’s March by a Tribunal.

(Base level 30, +1 Touch, +0 Momentary, +2 Group , +1 Size )

Guideline : Transport the target instantly up to seven league (39,2km).

Transforming Mythic Europe p108

The Impassable River Re Co 60

R:Touch, D: Moon, T: Individual, Ritual

This ritual turns a river into a magical boundary that cannot be crossed by man, woman, or child. It cannot be crossed from either side and those who try may reach midway before they are turned back. Neither bridges nor fords offer any opportunity to cross. They are, however, left unharmed by the magic and they may be used once the spell ends. Variants can be created with the Until (condition) duration or Year, though both of these increase the level by one magnitude.
Magi can create spells with nonstandard Targets quite freely, though they are generally not as optimized as if they had first researched the required Target parameter. In this case, a river is a special form of boundary and the target is particular to this spell so the parameter is treated as Boundary +1, as described in ArM5, page 114.
This ritual is designed to protect lands from invasion or to place a barrier in war’s path by disrupting the ability of one side or the other to travel. Magi working with nobles involved in the dispute may cast such things, even uninvited, to prevent the loss of life and to give parties the opportunity to talk. The unscrupulous may use this to cut off lines of retreat, hemming enemies in and preventing their escape.

(Base level 15, +1 Touch, +3 Moon, +0 Individual , +5 generic : (+5 special based on Boundary) )

Guideline : Ward a target against another human being. To ward off an Hermetic Magus, the ward must penetrate his Magic Resistance.

Transforming Mythic Europe p45

WARD AGAINST FAERIES OF THE WOOD Re He General

R:Personal, D: Momentary, T: Individual

Like Ward Against Faeries of the Waters (ReAq Gen), but for faeries of the wood. At some angles, at night, the ring appears to be a green-hued dome.

(Base level 0, +0 Personal, +0 Momentary, +0 Individual )

Guideline : Ward against creatures associated with wood from one Realm (Divine, Magic, Faerie or Infernal) with Might less than or equal to the level of the spell. (Base Ward Spells Guideline applies)

Ars Magica 5th Edition Core rulebook p138

The Unseen Shipwright Re He General

R:Touch, D: Momentary, T: Group

The magus selects a pile of wood and formed iron fixtures, and the spell cuts, carves, and joins the wood into the hull of a target ship, repairing splits and holes under the magus’ direction. The worst damage is repaired first so that the vessel is always left seaworthy and the repairs are practically seamless. A Perception + Finesse roll is required against an Ease Factor set by the storyguide. The table on Covenants, page 49, is a useful guide, but a rule of thumb is that repairing a small leak or a splintered rudder is a task of average difficulty taking no more than a day for an Ease Factor of 12, while refloating a wrecked ship is almost impossible, with an Ease Factor of at least 27 (plus any modifiers that the storyguide imposes based on how long it might take a mundane shipwright to refloat the vessel). The magus must have appropriate materials to hand in order to make repairs.

(Base level 5, +1 Touch, +0 Momentary, +2 Group , +1 flexibility , +1 Size )

Guideline : Craft an item from unprepared timber.

Hermetic Projects p64

The Clothier’s Craft Done in an Instant Re He 4

R:Touch, D: Momentary, T: Individual

Given an amount of linen or cotton cloth, the caster forms it into a garment according to her specifications. Typical garments made with this spell are the chainse or braies (see the Clothing of the Thirteenth Century insert) which are traditionally made of linen. A Finesse roll is necessary to determine the success of the craft magic; the Ease Factor is 9 for clothes of standard quality since it represents a day’s work done in an instant. If the Finesse roll fails the caster is left with a useless pile of scraps of cloth. Creating a fabric of a different color than the raw material requires a supply of appropriate dye, but does not change the Ease Factor. Julia typically uses this spell to manufacture clothes out of the magical cloth that she makes (see Enchanted Items).
If starting with raw flax or cotton fibers, this spell would have needed to use the level 5 Rego Herbam guideline “treat and process items made of plant products” given in Covenants, page 51. Julia has no need for this version, since her Faerie Blood allows her to effect the transformation from fiber to cloth anyway.

(Base level 3, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Manipulate items made of plant products

Magi of Hermes p58

A USEFUL INCULCATOR OF COMMENTS Re He 4

R:Touch, D: Momentary, T: Individual

This spell allows librarians to add new descriptions to their catalogs, by sliding the letters on a page aside to create the space for a new entry. The spell was originally created by a magus-scribe to assist in glossing books, but is not effective for this purpose in newer works. That's because the oak-gall "ink" in newer books is really a dye, and to move aside such characters,which are made of dryed parchment, would require an Animal requisite. This limitation can be ignored if magi used true inks, which are suspensions of colored material in fluid, to write their catalog. This spell assumes an ink made of soot, gum, and vinegar, all of which lie withing a single Form. A Dexterity + Finesse roll determines the quality of the text after the magus has relocated it. A result less than 6 indicates that the text has interpolated into and corrupted some other passage.

(Base level 3, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Manipulate items made of plant products

Covenants p99

The Mended Tear Re He 5

R:Touch, D: Momentary, T: Part

The caster lays a piece of linen or cotton thread over a rent in any fabric and runs her finger over it; the cloth or leather is immediately repaired with a neat stitch. This Craft Magic spell requires successful Finesse roll against an Ease Factor of 6.

(Base level 3, +1 Touch, +0 Momentary, +1 Part )

Guideline : Manipulate items made of plant products

Magi of Hermes p58

The Dancer's Dame Re He 5

R:Touch, D: Concentration, T: Individual

This spell animates a linen gown or dress to dance with the caster, who must maintain concentration while dancing (Ease Factor 9).

(Base level 3, +1 Touch, +1 Concentration, +0 Individual )

Guideline : Manipulate items made of plant products

Apprentices p46

DANCE OF THE STAVES Re He 5

R:Voice, D: Momentary, T: Individual

Causes a pole, staff, haft, or any other long, thin, non-living wooden object to bend and lash about wildly for a few seconds and then stop suddenly. A whirling staff strikes its holder and does +4 Damage, with a possible bonus if the weapon at the head of the pole hits the person.

(Base level 3, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Control an amount of wood.

Ars Magica 5th Edition Core rulebook p138

Acorns For Amusement Re He 5

R:Voice, D: Momentary, T: Individual

This spell, taught to apprentices initially as an amusing game that allows them to vandalize their immediate environment with acorns, becomes a surprisingly effective spell in adult combat. It allows the magus to fling at a target any single piece of wood that is within Voice range and that is smaller than a pace long, wide, and deep. The damage a piece wood does when it strikes a target ranges from +1, for small, blunt piece, right up to +10 for logs a yard across. Severin usually carries a special hip quiver of sharpened, unfletched arrow shafts, although he has lost this in faerie. An individual shaft does +4 Damage.

(Base level 3, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Control an amount of wood.

Tales of Mythic Europe p55

Rickety Stack Re He 5

R:Voice, D: Momentary, T: Individual

This is a very simple spell, designed to teach apprentices Finesse. It allows magi to toss about small pieces of wood, and when played as a game, the idea is to make the pieces land on their ends (to practice Finesse) or form rickety piles, with the loser being the apprentice whose added stick makes the pile collapse. After apprenticeship is over, magi can use it to move wooden objects up to a pace across, at walking speed.

(Base level 3, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Control an amount of wood.

Tales of Power p55

REPEL THE WOODEN SHAFTS Re He 10

R:Voice, D: Momentary, T: Individual

Deflects a single blow of any weapon made of wood, up to the size of a two-handed club. The attack automatically misses, but the attacker still rolls to see if he or she botches (with two extra botch rolls for melee weapons). If you ordinarily carry a staff, it must be tossed aside for the casting.

(Base level 4, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Deflect a single attack by a wooden weapon.

Ars Magica 5th Edition Core rulebook p138

Enemies All Aquiver Re He 10

R:Touch, D: Momentary, T: Group

This spell flings the wooden contents of a container into a group of enemies. So that this spell does not require requisites, Severin usually carries a special hip quiver of sharpened, unfletched arrow shafts, although he has lost this in Faerie. A quiver-full of arrows does +8 Damage.

(Base level 3, +1 Touch, +0 Momentary, +2 Group )

Guideline : Control an amount of wood.

Tales of Mythic Europe p55

Rough-Hewn Servant Re He 10

R:Touch, D: Momentary, T: Individual

This is a spell for carving a statue from a single block of wood. The piece of wood can be no larger than one cubic pace. This spell requires a Perception + Finesse roll. If this is botched the statue is ruined. If the roll exceeds the Ease Factor of 6, then the statue is serviceable, if not particularly pretty, and can be animated with the Carved Assassin spell. If the roll is not successful, then a statue is created, but it is too fragile or too blockish to use effectively with the Carved Assassin spell.

(Base level 5, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Craft an item from unprepared timber.

Tales of Power p55

Dance of the Spidery Ink Re He 15

Req : Muto

R:Touch, D: Momentary, T: Part

This effect causes a small quantity of text (up to a page) to form into a spidery creature and walk from one piece of paper or vellum to another. The two pieces of paper or vellum are held in either hand of the caster. Casting the spell transfers the text to the second piece of paper or vellum. Note that this spell does not attempt to understand the moving text in any way. In order to preserve the sense of the text, the caster must make a Dex + Finesse roll against an Ease Factor of 9 (if he understands the text) or 12 (if he does not understand the text). For this spell to work, the ink must be made of a plant product (which is common). A similar spell designed with an Animal, Corpus, or Terram Form will be needed if the ink is an animal, human, or mineral product. Similar spells with longer durations and a Group target could be invented to transfer the entire text from a large work. For a Lab Text, for every magnitude of effect (level divided by 5), it takes one hour to move the text. For a summa or tractatus, it takes one hour to move the text per point of Source Quality. Note that this only moves the text from one place to another; it does not create a copy of the text. The Muto requisite is required to make the ink stick to the new piece of parchment.

(Base level 5, +1 Touch, +0 Momentary, +1 Part : free requisite )

Guideline : Control an entire plant, moving it around as you direct, and it need not to remain rooted.

Hermetic Projects p93

DRAWING UP THE SIEGE LADDER Re He 15

R:Voice, D: Momentary, T: Group

This spell was originally developped to allow defenders to draw siege ladders over a castle's wall. These could then be used as fuel by the besieged, or, of soldiers clung to them, dropped from great heights Librarians use it to rear range wooden furniture but it can move any group of wooden objects. Items containing this effect can, for example be used to stack firewood, move barrels, pile grain sacks, and perform many other useful forms of labor.

(Base level 3, +2 Voice, +0 Momentary, +2 Group )

Guideline : Control an amount of wood.

Covenants p100

Work of a Hundred Querns Re He 15

R:Touch, D: Momentary, T: Group

This spell uses Rego craft magic to transform up to 10 bushels of grain into flour. The caster must make an Intelligence + Finesse roll against an Ease Factor of 6 to obtain usable flour, but this is of the poorest quality with pieces of husk still within the bran-heavy flour. An Ease Factor of 12 generates fine white flour instead. An advantage of this spell is that no grit from the millstones end up in the flour regardless of its quality. In Mythic Europe, the right to mill flour is usually protected by law (Lords of Men, page 77), and using this spell could get the magus into a lot of trouble; however, it will save them the cost of employing a miller.
The guideline used was published in Covenants (page 51), and permits items made of plant products to be treated.

(Base level 4, +1 Touch, +0 Momentary, +2 Group )

Guideline : Treat items made of plant products

Transforming Mythic Europe p120

STRIKE OF THE ANGERED BRANCH Re He 15

R:Voice, D: Concentration, T: Part

Causes a large tree branch to swing at a target. The branch’s Attack score is equal to your Perception + Finesse. Damage is +10. You may strike repeatedly with the branch, striking once per round for as long as the spell lasts.

(Base level 3, +2 Voice, +1 Concentration, +1 Part )

Guideline : Control an amount of wood.

Ars Magica 5th Edition Core rulebook p138

TANGLE OF WOOD AND THORNS Re He 15

Req : Muto

R:Voice, D: Concentration, T: Individual

Takes a length of wood that you designate and hurls it at a target (a Targeting roll is required). The wood wraps around and immobilizes the target (assuming that there is enough wood), who must make a Strength stress roll of 9+ to break free (one attempt per round). If the victim ever botches, he cannot escape without outside help. If the length of wood has thorns, it does +6 damage when it hits, and again each time the target tries to break free, whether successful or not. When the caster stops concentrating, the target can escape on a Strength roll of 6+.

(Base level 3, +2 Voice, +1 Concentration, +0 Individual , +1 Muto requisite )

Guideline : Control an amount of wood.

Ars Magica 5th Edition Core rulebook p138

Ring of Ever Bloom Re He 15

R:Touch, D: Ring, T: Individual

This spell forces the plant or flower to continue to bloom even out of season.

(Base level 4, +1 Touch, +2 Ring, +0 Individual )

Guideline : Control an entire plant, moving it around as you direct, altgough it remain rooted.

Magi of Hermes p39

The Animate Attire Re He 20

R:Voice, D: Concentration, T: Individual

One item of clothing starts to writhe and thrash under the direction of the caster. The clothing causes a major distraction to its wearer and can trip him up; he suffers a –3 to all actions, and rolls 3 extra botch dice while under the effect of this spell. While thirteenth century clothes are predominantly made of wool, underclothes are made of linen and this spell produces the best effect  when cast on the victim’s chainse or braies.

(Base level 5, +2 Voice, +1 Concentration, +0 Individual )

Guideline : Control an entire plant, moving it around as you direct, and it need not to remain rooted.

Magi of Hermes p58

Embroidering the Wizard’s Robes Re He 20

R:Touch, D: Momentary, T: Individual

The caster traces out a design on a piece of cloth, and a piece of thread follows her finger and is embroidered into the cloth. A Finesse roll of Ease Factor 9 is required for simple designs, but a 12 is needed for intricate embroidery. Failure to achieve this Ease Factor results in a tangled mess that needs to be unpicked by hand. Julia often “signs” any cloth or clothes she makes using this spell.

(Base level 15, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Weave thread into a tunic.

Magi of Hermes p58

Free the Crawling Vine Re He 20

R:Personal, D: Sun, T: Individual

like Free the Striding Tree, but R: Personal, D: Sun, and with only one Size modifier. This allows Strabo to move freely when he has converted to plant form using Shape of the Creeping Ivy.

(Base level 5, +0 Personal, +2 Sun, +0 Individual )

Guideline : Control an entire plant, moving it around as you direct, and it need not to remain rooted.

Legends of Hermes p81

Everlasting Music Re He 20

R:Touch, D: While, T: Individual

This spell makes a stringed, wooden instrument play music. The spell lasts until the instrument is put down, which, if it is tied to someone’s belt, might not be for a very long time. The Animal requisite is for the strings of such an instrument.

(Base level 3, +1 Touch, +1 While, +0 Individual , +1 Animal requisite , +1 complex effect )

Guideline : Manipulate items made of plant products

Magi of Hermes p124

Mend Thy Broken Strings Re He 20

R:Touch, D: Momentary, T: Individual

With all the required parts and/or materials of a musical instrument present, the caster uses Rego magic to repair it, including re-stringing, straightening warped wood, or any other fix that could be applied by a craftsman. The spell cannot repair splintered or broken wood, but it can reassemble or replace old parts if new materials are available. The spell cannot create any required materials that are not present.
This spell uses the Rego Craft Magic rules from Covenants, page 49, and so the results of the spell depend on the magus’s Finesse as described in the table.


Task Complexity Finesse Roll
Clean instrument Trivial 3+
Re-tune a crwth Simple 6+
Re-string a fiddle Easy 9+
Straighten a bow Average 12+
Re-glue a frame Hard 15+

Casting requisites are required for non- Herbam components.

(Base level 5, +1 Touch, +0 Momentary, +0 Individual , +2 complexity )

Guideline : Treat and process items made of plant products

Magi of Hermes p139

The Elfin Baker Re He 20

R:Touch, D: Momentary, T: Group

This spell uses Rego craft magic to create a batch of 12 dozen loaves of bread in an instant from sufficient raw ingredients of flour, water, and yeast. The spell can even use raw grain rather than flour; if used at its maximum capacity it requires 10 bushels of either. Making basic bread is a Simple (Ease Factor 3) task for a baker, so the magus must make an Intelligence + Finesse roll against an Ease Factor of 6 to succeed; otherwise the result is an inedible mess of spoiled dough. If this roll achieves an Ease Factor of 9 the bread is particularly good; an Ease Factor of 12 produces pandemayne, the finest white table bread.
The guideline used was published in Covenants (page 51), and permits items made of plant products to be treated and processed. A similar spell — The Elfin Brewer — can create 12 dozen pints of ale from grain, water, yeast, and gruit (herbs used for flavor).

(Base level 5, +1 Touch, +0 Momentary, +2 Group )

Guideline : Treat and process items made of plant products

Transforming Mythic Europe p121

COILS OF THE ENTANGLING PLANTS Re He 20

R:Voice, D: Concentration, T: Group

Animates all the grass and small plants within a field delineated from side to side by your outstretched arms and in front by no more than 15 paces of distance. The plants grab and wrap themselves around the people nearest to them (Strength stress roll of 9+ to break free, rolled once per minute). If a roll to break free ever botches, the victim cannot escape on his or her own. With a Concentration roll of 6+, you can release one individual a round.

(Base level 3, +2 Voice, +1 Concentration, +2 Group )

Guideline : Control an amount of wood.

Ars Magica 5th Edition Core rulebook p138

Tomb of Kaineus Re He 20

R:Voice, D: Momentary, T: Group

This spell collects a tremendous weight of wood, grass, straw, and other plant material and dumps it on the target, burying that target completely. This spell needs to be aimed, but has a +12 bonus on the Aiming roll because of the sheer quantity of material involved, at slightly over one hundred cubic paces. It is designed to immobilize enemies who cannot be hurt directly because of their Magic Resistance. The name of the spell refers to the death of an ancient Greek hero with unbreakable skin. His enemies defeated him by piling tree trunks upon him until he could not move, and he suffocated.

(Base level 3, +2 Voice, +0 Momentary, +2 Group , +1 Size )

Guideline : Control an amount of wood.

Tales of Mythic Europe p55

Halt the Piercing Shafts Re He 25

R:Personal, D: Diameter, T: Individual

This ward prevents any ranged weapons made of wood and/or metal from harming the caster. Missiles simply drop to the ground at his feet.

(Base level 15, +0 Personal, +1 Diameter, +0 Individual , +1 Terram requisite )

Guideline : Ward someone against mundane plant products.

Magi of Hermes p50

THE MYSTICAL CARPENTER Re He 25

R:Touch, D: Momentary, T: Group

The magus selects a pile of wood, and the spell cuts, splits, carves and joins the wood into the desired form. Any nails needed must be supplied, but wooden dowels may be formed from the supplied wood.

The magus must make a Perception + Finesse roll to determine the success of the process, substituting for a Craft Carpenter roll, and if it fails, the results is just a mess of chopped up wood. The Ease Factor is at least 3 higher than a carpenter Craft roll would require, so the simplest basic items have an Ease Factor of 6, increasing as the task gets harder.

If the magus chooses inappropriate wood (such as green, unseasonned wood), the spell still acts - as if an unwilling carpenter worked against hist better judgement - but the resulting goods will undoubtely split and warp later. The magus's choice of wood can be improved by The Carpenter Keen Eye, or the advice of a real carpenter.

(Base level 5, +1 Touch, +0 Momentary, +2 Group , +1 flexibility : +1 flexibility )

Guideline : Treat and process items made of plant products

Covenants p51

LORD OF THE TREES Re He 25

R:Voice, D: Concentration, T: Individual

Causes a tree to move its branches and bend its trunk in any way you mentally direct. A large tree striking with branches has Initiative +5, Attack +7, and Damage +10. Normal weapons are practically useless against large trees.

(Base level 4, +2 Voice, +1 Concentration, +0 Individual , +2 Size )

Guideline : Control an entire plant, moving it around as you direct, altgough it remain rooted.

Ars Magica 5th Edition Core rulebook p139

THE TREACHEROUS SPEAR Re He 25

R:Voice, D: Diameter, T: Individual

This 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 no Soak, and is “killed” after it takes a wound depending on its size. One-handed weapons must take a Medium Wound, while two-handed weapons must take a Heavy Wound. The damage of thrusting and missile weapons is halved when attacking the renegade weapon.

(Base level 10, +2 Voice, +1 Diameter, +0 Individual )

Guideline : Make a plant or thing made of plant products move with purpose and intelligence, without requiring your costant control.

Ars Magica 5th Edition Core rulebook p139

TWIST THE LIVING TREE Re He 25

R:Touch, D: Sun, T: Individual

You make a living tree bend into unusual positions. Depending on your needs, you can make a cage, a shelter, or a wall. Even the leaves can be commanded, maybe to form a solid roof that sheds rain. Takes one to ten minutes to complete (depending on the complexity of the new shape), during which time you must maintain concentration.

(Base level 4, +1 Touch, +2 Sun, +0 Individual , +2 Size )

Guideline : Control an entire plant, moving it around as you direct, altgough it remain rooted.

Ars Magica 5th Edition Core rulebook p139

WARD AGAINST WOOD Re He 25

R:Personal, D: Sun, T: Individual

The caster is protected from nonenchanted wood, so that none of it can actually contact his body. If he is walking on a wooden surface, he is actually suspended very slightly above it.

(Base level 15, +0 Personal, +2 Sun, +0 Individual )

Guideline : Ward someone against mundane plant products.

Ars Magica 5th Edition Core rulebook p139

Carved Assassin Re He 25

R:Touch, D: Sun, T: Individual

This highly useful spell animates a wooden object so that it follows simple commands, and solves simple problems, without the direct oversight of the magus. The object must be wooden, and no larger than a pace square. Severin often makes statues that suit his needs with the Rough- Hewn Servant spell, also given here.

(Base level 10, +1 Touch, +2 Sun, +0 Individual )

Guideline : Make a plant or thing made of plant products move with purpose and intelligence, without requiring your costant control.

Tales of Mythic Europe p55

Controlled Growth Re He 25

R:Touch, D: Year, T: Individual, Ritual

Using this spell, the magus can shape the growth of a plant over the course of the next year, as if he were properly pruning it, caring for it, and so on. The eventual shape of the plant is determined when the spell is cast and it can be as simple or as complex as the magus desires, although truly complicated designs, such as making a bush grow in the shape of someone’s face, may require a Finesse check. Once the plant reaches the shape and dimensions that the magus wishes, it stops growing until the spell ends or a new spell is cast upon it. Once the spell ends, the plant will then grow normally, but it still retains its magically ‘pruned’ shape, until it grows naturally out of it. Fast grow spells, or other methods used to accelerate the growth of plants, will still work, but until this spell ends the plant will not grow past the design limits originally set. This spell does not change the essential nature of the plant nor give it anything that an exceptionally good gardener couldn’t.

(Base level 4, +1 Touch, +4 Year, +0 Individual )

Guideline : Control an entire plant, moving it around as you direct, altgough it remain rooted.

Magi of Hermes p39

Tree Top Walk Re He 25

R:Voice, D: Concentration, T: Group

This spell moves the branches of nearby trees so that the magus can literally walk from one tree to the next without ever touching the ground. The trees do not uproot themselves, but they do bend in unnatural ways to help the magus reach them and walk unhindered from branch to branch. Of course, the trees’ branches still need to be strong enough to support the magus’ weight.

(Base level 4, +2 Voice, +1 Concentration, +2 Group )

Guideline : Control an entire plant, moving it around as you direct, altgough it remain rooted.

Magi of Hermes p39

Vessel of the Clouds Re He 30

R:Touch, D: Sun, T: Individual

Imbues a small boat such as a coracle with the power of flight. The boat and all its contents are lifted into the air, and the caster may make Intelligence + Finesse rolls to change direction or speed. For typical Ease Factors, see The Woolen Steed of Araby, earlier. The maximum speed is forty miles an hour.
The rigid nature of wood allows the boat to carry a substantial burden; in addition to being lifted itself, the boat can contain a Load of 50. Note that an average person has a Load of 21, so the boat can carry perhaps two people and their equipment. Adding a Size modifier to this spell lifts a larger boat: each additional Size modifier modifier multiplies the maximum additional Load by a factor of 10.
A boat made of metal (or other metal object) could be made to fly using the Rego Terram base guideline of 2, +2 to affect metal. Metal is even more rigid than wood, and can bear an extra 75 points of Load in addition to itself. As before, Size modifiers lift ten times as much metal and thus ten times as much Load.
The extra magnitudes have been added to this spell by analogy with the Rego Corpus guidelines.

(Base level 3, +1 Touch, +2 Sun, +0 Individual , +1 for any direction , +1 for increased speed , +1 Size , +1 unsupported surface )

Guideline : Manipulate items made of plant products

Transforming Mythic Europe p112

FREEING THE STRIDING TREE Re He 30

R:Voice, D: Concentration, T: Individual

Like Lord of the Trees, above, but the tree can walk half as fast as a human can. If you botch a Concentration roll to maintain control, the tree attacks you, having been awakened and disturbed by this spell.

(Base level 5, +2 Voice, +1 Concentration, +0 Individual , +2 Size )

Guideline : Control an entire plant, moving it around as you direct, and it need not to remain rooted.

Ars Magica 5th Edition Core rulebook p139

Prison Floral Re He 30

R:Touch, D: Ring, T: Circle

In an effort to protect his grogs, Gwidion developed this spell after discovering that many of his enchanted plants were starting to Warp under his magical effects. A circle is drawn around many of the aggressively Warped plants to help contain them and protect others from their more-bizarre effects. The spell imprisons the plant within the circle.

(Base level 15, +1 Touch, +2 Ring, +0 Circle )

Guideline : Ward someone against mundane plant products.

Magi of Hermes p40

The Unexpected Blossom Re He 40

R:Touch, D: Momentary, T: Group

This spell instantly brings a small orchard to blossom regardless of the season or the conditions. This does not bring the fruit, and a further spell of the same design parameters is needed for this. If that spell is not cast, the elements take their natural toll on the blossom, which may mean that the trees bear no fruit at all. Crops grown from seed, such as roots like turnips and radishes, leafy crops such as cabbage or lettuce, and grains like wheat and barley, do not blossom in the same way as trees. and thus variants of this spell are of limited value.
Such spells are powerful and, unless they are designed with particular orchards or fields in mind, they give each plant within the target group one Warping Point with each casting.
An alternative approach is to put a similar effect into an enchanted device that works on a single tree at a time but with multiple uses per day. This allows a mundane farmer to walk the orchard and bring trees to blossom as he passes. This is another example of how magic can flow down to those who work the land.

(Base level 15, +1 Touch, +0 Momentary, +2 Group , +2 Size )

Guideline : Make a tree blossom out of season, in a moment.

Transforming Mythic Europe p41

Carnivorous House Re He 40

R:Touch, D: Sun, T: Structure

This spell, designed to torment Severin’s beloved rival and then discovered to be effective in combat, allows him to animate wooden buildings. The building can accept simple commands, and follow them with some intelligence, without the oversight of the magus Animate houses can appear to be haunted, because they creak and shift, while doors slam and furniture moves around of its own volition. In battle, a building moves at half the walking pace of a human, but can absorb a great deal of damage if constructed properly. Severin often prepares the house by packing it with statues, using the Rough-Hewn Servant spell, also given here. This spell also allows Severin to animate other large wooden objects, like carriages, huge statues, and ships.

(Base level 10, +1 Touch, +2 Sun, +3 Structure )

Guideline : Make a plant or thing made of plant products move with purpose and intelligence, without requiring your costant control.

Tales of Mythic Europe p55

The Instant Harvest Re He 45

R:Touch, D: Momentary, T: Group

This spell divests a field of its crop, depositing the produce in a spot next to the field designated by the caster. It is best used for field crops such as leeks or turnips since it transports the whole plant; if used to gather wheat, peas, or fruit, they must be processed further. An Intelligence + Finesse roll determines how neatly the vegetables  are gathered; Ease Factor 9 avoids them being in an untidy pile at the designated spot.

(Base level 15, +1 Touch, +0 Momentary, +2 Group , +3 Size )

Guideline : Transport a plant instantly up to 50 paces. Non-living plant products are transported with Rego Terram.

Transforming Mythic Europe p108

CALLING THE COUNCIL OF THE TREES Re He 45

Req : Intellego

R:Touch, D: Moon, T: Boundary, Ritual

You call all magical and potentially mobile trees within the forest where you cast the ritual to the site of the ritual. The trees are compelled to come, and will likely be interested in whoever has called them. The attitude of the trees depends on the forest and the nature of the one who called. Once gathered, the trees hold meetings, summon ancient powers, and discuss the problems facing their kind. You may speak, and understand what the trees are discussing. The results of the conference may not be entirely in your favor. The trees remain animated for a month and may seek to return home before the end of that period.

(Base level 5, +1 Touch, +3 Moon, +4 Boundary : no cost for Intellego effect )

Guideline : Summon a mobile plant.

Ars Magica 5th Edition Core rulebook p139

Murderous Woodland Re He 55

R:Touch, D: Sun, T: Boundary, Ritual

Wakens and mobilizes every tree on the island, forcing them to follow simple commands. The trees can walk at human pace, and fight using their branches.
* Remember to add further magnitudes to increase Boundary size.

(Base level 10, +1 Touch, +2 Sun, +4 Boundary , +2 Size )

Guideline : Make a plant or thing made of plant products move with purpose and intelligence, without requiring your costant control.

Transforming Mythic Europe p74

Command of the Forest Re He 55

R:Voice, D: Sun, T: Group, Ritual

The magus can make a whole wood of plants (up to 10,000 individuals in mass) move with purpose and intelligence to obey the magus’ commands, even if those commands are to uproot and run directly into a bonfire or to hit someone with its branches. The plants continue to obey the command until either the task is complete or the spell expires.

(Base level 10, +2 Voice, +2 Sun, +2 Group , +3 Size )

Guideline : Make a plant or thing made of plant products move with purpose and intelligence, without requiring your costant control.

Magi of Hermes p40

Summon the Spirit of Fire Re Ig General

R:Arcane connection, D: Concentration, T: Individual

Calls a disembodied (Form) spirit if the magus has an Arcane Connection or knows the non-magical name of the spirit. Elemental material of the type associated with the spirit serves as an Arcane Connection to any (Form) spirit which resides in the area.

(Base level 15, +4 Arcane connection, +1 Concentration, +0 Individual )

Guideline : Summon a disembodied spirit of Ignem.

Legends of Hermes p65

TREMULOUS VAULT OF THE TORCH'S FLAME Re Ig 5

R:Voice, D: Momentary, T: Individual

Causes a fire to quiver a few seconds and then make a leap of up to 10 feet in any direction. A Targeting roll is required to hit a specific target. The flame stays at the spot it hits if it can burn there (see rules for fire damage on page 181). Otherwise, it simply scorches the spot and goes out (doing +5 damage).

(Base level 3, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Move a fire quickly throughspace while leaving it burning naturally.

Ars Magica 5th Edition Core rulebook p142

Discourse of Glowing Tongues Re Ig 10

R:Touch, D: Concentration, T: Individual

This spell controls the sounds created by a fire to make them form words. The alteration is subtle; words are formed of the natural roar, crackles, and hisses of the fire — not with any additional sound. Someone listening at the fire who knows to expect the words can make them out with a Perception + Awareness roll against an Ease Factor of 3. A character who is not aware that the fire is speaking needs to roll against an Ease Factor of 9 on a Perception + Awareness test to realize that the fire is making words at all. Ranulf and his apprentice (who is also quite talented with the Art of Ignem) use this spell to target fires that are subject to the Unified Flame spell. Because the Unified Flame is cast by Ranulf within his covenant, the communication is not impeded by his covenant’s
Aegis of the Hearth. Neither Ranulf nor his apprentice knows Discourse of Glowing Tongues as a formulaic spell; instead, they cast it spontaneously when needed. Note that this spell has a Range of Touch and may be difficult or even damaging to cast on a particularly hot fire.

(Base level 4, +1 Touch, +1 Concentration, +0 Individual )

Guideline : Control fire in a slightly unnatural fashion (stop it from burning a person).

Magi of Hermes p111

LEAP OF THE FIRE Re Ig 10

R:Voice, D: Momentary, T: Individual

Causes a bonfire to leap of up to 10 paces in any direction, where it catches if there is fuel, or burns out if there is none. Make a Targeting roll to hit a target; the flames do +10 damage.

(Base level 3, +2 Voice, +0 Momentary, +0 Individual , +1 Size )

Guideline : Move a fire quickly throughspace while leaving it burning naturally.

Ars Magica 5th Edition Core rulebook p143

WARD AGAINST FLAME Re Ig 15

R:Touch, D: Ring, T: Circle

This spell creates a circle that mundane fires cannot cross. It is used, in many laboratories, around heat sources that could tip or spill. It is also popular around grand stores. The fine dust that is found wherever people store flour is highly flammable, and many magi use this spell to quarantine areas in mills and granaries from the fires that are used in other parts of the building. Hermetic librarians use this spell far more than is necessary : in one covenant, for example, the drip catcher on every candleholder has a circle for this spell etched into its surface.

This spell sometimes encloses an entire laboratory, but is of limited usefulness in that application. The fires caused by laboratory accidents are often magically powerful enough to overcome this ward, or hot enough to burn through the wooden boards used as floors and ceilings in many covenants. The spell does keep fires bottled, until they burn through their supply of fuel and air.

(Base level 4, +1 Touch, +2 Ring, +0 Circle )

Guideline : Control fire in a slightly unnatural fashion (stop it from burning a person).

Covenants p104

Command the Living Fire Re Ig 20

R:Voice, D: Concentration, T: Individual

This spell allows the caster to control the actions of a fire elemental up to Size 0, if the Penetration Total exceeds the elemental’s Magic Might. For larger elementals, versions of the spell with a Size modifier to the Target are required. If an elemental is already under supernatural control, the most recent spell or power used is the one that commands it.

(Base level 5, +2 Voice, +1 Concentration, +0 Individual )

Guideline : Completely control an Ignem elemental.

Realms of Power : Magic p133

Coerce the Spirit of Fire Re Ig 20

R:Voice, D: Diameter, T: Individual

Make a disembodied spirit of Fire obey the caster so long as she can coerce it with threats.

(Base level 5, +2 Voice, +1 Diameter, +0 Individual )

Guideline : Control a disembodied spirit of Ignem.

Legends of Hermes p65

The Obedient Fire Re Ig 20

R:Voice, D: Concentration, T: Individual

Control the rate and direction in which a fire spreads. The caster may make the fire spread accross combustible surfaces as fast as a man walks. It can leap most gaps as much as one pace across but cannot cross even the tinniest trickle of water. The caster can prevent the fire from spreading in certain directions but cannot actually keep it from burning things it touches. He could, for instance, make a fire spread into the shape of a circle and then expand outward, or keep the fire away from himself while it follows his ennemies around the room. If the fire surrounds a person, its heat is non-magical and so bypasses Magic Resitance. An aiming roll is required to get the fire close enough to do damage. If the fire grows larger than a basic room Target, the caster loses control of it entirely.

(Base level 4, +2 Voice, +1 Concentration, +0 Individual , +1 Size )

Guideline : Control fire in a slightly unnatural fashion (stop it from burning a person).

Houses of Hermes : Societates p37

LIGHT SHAFT OF THE NIGHT Re Ig 20

R:Voice, D: Concentration, T: Group

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.

(Base level 3, +2 Voice, +1 Concentration, +2 Group )

Guideline : Control fire in a natural fashion (control its direction of spread).

Ars Magica 5th Edition Core rulebook p143

Discriminating Flames Re Ig 25

R:Voice, D: Sun, T: Individual

This spell controls a fire, preventing it from directly heating or burning a particular substance (such as human flesh or the wood of the elm tree) chosen by the caster at the time of casting. The caster must either have a sample of the material to be protected, or must cast the spell with an appropriate casting requisite. Ranulf frequently casts this spell several times upon the same fire in order to make the fire safe for specific environments. The spell only affects the fire that it is cast upon. Other fires, including fires that have been lit from the subject of this spell, are not affected. Fires up to ten times the size of a hearth fire can be targeted with this spell.

(Base level 4, +2 Voice, +2 Sun, +0 Individual , +1 Size )

Guideline : Control fire in a slightly unnatural fashion (stop it from burning a person).

Magi of Hermes p112

BURST OF THE SWEEPING FLAMES Re Ig 25

R:Sight, D: Momentary, T: Individual

This spell causes a fire to explode outwards from its source along the ground, as if a giant wind were blowing on it from above. The fire travels for no more than 10 paces, but it ferociously ignites anything in its path. The original fire is left dead, but in all probability a number of new fires will be started. The flames cause +5 to +15 damage, depending on the intensity of the original fire.

(Base level 4, +3 Sight, +0 Momentary, +0 Individual : + 2 magnitudes for the intensity of the fire )

Guideline : Control fire in a slightly unnatural fashion (stop it from burning a person).

Ars Magica 5th Edition Core rulebook p143

WARD AGAINST HEAT AND FLAMES Re Ig 25

R:Touch, D: Sun, T: Individual

Keeps heat and fire at bay, unable to approach within 1 pace of the target. This renders the target immune to damage from flames or heat of intensity less than that of molten iron. The target gets a +15 Soak against all fire-related damage. Any fire doing less than +15 damage per round doesn’t penetrate the ward. Such fires simply dim at the protected person’s passing and flare back up after he or she is gone.

(Base level 4, +1 Touch, +2 Sun, +0 Individual : +2 for up to +15 damage )

Guideline : Control fire in a slightly unnatural fashion (stop it from burning a person).

Ars Magica 5th Edition Core rulebook p143

Petite Phoenix Re Ig 30

R:Voice, D: Concentration, T: Individual

This transmutes a fire into the shape of a small bird. The reshaped fire moves as the will of the caster directs. The fire has a Size of –6, a Dexterity of +3, and a Quickness of +7. The heat of the original blaze is unchanged by this spell. The bird has no more substance than the original fire did and is not subject to most types of attacks, but still may be extinguished with water, Perdo Ignem magics, and similar methods. Being made entirely of flame, the petite phoenix can not pass through solid objects, but objects that are smaller than the bird may pass through it. Ranulf often uses Petite Phoenix  in conjunction with Transmutation of Fire to move objects such as doors and inconvenient sections of walls. Fires targeted by this spell can be up to ten times the size of a hearth fire.

(Base level 10, +2 Voice, +1 Concentration, +0 Individual , +1 Size )

Guideline : Control fire in a very unnatural fashion (fashion into a dancing humanoid shape).

Magi of Hermes p112

Ward Against Immolation Re Ig 30

R:Personal, D: Diameter, T: Individual

The caster is rendered immune to heat and fire less than that of the most powerful of Ignem magics. The caster and his possessions receive a +35 bonus to Soak against damage from heat. While this spell is active, Ranulf can (due to the resistance to heat provided by his Ignem Form resistance bonus) tolerate, barely, the heat generated by his Self Immolation spell. However, Ward Against Immolation, like Self Immolation, is a spell of Duration Diameter. As a result, Ranulf must cast this protective spell prior to casting Self Immolation
if Ranulf fails to cast Ward Against Immolation again before the original casting expires, the Self Immolation spell would cause him severe harm (as a Personal Range spell, it does not need to penetrate his Magic Resistance).

(Base level , +0 Personal, +1 Diameter, +0 Individual : +6 intensity of heat, la guideline est fausse ou le bonus est faux. )

Guideline :

Magi of Hermes p112

Unified Flame Re Ig 35

R:Arcane connection, D: Sun, T: Group

This spell alters the target fires to resemble one another in all ways. The fires to be targeted by this spell must all be Arcane Connections to one another. The targeted fires change over the course of a few minutes to mirror one another completely in the shape of their flames, the sound of their roar and crackling, and the smoke that they produce. Any changes in one fire will be reflected in the others. The affected fires all take on a slightly unnatural appearance as their flames move into a configuration that does not completely match the logs that they are burning, and they are altered by the sigil of the casting wizard. When Ranulf’s apprentice is away from him, the apprentice is instructed to kindle a fire using a coal stored in the Chest of the Ember Seed just after sunset every evening. While this spell is normally intended to unite two fires, the spell was designed with a Target of Group. Ranulf believed that the effort required to create a spell that affected just two fires would be as great as or greater than the work needed to develop a spell that targeted a group, because of the difficulty of using non-standard Targets. As a result, more than two fires can be affected by this spell, and the caster could be completely unaware of the additional fires (possibly allowing a communication to be intercepted, see Discourse of Glowing Tongues above).
This spell is an example of magic created to match the needs of the magus. For most magi, any number of Intellego spells would provide a significantly easier method of communication. Yet for Ranulf, who has a Magical Focus in unnatural fires and the Deficient Technique Flaw with Intellego, the season that he invested to invent this spell was a wiser choice than trying to learn magics not suited to his talents.

(Base level 3, +4 Arcane connection, +2 Sun, +2 Group )

Guideline : Control fire in a natural fashion (control its direction of spread).

Magi of Hermes p112

WARD AGAINST MUNDANE INTRUSIONS Re Ig 50

R:Touch, D: Ring, T: Circle, Ritual

This spell conglomerates other wars into a single working. It holds at bay many of the things likely to damage Hermetic sancta : flame, excessive light, thieves, pests, moisture and mildew.

(Base level , +1 Touch, +2 Ring, +0 Circle , +1 Animal requisite , +1 Aquam requisite , +1 Corpus requisite , +1 Herbam requisite : Base 15 as Ward against the curious Scullion )

Guideline :

Covenants p104

RESTORE THE MOVED IMAGE Re Im General

R:Voice, D: Momentary, T: Individual

Cancels a ReIm spell that moves an image, putting the image back where it belongs, as long as you can match the spell’s level on a stress die + the level of your spell. This spell targets the image.

(Base level , +2 Voice, +0 Momentary, +0 Individual : Base effect )

Guideline :

Ars Magica 5th Edition Core rulebook p146

Circle of Undisturbed Rest Re Im 5

R:Touch, D: Ring, T: Circle

Created in conjunction with Be Rid the Tell Tale Smoke, this large circle spell is meant to be used around an encampment. The circle prevents iconic and echoic species from leaving the circle, making the encampment undetectable. Perfect for ensuring privacy in unfamiliar territories, it does leave the camp as a silent black area; this is normally enough at night, when everything is dark, and Conscientia does not see the need for additional illusions.

(Base level , +1 Touch, +2 Ring, +0 Circle : Base 1 ? )

Guideline :

Magi of Hermes p29

ILLUSION OF THE SHIFTED IMAGE Re Im 10

R:Voice, D: Sun, T: Individual

Makes any person or object appear to be a pace away from its actual position. The image cannot be placed in a solid object. As soon as the original or image moves, the spell ends.

(Base level 2, +2 Voice, +2 Sun, +0 Individual )

Guideline : Make an object appear (to one sense) to be up to one pace away from its actual position.

Ars Magica 5th Edition Core rulebook p146

WIZARD'S SIDESTEP Re Im 10

R:Personal, D: Sun, T: Individual

Your image appears up to 1 pace from where you actually are, so attacks aimed there are likely to miss you. Whenever the image is successfully struck, it disappears and reappears in another spot.
In combat, early attacks are aimed at the image, and so automatically miss you. Once the image has been hit once, you have a +9 bonus to Defense, as attackers must try to find you in a fairly large area.

(Base level 2, +0 Personal, +2 Sun, +0 Individual , +1 changing image , generic +1 : +1 changing image, +1 moved image matches changes )

Guideline : Make an object appear (to one sense) to be up to one pace away from its actual position.

Ars Magica 5th Edition Core rulebook p147

Color Explosion Re Im 15

R:Voice, D: Diameter, T: Individual

The image of the spell’s target seems to explode in a great whirlwind of colors and fragments of the original image. The explosion has a radius of two paces for a human with Size 0, changing appropriately for targets of different Sizes. This makes the target effectively invisible as far as combat is concerned, and no visual clues to his precise location can be picked out of the chaos. For rules for fighting an invisible enemy see Houses of Hermes: Societates, pages 32-33. This spell is best used with Discern Own Illusions.

(Base level , +2 Voice, +1 Diameter, +0 Individual , +1 changing image , +2 moving parts : Base 1 ? )

Guideline :

Magi of Hermes p125

Coerce the Spirit of Illusion Re Im 20

R:Voice, D: Diameter, T: Individual

Make a disembodied spirit of Imaginem obey the caster so long as she can coerce it with threats.

(Base level 15, +2 Voice, +1 Diameter, +0 Individual )

Guideline : Summon a disembodied spirit of Imaginem.

Legends of Hermes p65

THE CAPTIVE VOICE Re Im 25

R:Voice, D: Sun, T: Part

Captures a person’s voice and places it in a bag. The person may not speak unless the bag is open, in which case the voice comes from the bag, not the victim’s mouth. If the victim screams while the bag is shut, the bag vibrates visibly.

(Base level 4, +2 Voice, +2 Sun, +1 Part )

Guideline : Make an object appear (to one sense) to be contained or be attached to another object defined at the time of casting (someone's voice appear to came from a bag).

Ars Magica 5th Edition Core rulebook p147

CONFUSION OF THE INSANE VIBRATIONS Re Im 30

R:Touch, D: Concentration, T: Vision (intellego)

The target of the spell sees everything 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. The target is likely to become desperate and terribly confused. Navigation is exceedingly difficult. The visual effects of this spell are negated if the target is in complete darkness or if they close their eyes.

(Base level 3, +1 Touch, +1 Concentration, +4 Vision (intellego) , +1 additionnal senses )

Guideline : Make objects appear to move rapidly in a disorienting way.

Ars Magica 5th Edition Core rulebook p147

IMAGE FROM THE WIZARD TORN Re Im 30

Req : Intellego

R:Personal, D: Concentration, T: Individual

Your image separates from your body and moves as you do. It can speak whatever you say and do so in your voice, and you can see through its eyes. You must make an Int + 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. As your image is away from your body, you are invisible and silent at your actual location. The image is your image, so while you may move it in space you may not have it sit down if you are standing. Further, it appears as if illuminated by whatever light is falling on you, no matter what the level of illumination is at the image.

(Base level 15, +0 Personal, +1 Concentration, +0 Individual , +1 additionnal senses , +1 Intellego requisite )

Guideline : Make an object appear (to one sense) to be up to in a location to which the caster as an Arcane Connection.

Ars Magica 5th Edition Core rulebook p147

Summon the Spirit of Illusion Re Im 40

R:Arcane connection, D: Concentration, T: Individual

Calls a disembodied (Form) spirit if the magus has an Arcane Connection or knows the non-magical name of the spirit. Elemental material of the type associated with the spirit serves as an Arcane Connection to any (Form) spirit which resides in the area.

(Base level 15, +4 Arcane connection, +1 Concentration, +0 Individual )

Guideline : Summon a disembodied spirit of Imaginem.

Legends of Hermes p65

ILLUSION OF THE MISPLACED CASTLE Re Im 50

R:Voice, D: Sun, T: Boundary, Ritual

Moves the image of any bounded structure or set of structures the size of a castle or less up to one mile from its actual position.

(Base level 10, +2 Voice, +2 Sun, +4 Boundary )

Guideline : Make an object appear (to one sense) to be up to in Sight of its actual position.

Ars Magica 5th Edition Core rulebook p147

RING OF WARDING AGAINST SPIRITS Re Me General

R:Touch, D: Ring, T: Circle

Only ghosts with current Magic Might higher than the spell’s level can enter the ring you create. At certain angles, the ring may be seen as an orange-hued dome. This spell does not affect ghosts or spirits associated with the other realms.

(Base level 0, +1 Touch, +2 Ring, +0 Circle )

Guideline : Ward against beings associated with Mentem from one supernatural realm with Might less than or equal to the level of the spell. (Touch, Ring, Circle)

Ars Magica 5th Edition Core rulebook p151

Hypnotic Gaze Re Me 5

R:Eye, D: Momentary, T: Individual

The target becomes sleepy and falls asleep within a few seconds.

(Base level 4, +1 Eye, +0 Momentary, +0 Individual )

Guideline : Control a target 's mental state (awake, asleep, confused...)

Apprentices p46

Slap of Awakening Re Me 5

R:Touch, D: Momentary, T: Individual

This spell instantly awakens a target from sleep to alert consciousness. It does not work on someone unconscious from Fatigue-level loss or continuous magic. It will awaken someone who was magically put to sleep, as long as the magic that put the person to sleep has ended.

(Base level 4, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Control a target 's mental state (awake, asleep, confused...)

Apprentices p47

Touch of Falling Feathers Re Me 10

R:Touch, D: Diameter, T: Individual

The target rapidly falls into a deep sleep. As the spell has a non-Momentary duration, the target cannot be naturally wakened until either this spell is dispelled, or the duration expires. If the target is asleep either at sunrise or at sunset, then his Parma Magica will go down.

(Base level 4, +1 Touch, +1 Diameter, +0 Individual )

Guideline : Control a target 's mental state (awake, asleep, confused...)

Hermetic Projects p85

THE CALL TO SLUMBER Re Me 10

R:Voice, D: Momentary, T: Individual

The target becomes sleepy and falls asleep within a few seconds.

(Base level 4, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Control a target 's mental state (awake, asleep, confused...)

Ars Magica 5th Edition Core rulebook p151

SNAP OF AWAKENING Re Me 10

R:Voice, D: Momentary, T: Individual

When you snap your fingers you instantly awaken the target from sleep to alert consciousness. Does not work on someone unconscious from Fatigue-level loss, wounds, or magic.

(Base level 4, +2 Voice, +0 Momentary, +0 Individual )

Guideline : Control a target 's mental state (awake, asleep, confused...)

Ars Magica 5th Edition Core rulebook p151

CONFUSION OF THE NUMBED WILL Re Me 15

R:Eye, D: Sun, T: Individual

Confuses a person, who must make an Intelligence stress roll to take any direct action. A roll of 12+ ends the spell, while a roll of 9+ lets the character take the intended action, but the spell remains in effect. Any lower roll means the character is confused and takes some other type of action. When it is imperative for the victim to take an action, the storyguide should allow an appropriate modifier to the roll. While under this spell, a character always strikes last in combat and gets at least a –1 on all attacking and defending rolls.

(Base level 4, +1 Eye, +2 Sun, +0 Individual )

Guideline : Control a target 's mental state (awake, asleep, confused...)

Ars Magica 5th Edition Core rulebook p151

AURA OF RIGHTFUL AUTHORITY Re Me 20

R:Eye, D: Sun, T: Individual

The target of the spell is strongly inclined to obey you, as if you were his natural superior.

(Base level 5, +1 Eye, +2 Sun, +0 Individual )

Guideline : Control a natural emotion (calm, fear...). Tha target must feel the emotion before yuo can control it.

Ars Magica 5th Edition Core rulebook p151

COERCE THE SPIRITS OF THE NIGHT Re Me 20

R:Voice, D: Concentration, T: Individual

Makes a ghost obey you as long as you can coerce it with threats, such as a threat to defile its grave or to banish it to Hell. The more lurid and dramatic the threat, the more cooperative the ghost is. If the spell penetrates the ghost’s Magic Resistance, roll Communication + Leadership to see how effective your threats are. The storyguide should always give a bonus or penalty that depends on the potency of the threat, and any roll other than a botch will compel at least minimal obedience.

(Base level 5, +2 Voice, +1 Concentration, +0 Individual )

Guideline : Control a disembodied spirit.

Ars Magica 5th Edition Core rulebook p152

Coerce Ghosts Re Me 20

R:Voice, D: Diameter, T: Individual

Make a disembodied spirit of Mentem obey the caster so long as she can coerce it with threats.

(Base level 5, +2 Voice, +1 Diameter, +0 Individual )

Guideline : Control a disembodied spirit of Mentem.

Legends of Hermes p65

TRUST ME Re Me 20

R:Eye, D: Sun, T: Individual

Occasionally a Quaesitor may need to question mundanes directly, typically grogs and companions. This spell can be used to make the process less effort and more productive. The effect simply creates a counter-balancing force on the subject’s mind. The Gift itself is not affected in any way, only the subject’s mind is.
The spell is as powerful as Aura of Rightful Authority, but more subtle. The spell only acts to level the subject’s attitude to the caster, not make them obedient or unnaturally well-disposed. Since the affected person retains free will, this effect does not count as scrying. Questioning using Aura of Rightful Authority does count as scrying.

(Base level 5, +1 Eye, +2 Sun, +0 Individual : Quaesitorial magic )

Guideline : Incline a person to a particular sort of response.

Houses of Hermes : True Lineages p73

Sinister Road Re Me 20

R:Road (Merenita), D: Moon, T: Individual

Someone walking on the road whom the caster can sense is imbued with a bad feeling about what lies before him; he usually turns away from the road and walks back. This spell works similarly to The Shrouded Glen.

(Base level 3, +2 Road (Merenita), +3 Moon, +0 Individual )

Guideline : Make a subtle difference to the target mental state.

Magi of Hermes p126

THE RESOLUTE MIND OF THE TIRELESS RESEARCHER Re Me 20

R:Personal, D: Sun, T: Individual

This spell is designed for a magus to cast upon himself at the start of a day's work in the laboratory. Andreas of House Bonisagus, frustrated at his constant lapses of concentration, and finding it difficult to maintain focus on hist research, came up with this effect in an effort to make his work days more productive. The target of the spell finds his mind resolutely fixed on the task in hand, and does not waver from it. Opinions is sharply divided on the merits of this spell, with the majority of magi considering it little more than a dangerous self-delusion, which warps the mind of the magus, making him dependent and weak-willed. If this spell is used on a daily basis, a magus should select the Addled laboratory routine.

(Base level 10, +0 Personal, +2 Sun, +0 Individual )

Guideline : Imbue all of a person's response with a particular emotion.

Covenants p122

Lay Your Burdens on Me Re Me 20

R:Eye, D: Sun, T: Individual

This spell brings the target’s secrets bubbling to the top of his consciousness, playing on his mind and making him more inclined to disclose them.
For the purposes of this spell, secrets are those things that gnaw at the target’s conscience in the face of questioning — those things that the target would normally strive to keep hidden because of guilt or shame or fear. Secrets kept for noble reasons are not affected by this spell, which was a conscious design decision made by Yestin. This spell does not make the target susceptible to questioning on other matters, and so cannot be used to assist directed interrogation.
At the end of the spell’s duration, the target must make a personality roll against an Ease Factor of 6. If the target succeeds, she maintains control over her secret and keeps it hidden. The troupe should agree which Personality trait the target uses in the roll.
For each subsequent day that the spell is cast on the target, the Ease Factor increases by 1. Virtues and Flaws may modify the roll and/or the Ease Factor, with the Storyguide’s agreement.
If the personality check fails, the target falls prey to his conscience and seeks someone to confide in. That person may not necessarily be the caster of the spell, and will most likely be someone the target feels he can trust.
The Infernal and the Dominion have a strong impact on this spell, dealing as they do with the moral aspects of human life. If the target spends time in the Dominion, the light of the Lord helps to release the truth and the level of the aura is subtracted from the target’s roll. The aura’s Temper (see Realms of Power: The Divine, page 38) also has an effect with Brave, Wise, Strong, or Just Tempers, increasing the aura’s effect by 1.

If the target spends the duration of the spell within an Infernal aura, the corrupting influence of the aura reinforces the target’s resolve to keep the secret. The level of the aura is added to the target’s roll. The Storyguide may impose a further bonus to the roll based on any Tarnish or Corruption of the Infernal aura (see Realms of Power: The Infernal, page 13).
Yestin invented this spell as a means to more easily solve those mysteries that the spirit Taliesin led him into; mysteries often solved by knowing what those involved wished to hide.

(Base level 5, +1 Eye, +2 Sun, +0 Individual )

Guideline : Incline a person to a particular sort of response.

Magi of Hermes p141

Call the Dream Re Me 20

R:Touch, D: Sun, T: Individual

The caster touches a sleeping person and determines the theme for that night’s dreaming. The actual content of the dream cannot be determined. For example, if the theme is “death” the target might dream about the death of a loved one, or the lifethreatening circumstances he has been in. If the theme is “dogs” he might dream of a beloved childhood pet or being hunted by the lord’s hounds. Some magi try to interpret the meaning of the dreams called by this spell.

(Base level 5, +1 Touch, +2 Sun, +0 Individual )

Guideline : Control a natural emotion (calm, fear...). Tha target must feel the emotion before yuo can control it.

Art & Academe p34

Searching the Haystack for a Needle Re Me 20

R:Eye, D: Sun, T: Individual

The target of this spell gets a +3 to all sight-based Perception rolls involving a specific object or quality defined at the time of casting. Examples might include the color red, a particular person, or a unusually shaped shell. Magi often employ this spell to help their servants locate a particular type of vis, as long as they have a sample to show the servant. It does not give the target any extra senses, just more sensitivity to a particular visual characteristic.

(Base level 5, +1 Eye, +2 Sun, +0 Individual )

Guideline : Control a natural emotion (calm, fear...). Tha target must feel the emotion before yuo can control it.

Art & Academe p34

Coerce The Spirit of Anger Re Me 20

R:Voice, D: Concentration, T: Individual

This spell makes a spirit of anger obey the caster as long as he can coerce it with threats. The more lurid and dramatic the threats, the more cooperative the spirit is. If the spell penetrates the spirit’s Magic Resistance, make a stress roll of Communication + Leadership to see how effective the threats are. The storyguide should always give a bonus or penalty depending on the potency of the threat, but note that any roll other than a botch compels at least minimal obedience, while increasing rolls indicate a more cooperative spirit. Note that the caster must be capable of sensing the spirit to use this spell, unless it is reinvented at Range Arcane Connection.

(Base level 5, +2 Voice, +1 Concentration, +0 Individual )

Guideline : Control a disembodied spirit of Mentem.

Houses of Hermes : Societates p99

SCENT OF PEACEFUL SLUMBER Re Me 25

R:Voice, D: Momentary, T: Room

Everyone in the room falls asleep over a few seconds, with the smell of lilacs in their nostrils.

(Base level 4, +2 Voice, +0 Momentary, +2 Room )

Guideline : Control a target 's mental state (awake, asleep, confused...)

Ars Magica 5th Edition Core rulebook p152

Imprison a Ghost in a Vessel Re Me 25

R:Voice, D: Sun, T: Individual

This spell forces a ghost into a container of some type. The spirit remains bound within the vessel for the duration of the spell. While the spirit cannot affect its prison with magic to force its release, its powers are not otherwise limited.

(Base level 5, +2 Voice, +2 Sun, +0 Individual )

Guideline : Control a disembodied spirit of Mentem.

Hermetic Projects p97

AURA OF INCONSEQUENCE Re Me 25

R:Touch, D: Sun, T: Special target

Occasionally a Quaesitor may need to conduct investigations in mundane society. Inspired by the non- Hermetic Veil all Eyes ritual (see below), this spell can be used to aid avoiding mundane attention. This spell can be cast on either the magus himself or an ally; this individual is the recipient. At any point during the spell’s duration, individuals enter the influence of this spell by looking at the recipient. The spell stops influencing people as soon as they look away. The spell’s target is rated at T: Structure. The Penetration of the spell should be noted when cast, as this applies throughout the duration. This spell simply deflects casual attention away from the recipient. Unless the recipient calls attention to himself or an observer is actively watchful, people will pay him no mind. If a character has some reason to be alert they are allowed a Per + Awareness roll of 12+ to noticed the recipient. The Blatant Gift reduces the Ease Factor to 9+. If the magus takes care to be inconspicuous this Ease Factor may be increased. Quaesitors with effective com-panions often cast this spell on themselves to avoid compromising mundane investigations with their presence. However, animals still react to the magus as normal.

(Base level 3, +1 Touch, +2 Sun, +0 Special target , +3 Generic : +3 Target special, Quaesitorial magic )

Guideline : Make a subtle difference to the target mental state.

Houses of Hermes : True Lineages p73

Singlemindedness of the Concentrating Wizard Re Me 25

R:Personal, D: Sun, T: Individual

The caster receives a +3 to all Concentration rolls for the Duration of this spell, but automatically fails any Intelligence roll which does not involve Concentration.

(Base level 15, +0 Personal, +2 Sun, +0 Individual )

Guideline : Control a human being as long as you can see him.

Art & Academe p34

VISIONS OF THE INFERNAL TERRORS Re Me 30

R:Voice, D: Sun, T: Individual

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.
Roll Result
0 or less Scared to death (literally)
1–5 Incapacitated with fear, permanent –1 to Stamina
6–9 Incapacitated with fear
10–15 Flee, fight at –6 if cornered or obstructed
16+ Carry on, –3 on all rolls

(Base level 10, +2 Voice, +2 Sun, +0 Individual )

Guideline : Imbue all of a person's response with a particular emotion.

Ars Magica 5th Edition Core rulebook p152

THE PENITENT'S CONFESSION Re Me 30

R:Eye, D: Concentration, T: Individual

The target will truthfully and willingly relate his involvement in anything the magus questions him about. The subject will do his best to inform the magus as fully as possible; he will not ramble in inane detail, be overly literal or in any other way evasive. He may bring up related matters not asked about specifically if he genuinely believes it might be of interest.
This effect qualifies as scrying and causes warping, so very few magi will voluntary submit to it. Magi may allow this spell to be used on their servants however.

(Base level 20, +1 Eye, +1 Concentration, +0 Individual : Quaesitorial magic )

Guideline : Give a person one complex command, which he tries to carry out to the best of his ability.

Houses of Hermes : True Lineages p73

Dancing Mania Re Me 30

R:Voice, D: Concentration, T: Individual

The target of the spell dances in a wild and ecstatic way for as long as the caster concentrates. The target dances so fast and wildly that he must make a Stamina roll against an Ease Factor of 6 every round to avoid losing a Fatigue level.

(Base level 15, +2 Voice, +1 Concentration, +0 Individual )

Guideline : Control a human being as long as you can see him.

Magi of Hermes p126

Endless Laughter Re Me 30

R:Voice, D: Concentration, T: Individual

The target’s body is shaken by loud, uncontrollable laughter that makes normal breathing or acting nearly impossible. Every round the target must make a Stamina roll against an Ease Factor of 6, or lose a Fatigue level. If this spell lasts longer than one hour, the target may suffer from an imbalance of his sanguine humor, causing the symptoms of a disease.

(Base level 15, +2 Voice, +1 Concentration, +0 Individual )

Guideline : Control a human being as long as you can see him.

Magi of Hermes p126

Burning Issue of the Day Re Me 30

R:Eye, D: Sun, T: Group

After casting this spell, the caster utters a piece of information (true or false) to the target Group, and must speak in a language that the targets understand. The members of the Group are then strongly inclined to repeat that information to anyone they meet for the Duration of the spell.

(Base level 5, +1 Eye, +2 Sun, +2 Group )

Guideline : Control a natural emotion (calm, fear...). Tha target must feel the emotion before yuo can control it.

Houses of Hermes : Societates p98

Raise the Siege Re Me 30

R:Arcane connection, D: Sun, T: Individual

Given an arcane connection to the besieging commander, this spell suggests a pessimistic view of any siege assessment. The effect is not sudden, but rather, is reinforced through the day as the commander reviews the siege. On an Intelligence + Leadership simple roll against Ease Factor 12 the commander resists the suggestions made by the spell.

(Base level 5, +4 Arcane connection, +2 Sun, +0 Individual )

Guideline : Control a natural emotion (calm, fear...). Tha target must feel the emotion before yuo can control it.

Lords of Men p116

Hibernation of the slumbering turb Re Me 35

Req : Creo

R:Personal, D: Year, T: Texture

Anyone touching the caster falls asleep and does not awaken until the spell expires. The caster is not affected by this magic, and his own sleep is natural. Those affected by the spell do not need to eat or drink while it persists, but when they awaken, they are ravenously hungry. Despite the usual length of a Year Duration spell, this spell’s effects always end at the Spring Equinox. This spell was invented by Odorpes of the Sept of Urgen, who lives separate from the rest of her covenant. She hibernates and puts all her covenfolk to sleep with her, so she need not provision them during the winter.

(Base level 4, +0 Personal, +4 Year, +1 Texture , +1 complex effect , +1 Creo requisite )

Guideline : Control a target 's mental state (awake, asleep, confused...)

Requires virtue(s) Sensory Magic

Houses of Hermes : Mystery Cults p29

VOICES FROM HOLLOW SPACES Re Me 35

R:Voice, D: Ring, T: Circle, Ritual

This spell binds ghosts to objects or places. Traditional sites include mirrors, skulls and graves. It does not compel trapped ghosts to serve willingly, but members of House Tremere threaten or bribe their ghosts into compliance.

(Base level 5, +2 Voice, +2 Ring, +0 Circle )

Guideline : Control a disembodied spirit of Mentem.

Houses of Hermes : True Lineages p140

Slave of Charity Re Me 35

R:Eye, D: Sun, T: Individual

This spell acts as Enslave the Mortal mind, with one exception. The target remains open to all commands as long as the spell remains active. Any time the target hears a new suggestion, he stops what he’s doing and follows the new command, returning to his previous commands when the most recent task is complete. Needless to say this side effect proved quite awkward when discovered.

(Base level 20, +1 Eye, +2 Sun, +0 Individual )

Guideline : Give a person one complex command, which he tries to carry out to the best of his ability.

Magi of Hermes p29

Veil of Haunting Terror Re Me 35

R:Road (Merenita), D: Moon, T: Group

Shifts the targets’mental state to an unnatural desire for fearful flight from the road. The target simply wants to run away in terror. As a cosmetic effect,  each affected person sees their own worst fear manifesting along the road. The fear fades naturally.

(Base level 4, +2 Road (Merenita), +3 Moon, +2 Group )

Guideline : Control a target 's mental state (awake, asleep, confused...)

Requires virtue(s) FAERIE MAGIC

Faith and Flame : The Provencal Tribunal p71

ENSLAVE THE MORTAL MIND Re Me 40

R:Eye, D: Sun, T: Individual

Enables you to completely control the loyalty, emotions, desires, interests, and activities of any person. People revert to normal when the spell ends, and may be extremely angry with the magus.

(Base level 25, +1 Eye, +2 Sun, +0 Individual : Base 25 ? )

Guideline : Completely control a person's mind and emotions.

Ars Magica 5th Edition Core rulebook p152

INCANTATION OF SUMMONING THE DEAD Re Me 40

R:Arcane connection, D: Concentration, T: Individual, Ritual

Calls up a person’s ghost. You must be on the spot where the person died, or must have the corpse (either of these constitutes an Arcane Connection). Alternatively, you can summon any ghost that haunts the area you are in, if you know the ghost’s full name, according to the Law of Names. Those buried by Church ceremony and those have who gone straight to heaven (that is, saints and crusaders, as opposed to the normal folk who must wait for a time before going on) are not available for summoning.
If the ghost has Magic Resistance, you must penetrate that resistance in order to summon it.

(Base level 15, +4 Arcane connection, +1 Concentration, +0 Individual )

Guideline : Summon a ghost (Ritual).

Ars Magica 5th Edition Core rulebook p152

Summon the Spirit of Man Re Me 40

R:Arcane connection, D: Concentration, T: Individual

Calls a disembodied (Form) spirit if the magus has an Arcane Connection or knows the non-magical name of the spirit. Elemental material of the type associated with the spirit serves as an Arcane Connection to any (Form) spirit which resides in the area.

Summon the Spirit of Man is a lesser, nonritual version of Incantation of Summoning the Dead (ArM5, p.152), which can only affect a ghost which is actively haunting something, so many dead spirits remain unaffected by this call. It can affect any ghost that the caster has previously summoned by magic.

(Base level 15, +4 Arcane connection, +1 Concentration, +0 Individual )

Guideline : Summon a disembodied spirit of Mentem.

Legends of Hermes p65

THE SHROUDED GLEN Re Me 40

R:Touch, D: Year, T: Boundary, Ritual

Enchants the Boundary in which the ritual is cast so that anyone moving through it is subtly diverted, effectively keeping some place within it from being discovered accidentally. Anyone not actively searching for the hidden place never finds it. Those actively searching can find the place by making a Perception stress roll of 12+ (allowed once per day). If the surrounding terrain is more difficult to search than the average forest, the Ease Factor increases. Likewise, the Ease Factor drops if the terrain is more open than a forest, and completely open terrain is unsuitable for this spell. Once a searcher spots the hidden place, the spell does not prevent approach. Those who are present for the ritual are unaffected by the spell. This spell mimics the properties of many faerie forests.

(Base level 3, +1 Touch, +4 Year, +4 Boundary )

Guideline : Make a subtle difference to the target mental state.

Ars Magica 5th Edition Core rulebook p152

THE FACE IN THE MIRROR Re Me 40

R:Eye, D: Moon, T: Individual

This spell forces a ghost to possess a magus, but allows the magus to maintain control. This brings the ghost inside Personal range and allows mental communication. The Tremere magus can follow the ghost’s advice and allow it control of his muscles, to use skills. The ghost is usually purged from the magus’s body if the Parma Magica is raised during the duration of this spell, so Tremere Assessors tend to use it briefly, in cities, for urgent, vital tasks. Possession is treated like level 25 Rego Mentem effect.
This spell does not summon a ghost. Its designer assumed that he would have the ghost he wished to use stored in a mirror. Tremere magi are supplied with ghosts by Leadworkers, or call them up.
This spell allows the magus to give the ghost complex, unbreakable instructions, but Assessors find it best to convince their ghosts to assist. This is not difficult, because most ghosts are tied to the Earth by a piece of unfinished business that they cannot accomplish. The Tremere can usually bargain for the ghost’s assistance, in exchange for the resolution of its problem.

(Base level , +1 Eye, +3 Moon, +0 Individual : Base 20 ? )

Guideline :

Houses of Hermes : True Lineages p140

Summoning The Spirit of Anger Re Me 40

R:Arcane connection, D: Concentration, T: Individual

This spell calls a spirit of wrath to the magus’s current location, if he has an Arcane Connection or knows its full name, and overcomes its Magic Resistance. The name can be a non-magical name, and need not be a magical True Name. A wrathful person serves as an Arcane Connection to any spirit of anger; if he has a Major Personality Flaw such as Wrathful, then the spirit has a Magic Might of 30. A Minor Personality Flaw attracts a spirit of Might 20. Otherwise, the spirit has a Might equal to (5 x Angry Personality Trait). Casting this spell infl icts a Warping Point on the source of the anger, unless it is the caster himself. Similar spells exist for summoning the spirits of other emotions.

(Base level 15, +4 Arcane connection, +1 Concentration, +0 Individual )

Guideline : Summon a disembodied spirit of Mentem.

Houses of Hermes : Societates p99

EXCHANGE OF THE TWO MINDS Re Me 55

R:Touch, D: Year, T: Group, Ritual

This spell switches the minds (but not the souls) of two creatures. A new body greatly confuses those who are unprepared for the shock, and even those who are ready take a day to adjust completely. Magi who transport their own minds into younger, healthier bodies usually find that having a strong body entails having powerful passions that interfere with the clear thinking needed to pursue the magical Arts. Both people involved must make a Stamina stress roll of 3+, rolled before the switch is made, to survive the transfer. If only one person fails the roll, that person dies and the spell fails. The other target is unaffected.

(Base level 20, +1 Touch, +4 Year, +2 Group )

Guideline : Give a person one complex command, which he tries to carry out to the best of his ability.

Ars Magica 5th Edition Core rulebook p152

CALL THE FALLEN EAGLES FROM THE MIST Re Me 65

R:Touch, D: Moon, T: Group, Ritual

A spell used on ancient battlefields to call up the pagan dead. This spell grants control of the dead, but if ordered to directly oppose their reason for remaining on Earth, they occasionally break the magus’s control. Roman legionnaires asked to attack Rome, for example, might break control.

(Base level 15, +1 Touch, +3 Moon, +2 Group , generic +1 , +3 Size : +3 size: up to 10,000 ghosts, + 1 summon and control )

Guideline : Summon a ghost (Ritual).

Houses of Hermes : True Lineages p141

WARD AGAINST FAERIES OF THE MOUNTAIN Re Te General

R:Touch, D: Ring, T: Circle

As Ward Against Faeries of the Waters (ReAq
Gen), but for faeries of earth and stone. At
some angles at night, the ring may be seen as a
dark brown dome.

(Base level 0, +1 Touch, +2 Ring, +0 Circle )

Guideline : Ward against stone creatures belonging to one Realm (Divine, Magic, Faerie or Infernal) whose Might is less than or equal to the level of the spell. (Base Ward Spells Guideline applies)

Ars Magica 5th Edition Core rulebook p155

THE INVISIBLE GLASS-WORKER Re Te 4

R:Touch, D: Momentary, T: Individual

The magus may transform a piece of glass into a finished form, as if a glass-worker had shaped and formed it. The magus must succeed with a Perception + Finess roll substituting for Craft : Glassworker against an Ease Factor at least 3 higher than the mundane Ease Factor. Failure reduces the glass to a slumped lump as if an incompetent beginner had worked on it.

Note that in the thirteen century, most glass is not particularly clear -making clear glass is an alchemical process, beyond a craft spell. Glass often has bubbles and distorsions unless a real expert works on it, with a proportionately high Ease Factor.

(Base level 2, +1 Touch, +0 Momentary, +0 Individual , +1 glass )

Guideline : Shape and form dirt, as if a craftsman had worked it (Add one magnitude for stone or glass, two for metal or gemstones. Add one or two magnitudes according to complexity.)

Covenants p51

The Reward Delivered Re Te 4

R:Touch, D: Momentary, T: Individual

This spell is a counterpart to The Poor Performer’s Reward. It hurls the ball of mud at a target.

(Base level 3, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Control or move earth in a very unnatural fashion.

Apprentices p47

The Wizard’s Parry Re Te 5

R:Touch, D: Momentary, T: Individual

The caster deflects one blow from a melee weapon of which he is aware. Since the magus actually touches the weapon, any additional effects of the blade — for example, a coating of poison, or a Blade of Virulent Flame — still affect him. A casting requisite of Herbam is needed if the weapon is primarily wooden, such as a spear or staff. Hugh has mastered this spell, and uses it as a fast-cast defense.

(Base level 2, +1 Touch, +0 Momentary, +0 Individual , +2 metal )

Guideline : Keep earth away from you, under your conscious control (you must be aware of its presence).

Magi of Hermes p50

UNSEEN ARM Re Te 5

R:Voice, D: Concentration, T: Individual

Slowly moves a nonliving thing, like a mug, instrument, or small pouch of coins; it cannot oppose intentional resistance. Magi use this spell to manipulate things at a distance, but the spell cannot be used to pull something from a person’s hand or to move something that is held. Casting requisites of an appropriate Form for the target are required.

(Base level 2, +2 Voice, +1 Concentration, +0 Individual )

Guideline : Control or move earth in a slightly unnatural fashion.

Ars Magica 5th Edition Core rulebook p155

The Poet's Bust Re Te 5

R:Touch, D: Momentary, T: Individual

This spell changes a block of stone into a carved bust. The caster must touch both the targeted stone block and the person who is the subject of the bust.

(Base level 3, +1 Touch, +0 Momentary, +0 Individual , +1 stone )

Guideline : Craft an item from glass.

Art & Academe p133

Disarm the Warrior Re Te 10

R:Voice, D: Momentary, T: Individual

Causes a single object within range to fly towards Hugh; he may attempt to catch it if he wishes by succeeding on a Dexterity + Athletics roll against an Ease Factor of 9. If he chooses not to attempt to catch the item, it falls to the ground by his feet. The spell is very forceful, and has an equivalent Strength of +5; if the object is being held by someone else, then make an opposed Strength roll. If the caster rolls higher then the item is lost to its holder. Hugh usually uses this effect to disarm his opponents, or to retrieve his weapons should they not be to hand.

(Base level 3, +2 Voice, +0 Momentary, +0 Individual , generic +1 : (+1 sudden and forceful) )

Guideline : Control or move earth in a very unnatural fashion.

Magi of Hermes p50

TRACKLESS STEP Re Te 10

R:Touch, D: Special duration, T: Part

You leave no tracks in the earth until you come to a stop, such as to rest or fight. This spell draws on pre-Hermetic traditions, and does not perfectly fit the categories of Hermetic magic.

(Base level 2, +1 Touch, +0 Special duration, +1 Part : Base 2, 1 Touch, 2 Special (equivalent to Sun), 1 Part )

Guideline : Control or move earth in a slightly unnatural fashion.

Ars Magica 5th Edition Core rulebook p155

WIELDING THE INVISIBLE SLING Re Te 10

R:Voice, D: Momentary, T: Individual

Hurls any nearby object that could normally be thrown by a person at any target with-in range. The object must not be held down or otherwise restrained. Damage depends on the object thrown, up to +5 for a fist-sized stone. Casting requisites of an appropriate Form for the target are required.

(Base level , +2 Voice, +0 Momentary, +0 Individual : base 4 ? )

Guideline :

Ars Magica 5th Edition Core rulebook p155

THE UNSEEN PORTER Re Te 10

R:Voice, D: Concentration, T: Individual

Like Unseen Arm (ReTe 5), but it can carry large objects such as crates. Roughly speaking, it has the capabilities of a very strong person (Str +5). The heavier the object is, the slower the unseen porter moves. If delicacy is required, high Finesse stress rolls (12+ or so) are needed. The spell can only carry inanimate objects, and cannot carry you. It also cannot lift things more than 6 feet above the ground. Casting requisites of an appropriate Form for the target are required.

(Base level 3, +2 Voice, +1 Concentration, +0 Individual )

Guideline : Control or move earth in a very unnatural fashion.

Ars Magica 5th Edition Core rulebook p156

The Well-Trodden Path Re Te 10

R:Touch, D: Concentration, T: Part

As the caster walks, this spell shifts the earth underfoot allowing him to travel over rutted paths and uneven roads as though they were flat and even. The earth returns to its prior position after the target of the spell has passed. The spell ends when the caster comes to a stop, such as to rest, or crosses terrain unaffected by this spell, such as a wooden bridge or a ford.
This spell has little effect on soft or muddy paths, as the earth must still be able to bear the target’s weight. The spell is potent enough to move stones and cobbles in the road.
A traveler using this spell does not suffer undue delay for traveling over poor roads. Traveling at speed to cover more ground in the day still costs the stated Long-Term Fatigue level. City & Guild, page 85, provides more detail on travel speeds. Targets affected by this spell use speeds close to the top end of the applicable travel speeds.

(Base level 2, +1 Touch, +1 Concentration, +1 Part , +1 stone )

Guideline : Control or move earth in a slightly unnatural fashion.

Magi of Hermes p141

Invisible Sling of Vilano Re Te 10

R:Touch, D: Momentary, T: Individual

Hurl a stone (of a size that could be thrown with a mundane sling) at a target within range. Unlike the standard version of Wielding the Invisible Sling (Arm5 page 155), this spell hurls the stone as a projectile. An aiming roll is required to hit the intended target, but if it succeeds, Magic Resistance offers no protection. The stone inflicts +5 damage on impact and has a range increment of 20 paces.

(Base level 5, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Hurl a stone projectile with enough force to do +5 damage (range increment of 20 paces)

Houses of Hermes : Societates p38

The Instant Ring Fort Re Te 15

R:Touch, D: Momentary, T: Part

Earth and stone is excavated from a circular ditch around the caster to create a circle of packed earth and rock four paces in diameter, two paces thick, and eight feet high. The spell does not break stone, so any boulders that extend beyond the target are left in place. The ring fort provides an excellent defensive position for holding off a superior enemy, or providing cover for or from archers.

(Base level 3, +1 Touch, +0 Momentary, +1 Part , +1 Size , +1 stone )

Guideline : Control or move earth in a very unnatural fashion.

Magi of Hermes p50

THE EARTH'S CARBUNCLE Re Te 15

Req : Muto

R:Voice, D: Momentary, T: Part

Causes a 1-pace circle of ground to become jagged stone, just under the surface, and those fragments burst into the air. Anyone standing on the circle is thrown into the air and hit with flying debris. Damage is +10.

(Base level 3, +2 Voice, +0 Momentary, +1 Part , +1 Muto requisite )

Guideline : Control or move earth in a very unnatural fashion.

Ars Magica 5th Edition Core rulebook p156

HANDS OF THE GRASPING EARTH Re Te 15

Req : Muto

R:Voice, D: Diameter, T: Part

Earthen hands from beneath the target rise out of the ground, and grasp the target’s ankles. To break free requires a Strength stress roll of 15+. (One attempt is allowed per round, and each requires a Fatigue roll.) Each hand can be destroyed by beating its +25 Soak roll (hacking weapons do double normal damage) and inflicting a Light Wound.

(Base level 3, +2 Voice, +1 Diameter, +1 Part : requisite free )

Guideline : Control or move earth in a very unnatural fashion.

Ars Magica 5th Edition Core rulebook p156

THE SPELL OF WROUGHT IRON Re Te 15

R:Touch, D: Momentary, T: Group

The spell transforms raw pig-iron from a furnace into plain bars of wrought iron, as if a blacksmith had worked the iron in his forge. The magus must succeed in a Perception + Finesse roll to work the bars and separate out the slag. The task is normally Easy (6) for a blacksmith, so the base Ease Factor is 9. Failure means the iron and inclusions do not separate; a botch means that the inclusions go unnoticed, and the iron will be flawed and crack under strain.

(Base level 2, +1 Touch, +0 Momentary, +2 Group , +2 metal )

Guideline : Shape and form dirt, as if a craftsman had worked it (Add one magnitude for stone or glass, two for metal or gemstones. Add one or two magnitudes according to complexity.)

Covenants p51

AUTODICTATION Re Te 15

R:Voice, D: Sun, T: Individual

This spell allows the magus to write by talking. Before casting this spell, the magus prepares a metal stylus and series of was boards, which are inscribed as the magus speaks. At the end of each day's declamation, the wax board go to notaries, who make temporary copies. There are then sent to scribes. This spell does not allow the magus to write faster than the core rules permit but does allow impaired magi to write when they would otherwise require a notary. A Finesse roll makes the writing particularly precise and neat, which is usually unimportant.

(Base level 1, +2 Voice, +2 Sun, +0 Individual , +2 metal )

Guideline : Control or move earth in a natural fashion.

Covenants p96

Hand of the Antiquarian Re Te 15

R:Touch, D: Sun, T: Individual

The magus traces around a section of stone up to one pace in diameter. That section, to a depth of up to an inch thick, floats out of the wall. While the magus touches the stone, it is effectively weightless.

(Base level 3, +1 Touch, +2 Sun, +0 Individual , +1 stone )

Guideline : Control or move earth in a very unnatural fashion.

Ancient Magic p60

Ominous Levitation of the Weighty Stone Re Te 15

R:Voice, D: Concentration, T: Individual

Move a stone through the air as fast as a bird flies. when the caster stops concentrating, the stone immediately falls to the ground.

The spell's name suggests one of its common application : dropping a heavy rock onto someone. Because the stone falls naturally, such an attack is not subject to Magic Resistance. Instead, an aiming roll is required to hit the intended target (see Arm5, page 86). Attacking with this spell normally takes two rounds : one to move the stone over the target, and another to aim and release it.

Damage inflicted depends mainly on the size of the stone : +5 for a stone the size of a man's fist, +10 for a typical building-stone, up to +21 for a large boulder (see also the Impact Table on page 181 of Arm5). Particularly large stones can damage structures as well as creatures.

The main limitation of this spell's combat effectiveness is the availability of large stones. Vilano himself lamented that there was never a good rock around when he needed one !

(Base level 3, +2 Voice, +1 Concentration, +0 Individual , +1 stone )

Guideline : Control or move earth in a very unnatural fashion.

Houses of Hermes : Societates p38

Foras Vim Re Te 15

R:Voice, D: Momentary, T: Group

An easily fast-cast defense against other magi, this spell shoots a choking cloud of dust and gravel at its targets. Those within the cloud are blinded by the dust and grit, and find it difficult to breathe. Casting a spell while in the cloud requires a Stamina + Concentration roll against an Ease Factor of 12. This spell also has uses in detecting invisible opponents. Conscientia has been meaning to get around to mastering this spell so that she can fast cast it ever since she created it. Maybe next season ...

(Base level 3, +2 Voice, +0 Momentary, +2 Group )

Guideline : Control or move earth in a very unnatural fashion.

Magi of Hermes p30

Tilled Soil Re Te 15

R:Voice, D: Momentary, T: Part

This spell instantly tills an amount of soil equal to that of 1000 cubic paces, making it perfect for planting crops or just soft enough to lie down upon comfortably.

(Base level 2, +2 Voice, +0 Momentary, +1 Part , +2 Size )

Guideline : Control or move earth in a slightly unnatural fashion.

Magi of Hermes p40

Coerce the Spirit of Earth Re Te 20

R:Voice, D: Diameter, T: Individual

Make a disembodied spirit of Terram obey the caster so long as she can coerce it with threats.

(Base level 5, +2 Voice, +1 Diameter, +0 Individual )

Guideline : Control a disembodied spirit of Terram.

Legends of Hermes p65

CREST OF THE EARTH WAVE Re Te 20

R:Voice, D: Momentary, T: Part

Creates a wave in the earth that starts at your feet and travels out to the range of your Voice in a designated direction. It starts as a narrow ripple and within 5 paces reaches its full size of 5 feet high and 30 paces wide. It moves about 50 paces per round. Those caught in its path must make Dexterity stress rolls of 12+ to leap over the wave, or they are tossed aside and take +10 Damage. The wave overturns trees and damages buildings in its path.

(Base level 3, +2 Voice, +0 Momentary, +1 Part , +2 Size )

Guideline : Control or move earth in a very unnatural fashion.

Ars Magica 5th Edition Core rulebook p156

THE FORGIVING EARTH Re Te 20

R:Voice, D: Sun, T: Part

Weakens earth in a 15-pace-by-15-pace area, making packed dirt as loose as plowed ground.

(Base level 2, +2 Voice, +2 Sun, +1 Part , +1 Size )

Guideline : Control or move earth in a slightly unnatural fashion.

Ars Magica 5th Edition Core rulebook p156

UNYIELDING EARTH Re Te 20

R:Voice, D: Sun, T: Part

Makes the surface of the ground in a 15- pace-by-15-pace area become more solid. Mud becomes as soft earth, and soft earth becomes as packed dirt.

(Base level 2, +2 Voice, +2 Sun, +1 Part , +1 Size )

Guideline : Control or move earth in a slightly unnatural fashion.

Ars Magica 5th Edition Core rulebook p156

Invisible Hand of the Thief Re Te 20

R:Voice, D: Momentary, T: Individual

Instantly transports any single object to the hand of the caster. The object must be within range and be visible to the caster. Objects that are being held or worn can be affected by this spell, and may need casting requisites for material other than that covered by the Form of Terram — for example, Animal for wool, leather, bone, or ivory; and Herbam for wood, rope, or linen. If the target object is protected by Magic Resistance (such as an item worn by a magus), then the spell must have sufficient Penetration. The base level for this effect is that for a very unnatural motion. However, for instant transportation the Rego Corpus guidelines are consulted, which adds one magnitude for instant transportation over 5 paces, two magnitudes over 50 paces, and so forth.

(Base level 4, +2 Voice, +0 Momentary, +0 Individual , +2 generic : +1 affect restrained objects, +1 for 50 paces transportation )

Guideline : Transport a target instantly up to five paces.

Magi of Hermes p93

THE PHANTOM BLACKSMITH Re Te 20

R:Touch, D: Momentary, T: Group

The magus transforms iron bars (or other ready iron) into a crafted and formed result, as if a blacksmith had worked to the magus's instructions. The magus must succeed in a Perception + Finesse roll substituting for the smith's Craft : Blacksmith roll, with a +3 to any Ease Factor. Failure means that the device also fails to function; a botch means it has hidden flaws.

(Base level 2, +1 Touch, +0 Momentary, +2 Group , +1 flexibility , +2 metal )

Guideline : Shape and form dirt, as if a craftsman had worked it (Add one magnitude for stone or glass, two for metal or gemstones. Add one or two magnitudes according to complexity.)

Covenants p51

The Unerring Lance Re Te 20

R:Touch, D: Diameter, T: Individual

Cast upon a thrusting weapon such as a lance or spear, this spell will allow it to move in precisely one direction only, directly forward, without any perpendicular deviation. A Rego Terram spell of higher level is needed to deflect it, otherwise it can only be dodged, not parried.

(Base level , +1 Touch, +1 Diameter, +0 Individual , +1 complex effect : Base 5 ? )

Guideline :

The Lion and the Lily : The Normandy Tribunal p60

The Prodigal Returns Re Te 25

R:Sight, D: Concentration, T: Individual

This spell causes a metal weapon (such as a sword or dagger) to fly through the air, safely returning to the outstretched hand of the caster.

(Base level 3, +3 Sight, +1 Concentration, +0 Individual , +2 metal )

Guideline : Control or move earth in a very unnatural fashion.

Hermetic Projects p90

Nature’s Kindest Seat Re Te 25

R:Touch, D: Sun, T: Group

This spell conjures a group of seats from the ground, centered on the point the user touches. The number of chairs the spell produces can be controlled by the caster, summoning up to ten.
The chairs rise from the ground and each molds itself to the nearest person as he sits back. Each chair is always at least passably comfortable, but notably more so when cast in a meadow with lush grass. Each chair sinks slowly back into the ground, leaving no trace, as the spell nears the end of its duration. The spell only works on sand or soil, a limitation Yestin aims to fix some time in the future. Yestin decided that, to better capture an audience and draw them into the music, there was nothing like a little peripheral magic to increase anticipation. Yestin has never been shy about using his magic.
Yestin’s sigil manifesting in this spell can occasionally take his audience by surprise, as at first nothing seems to happen … and then the chairs spring from the ground.

(Base level 3, +1 Touch, +2 Sun, +2 Group , +1 complex effect )

Guideline : Control or move earth in a very unnatural fashion.

Magi of Hermes p142

Creeping Earth Re Te 25

R:Touch, D: Moon, T: Part

The caster of this spell stamps his foot on the ground and a patch of earth, centered on his position and 35 paces across, slowly but inexorably rises up for the duration of the spell. The earth rises at a rate of about one inch per day (up to three feet over the spell duration). This is fast enough for people to observe if they watch the earth for more than a Diameter, and the movement can destroy buildings and other structures — even the strongest castle walls run the risk of collapse. This spell only works when cast within a league of a volcano (three miles). This is because this movement is only a slightly unnatural property of the earth in such regions, whereas it is a grossly unnatural property of earth elsewhere.

(Base level 2, +1 Touch, +3 Moon, +1 Part , +2 Size )

Guideline : Control or move earth in a slightly unnatural fashion.

Hermetic Projects p16

The Heart That Could Move Stone Re Te 25

R:Touch, D: Diameter, T: Structure

The caster can move stone buildings with incredible force. This usually causes the stone building to collapse, as it is torn from its foundations. Anyone inside takes +10 damage from the falling structure. However, if the building is floating (through the Repulsion of Earth effect, for example), then the character can push the building to a new location. Characters inside the building when it is being moved must make Dexterity rolls against an Ease Factor of 6, each round, or lose their footing. Unless special precautions are taken, laboratories inside the building are disrupted by the movement, which ruins any laboratory activities being conducted that season. It takes a season to reorganize a laboratory disrupted in this way.

(Base level 3, +1 Touch, +1 Diameter, +3 Structure , +1 stone )

Guideline : Control or move earth in a very unnatural fashion.

Hermetic Projects p19

A Season’s Inning Re Te 25

R:Touch, D: Momentary, T: Boundary, Ritual

Some waterways, especially those near estuaries, are surrounded by marshland. However, there are techniques for building up and draining the land. This can take many seasons of work, with a large team of laborers working in very difficult conditions. The draining of marshland through the digging of drainage channels and the building of dykes is known as inning. This ritual allows the magus to drain an area 300 by 300 paces to the point that it is dry and stable, as though a season had been spent inning the land. The Aquam requisite is used to move the standing water outside the spell boundary, which makes the inning work easier than normal. This spell uses the rules for Rego Craft Magic (Covenants, page 49) and as such the magus must make a Perception + Finesse roll to determine the success and quality of his work. In this case, the Ease Factor is 15 (base 9 + 6 for a season’s work). Failure means that, while the drainage ditches may have been dug, they are either too shallow or too few to drain the land. If left, the land is likely to remain waterlogged and building on it is impossible.

(Base level 2, +1 Touch, +0 Momentary, +4 Boundary , +1 Aquam requisite , +1 Size )

Guideline : Shape and form dirt, as if a craftsman had worked it (Add one magnitude for stone or glass, two for metal or gemstones. Add one or two magnitudes according to complexity.)

Hermetic Projects p57

Follow the Route I Command Re Te 25

R:Touch, D: Momentary, T: Part

This spell carves a new channel in the ground with both ends connected to an existing waterway. As the spell completes, the water flushes into this new section and the spoil from the work starts to fill the old channel. The magus must be touching the ground that he wants the new channel to pass through. The movement of a large amount of earth, while time-consuming, requires little skill. A Perception + Finesse roll against Ease Factor 12 is needed. Failure means that the channel is incomplete, or the old route is still flooded. If the Finesse roll botches, the work appears complete but the land is now liable to flooding, causing damage to crops and homes alike.

(Base level 3, +1 Touch, +0 Momentary, +1 Part , +1 stone , +3 Size )

Guideline : Control or move earth in a very unnatural fashion.

Hermetic Projects p57

A Mightier Channel Re Te 25

R:Touch, D: Momentary, T: Part

On casting this spell while touching the river bank, the river is dredged, deepening and widening it as required by the casting magus. A single casting is enough to prepare a small waterway to take a large river barge, or a larger waterway to take a buss or cog.

(Base level 3, +1 Touch, +0 Momentary, +1 Part , +1 stone , +3 Size )

Guideline : Control or move earth in a very unnatural fashion.

Hermetic Projects p57

ABRADING STONES Re Te 25

R:Voice, D: Diameter, T: Part

This spell lifts all loose rocks and pebbles in a 15-pace radius about the target, and grinds them against the victim. Damage is +5 per round.

(Base level 3, +2 Voice, +1 Diameter, +1 Part , +1 Size , +1 stone )

Guideline : Control or move earth in a very unnatural fashion.

Against the Dark : The Transylvanian Tribunal p31

Circular Wall of Shields Re Te 30

R:Touch, D: Sun, T: Group

Up to twenty shields rise into the air and form a circle around the caster or anyone he designates. Up to ten people can stand within the circle, if they crowd together, but two shields are needed to give adequate defense to each person. The shields slowly rotate around the circle, providing total cover against missile weapons, and limited cover against melee attacks. The shields provide a Defense Total against melee attacks equal to the caster’s Perception + Finesse plus the Defense modifier of the shield in question. If a shield successfully defends against an attack, the base weapon damage is still inflicted directly on the shield. Each shield has a Soak of 3, and if it takes more than 10 points of damage in a single blow, the shield is destroyed and drops to the ground. Destroying shields leaves some individuals in the ring unprotected; but because the shields move, the undefended individuals change each round. If a person is protected by just one shield, then apply the Defense Total to missile attacks as well as melee attacks. From inside the ring, the shields can be plucked from the air; but once this is done, they cannot be replaced.

(Base level 3, +1 Touch, +2 Sun, +2 Group , +2 metal )

Guideline : Control or move earth in a very unnatural fashion.

Magi of Hermes p50

Crystal Rain Re Te 30

R:Sight, D: Momentary, T: Group

This spell causes a vast cloud of sharp shards of glass fly to a point in the sky, and then fall to the earth. From a distance, as the light refracts through the plunging glass, it looks like a curious sort of localized rain. The area covered by the falling glass is about 10 paces across, and anyone in (or passing through) the area takes +10 damage. If a wound is caused, blood from the victim falls onto the earth. This is an Aimed spell that consequently bypasses Magic Resistance, and there is a +12 bonus to the Aiming roll to hit due to the number of glass shards (see ArM5, page 86). This Aiming bonus is for a cloud of shards that contains 100 cubic paces of glass. If the cloud of shards contains only 10 cubic paces of glass, the Aiming bonus is reduced to only +6. Remember to count Defense bonuses because of shields. This spell requires that the caster has large collection of sharp glass shards, which need to be mundane in order to bypass Magic Resistance in this way. The shards could be created using a momentary Creo Terram ritual (such as The Shattered Goblet), or they could be acquired from a mundane craftsman, although this is probably more expensive and inconvenient for most magi. As long as the fallen glass shards remain within Sight range of the caster, the same shards can be used to cast the effect again in a subsequent round.

(Base level 3, +3 Sight, +0 Momentary, +2 Group , +1 glass , +1 Size )

Guideline : Control or move earth in a very unnatural fashion.

Hermetic Projects p89

Glass Broom Re Te 30

R:Sight, D: Concentration, T: Group

This spell moves a lot of glass objects around. The spell can be used to move around glass created by The Shattered Goblet. It can also be used to move other glass around. If a Finesse Roll against an Ease Factor of 9 is failed, then the glass is broken during transit (which is not a problem if the glass is just glass shards).

(Base level 3, +3 Sight, +1 Concentration, +2 Group , +1 glass )

Guideline : Control or move earth in a very unnatural fashion.

Hermetic Projects p89

EARTH SHOCK Re Te 30

R:Voice, D: Momentary, T: Part

Shakes the ground in a 100 pace radius. All affected by this spell must make a Quickness – Encumbrance stress roll of 10+ or fall. Apply these modifiers: standing still, +2; on solid stone, +2; moving slowly, +0; on earth, +0; running, –2; standing on a narrow bridge, –6.

(Base level 3, +2 Voice, +0 Momentary, +1 Part , +4 Size )

Guideline : Control or move earth in a very unnatural fashion.

Ars Magica 5th Edition Core rulebook p156

THE EARTH SPLIT ASUNDER Re Te 30

R:Voice, D: Concentration, T: Part

Creates a 5-foot-wide, 60-foot-long, 10- foot-deep crack in the ground. It opens on one round, stays open for another round, and closes at the start of a third round, crushing all within it for +25 damage. You must maintain concentration for all three rounds, or the pit slowly closes, over an hour’s time, rather than shutting quickly and violently. To avoid the pit, those in its vicinity other than the caster must make a Quickness stress roll of 9+. Falling in incurs +10 damage. To escape, another such roll is made. Unless outside help is provided, people in the pit only get one chance to escape.

(Base level 3, +2 Voice, +1 Concentration, +1 Part , +1 fancy effect , +2 Size )

Guideline : Control or move earth in a very unnatural fashion.

Ars Magica 5th Edition Core rulebook p156

Deny Them the Bridge Re Te 30

R:Touch, D: Concentration, T: Structure

This spell lifts a stone bridge, including its foundations, clear of the river and places it in some spot that the magus can see.
A Perception + Finesse Stress roll is required against a base Ease Factor of 9. Larger bridges, up to the maximum size manageable with this variant, increase the Ease Factor by +3. Failing the roll means one check for damage as per City & Guild, page 77, for each point by which the casting roll failed.
Use of this spell allows the magus to withdraw major bridges from the enemy, controlling their ability to cross rivers in numbers.

(Base level 3, +1 Touch, +1 Concentration, +3 Structure , +1 Size , +1 stone )

Guideline : Control or move earth in a very unnatural fashion.

Transforming Mythic Europe p45

Mold the Earth within Sight Re Te 30

R:Sight, D: Momentary, T: Part

Using this spell, the magus can shape an amount of earth equal to the mass of a hundred men into any form that he likes, although truly complicated forms may require a Finesse check. This spell was originally invented to help build quick walls or boundaries (even hasty circles), but its applications could be broader. This spell only works on dirt, rock, and stone; other more-exotic forms of Terram (metal, diamonds, gemstones, etc.) are unaffected.

(Base level 2, +3 Sight, +0 Momentary, +1 Part , +1 Elaborate , +1 Size , +1 stone )

Guideline : Control or move earth in a slightly unnatural fashion.

Magi of Hermes p40

CREEPING CHASM Re Te 35

R:Voice, D: Momentary, T: Part

Creates a chasm that runs from the ground in front of your feet towards some target within range that you designate. The chasm travels about 4 paces per round, growing slowly wider as it travels, reaching a maximum width of 20 feet at a distance of 30 paces. The chasm is 20 to 30 feet deep, and the sides are likely to collapse, so any caught in it are in a bit of a bind. To avoid the growing chasm, a target must make a Quickness stress roll of 9+. The chasm closes naturally in a week.

(Base level 3, +2 Voice, +0 Momentary, +1 Part , +1 fancy effect , +4 Size )

Guideline : Control or move earth in a very unnatural fashion.

Ars Magica 5th Edition Core rulebook p156

A Careful Removal of a Perfect Landscape Re Te 35

R:Touch, D: Moon, T: Boundary, Ritual

This spell slices off a piece of the countryside, and allows the magus to float it through the air, at the speed of a running horse. The magus can ride on the piece of land, if he wishes.

(Base level 3, +1 Touch, +3 Moon, +4 Boundary : (remember to add further magnitudes to increase Boundary size.) )

Guideline : Control or move earth in a very unnatural fashion.

Transforming Mythic Europe p63

The Second Remove of the Giant’s Dance Re Te 35

R:Touch, D: Moon, T: Structure

This spell allows the magus to uproot a structure and float it through the air, at the speed of a running horse. The magus can ride the structure, if it is sufficiently strong to take his weight.

(Base level 3, +1 Touch, +3 Moon, +3 Structure )

Guideline : Control or move earth in a very unnatural fashion.

Transforming Mythic Europe p63

Rapacious hand of the Highwayman Re Te 35

R:Voice, D: Momentary, T: Individual

Transports a wagon and its contents from within range to a location three miles away. An Intelligence + Finesse stress roll against an Ease Factor of 9 ensures that the wagon is deposited on all four wheels, otherwise it tips over upon landing and may spill its contents. Note that since this uses the Terram guidelines to transport non-living objects, anyone riding in the wagon is left behind. Without requisites, substantial amounts of liquid or animals are also left behind. This spell has become commonly used in the Normandy Tribunal, where stealing the supplies of another covenant is not forbidden by the Peripheral Code and there is a culture of raiding the supply lines of one’s rivals.

(Base level 15, +2 Voice, +0 Momentary, +0 Individual , +2 Size )

Guideline : Transport a target instantly up to one league.

Transforming Mythic Europe p109

Summon the Spirit of Earth Re Te 40

R:Arcane connection, D: Concentration, T: Individual

Calls a disembodied (Form) spirit if the magus has an Arcane Connection or knows the non-magical name of the spirit. Elemental material of the type associated with the spirit serves as an Arcane Connection to any (Form) spirit which resides in the area.

(Base level 15, +4 Arcane connection, +1 Concentration, +0 Individual )

Guideline : Summon a disembodied spirit of Terram.

Legends of Hermes p65

Steering A Vast Stone Dish Re Te 40

R:Touch, D: Ring, T: Circle

This spell allows the player characters to direct the voyage of a small floating island whose wall has been created with a level 30 spell. The island travels at the speed of a running horse, which is about 50 land miles per hour. An island with a wall created using a level 35 spell requires a level 45 spell to steer, and one created by a level 40 spell requires one of level 50. Larger islands, if steered by a single spell, can only be maneuvered with rituals.
This spell does demonstrate the difficulty of steering with simple spells, however: a Ring 800 paces across requires over 250 concentration rolls to draw. Wise player characters would, instead, invest this spell in an invested device that maintained Concentration for them.

(Base level 2, +1 Touch, +2 Ring, +0 Circle , +6 Size )

Guideline : Control or move earth in a slightly unnatural fashion.

Transforming Mythic Europe p91

THE FIELD OF MILLSTONES Re Te 40

R:Voice, D: Diameter, T: Part

As Abrading Stones, but affects everything in a circle 200 paces across.

(Base level 3, +2 Voice, +1 Diameter, +1 Part , +1 stone , +4 Size )

Guideline : Control or move earth in a very unnatural fashion.

Against the Dark : The Transylvanian Tribunal p31

Cargo of Angel's Wings Re Te 45

R:Touch, D: Momentary, T: Individual

The caster transports the target object to the location of an arcane connection. Hermanus used this spell to obtain vis and arcane connections from the location of the Wooden Mannequin that he used to explore the world without leaving his laboratory.

(Base level , +1 Touch, +0 Momentary, +0 Individual : Base 35 ? )

Guideline :

Legends of Hermes p119

Portage of the Eagles Re Te 45

R:Touch, D: Momentary, T: Group

Transports up to one small hundred crates or equivalent volume of goods (100 cubic paces) to a place to which the caster has an Arcane Connection. Requisites are needed if the crates contain live animals or liquids.

(Base level 25, +1 Touch, +0 Momentary, +2 Group , +1 Size )

Guideline : Transport a target instantly to a place to which you have an Arcane Connection.

Transforming Mythic Europe p109

Awaken Sleeping Giant! Re Te 45

R:Touch, D: Momentary, T: Part

This spell is cast in the crater of a dormant volcano, and causes the volcano to erupt into life again. The volcanic crater can be up to two miles across, and the spell has no effect if cast in a location other than a volcanic crater. Obviously, the caster will be caught in the eruption, which may be a problem if he is not protected by appropriate wards. Once the spell has been cast there is no active magical effect; the eruption is natural and does not need to Penetrate Magic Resistance. The effect is considered “slightly unnatural,” as it is natural for a volcano to erupt, but the spell artificially triggered the eruption.

(Base level 2, +1 Touch, +0 Momentary, +1 Part , +1 stone , +8 Size )

Guideline : Control or move earth in a slightly unnatural fashion.

Hermetic Projects p13

THE AMBULATORY LABORATORY Re Te 50

R:Touch, D: Momentary, T: Room

This spell precisely transports all the movable contents of a chamber into another room to which the caster has an Arcane Connection, leaving their configuration and relative position intact. Some casting requisites are usually required, depending on the composition of the lab's outfittings;a Herbam requisite is required to move wooden furniture, and so on. The destination room must be at least as large as the occupied part of the current room, although it can be a different shape. Magi quite often utilize this effect in order to avoid the tiresome (and expensive) practicalities of moving their sanctum by more mundane means. When this spell is cast on a lab, make a Perception + Finesse roll to determine the precision with which the contents are rearranged in the new chamber. The base Ease Factor is 9+ (3xRefinement). Also add three if the lab is Highly organized; substract three if it is Disorganized. Also add three if the shapes of the old and new chambers do not match, or six if they are radically different. If this roll fails, the Disorganized Flaw is gained, or the Highly Organized Virtue is lost. If the roll botches, the Hidden Defect Flaw is gained instead.

A version of this spell with Arcane Connection Range is also believed to exist; with this more powerful variant a magus may summon the contents of a remote lab into the chamber he occuppies. It is not unheard of for a nefarious magus to steal an entire lab in this fashion.

(Base level , +1 Touch, +0 Momentary, +2 Room , +2 complexity : base 25 )

Guideline :

Covenants p122

DIVERTING THE RIVER Re Te 50

R:Voice, D: Diameter, T: Part

This spell creates a chasm 30 feet wide, 30 to 40 feet deep, and 10,000 paces long (which is just over 5.5 miles). Monica can use this spell to divert rivers with the aid of her Necessary Monolith spell, which dams the original watercourse. She can also create defensive circles, up to a mile and three quarters across, with each casting of the spell. The channel is not stable, and begins to collapse over the next few days, but if has been used to divert a river, the scouring action of the water may keep it clear.

(Base level 3, +2 Voice, +1 Diameter, +1 Part , +7 Size )

Guideline : Control or move earth in a very unnatural fashion.

Against the Dark : The Transylvanian Tribunal p31

Scorn of Aphrodite’s Tears Re Te 70

R:Touch, D: Momentary, T: Individual, Ritual

This ritual is cast when the eruption of a volcano is imminent, and it climaxes with a vial of pure water being poured into the crater mouth. The ritual prevents the volcano from erupting. The volcano region can be up to 20 miles in diameter (although the crater will be only a fraction of this size), and the peak can be up to 15,000 feet high.

(Base level 3, +1 Touch, +0 Momentary, +0 Individual , +1 stone , +13 Size )

Guideline : Control or move earth in a very unnatural fashion.

Hermetic Projects p16

HERMES' PORTAL Re Te 75

R:Arcane connection, D: Year, T: Individual, Ritual

Creates a magical portal through which people, animals, and objects can travel almost instantaneously. The ritual must be cast twice, simultaneously at two different locations, and after the rituals are performed, there is a magical connection between them. The magi conducting each ritual must have an Arcane Connection (such as a clod of dirt) to the other location when they are conducting the ritual. The portal is activated by some command word or ritual determined when the portal is enchanted. Inanimate things and unwilling creatures may be transmitted if someone else says the command word, and pushes the subject through.

(Base level , +4 Arcane connection, +4 Year, +0 Individual : (Mercurian Ritual) )

Guideline :

Ars Magica 5th Edition Core rulebook p156

Arcane Seal Re Vi General

R:Touch, D: Sun, T: Individual

This spell can be cast on a magical tunnel created by an Intangible Tunnel-style of effect, but it may only be cast by the magus who originally cast the Intangible Tunnel effect, because this spell uses the “suppress own spell” guideline (see ArM5, page 161). The tunnel is sealed for the duration of this spell, and spells can no longer be cast through the tunnel in either direction. When this spell expires, or it is ended some other way, the tunnel may be used again (if it has not expired in the meantime). This spell may be used to seal Intangible Tunnel type effects of a level up to one magnitude less than this spell. The seal itself appears as a Hermetic sigil emblazoned in the air. Note that the seal itself is a spell, and so can be dispelled. However, the seal is only present at the caster’s end of the Intangible Tunnel. There is nothing to dispel at the other end.

(Base level 0, +1 Touch, +2 Sun, +0 Individual )

Guideline : Sustain or suppress a spell you have cast whose level is less than or equal to the (level + 2 magnitudes) of the Vim spell.

Hermetic Projects p81

Break the Siege Re Vi General

R:Voice, D: Sun, T: Individual

This spell suppresses a magical tunnel created by Hermetic Vim magic, if the level of the magical tunnel creating spell is less than or equal to half the level of this spell + 1 magnitude. For the duration of this spell, spells can no longer be cast through the tunnel, in either direction. When this spell expires, or it is ended some other way, the tunnel may be used again (if it has not expired in the meantime). It is a good idea to master this spell taking the Fast Casting mastery (ArM5, page 87). This spell can be cast at either end of the magical tunnel. However, note that, without the aid of magical senses, only the original caster of the magical tunnel can target it. Of course, the Break the Siege effect is a spell, and can be dispelled itself. However, the Break the Siege spell is only present at the end which it was cast at. There is nothing to dispel at the other end.

(Base level 0, +2 Voice, +2 Sun, +0 Individual )

Guideline : Sustain or suppress a spell of a specific type cast by another with level less than the level +2 magnitudes of the Vim spell. Examples of specific types include Hermetic Terram magic and Shamanic spirit control magic [and curse magic].

Hermetic Projects p81

Adjuration of the Hell-Sworn Spirit Re Vi General

R:Arcane connection, D: Momentary, T: Individual

This spell summons a demon with Might no greater than the spell’s level. It creates a magical conduit between the magus and the demon using the demon’s True Name (which is essential for this spell), and the demon is compelled to travel almost instantly to the magus’s location through that conduit. If the magus has prepared an arcane circle, such as in the spell Ward Against Demons, he can force the demon to appear within it.

(Base level 0, +4 Arcane connection, +0 Momentary, +0 Individual )

Guideline : Summon a demon with Infernal Might less than (the level of the spell + 20). (Ritual)

Realms of Power : The Infernal p122

Dominance Over the Infernal Re Vi General

R:Touch, D: Year, T: Boundary, Ritual

Causes the apparent Infernal aura of strength equal to (ritual magnitude – 9) to abate. The Infernal aura, though still present, is held at bay and its effects are not felt. Other auras present that may have been suppressed are now expressed.

(Base level 0, +1 Touch, +4 Year, +4 Boundary )

Guideline : Suppress an aura of strength less than or equal to the spell’s magnitude. The aura is not destroyed but its effects, including any casting bonuses/penalties, are suppressed for the spell’s duration. The aura returns to full strength at the end of the spell’s duration. The presence of the suppressed aura is detected by magic or abilities that can normally detect such auras. This Ritual cannot affect regio levels beyond the mundane level. As the target aura is still in place, merely locked away, events and actions that fuel the aura may raise the level beyond the power of this Ritual to contain it. If this happens, the Ritual’s power is broken and the aura is made apparent again. (Ritual)

Restricted access.

Legends of Hermes p18

Wrappings of Metaphysical Iron Re Vi General

R:Touch, D: Sun, T: Individual

This spell wards an object from being touched or manipulated by faeries or faerie magic. Faeries with Might greater than the spell’s level are not restrained by this spell, nor are faeries that resist the spell’s Penetration. Lambert’s version of this spell was developed from laboratory notes made by a Merinita magus with the virtue of Spell Potency (The Mysteries Revised Edition page 31 or Houses of Hermes: Mystery Cults page 6) concerning faeries. Lambert is unable to cast this spell unless he wraps an iron chain around the protected item at the time of the casting. Due to the influence of the iron chain, this spell is cast with a Potency Bonus of +7.
Lambert finds that faeries rarely confront him about his use of this spell when he casts it on goods that he brings into their lands, but they become exceedingly displeased by the spell when it is used upon any item that is native to their home.

(Base level , +1 Touch, +2 Sun, +0 Individual : Base effect )

Guideline :

Magi of Hermes p68

Guttering of the Home-Fires Re Vi General

R:Touch, D: Diameter, T: Individual

This spell temporarily suppresses an Aegis of the Hearth effect. The Aegis of the Hearth effect must be less than half the level of this spell + 3 magnitudes. The known Lab Texts of this spell incorporate a side effect: while the Aegis of the Hearth is lowered, the temperature within the affected boundary is lowered slightly, which sensitive characters might notice. This spell must penetrate the Aegis of the Hearth effect, of course. Note that if the Aegis of the Hearth is of a high level, then this spell may need to be a ritual.

(Base level 0, +1 Touch, +1 Diameter, +0 Individual )

Guideline : Sustain or suppress a spell of a specific type cast by another with level less than the level +2 magnitudes of the Vim spell. Examples of specific types include Hermetic Terram magic and Shamanic spirit control magic [and curse magic].

Hermetic Projects p94

Circular Ward Against Faerie Spirits Re Vi General

R:Touch, D: Ring, T: Circle

All creatures with Faerie Might equal to or less than the level of the spell are unable to enter the circle or harm those within it.

(Base level 0, +1 Touch, +2 Ring, +0 Circle )

Guideline : Ward against beings associated with Vim from one supernatural realm with Might less than or equal to the level of the spell. (Touch, Ring, Circle)

Legends of Hermes p108

Circular Ward Against Magical Spirits Re Vi General

R:Touch, D: Ring, T: Circle

All creatures with Magical Might equal to or less than the level of the spell are unable to enter the circle or harm those within it.

(Base level 0, +1 Touch, +2 Ring, +0 Circle )

Guideline : Ward the target against creature with a Might less than or equal to the level of the spell. A creature warded against cannot directly affect the target physically or by magical means. A spell of this nature will only ward against creatures of one Realm (Divine, Magic, Faerie or Infernal). (Base Ward Spells Guideline applies)

Legends of Hermes p108

Tie the threads that Bind Re Vi General

R:Touch, D: Momentary, T: Group, Ritual

This spell is uniquely used for the construction of automata. The base effect level of the spell level must equal or exceed the construct’s Magic Might to be successful, meaning the fi nal spell level must equal or exceed the automaton’s Magic Might + 15.

(Base level , +1 Touch, +0 Momentary, +2 Group : Base effect )

Guideline :

Requires virtue(s) Automata

Houses of Hermes : Mystery Cults p130

AEGIS OF THE HEARTH Re Vi General

R:Touch, D: Year, T: Boundary, Ritual

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 penetrate a resistance equal to the level of the Aegis, it fizzles out. The Aegis is also able to block foreign Intellego spells, even if they cannot normally be blocked by a Parma Magica, and spells that were cast before they entered the Aegis, such as an invisibility spell cast on a magus outside the Aegis. 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 Totals. Spells successfully cast have otherwise normal effects (e.g. Ignem spells still do full damage). Penetration totals for magical creatures are reduced by the same amount. Effects from enchanted devices are resisted by the Aegis unless the item was within the Aegis at the time of casting, or was created within the Aegis by someone who was part of the ritual or in possession of a token.
Creatures with a Might score cannot enter the area protected by the Aegis unless they have a higher Might than the Aegis’s level. When approaching the border of an Aegis, a magical person (including a Hermetic magus) feels a slight tingle in the extremities. Magical, Infernal, Faerie, and Divine 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. Magi do not need to be able to cast the spell to participate in the ritual, and, indeed, non-Hermetic wizards can participate as well. Only one magus needs to actually cast the spell.
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, but at different levels. Inventing a version with different parameters, however, would require a similar breakthrough, and years of research.

(Base level , +1 Touch, +4 Year, +4 Boundary )

Guideline :

Ars Magica 5th Edition Core rulebook p161

CIRCULAR WARD AGAINST DEMONS Re Vi General

R:Touch, D: Ring, T: Circle

All creatures with Infernal Might equal to or less than the level of the spell are unable to enter the circle or harm those within it. If you cast the spell again, the stronger ring dispels the weaker, regardless of the order of casting. Some magi cast this spell before going to sleep at night. At night, from certain angles, the ring may be seen as a silver-hued dome.

(Base level 0, +1 Touch, +2 Ring, +0 Circle )

Guideline : Ward the target against creature with a Might less than or equal to the level of the spell. A creature warded against cannot directly affect the target physically or by magical means. A spell of this nature will only ward against creatures of one Realm (Divine, Magic, Faerie or Infernal). (Base Ward Spells Guideline applies)

Ars Magica 5th Edition Core rulebook p162

MAINTAINING THE DEMANDING SPELL Re Vi General

R:Touch, D: Sun, T: Individual

You cast this spell on a spell that you have already cast and are maintaining through concentration. The spell that requires concentration is then automatically maintained for the duration of this spell, whether you concentrate or not. You cannot change the effects of the first spell without concentrating on it again. For instance, you can use The Unseen Arm (ReTe 5) to hold an object in the air without concentrating, but to move the object still requires concentration. A Stamina + Concentration stress roll of 6+ must be made in order to cast this spell while keeping the first one going (a lower roll than normal because this is what the spell is designed for). This spell only works on spells of equal or lower level.

(Base level 0, +1 Touch, +2 Sun, +0 Individual )

Guideline : Sustain or suppress a spell you have cast whose level is less than or equal to the (level + 2 magnitudes) of the Vim spell.

Ars Magica 5th Edition Core rulebook p162

OPENING THE INTANGIBLE TUNNEL Re Vi General

R:Arcane connection, D: Concentration, T: Individual

You can open a magical channel from yourself to some target, allowing you to cast any spell with a range greater than Personal on that target. The tunnel does not, of itself, grant any sense impressions of the target — you must cast appropriate spells through it if you wish to see. Spells cast through the tunnel cannot be of higher level than that of this spell. You must make standard Concentration rolls to maintain concentration on the Opening spell as you cast other spells. A magus who magically recognizes the tunnel (through The Invisible Eye Revealed or a similar spell) may cast spells through the tunnel back at you, and he need not concentrate on keeping the tunnel open. If this magus is the target of the spell, he is considered to be touching you. Otherwise, his effective range to you is his range to the target of the tunneling spell. If the target of the spell has Magic Resistance, you must penetrate that resistance to open the tunnel. Spells cast through the tunnel must also penetrate Magic Resistance normally.

(Base level 0, +4 Arcane connection, +1 Concentration, +0 Individual )

Guideline : Create a conduit or container for spells with a level lesser than or equal to the (level +5 magnitudes) of the Vim spell. A conduit puts you in mystical contact with the target (effective Touch range), while a container will hold a spell for a specific lenght of time before releasing it.

Ars Magica 5th Edition Core rulebook p162

SUPPRESSING THE WIZARD'S HANDIWORK Re Vi General

R:Touch, D: Concentration, T: Individual

Cancels one spell that you have cast, but only as long as you concentrate. When concentration is broken the effects of the spell
return. The level of the spell to be suppressed must not exceed the level of this spell. The effects of the spell being suppressed take about one round to fade out, and then another round to return after concentration is broken. The spell to be affected must be active to be suppressed — in particular, it may not be of Momentary duration.
Common uses of this spell include providing access to some place normally blocked by magic (for example, having a MuTe blocking the door to your lab, and then suppressing it to enter), and avoiding traps (such as suppressing a Watching Ward [ReVi Gen] on your rear door). This spell is designed to be held while you do something else, so the magus gets a +3 bonus to all Concentration rolls.

(Base level 0, +1 Touch, +1 Concentration, +0 Individual )

Guideline : Sustain or suppress a spell you have cast whose level is less than or equal to the (level + 2 magnitudes) of the Vim spell.

Ars Magica 5th Edition Core rulebook p162

WATCHING WARD Re Vi General

R:Touch, D: Special duration, T: Individual, Ritual

Watching Ward puts another spell on a given target on hold until that spell is triggered by a simple condition, which is determined when this ritual is cast. The target of the Watching Ward must be present for the entire casting ritual. When the conditions you specify come to pass, the suspended spell takes effect.
Only one Watching Ward can be placed on any one person or object. The level of the Watching Ward must at least equal the level of the spell held in suspension. You can put multiple spells in the Ward, provided that its level at least equals the sum of the levels of the contained spells. If Intellego spells are included in a Watching Ward, they may be used to trigger the other spells. Thus, if you put Frosty Breath of the Spoken Lie (InMe 20) into the Watching Ward, you can also put in a spell that is cast when someone lies. An Intellego spell in the Watching Ward has no effect other than to cast other spells when the proper condition is detected. Thus, in the example, one’s breath is not frosty when he or she is caught in a lie. If someone tries to dispel the Watching Ward and fails, the suspended spell is cast. Flambeau and Tytalus magi commonly put highly destructive spells upon their persons, to be cast if they die so they may have vengeance upon their killers. The Ritual nature of this spell supports the potentially indefinite duration. The Watching Ward is dispelled when it releases its spell.
A version of this spell with target Room, known as Waiting Spell, is also well known in the Order. It can contain spells up to the level of the Waiting Spell – 10, and is also a Ritual.

(Base level 0, +1 Touch, +0 Special duration, +0 Individual )

Guideline : Create a conduit or container for spells with a level lesser than or equal to the (level +5 magnitudes) of the Vim spell. A conduit puts you in mystical contact with the target (effective Touch range), while a container will hold a spell for a specific lenght of time before releasing it.

Ars Magica 5th Edition Core rulebook p162

The Patient Spell Re Vi General

R:Touch, D: Concentration, T: Individual

When this spell is cast in conjunction with a second spell (requiring an Intelligence + Concentration roll against an Ease Factor of 9), the other spell is delayed in taking effect until the caster ceases concentration on The Patient Spell. The target spell can be of no higher level than the level of The Patient Spell. A spell held using The Patient Spell may be released to interrupt an action in the same manner as a fast cast spell, requiring the same “fast casting” roll of Quickness + Finesse (ArM5 page 83).
Ranulf uses The Patient Spell to provide himself with an opportunity to cast Boreal Flames with Pilum of Fire. Maintaining concentration on The Patient Spell while casting another spell requires an Intelligence + Concentration roll against an Ease Factor of 9 to perform successfully; this is easier than normal, because the spell is designed for this use.

(Base level 0, +1 Touch, +1 Concentration, +0 Individual )

Guideline : Sustain or suppress a spell you have cast whose level is less than or equal to the (level + 2 magnitudes) of the Vim spell.

Magi of Hermes p113

Invoke the Pact of Zelos Re Vi General

R:Arcane connection, D: Momentary, T: Individual, Ritual

This spell represents the formation of a pact with Zelos, the Daimon of rivalry and contention. It targets a duplicate (called an Aspect) of Zelos, rather than the spirit itself, and if the spell penetrates the Aspect’s Might (see insert), that Aspect appears before the caster to perform a specific service. This spell does not exert any control over this spirit. Without the Mystery Virtue of Hermetic Theurgy, this spell must have a level of at least 40 (twice the Might of the Daimon’s Aspect), and it usually needs to be cast using Wizard’s Communion, to achieve sufficient Penetration. As a spell adapted from non-Hermetic theurgic practices, it requires knowledge of a Mystery, or a Hermetic Breakthrough, to invent, although nontheurgist Hermetic magi can learn the spell from a Lab Text or from a teacher. Acquiring an Arcane Connection to a Daimon such as Zelos is no simple task, and may be the focus of a story in its own right.

(Base level , +4 Arcane connection, +0 Momentary, +0 Individual )

Guideline :

Restricted access.

Houses of Hermes : Societates p100

Quiet the Cursing Tongue Re Vi General

R:Voice, D: Sun, T: Individual

The target of this spell cannot use any curse magic with a level less than or equal to (spell level – 10). If the curse magic is controlled by a Supernatural Ability, then its level is equivalent to (Score x 5). This spell can be used as a template for spells that affect other types of exotic magic.

(Base level 0, +2 Voice, +2 Sun, +0 Individual )

Guideline : Sustain or suppress a spell of a specific type cast by another with level less than the level +2 magnitudes of the Vim spell. Examples of specific types include Hermetic Terram magic and Shamanic spirit control magic [and curse magic].

Houses of Hermes : Societates p129

The Minute of Reckoning Re Vi General

R:Arcane connection, D: Diameter, T: Individual

This spells opens a magical tunnel between the caster and the target. Spells cast through this tunnel can be up to the level of this spell. Unlike the Opening the Intangible Tunnel spell, the caster does not need to maintain concentration on this spell; this spell has duration of Diameter. This has advantages (the caster doesn’t need to maintain concentration) and disadvantages (the tunnel cannot be swiftly closed by ceasing to concentrate). Note that, despite the name of this spell, a Diameter duration spell actually lasts for two minutes.

(Base level , +4 Arcane connection, +1 Diameter, +0 Individual )

Guideline :

Hermetic Projects p80

The Cursèd Day Re Vi General

R:Arcane connection, D: Sun, T: Individual

This spells opens a magical tunnel between the caster and the target. Spells cast through this tunnel must be at least one magnitude less than the level of this spell.

(Base level 0, +4 Arcane connection, +2 Sun, +0 Individual )

Guideline : Create a conduit or container for spells with a level lesser than or equal to the (level +5 magnitudes) of the Vim spell. A conduit puts you in mystical contact with the target (effective Touch range), while a container will hold a spell for a specific lenght of time before releasing it.

Hermetic Projects p80

Wizard’s Siege Re Vi General

R:Arcane connection, D: Moon, T: Individual

This spells opens a magical tunnel between the caster and the target. Spells cast through this tunnel must be at least two magnitudes less than the level of this spell. This spell has a duration of Moon. A confident magus might cast this spell immediately after the Wizard’s War begins.

(Base level 0, +4 Arcane connection, +3 Moon, +0 Individual )

Guideline : Create a conduit or container for spells with a level lesser than or equal to the (level +5 magnitudes) of the Vim spell. A conduit puts you in mystical contact with the target (effective Touch range), while a container will hold a spell for a specific lenght of time before releasing it.

Hermetic Projects p80

The Evil Eye Re Vi General

R:Sight, D: Diameter, T: Individual

Sometimes a magus cannot acquire an Arcane Connection to his quarry. This spell opens a tunnel between the magus and any target within Sight Range. The advantage of this is that it lowers the effective range between the magus and the target — which means that lower magnitude effects can be used on the target, which should increase the effective Penetration Total. Effects cast through The Evil Eye tunnel can be up to one magnitude greater than the magnitude of The Evil Eye spell.

(Base level 0, +3 Sight, +1 Diameter, +0 Individual )

Guideline : Create a conduit or container for spells with a level lesser than or equal to the (level +5 magnitudes) of the Vim spell. A conduit puts you in mystical contact with the target (effective Touch range), while a container will hold a spell for a specific lenght of time before releasing it.

Hermetic Projects p81

The Master’s Message Re Vi General

R:Touch, D: Moon, T: Individual

This spell opens a tunnel between the magus and a character that he touches. Once it is cast, the tunnel remains in place, even if the characters break contact. The purpose of this spell is to enable the magus to open a tunnel between himself and a grog. The grog can then depart on a mission, and the magus is able to monitor his progress and cast spells through the tunnel as required. Even if the grog character has no Magic Resistance, it is a good idea to record the Penetration of this spell, as the grog may try to pass through a hostile Aegis. Effects cast through The Master’s Message tunnel can be up to one magnitude greater than the magnitude of The Master’s Message spell.

(Base level 0, +1 Touch, +3 Moon, +0 Individual )

Guideline : Create a conduit or container for spells with a level lesser than or equal to the (level +5 magnitudes) of the Vim spell. A conduit puts you in mystical contact with the target (effective Touch range), while a container will hold a spell for a specific lenght of time before releasing it.

Hermetic Projects p81

Cleanse the Verminous Vis Re Vi 15

R:Touch, D: Momentary, T: Individual

This spell is used to make vis of Infernal provenance safe for use by a Hermetic magus. It transfers the vis from its original physical form into a item of the magus’s choosing, which is touched to the original vis. This item must be of sufficient shape and material (ArM5, page 97) to be able to contain the vis transferred into it. However, this spell does not operate quite how the Venatores think that it does: vis which is heavily corrupted by the Infernal still contains a measure of its taint. Vis prava becomes vis sordida, vis sordida becomes vis infesta, and only vis infesta becomes normal vis (see Chapter 1: The Infernal Realm, Infernal Vis). Note that casting this spell also incurs the extra botch dice inherent in handling Inferna
vis, even though the Infernal vis is not consumed in its casting.

(Base level 10, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Move raw vis from one physical object to another, without needing a laboratory.

Realms of Power : The Infernal p122

GATHER THE ESSENCE OF THE BEAST Re Vi 15

R:Touch, D: Momentary, T: Individual

Concentrates the raw vis in a corpse into one part of that corpse, which can then be removed. This spell lets you gather all the raw vis you find without lugging around entire corpses of beasts. Note that the vis in many magical creatures is already concentrated in this manner in some specific organ, though this spell will allow you to relocate that vis if you wish.

(Base level 10, +1 Touch, +0 Momentary, +0 Individual )

Guideline : Move raw vis from one physical object to another, without needing a laboratory.

Ars Magica 5th Edition Core rulebook p162

Command the Vile Spirit Re Vi 20

R:Voice, D: Concentration, T: Individual

The caster may force a demon to obey his commands, through intimidation and the power of his will. If the spell penetrates the creature’s Magic Resistance, make a Communication + Leadership roll, adding the caster’s Hierarchy Score as a bonus. The storyguide subtracts the demon’s Hierarchy Score and uses the total to determine the strength of the effect, though anything other than a botch always produces at least minimal results.

(Base level 5, +2 Voice, +1 Concentration, +0 Individual )

Guideline : Control a disembodied spirit of Vim.

Realms of Power : The Infernal p122

A Day’s Grace Re Vi 30

R:Touch, D: Hours, T: Individual

Using this spell, the caster is able to suppress one other spell he casts at the same time as this spell for a Duration counted in Celestial Hours (see The Mysteries Revised Edition, page 49).
The suppressed spell can have a level up to 25 and may be Spontaneous, Ceremonial or Formulaic. Ritual spells are too complex to be suppressed by this spell although should a version of this spell be designed as a Ritual that should be possible.
Spells with Circle and/or Ring Duration (including Arcane Circle and Arcane Ring) are also suppressed but fail if the circle inscribed during casting is broken before the spell is released (Arcane Circles and Rings are still visible to those with Second Sight, and may be broken by them before the spell is released).
Sight-Ranged spells must be targeted during the initial casting. Once the spell has been cast, the target will still be affected by it whether or not that target is still visible to the caster or not, though only where that target remains in the same location until the spell is triggered.

(Base level 0, +1 Touch, +2 Hours, +0 Individual )

Guideline : Sustain or suppress a spell you have cast whose level is less than or equal to the (level + 2 magnitudes) of the Vim spell.

Magi of Hermes p101

Imbue the maga with the essence of virtue Re Vi 30

R:Touch, D: Momentary, T: Structure

As Gather of the Essence of the Beast, but with structure target. Created with experimentation, resulting in unexpected side effects, no details provided.

(Base level 10, +1 Touch, +0 Momentary, +3 Structure )

Guideline : Move raw vis from one physical object to another, without needing a laboratory.

p0

Subsume the Apparent Dominion Re Vi 50

R:Touch, D: Year, T: Room, Ritual

This spell allows a subsumed aura to manifest by temporarily suppressing an apparent Dominion aura of strength less than or equal to three. It has a Room Target and so produces a localized effect, ideal for mimicking a weak lacuna. If there are any other auras present, the strongest of these manifests. Casting this ritual creates a preternatural tether of level one and provides a +1 yearly aura modifier, both as described in Realms of Power: Magic, page 10.

(Base level 0, +1 Touch, +4 Year, +2 Room )

Guideline : Suppress an aura of strength less than or equal to the spell’s magnitude. The aura is not destroyed but its effects, including any casting bonuses/penalties, are suppressed for the spell’s duration. The aura returns to full strength at the end of the spell’s duration. The presence of the suppressed aura is detected by magic or abilities that can normally detect such auras. This Ritual cannot affect regio levels beyond the mundane level. As the target aura is still in place, merely locked away, events and actions that fuel the aura may raise the level beyond the power of this Ritual to contain it. If this happens, the Ritual’s power is broken and the aura is made apparent again. (Ritual)

Restricted access.

Legends of Hermes p26

Creo Animal

Cr An 1 Give an Animal a +1 bonus to recovery rolls (Ars Magica 5th Edition Core rulebook p116)


Cr An 2 Give an Animal a +3 bonus to recovery rolls (Ars Magica 5th Edition Core rulebook p116)


Cr An 2 Preserve a corpse from decay (Covenants p50)


Cr An 3 Give an Animal a +6 bonus to recovery rolls (Ars Magica 5th Edition Core rulebook p116)


Cr An 4 Give an Animal a +9 bonus to recovery rolls (Ars Magica 5th Edition Core rulebook p116)


Cr An 5 Create an animal product. (Ars Magica 5th Edition Core rulebook p116)


Cr An 5 Create an insect or similar bug. (Ars Magica 5th Edition Core rulebook p116)


Cr An 5 Give an animal a +12 bonus to Recovery rolls. (Ars Magica 5th Edition Core rulebook p116)


Cr An 10 Create a corpse of an animal. (Ars Magica 5th Edition Core rulebook p116)


Cr An 10 Create a bird, reptile, fish or amphibian. (Ars Magica 5th Edition Core rulebook p116)


Cr An 10 Give an animal a +15 bonus to Recovery rolls. (Ars Magica 5th Edition Core rulebook p116)


Cr An 10 Create a faerie insect. (Houses of Hermes : Mystery Cults p94)

animae magic major mystery


Cr An 15 Heal a Light Wound. (Ars Magica 5th Edition Core rulebook p116)


Cr An 15 Give an animal a +18 bonus to Recovery rolls. (Ars Magica 5th Edition Core rulebook p116)


Cr An 15 Create a mammal. (Ars Magica 5th Edition Core rulebook p116)


Cr An 15 Cause an animal to reach full maturity over the course of a single day or night. This accellerated maturation only applies during the spell's duration, and thus full effect requires a Sun spell cast early in the day or the night. (Ars Magica 5th Edition Core rulebook p116)


Cr An 15 Create a faerie bird, reptile, fish, or amphibian. (Houses of Hermes : Mystery Cults p94)

animae magic major mystery


Cr An 20 Heal a Medium Wound. (Ars Magica 5th Edition Core rulebook p116)


Cr An 20 Give an animal a +21 bonus to Recovery rolls. (Ars Magica 5th Edition Core rulebook p116)


Cr An 20 Cause an animal to reach full maturity over the course of two hours. (Ars Magica 5th Edition Core rulebook p116)


Cr An 20 Create a faerie mammal. (Houses of Hermes : Mystery Cults p94)

Animae magic major mystery


Cr An 25 Stop the progress of a disease. (Ars Magica 5th Edition Core rulebook p116)


Cr An 25 Heal a Heavy Wound. (Ars Magica 5th Edition Core rulebook p116)


Cr An 25 Restore a lost sense. (Ars Magica 5th Edition Core rulebook p116)


Cr An 25 Restore a lost limb. (Ars Magica 5th Edition Core rulebook p116)


Cr An 25 Cure a disease counteracting the its effect (a Momentary ritual or it only stops the progress of the disease). (Ars Magica 5th Edition Core rulebook p116)


Cr An 25 Cause an animal to reach full maturity over the course of a ten Diameters (20 minutes). (Ars Magica 5th Edition Core rulebook p116)


Cr An 25 Create a faerie with animal parts, like wings or gills. Create a faerie that is a combination of multiple animals. (Houses of Hermes : Mystery Cults p94)

animae magic major mystery


Cr An 30 Heal a Incapacitating Wound. (Ars Magica 5th Edition Core rulebook p116)


Cr An 30 Increase one of an animal Characteristics by one point, to no more than the average score for that kind of animal. (Ars Magica 5th Edition Core rulebook p116)


Cr An 30 Cause an animal to reach full maturity over the course of a single Diameter. (Ars Magica 5th Edition Core rulebook p116)


Cr An 35 Heal all wounds. (Ars Magica 5th Edition Core rulebook p116)


Cr An 35 Increase one of an animal Characteristics by one point, to no more the higher than the average score for that kind of animal. (Ars Magica 5th Edition Core rulebook p116)


Cr An 40 Increase one of an animal Characteristics by one point, to no more than two higher than the average score for that kind of animal. (Ars Magica 5th Edition Core rulebook p116)


Cr An 40 Cause an animal to reach full maturity in a moment. (Ars Magica 5th Edition Core rulebook p116)


Cr An 45 Increase one of an animal Characteristics by one point, to no more than three higher than the average score for that kind of animal. (Ars Magica 5th Edition Core rulebook p116)


Cr An 50 Create a magical beast. Such spell always have Vim requisite, for the beast's magic, and normally have other requisites for its powers. (Ars Magica 5th Edition Core rulebook p116)


Cr An 50 Increase one of an animal Characteristics by one point, to no more than four higher than the average score for that kind of animal. (Ars Magica 5th Edition Core rulebook p116)


Cr An 55 Increase one of an animal Characteristics by one point, to no more than five higher than the average score for that kind of animal. A greater increase is not within the natural range for the animal and thus cannot be affected by Creo magic. (Ars Magica 5th Edition Core rulebook p116)


Cr An 75 Raise an animal from the dead. (Ars Magica 5th Edition Core rulebook p116)


Intellego Animal

In An 1 Sense a supernatural creature of Might 50 or above with a Might associated with Animal. (Realms of Power : Magic p111)


In An 1 Get a mental image of an animal. (Ars Magica 5th Edition Core rulebook p117)


In An 2 Sense a supernatural creature of Might 40 or above with a Might associated with Animal. (Realms of Power : Magic p111)


In An 2 Count the number of individuals in the spell Target. (The Mysteries, Revised Edition p93)


In An 3 Sense a supernatural creature of Might 30 or above with a Might associated with Animal. (Realms of Power : Magic p111)


In An 3 Count the number of individuals in the spell Target, divided into apparent categories. (The Mysteries, Revised Edition p111)


In An 3 Sense the state of consciousness of a beast. (Ars Magica 5th Edition Core rulebook p117)


In An 3 Get general information about its body. (Ars Magica 5th Edition Core rulebook p117)


In An 4 Sense a supernatural creature of Might 15 or above with a Might associated with Animal. (Realms of Power : Magic p111)


In An 4 Sort the individuals in the spell Target into categories and count them (The Mysteries, Revised Edition p93)


In An 4 Sense the dominant drive of a beast. (Ars Magica 5th Edition Core rulebook p117)


In An 4 Learn a specific fact about its body. (Ars Magica 5th Edition Core rulebook p117)


In An 5 Sense any supernatural creature with a Might associated with Animal. (Realms of Power : Magic p111)


In An 5 Learn the origin, age, and hystory of something made of animal products. (Ars Magica 5th Edition Core rulebook p117)


In An 10 Speak with an animal. (Ars Magica 5th Edition Core rulebook p117)


In An 10 Read an animal surface thoughts. (Ars Magica 5th Edition Core rulebook p117)


In An 15 Read the recent memories of a beast. (Ars Magica 5th Edition Core rulebook p117)


In An 20 Throroughly probe the mind of a beast. (Ars Magica 5th Edition Core rulebook p117)


Muto Animal

Mu An 1 Make a superficial change to something made of animal products (changing the color). (Ars Magica 5th Edition Core rulebook p118)


Mu An 2 Make a major change to something made of animal products that preserve the substance (turn a leather jerkin into saddle). (Ars Magica 5th Edition Core rulebook p118)


Mu An 2 Gradually turn meat into vermin. (Ars Magica 5th Edition Core rulebook p118)


Mu An 2 Make a superficial change to a beast. (Ars Magica 5th Edition Core rulebook p118)


Mu An 3 Change an animal's limb. (Ars Magica 5th Edition Core rulebook p118)


Mu An 3 Change something made of animal products into a different animal product. (Ars Magica 5th Edition Core rulebook p118)


Mu An 4 Make a major change in a beast, while leaving it recognizably the same sort of animal (make a horse bigger and change its color). (Ars Magica 5th Edition Core rulebook p118)


Mu An 4 Change something made of animal products in a minor unnatural way. (Ars Magica 5th Edition Core rulebook p118)


Mu An 5 Change an animal into a different animal. (Ars Magica 5th Edition Core rulebook p118)


Mu An 5 Change an animal in a minor way so that it is no longer natural (change the color of an horse's coat to match the covenant's coat of arm). (Ars Magica 5th Edition Core rulebook p118)


Mu An 10 Change an animal into a faerie. (Houses of Hermes : Mystery Cults p94)

animae magic major mystery


Mu An 10 Change an animal into human. It retains its animal's mentality and does not gain soul. Require a Corpus requisite. (Ars Magica 5th Edition Core rulebook p118)


Mu An 10 Change an animal into a plant. (Require a Herbam requisite.) (Ars Magica 5th Edition Core rulebook p118)


Mu An 15 Change something made of animal products into a faerie. (Houses of Hermes : Mystery Cults p94)

animae magic major mystery


Mu An 15 Change an animal in a major unnatural way (give an horse claws fangs and scaly armoured skin). (Ars Magica 5th Edition Core rulebook p118)


Mu An 15 Change an animal into a non living item. Appropriate requisite required. (Ars Magica 5th Edition Core rulebook p118)


Mu An 20 Change something made of multiple animals or animal products into a faerie. (Houses of Hermes : Mystery Cults p94)

animae magic major mystery


Mu An 25 Radically change an animal into an unnatural way (give an horse wings). (Ars Magica 5th Edition Core rulebook p118)


Mu An 25 Give an animal a “magical” ability (fire breathing) Appropriate requisite required. (Ars Magica 5th Edition Core rulebook p118)


Perdo Animal

Pe An 2 Damage something made of animal products. (Ars Magica 5th Edition Core rulebook p119)


Pe An 3 Do superficial damage to a beast (removes its hairs). (Ars Magica 5th Edition Core rulebook p119)


Pe An 4 Destroy something made of animal products. (Ars Magica 5th Edition Core rulebook p119)


Pe An 4 Cause a beast pain, but do not real damage. (Ars Magica 5th Edition Core rulebook p119)


Pe An 4 Make a beast lose one Fatigue level. (Ars Magica 5th Edition Core rulebook p119)


Pe An 5 Injure an animal so that is hampered, but not damaged (make a horse lame, a bird lose its voice). This roughly half the effectiveness of the targeted thing. (Ars Magica 5th Edition Core rulebook p119)


Pe An 5 Recovery like a Light Wound. (Ars Magica 5th Edition Core rulebook p119)


Pe An 5 Destroy an animal corpse. (Ars Magica 5th Edition Core rulebook p119)


Pe An 5 Inflict a Light Wound. (Ars Magica 5th Edition Core rulebook p119)


Pe An 10 Inflict a Medium Wound. (Ars Magica 5th Edition Core rulebook p119)


Pe An 15 Destroy one of a beast's minor senses. (Ars Magica 5th Edition Core rulebook p119)


Pe An 15 Inflict a Heavy Wound. (Ars Magica 5th Edition Core rulebook p119)


Pe An 15 Cripple a beast's limb, so that it is unusable, but could heal. (Ars Magica 5th Edition Core rulebook p119)


Pe An 15 Age a beast by one twelfth of its natural lifespan. Only affects beasts that have already reached maturity. (Ars Magica 5th Edition Core rulebook p119)


Pe An 20 Inflict an Incapacitating Wound. (Ars Magica 5th Edition Core rulebook p119)


Pe An 20 Destroy or sever a beast's limb, so that it cannot naturally regain it. (Ars Magica 5th Edition Core rulebook p119)


Pe An 20 Destroy one beast's major senses. (Ars Magica 5th Edition Core rulebook p119)


Pe An 30 Kill an animal. (Ars Magica 5th Edition Core rulebook p119)


Pe An 40 Destroy one property of an animal (its weight or aggression). (Ars Magica 5th Edition Core rulebook p119)


Rego Animal

Re An 0 Ward against beings associated with Animal from one supernatural realm with Might less than or equal to the level of the spell. (Touch, Ring, Circle) (Houses of Hermes : Societates p114)


Re An 0 Create a circle of warding against animals from one Realm (Divine, Magic, Faerie or Infernal) with Might score less than or equal to the level of the spell. (Base Ward Spells Guideline applies) (Ars Magica 5th Edition Core rulebook p120)


Re An 1 Craft an item from tanned leather. (Houses of Hermes : Societates p61)


Re An 1 Craft an item from prepared wool. (Houses of Hermes : Societates p61)


Re An 1 Manipulate items made of animal products. (Covenants p50)


Re An 2 Plant a single suggestion in an animal mind. (Ars Magica 5th Edition Core rulebook p120)


Re An 2 Protect the target from animal attacks. Only affect animal without mystical abilities. (Ars Magica 5th Edition Core rulebook p120)


Re An 2 Treat items made of animal products (Covenants p50)


Re An 3 Craft an item from animal bone. (Houses of Hermes : Societates p61)


Re An 3 Craft an item from raw wool. (Houses of Hermes : Societates p61)


Re An 3 Treat and process items made of animal products (For greater complexity add one or two magnitudes. Increased complexity usually also increases the Ease Factor of the mundane craft, and so increases the Finesse roll Ease Factor.) (Covenants p50)


Re An 4 Calm an animal. (Ars Magica 5th Edition Core rulebook p120)


Re An 5 Cause vermin to spontaneously generate in appropriate matter, such as flesh, plants, soil, or water. (Art & Academe p30)


Re An 5 Treat and process items made of animal products. (For greater complexity add one or two magnitudes. E.g. Base 15 might be used to weave thread into a tunic.) (Covenants p51)


Re An 5 Ward against animals or objects made from animal products. (Touch, Ring, Circle) (Houses of Hermes : Societates p114)


Re An 5 Control a disembodied spirit of Animal. (The Mysteries, Revised Edition p28)


Re An 5 Control an Airy Spirit of Animal. (Realms of Power : Magic p111)


Re An 5 Manipulate animal emotions. (Ars Magica 5th Edition Core rulebook p120)


Re An 5 Paralyze an animal. (Ars Magica 5th Edition Core rulebook p120)


Re An 10 Transport an animal instantly up to 5 paces. Non-living animal products are transported with Rego Terram. (Transforming Mythic Europe p107)


Re An 10 Make an animal completely passive. (Ars Magica 5th Edition Core rulebook p120)


Re An 15 Summon a disembodied spirit of Animal. (The Mysteries, Revised Edition p28)


Re An 15 Transport an animal instantly up to 50 paces. Non-living animal products are transported with Rego Terram. (Transforming Mythic Europe p107)


Re An 15 Summon an Airy Spirit of Animal. (Realms of Power : Magic p111)


Re An 15 Completely control an animal. (Ars Magica 5th Edition Core rulebook p120)


Re An 20 Transport an animal instantly up to 500 paces. Non-living animal products are transported with Rego Terram. (Realms of Power : Magic p107)


Re An 25 Transport an animal instantly up to 1 league. Non-living animal products are transported with Rego Terram. (Transforming Mythic Europe p107)


Re An 30 Transport an animal instantly up to 7 leagues. Non-living animal products are transported with Rego Terram. (Transforming Mythic Europe p107)


Re An 35 Transport an animal instantly to a place for which you have an Arcane Connection. Non-living animal products are transported with Rego Terram. (Transforming Mythic Europe p107)


Creo Aquam

Cr Aq 0 Create a corrosive substance doing +(Level) damage. (Increasing the Range to more than Touch is a really good idea) (Ars Magica 5th Edition Core rulebook p121)


Cr Aq 2 Fill a containe with water, or som other natural liquid (with appropriate requisite). (Ars Magica 5th Edition Core rulebook p121)


Cr Aq 3 Create ice in a natural shape, such as a floe or icicle. (Houses of Hermes : Societates p34)


Cr Aq 3 Create water (or some other natural liquid) that is not contained (spread over a surface). (Ars Magica 5th Edition Core rulebook p121)


Cr Aq 4 Create water (or some other natural liquid) in an unnatural s hape (in a sphere), but water so created will behave naturally. (Ars Magica 5th Edition Core rulebook p121)


Cr Aq 4 Create a spring with a low rate of flow. (Ars Magica 5th Edition Core rulebook p121)


Cr Aq 5 Create a poison that cause a Light Wound. (Ars Magica 5th Edition Core rulebook p121)


Cr Aq 5 Create a spring with a highe rate of flow. (Ars Magica 5th Edition Core rulebook p121)


Cr Aq 10 Create a water faerie. (Houses of Hermes : Mystery Cults p94)

animae magic major mystery


Cr Aq 10 Create a geyser with a very high rate of flow. (Ars Magica 5th Edition Core rulebook p121)


Cr Aq 10 Create a poison that cause a Medium Wound. (Ars Magica 5th Edition Core rulebook p121)


Cr Aq 15 Create a poison that cause a Heavy Wound. (Ars Magica 5th Edition Core rulebook p121)


Cr Aq 20 Create a poison that cause a Incapacitating Wound. (Ars Magica 5th Edition Core rulebook p121)


Cr Aq 25 Create an elemental from a base amount of Aquam matter. (Realms of Power : Magic p133)


Cr Aq 25 Create a poison that cause a Fatal Wound. (Ars Magica 5th Edition Core rulebook p121)


Intellego Aquam

In Aq 1 Sense a supernatural creature of Might 50 or above with a Might associated with Aquam. (Realms of Power : Magic p111)


In Aq 1 Make a sense unaffected by water. (Ars Magica 5th Edition Core rulebook p122)


In Aq 2 Sense a supernatural creature of Might 40 or above with a Might associated with Aquam. (Realms of Power : Magic p111)


In Aq 2 Count the number of individuals in the spell Target. (The Mysteries, Revised Edition p93)


In Aq 2 Get an image of water within range. (Ars Magica 5th Edition Core rulebook p122)


In Aq 3 Sense a supernatural creature of Might 30 or above with a Might associated with Aquam. (Realms of Power : Magic p111)


In Aq 3 Count the number of individuals in the spell Target, divided into apparent categories. (The Mysteries, Revised Edition p93)


In Aq 3 Get an image of water and its sorrounding within range. (Ars Magica 5th Edition Core rulebook p122)


In Aq 3 Learn all the natural properties of a liquid. (Ars Magica 5th Edition Core rulebook p122)


In Aq 4 Sense a supernatural creature of Might 15 or above with a Might associated with Aquam. (Realms of Power : Magic p111)


In Aq 4 Sort the individuals in the spell Target into categories and count them. (The Mysteries, Revised Edition p93)


In Aq 4 Learn all the natural properties of a mixture of liquids. (Ars Magica 5th Edition Core rulebook p122)


In Aq 5 Sense any supernatural creature with a Might associated with Aquam. (Realms of Power : Magic p111)


In Aq 5 Learn all the magical properties of a liquid. (Ars Magica 5th Edition Core rulebook p122)


In Aq 10 Learn all the magical properties of a mixture of liquids. (Ars Magica 5th Edition Core rulebook p122)


In Aq 15 Speak with a natural body of water. (Ars Magica 5th Edition Core rulebook p122)


In Aq 20 Speak with an artificial body of water (a fountain) (Ars Magica 5th Edition Core rulebook p122)


Muto Aquam

Mu Aq 0 Convert part of an Aquam elemental’s body into another type of Aquam matter, reducing the elementals Might Pool by the level of the spell +10. If the elemental is not destroyed by this effect, when the duration ends it can restore this Might by re-absorbing the matter. (Realms of Power : Magic p133)


Mu Aq 0 Change a liquid into another liquid that does +(Level) points of damage on contact. (Ars Magica 5th Edition Core rulebook p123)


Mu Aq 2 Change a natural liquid into another natural liquid. (Ars Magica 5th Edition Core rulebook p123)


Mu Aq 2 Change a liquid into a poison causing a Light Wound. (Ars Magica 5th Edition Core rulebook p123)


Mu Aq 3 Change a natural liquid into a slightly unnatural liquid (make blue water) or vice versa. (Ars Magica 5th Edition Core rulebook p123)


Mu Aq 3 Change a liquid into a poison causing a Medium Wound. (Ars Magica 5th Edition Core rulebook p123)


Mu Aq 4 Change a liquid into an unrelated solid, with Terram requisite, or gas with Auram requisite. (Ars Magica 5th Edition Core rulebook p123)


Mu Aq 4 Change a natural liquid into two or more different natural liquids, with the types separate. Althrough they will mix again normally. (Ars Magica 5th Edition Core rulebook p123)


Mu Aq 4 Change a liquid into a poison causing a Heavy Wound. (Ars Magica 5th Edition Core rulebook p123)


Mu Aq 4 Change a liquid into a very unnatural liquid, requisites will often be required. (a shocking pink liquid that cause allucination) (Ars Magica 5th Edition Core rulebook p123)


Mu Aq 5 Change liquid into a faerie. (Houses of Hermes : Mystery Cults p94)

animae magic major mystery


Mu Aq 5 Change a liquid into a mixture of any liquid, solid, with Terram requisite, or gas, with Auram requisite. (Ars Magica 5th Edition Core rulebook p123)


Mu Aq 5 Change a liquid into a slightly unnatural solid, with Terram requisite, or gas, with Auram requisite. (Ars Magica 5th Edition Core rulebook p123)


Mu Aq 5 Change a liquid into a poison causing a Incapacitating Wound. (Ars Magica 5th Edition Core rulebook p123)


Mu Aq 10 Change a liquid into a very unnatural solid, with Terram requisite, or gas, with Auram requisite. (Ars Magica 5th Edition Core rulebook p123)


Mu Aq 10 Change a liquid into a poison causing a Fatal Wound. (Ars Magica 5th Edition Core rulebook p123)


Perdo Aquam

Pe Aq 0 Destroy sufficient matter to reduce an Aquam elemental’s Might Score by (the level of the spell +10). (Realms of Power : Magic p133)


Pe Aq 4 Completely dry something, up to the size of a small house, that is wet. (Ars Magica 5th Edition Core rulebook p123)


Pe Aq 5 Greatly rteduce the amount of a liquid without destroying it completely. (Ars Magica 5th Edition Core rulebook p123)


Pe Aq 10 Destroy a liquid; requisites may be required. (Ars Magica 5th Edition Core rulebook p123)


Pe Aq 15 Destroy one properties of a liquid (alcohol's ability to intoxicate, or sea water's saltiness) (Ars Magica 5th Edition Core rulebook p123)


Pe Aq 20 Destroy a small spring, so that it never flows again. (Ars Magica 5th Edition Core rulebook p123)


Rego Aquam

Re Aq 0 Ward against beings associated with Aquam from one supernatural realm with Might less than or equal to the level of the spell. (Touch, Ring, Circle) (Houses of Hermes : Societates p114)


Re Aq 0 Ward against creatures of water belonging to one Realm (Divine, Magic, Faerie or Infernal) whose Might is less than or equal the level of the spell. (Base Ward Spells Guideline applies) (Ars Magica 5th Edition Core rulebook p124)


Re Aq 1 Control a liquid in an extremely gentle way (Ars Magica 5th Edition Core rulebook p124)


Re Aq 3 Change a liquid into ice or steam. This does not require requisites. (Ars Magica 5th Edition Core rulebook p124)


Re Aq 4 Transport a liquid instantly up to 5 paces. (Transforming Mythic Europe p107)


Re Aq 4 Control a liquid in a forceful but calm way, such as a fast but constant current. (Ars Magica 5th Edition Core rulebook p124)


Re Aq 5 Transport a liquid instantly up to 50 paces. (Transforming Mythic Europe p107)


Re Aq 5 Control a disembodied spirit of Aquam. (The Mysteries, Revised Edition p28)


Re Aq 5 Control an Airy Spirit of Aquam. (Realms of Power : Magic p111)


Re Aq 5 Completely control an Aquam elemental. (Realms of Power : Magic p133)


Re Aq 5 Ward against mundane water. (Ars Magica 5th Edition Core rulebook p124)


Re Aq 5 Control a liquid in a violent way. (Ars Magica 5th Edition Core rulebook p124)


Re Aq 10 Transport a liquid instantly up to 500 paces. (Transforming Mythic Europe p107)


Re Aq 10 Control a liquid in an extremely violent way. (Ars Magica 5th Edition Core rulebook p124)


Re Aq 15 Transport a liquid instantly up to 1 league. (Transforming Mythic Europe p107)


Re Aq 15 Summon a disembodied spirit of Aquam. (The Mysteries, Revised Edition p28)


Re Aq 15 Summon an Airy Spirit of Aquam. (Realms of Power : Magic p111)


Re Aq 20 Transport a liquid instantly up to 7 leagues. (Transforming Mythic Europe p107)


Re Aq 20 Transport a liquid instantly up to to a place for which you have an Arcane Connection. (Transforming Mythic Europe p107)


Re Aq 20 Ward against liquids. (Houses of Hermes : Societates p114)


Creo Auram

Cr Au 1 Create a minor weather phenomenon: a breeze, a mist, a light drizzle. (Ars Magica 5th Edition Core rulebook p126)


Cr Au 2 Create a normal weather phenomenon: a cloud, wind, fog, rain from a cloud that already exist. (Ars Magica 5th Edition Core rulebook p126)


Cr Au 3 Create a severe weather phenomenon: deafening thunder, monsoon rain, impenetrable fog, gale force wind. (Ars Magica 5th Edition Core rulebook p126)


Cr Au 3 Create a debilitating kind of air: noxious stench, mild poison (Ars Magica 5th Edition Core rulebook p126)


Cr Au 5 Create a very severe weather phenomenon: hurricane force wind, lightning strike, tornado. (Ars Magica 5th Edition Core rulebook p126)


Cr Au 5 Create a phenomenon in a slightly unusual fashion: +1 magnitude (indoors) (Ars Magica 5th Edition Core rulebook p126)


Cr Au 5 Create a phenomenon in a very unnatural fashion: +2 magnitudes. (Ars Magica 5th Edition Core rulebook p126)


Cr Au 5 Create a phenomenon wholly divorced from its normal context (lightning bolt speading from the caster's hands): +4 magnitudes. (Ars Magica 5th Edition Core rulebook p126)


Cr Au 10 Create a faerie of the air. (Houses of Hermes : Mystery Cults p94)

animae magic major mystery


Cr Au 25 Create an elemental from a base amount of Auram matter. (Realms of Power : Magic p133)


Intellego Auram

In Au 1 Sense a supernatural creature of Might 50 or above with a Might associated with Auram. (Realms of Power : Magic p111)


In Au 1 Make a your senses unhindered by the air (you can hear over a howling wind). (Ars Magica 5th Edition Core rulebook p127)


In Au 2 Sense a supernatural creature of Might 40 or above with a Might associated with Auram. (Realms of Power : Magic p111)


In Au 2 Count the number of individuals in the spell Target. (The Mysteries, Revised Edition p93)


In Au 2 Sense one property of the air, such as if is is safe to breath. (Ars Magica 5th Edition Core rulebook p127)


In Au 3 Sense a supernatural creature of Might 30 or above with a Might associated with Auram. (Realms of Power : Magic p111)


In Au 3 Count the number of individuals in the spell Target, divided into apparent categories. (Realms of Power : Magic p93)


In Au 4 Sense a supernatural creature of Might 15 or above with a Might associated with Auram. (Realms of Power : Magic p111)


In Au 4 Sort the individuals in the spell Target into categories and count them. (The Mysteries, Revised Edition p93)


In Au 4 Learn all the mundane properties of the air. (Ars Magica 5th Edition Core rulebook p127)


In Au 4 Have an intuition about some fact regarding the air. (Ars Magica 5th Edition Core rulebook p127)


In Au 5 Sense any supernatural creature with a Might associated with Auram. (Realms of Power : Magic p111)


In Au 15 Speak with air. (Ars Magica 5th Edition Core rulebook p127)


Muto Auram

Mu Au 0 Convert part of an Auram elemental’s body into another type of Auram matter, reducing the elementals Might Pool by the level of the spell +10. If the elemental is not destroyed by this effect, when the duration ends it can restore this Might by re-absorbing the matter. (Realms of Power : Magic p133)


Mu Au 0 Transform air into a gas doing + Level damage. (Ars Magica 5th Edition Core rulebook p127)


Mu Au 3 Transform an amount of air into another form of air. (Ars Magica 5th Edition Core rulebook p127)


Mu Au 4 Transform a gas into a harmful gas causing a Light Wound (Stamina roll against Ease Factor 6 to resist) (Houses of Hermes : Societates p36)


Mu Au 4 Transform an amount of air into another element (fire, earth, water), using the appropriate requisite. (Ars Magica 5th Edition Core rulebook p127)


Mu Au 5 Transform a gas into a harmful gas causing a Medium Wound (Stamina roll against Ease Factor 6 to resist) (Houses of Hermes : Societates p36)


Mu Au 5 Change a weather phenomenon into a faerie. (Houses of Hermes : Mystery Cults p94)

animae magic major mystery


Mu Au 5 Transform an amount of air into a mixture of elements. (Ars Magica 5th Edition Core rulebook p127)


Mu Au 5 Transform an amount of air into something slightly unnatural (Ars Magica 5th Edition Core rulebook p127)


Mu Au 10 Transform an amount of air into something wholly unnatural (Ars Magica 5th Edition Core rulebook p127)


Perdo Auram

Pe Au 0 Destroy sufficient matter to reduce an Auram elemental’s Might Score by (the level of the spell +10). (Realms of Power : Magic p133)


Pe Au 3 Make air stuffy and poor for breathing. (Ars Magica 5th Edition Core rulebook p128)


Pe Au 4 Destroy still air. (Ars Magica 5th Edition Core rulebook p128)


Pe Au 4 Destroy a minor weather phenomenon: a breeze, a mist, a light drizzle. (Ars Magica 5th Edition Core rulebook p128)


Pe Au 4 Reduce the intensity of a weather phenomenon by one step. The steps are Very Severe, Severe, Normal, Minor. (Ars Magica 5th Edition Core rulebook p128)


Pe Au 5 Destroy a normal weather phenomenon: a cloud, wind, fog, rain from a cloud that already exist. (Ars Magica 5th Edition Core rulebook p128)


Pe Au 10 Destroy a severe weather phenomenon: deafening thunder, monsoon rain, impenetrable fog, gale force wind. (Ars Magica 5th Edition Core rulebook p128)


Pe Au 10 Destroy a debilitating kind of air: noxious stench, mild poison (Ars Magica 5th Edition Core rulebook p128)


Pe Au 15 Destroy a very severe weather phenomenon: hurricane force wind, lightning strike, tornado. (Ars Magica 5th Edition Core rulebook p128)


Rego Auram

Re Au 0 Ward against beings associated with Auram from one supernatural realm with Might less than or equal to the level of the spell. (Touch, Ring, Circle) (Houses of Hermes : Societates p114)


Re Au 0 Ward against creatures of the air from one Realm (Divine, Magic, Faerie or Infernal) whose Might is less than or equal the level of the spell. (Base Ward Spells Guideline applies) (Ars Magica 5th Edition Core rulebook p129)


Re Au 2 Control a minor weather phenomenon. (Ars Magica 5th Edition Core rulebook p129)


Re Au 3 Control a normal weather phenomenon. (Ars Magica 5th Edition Core rulebook p129)


Re Au 3 Ward someone against a type of minor weather phenomenon. (Ars Magica 5th Edition Core rulebook p129)


Re Au 4 Control a severe weather phenomenon. (Ars Magica 5th Edition Core rulebook p129)


Re Au 4 Ward someone against a type of normal weather phenomenon. (Ars Magica 5th Edition Core rulebook p129)


Re Au 5 Control a disembodied spirit of Auram. (The Mysteries, Revised Edition p28)


Re Au 5 Control an Airy Spirit of Auram. (Realms of Power : Magic p111)


Re Au 5 Completely control an Auram elemental. (Realms of Power : Magic p133)


Re Au 5 Control a very severe weather phenomenon. (Ars Magica 5th Edition Core rulebook p129)


Re Au 5 Ward someone against a type of severe weather phenomenon. (Ars Magica 5th Edition Core rulebook p129)


Re Au 10 Ward against a type of minor weather phenomenon, such as mist. (Touch, Ring, Circle) (Houses of Hermes : Societates p114)


Re Au 10 Ward someone against a type of very severe weather phenomenon. (Ars Magica 5th Edition Core rulebook p129)


Re Au 15 Ward against a type of normal weather phenomenon, such as rain. (Touch, Ring, Circle) (Houses of Hermes : Societates p114)


Re Au 15 Summon a disembodied spirit of Auram. (The Mysteries, Revised Edition p28)


Re Au 15 Summon an Airy Spirit of Auram. (Realms of Power : Magic p111)


Re Au 20 Ward against a type of severe weather phenomenon, such as gale force winds. (Touch, Ring, Circle) (Houses of Hermes : Societates p114)


Re Au 25 Ward against a type of very severe weather phenomenon, such as a bolt of lightning. (Touch, Ring, Circle) (Houses of Hermes : Societates p114)


Creo Corpus

Cr Co 1 Give a character a +1 bonus to disease Recovery rolls. (Art & Academe p56)


Cr Co 1 The targets wounds are treated as one category less serious for the purposes of activities while injured. (Art & Academe p60)


Cr Co 1 Give an character a +1 bonus to Recovery rolls. (Ars Magica 5th Edition Core rulebook p130)


Cr Co 2 Give a character a +3 bonus to disease Recovery rolls. (Art & Academe p56)


Cr Co 2 Give an character a +3 bonus to Recovery rolls. (Ars Magica 5th Edition Core rulebook p130)


Cr Co 2 Preserve a corpse from decay. (Ars Magica 5th Edition Core rulebook p130)


Cr Co 3 Give a character a +6 bonus to disease Recovery rolls. (Art & Academe p56)


Cr Co 3 Give an character a +6 bonus to Recovery rolls. (Ars Magica 5th Edition Core rulebook p130)


Cr Co 3 Prevent all of a tartget's wounds from getting any worse. (Ars Magica 5th Edition Core rulebook p130)


Cr Co 4 Give a character a +9 bonus to disease Recovery rolls. (Art & Academe p56)


Cr Co 4 Give a character a +3 to childbirth rolls. (Art & Academe p60)


Cr Co 4 Give an character a +9 bonus to Recovery rolls. (Ars Magica 5th Edition Core rulebook p130)


Cr Co 5 Give a character a +12 bonus to disease Recovery rolls. (Art & Academe p56)


Cr Co 5 Give a character a +6 to childbirth rolls. (Art & Academe p60)


Cr Co 5 Give an character a +12 bonus to Recovery rolls. (Ars Magica 5th Edition Core rulebook p130)


Cr Co 5 Create an entire human corpse. (Ars Magica 5th Edition Core rulebook p130)


Cr Co 10 Create an obviously nonhuman faerie (a walking skeleton, a head without a body). (Houses of Hermes : Mystery Cults p94)

animae magic major mystery


Cr Co 10 Give a character a +15 bonus to disease Recovery rolls. (Art & Academe p56)


Cr Co 10 Give an character a +15 bonus to Recovery rolls. (Ars Magica 5th Edition Core rulebook p130)


Cr Co 15 Create a faerie that appears basically human (a corpse, a hunchback). (Houses of Hermes : Mystery Cults p94)

animae magic major mystery


Cr Co 15 Give a character a +18 bonus to disease Recovery rolls. (Art & Academe p56)


Cr Co 15 Cure a Minor disease. (Art & Academe p57)


Cr Co 15 Heal a Light Wound. (Ars Magica 5th Edition Core rulebook p130)


Cr Co 15 Give an character a +18 bonus to Recovery rolls. (Ars Magica 5th Edition Core rulebook p130)


Cr Co 15 Resolve a minor aging crisis. (Ars Magica 5th Edition Core rulebook p130)


Cr Co 20 Cure a Serious disease. (Art & Academe p57)


Cr Co 20 Heal a Medium Wound. (Ars Magica 5th Edition Core rulebook p130)


Cr Co 20 Heal the debilitating after-effect of a disease, poison or injury. (Ars Magica 5th Edition Core rulebook p130)


Cr Co 20 Resolve a serious aging crisis. (Ars Magica 5th Edition Core rulebook p130)


Cr Co 25 Improve all wounds by one level of severity (Houses of Hermes : Societates p100)


Cr Co 25 Heal the debilitating after-effects of a disease, poison, or injury, including those caused by surgery to save a Heavy or Incapacitating wound. (Art & Academe p57)


Cr Co 25 Cure a Major disease. (Art & Academe p57)


Cr Co 25 Heal a Heavy Wound. (Ars Magica 5th Edition Core rulebook p130)


Cr Co 25 Restore a lost limb. (Ars Magica 5th Edition Core rulebook p130)


Cr Co 25 Resolve a major aging crisis. (Ars Magica 5th Edition Core rulebook p130)


Cr Co 30 Cure a Critical disease. (Art & Academe p57)


Cr Co 30 Heal a Incapacitating Wound. (Ars Magica 5th Edition Core rulebook p130)


Cr Co 30 Increase one of a person's physical Characteristics by one point, to no more than 0. (Ars Magica 5th Edition Core rulebook p130)


Cr Co 30 Cause a person to reach full maturity over the course of a single day or night. This accellerated maturation only applies during the spell's duration, and thus full effect requires a Sun spell cast early in the day or the night. People do not learn under (Ars Magica 5th Edition Core rulebook p130)


Cr Co 35 Cure any disease. (Art & Academe p57)


Cr Co 35 Heal all wounds. (Ars Magica 5th Edition Core rulebook p130)


Cr Co 35 Resolve a terminal aging crisis. (Ars Magica 5th Edition Core rulebook p130)


Cr Co 35 Increase one of a person's physical Characteristics by one point, to no more than +1. (Ars Magica 5th Edition Core rulebook p130)


Cr Co 40 Increase one of a person's physical Characteristics by one point, to no more than +2. (Ars Magica 5th Edition Core rulebook p130)


Cr Co 45 Increase one of a person's physical Characteristics by one point, to no more than +3. (Ars Magica 5th Edition Core rulebook p130)


Cr Co 50 Increase one of a person's physical Characteristics by one point, to no more than +4. (Ars Magica 5th Edition Core rulebook p130)


Cr Co 55 Increase one of a person's physical Characteristics by one point, to no more than +5. Further increase are not natural to human being and thus cannot be affected by Creo magic. (Ars Magica 5th Edition Core rulebook p130)


Cr Co 60 Give a character a +1 to childbirth rolls. (Art & Academe p60)


Cr Co 70 Raise the dead, to a point. See The Shadow of Life Renewed (Ars Magica 5th Edition Core rulebook p130)


Intellego Corpus

In Co 1 Sense a supernatural creature of Might 50 or above with a Might associated with Corpus. (Realms of Power : Magic p111)


In Co 2 Sense a supernatural creature of Might 40 or above with a Might associated with Corpus. (Realms of Power : Magic p111)


In Co 2 Count the number of individuals in the spell Target. (The Mysteries, Revised Edition p93)


In Co 3 Sense a supernatural creature of Might 30 or above with a Might associated with Corpus. (Realms of Power : Magic p111)


In Co 3 Count the number of individuals in the spell Target, divided into apparent categories. (The Mysteries, Revised Edition p93)


In Co 3 Locate a person to whom you have an Arcane Connection. (Ars Magica 5th Edition Core rulebook p131)


In Co 4 Sense a supernatural creature of Might 15 or above with a Might associated with Corpus. (Realms of Power : Magic p111)


In Co 4 Sort the individuals in the spell Target into categories and count them. (The Mysteries, Revised Edition p93)


In Co 4 Sense very general information about a body. (Ars Magica 5th Edition Core rulebook p131)


In Co 5 Sense any supernatural creature with a Might associated with Corpus. (Realms of Power : Magic p111)


In Co 5 Sense a specific piece of information about a body. (Ars Magica 5th Edition Core rulebook p131)


In Co 5 Speak with a dead body. (Ars Magica 5th Edition Core rulebook p131)


In Co 10 Sense all useful information about a body. (Ars Magica 5th Edition Core rulebook p131)


Muto Corpus

Mu Co 2 Change someone to give them a minor ability. (Ars Magica 5th Edition Core rulebook p132)


Mu Co 3 Utterly change the appearence or size of a person (though they must still remain human in form). (Ars Magica 5th Edition Core rulebook p132)


Mu Co 5 Add or remove human body parts from the target in such a way that he no longer looks human. These parts are normally functional, although a spell may be deliberately designed so that they are not. The Target is Part, not Individual (although Groups and higher Targets work as normal). (Magi of Hermes p49)


Mu Co 5 Make a body resistant to damage (+1 Soak) (Ars Magica 5th Edition Core rulebook p132)


Mu Co 10 Turn a human into a land animal. Requires Animal requisite. (Ars Magica 5th Edition Core rulebook p132)


Mu Co 10 Make a body resistant to damage (+2 Soak). (Ars Magica 5th Edition Core rulebook p132)


Mu Co 15 Change a skeleton, corpse, or other human remains into a faerie. (Houses of Hermes : Mystery Cults p94)

animae magic major mystery


Mu Co 15 Make a body resistant to damage (+3 Soak). (Ars Magica 5th Edition Core rulebook p132)


Mu Co 20 Animate human remains in an unusual shape, or a combination of multiple bodies. (Houses of Hermes : Mystery Cults p94)

animae magic major mystery


Mu Co 20 Turn a human into a bird or fish. Requires Animal requisite. (Ars Magica 5th Edition Core rulebook p132)


Mu Co 20 Make a body resistant to damage (+4 Soak). (Ars Magica 5th Edition Core rulebook p132)


Mu Co 25 Combine human and animal remains into a faerie (Animal requisite). (Houses of Hermes : Mystery Cults p94)

animae magic major mystery


Mu Co 25 Turn a human into a solid inanimate object. Requires Terram requisite. (Ars Magica 5th Edition Core rulebook p132)


Mu Co 25 Make a body resistant to damage (+5 Soak). (Ars Magica 5th Edition Core rulebook p132)


Mu Co 25 Turn a human into a plant (with Herbam requisite). (Ars Magica 5th Edition Core rulebook p132)


Mu Co 30 Turn a human into an insubstantial object. Requires Auram requisite. (Ars Magica 5th Edition Core rulebook p132)


Perdo Corpus

Pe Co 3 Do superficial damage to a body (removes its hairs). (Ars Magica 5th Edition Core rulebook p133)


Pe Co 4 Cause pain, but do not real damage. (Ars Magica 5th Edition Core rulebook p133)


Pe Co 5 Inflict a Minor or Serious disease with a maximum Severity 10. (Art & Academe p57)


Pe Co 5 Hampered a person, without actually injuring them (make them lame, blur their eyesight). Recovery like a Light Wound. (Ars Magica 5th Edition Core rulebook p133)


Pe Co 5 Destroy a corpse. (Ars Magica 5th Edition Core rulebook p133)


Pe Co 5 Inflict a Light Wound. (Ars Magica 5th Edition Core rulebook p133)


Pe Co 10 Inflict a Minor, Serious, or Major disease with a maximum Severity 15. (Art & Academe p57)


Pe Co 10 Inflict a Medium Wound. (Ars Magica 5th Edition Core rulebook p133)


Pe Co 10 Cause the loss of one Fatigue level. (Ars Magica 5th Edition Core rulebook p133)


Pe Co 15 Destroy one of a person's minor senses. (Ars Magica 5th Edition Core rulebook p133)


Pe Co 15 Inflict a Heavy Wound. (Ars Magica 5th Edition Core rulebook p133)


Pe Co 15 Cripple a limb, making it unusable, but still capable of healing. The damage heals as a Medium Wound. (Ars Magica 5th Edition Core rulebook p133)


Pe Co 15 Age someone five years. (Ars Magica 5th Edition Core rulebook p133)


Pe Co 20 Inflict any disease. (Art & Academe p57)


Pe Co 20 Inflict an Incapacitating Wound. (Ars Magica 5th Edition Core rulebook p133)


Pe Co 20 Destroy or sever a limb, so that it cannot heal naturally. (Ars Magica 5th Edition Core rulebook p133)


Pe Co 20 Destroy one person's major senses. The damage heals as a Heavy Wound. (Ars Magica 5th Edition Core rulebook p133)


Pe Co 20 Inflict a major disease. (Ars Magica 5th Edition Core rulebook p133)


Pe Co 30 Kill a person. (Ars Magica 5th Edition Core rulebook p133)


Pe Co 40 Destroy one property of person (its weight or solidity). (Ars Magica 5th Edition Core rulebook p133)


Rego Corpus

Re Co 0 Ward against beings associated with Corpus from one supernatural realm with Might less than or equal to the level of the spell. (Touch, Ring, Circle) (Houses of Hermes : Societates p114)


Re Co 0 Ward against creatures of the Corpus from one Realm (Divine, Magic, Faerie or Infernal) whose Might is less than or equal to the level of the spell. Hermetic Magi have no Might, and so are not affected by this spell. (Base Ward Spells Guideline applies) (Ars Magica 5th Edition Core rulebook p134)


Re Co 2 Make a target lose control of one body part. (Ars Magica 5th Edition Core rulebook p134)


Re Co 3 Invoke a minor symptom of a disease without creating any underlying malaise (e.g. rash, mild fever, cough). (Art & Academe p57)


Re Co 3 Move a target slowly in one direction, as long as the surface can support its weight. (Ars Magica 5th Edition Core rulebook p134)


Re Co 4 Control the large-scale pysical movement of the target. (Ars Magica 5th Edition Core rulebook p134)


Re Co 4 Move the target slowly in any diection you please. (Ars Magica 5th Edition Core rulebook p134)


Re Co 4 Move the target slowly straight up or in one direction over surfaces tha cannot support it. (Ars Magica 5th Edition Core rulebook p134)


Re Co 5 Invoke a major symptom of a disease without creating any underlying malaise (e.g. vomiting, boils, paralysis). (Art & Academe p57)


Re Co 5 Perform a trivial surgical procedure, inflicting a fatigue level. (Art & Academe p60)


Re Co 5 Control a disembodied spirit of Corpus. (The Mysteries, Revised Edition p28)


Re Co 5 Control an Airy Spirit of Corpus. (Realms of Power : Magic p111)


Re Co 5 Hold the target's body motionless. (Ars Magica 5th Edition Core rulebook p134)


Re Co 5 Move the target slowly in any direction, even if the target is unsupported. (Ars Magica 5th Edition Core rulebook p134)


Re Co 10 Perform a minor surgical procedure, inflicting a Light Wound or preventing a Light Wound from worsening. (Art & Academe p60)


Re Co 10 Control target's motions. (Ars Magica 5th Edition Core rulebook p134)


Re Co 10 Eliminate penalties of Fatige and wounds. (Ars Magica 5th Edition Core rulebook p134)


Re Co 10 Animate a corpse. (Ars Magica 5th Edition Core rulebook p134)


Re Co 10 Transport the target instantly up to 5 paces. (Ars Magica 5th Edition Core rulebook p134)


Re Co 15 Perform a major surgical procedure, inflicting a Medium Wound or preventing a Medium Wound from worsening. (Art & Academe p60)


Re Co 15 Summon a disembodied spirit of Corpus. (The Mysteries, Revised Edition p28)


Re Co 15 Summon an Airy Spirit of Corpus. (Realms of Power : Magic p111)


Re Co 15 Direct the flow of bodily energy. (Ars Magica 5th Edition Core rulebook p134)


Re Co 15 Move a target in a ny direction you please, even if it is unsupported. (Ars Magica 5th Edition Core rulebook p134)


Re Co 15 Transport the target instantly up to 50 paces. (Ars Magica 5th Edition Core rulebook p134)


Re Co 15 Ward a target against another human being. To ward off an Hermetic Magus, the ward must penetrate his Magic Resistance. (Ars Magica 5th Edition Core rulebook p134)


Re Co 20 Perform a critical surgical procedure, preventing a Heavy Wound from worsening. (Art & Academe p60)


Re Co 20 Transport the target instantly up to 500 paces . (Ars Magica 5th Edition Core rulebook p134)


Re Co 25 Perform a life-saving surgical procedure, preventing an Incapacitating or Fatal Wound from worsening. (Art & Academe p60)


Re Co 25 Transport the target instantly up to one league(5,6km). (Ars Magica 5th Edition Core rulebook p134)


Re Co 30 Ward against human beings. (Touch, Ring, Circle) (Houses of Hermes : Societates p114)


Re Co 30 Transport the target instantly up to seven league (39,2km). (Ars Magica 5th Edition Core rulebook p134)


Re Co 35 Transport the target instantly up to a place to which you have an Arcane Connection. (Ars Magica 5th Edition Core rulebook p134)


Creo Herbam

Cr He 1 Ensure that a plant grows well for the duration of the spell. The guideline can affect a plant up to 10 paces in any direction, a large tree.That is, this guideline includes a +3 Size enhancement. (Ars Magica 5th Edition Core rulebook p136)


Cr He 1 Create a plant product (leaf, fruit...). (Ars Magica 5th Edition Core rulebook p136)


Cr He 1 Create a plant. (Ars Magica 5th Edition Core rulebook p136)


Cr He 1 Prevent a plant frm becoming sick. (Ars Magica 5th Edition Core rulebook p136)


Cr He 2 Preserve a dead plant from decay (Covenants p51)


Cr He 2 Create a processed plant product (finished plank of wood...). (Ars Magica 5th Edition Core rulebook p136)


Cr He 3 Create wood in an unnatural shape (a living wall of wood). (Ars Magica 5th Edition Core rulebook p136)


Cr He 3 Create and assemble the components for a pharmaceutical theriac. (Requisites: Animal and Terram) (Ritual) (Art & Academe p70)


Cr He 5 Create a faerie of the wood. (Houses of Hermes : Mystery Cults p94)

animae magic major mystery


Cr He 15 Bring a plant to maturity over the course of a single day or night. Accellerated maturation only applies during the spell's duration, and thus full effect requires a Sun spell cast early in the day or the night. (Ars Magica 5th Edition Core rulebook p136)


Cr He 15 Repair a manufactured wooden item that has been damaged to the peak of its capabilities. This spell can also restore decay, but the damage must be light. (Magi of Hermes p139)


Cr He 20 Bring a plant to maturity over the course of two hours. (Ars Magica 5th Edition Core rulebook p136)


Cr He 25 Bring a plant to maturity over the course of a ten Diameters (20 minutes). (Ars Magica 5th Edition Core rulebook p136)


Cr He 30 Bring a plant to maturity over the course of a single Diameter. (Ars Magica 5th Edition Core rulebook p136)


Cr He 40 Bring a plant to maturity in a moment. (Ars Magica 5th Edition Core rulebook p136)


Intellego Herbam

In He 1 Gain an intuitive knowledgeof a plant (know whether a given action would harm a plant). (Ars Magica 5th Edition Core rulebook p136)


In He 1 Sense a supernatural creature of Might 50 or above with a Might associated with Herbam. (Realms of Power : Magic p111)


In He 2 Locate a plant. (Ars Magica 5th Edition Core rulebook p136)


In He 2 Sense a supernatural creature of Might 40 or above with a Might associated with Herbam. (Realms of Power : Magic p111)


In He 2 Count the number of individuals in the spell Target. (The Mysteries, Revised Edition p93)


In He 3 Learn general information, or a single specific fact about a plant or an item made from plant product. (Ars Magica 5th Edition Core rulebook p136)


In He 3 Sense a supernatural creature of Might 30 or above with a Might associated with Herbam. (Realms of Power : Magic p111)


In He 3 Count the number of individuals in the spell Target, divided into apparent categories. (The Mysteries, Revised Edition p93)


In He 4 Learn all mundane properties of a plant, or an item made from plant product. (Ars Magica 5th Edition Core rulebook p136)


In He 4 Sense a supernatural creature of Might 15 or above with a Might associated with Herbam. (Realms of Power : Magic p111)


In He 4 Sort the individuals in the spell Target into categories and count them. (The Mysteries, Revised Edition p93)


In He 5 Sense any supernatural creature with a Might associated with Herbam. (Realms of Power : Magic p111)


In He 15 Speak with a plant. (Ars Magica 5th Edition Core rulebook p136)


Muto Herbam

Mu He 3 Change a plant or item made from plant product. (Ars Magica 5th Edition Core rulebook p137)


Mu He 4 Change a plant or item made from plant product into metal or stone. Require a Terram requisite. (Ars Magica 5th Edition Core rulebook p137)


Mu He 4 Awake the consciousness of a plant. Require a Mentem requisite. (Ars Magica 5th Edition Core rulebook p137)


Mu He 4 Change a plant or item made from plant products into a faerie. (Houses of Hermes : Mystery Cults p94)

animae magic major mystery


Mu He 5 Cause a plant to bend and twist rapidly in place. (Ars Magica 5th Edition Core rulebook p137)


Perdo Herbam

Pe He 2 Cause the leaves to fall off the plant. (Ars Magica 5th Edition Core rulebook p138)


Pe He 3 Spoil an amount of food. (Ars Magica 5th Edition Core rulebook p138)


Pe He 4 Destroy an amount of dead wood. (Ars Magica 5th Edition Core rulebook p138)


Pe He 5 Destroy a plant. (Ars Magica 5th Edition Core rulebook p138)


Rego Herbam

Re He 0 Ward against creatures associated with wood from one Realm (Divine, Magic, Faerie or Infernal) with Might less than or equal to the level of the spell. (Base Ward Spells Guideline applies) (Ars Magica 5th Edition Core rulebook p138)


Re He 0 Transport a plant instantly up to 7 leagues. Non-living plant products are transported with Rego Terram. (Transforming Mythic Europe p107)


Re He 0 Ward against beings associated with Herbam from one supernatural realm with Might less than or equal to the level of the spell. (Touch, Ring, Circle) (Houses of Hermes : Societates p114)


Re He 1 Craft an item from dried and prepared timber. (Houses of Hermes : Societates p61)


Re He 3 Manipulate items made of plant products (Covenants p51)


Re He 3 Control an amount of wood. (Ars Magica 5th Edition Core rulebook p138)


Re He 3 Assemble a pharmaceutical theriac. (Requisites: Animal and Terram) (Art & Academe p70)


Re He 4 Treat items made of plant products (Covenants p51)


Re He 4 Deflect a single attack by a wooden weapon. (Ars Magica 5th Edition Core rulebook p138)


Re He 4 Control an entire plant, moving it around as you direct, altgough it remain rooted. (Ars Magica 5th Edition Core rulebook p138)


Re He 5 Treat and process items made of plant products (Covenants p51)


Re He 5 Control an entire plant, moving it around as you direct, and it need not to remain rooted. (Ars Magica 5th Edition Core rulebook p138)


Re He 5 Summon a mobile plant. (Ars Magica 5th Edition Core rulebook p138)


Re He 5 Craft an item from unprepared timber. (Houses of Hermes : Societates p61)


Re He 5 Control a disembodied spirit of Herbam. (The Mysteries, Revised Edition p28)


Re He 5 Control an Airy Spirit of Herbam. (Realms of Power : Magic p111)


Re He 10 Transport a plant instantly up to 5 paces. Non-living plant products are transported with Rego Terram. (Transforming Mythic Europe p107)


Re He 10 Make a plant or thing made of plant products move with purpose and intelligence, without requiring your costant control. (Ars Magica 5th Edition Core rulebook p138)


Re He 15 Ward someone against mundane plant products. (Ars Magica 5th Edition Core rulebook p138)


Re He 15 Make a tree blossom out of season, in a moment. (Ars Magica 5th Edition Core rulebook p138)


Re He 15 Weave thread into a tunic. (Ars Magica 5th Edition Core rulebook p138)


Re He 15 Transport a plant instantly up to 50 paces. Non-living plant products are transported with Rego Terram. (Transforming Mythic Europe p107)


Re He 15 Summon a disembodied spirit of Herbam. (The Mysteries, Revised Edition p28)


Re He 15 Summon an Airy Spirit of Herbam. (Realms of Power : Magic p111)


Re He 20 Transport a plant instantly up to 500 paces. Non-living plant products are transported with Rego Terram. (Transforming Mythic Europe p107)


Re He 25 Transport a plant instantly up to 1 league. Non-living plant products are transported with Rego Terram. (Transforming Mythic Europe p107)


Re He 30 Transport a plant instantly up to 7 league. Non-living plant products are transported with Rego Terram. (Transforming Mythic Europe p107)


Re He 30 Ward against plant products. (Touch, Ring, Circle) (Houses of Hermes : Societates p114)


Re He 35 Transport a plant instantly to a place for which you have an Arcane Connection.. Non-living plant products are transported with Rego Terram. (Transforming Mythic Europe p107)


Creo Ignem

Cr Ig 1 Create a light equivalent to moonlight. (Ars Magica 5th Edition Core rulebook p140)


Cr Ig 2 Create a light equivalent to candlelight. (Ars Magica 5th Edition Core rulebook p140)


Cr Ig 2 Heat an object to be warm to the touch. (Ars Magica 5th Edition Core rulebook p140)


Cr Ig 2 Ignite someting extremely flammable (oil, wick...). (Ars Magica 5th Edition Core rulebook p140)


Cr Ig 3 Create a light equivalent to torchlight. (Ars Magica 5th Edition Core rulebook p140)


Cr Ig 3 Heat an object to be hot to the touch. (Ars Magica 5th Edition Core rulebook p140)


Cr Ig 3 Ignite someting very flammable (parchment). (Ars Magica 5th Edition Core rulebook p140)


Cr Ig 4 Create a fire doing +5 damage. (Ars Magica 5th Edition Core rulebook p140)


Cr Ig 4 Create light as bright as a cloudy day. (Ars Magica 5th Edition Core rulebook p140)


Cr Ig 4 Heat an object enough to boil water. (Ars Magica 5th Edition Core rulebook p140)


Cr Ig 4 Ignite someting flammable (dry wood, charcoal). (Ars Magica 5th Edition Core rulebook p140)


Cr Ig 5 Create a fire doing +10 damage. (Ars Magica 5th Edition Core rulebook p140)


Cr Ig 5 Create a fire doing +5 damagein an unnatural shape (ring, sheet) or covering an object. Purely cosmetic shapes are free. (Ars Magica 5th Edition Core rulebook p140)


Cr Ig 5 Create light as bright as a cloudy day (Ars Magica 5th Edition Core rulebook p140)


Cr Ig 5 Heat an object enough to to make it glow red hot. (Ars Magica 5th Edition Core rulebook p140)


Cr Ig 5 Ignite someting slightly flammable (leather, damp wood). (Ars Magica 5th Edition Core rulebook p140)


Cr Ig 10 Create a fire doing +15 damage. (Ars Magica 5th Edition Core rulebook p140)


Cr Ig 10 Create a fire doing +10 damage in an unnatural shape. (Ars Magica 5th Edition Core rulebook p140)


Cr Ig 10 Heat an object enough to tmelt down. (Ars Magica 5th Edition Core rulebook p140)


Cr Ig 10 Ignite someting barely flammable (human body). (Ars Magica 5th Edition Core rulebook p140)


Cr Ig 15 Create a fire doing +20 damage. (Ars Magica 5th Edition Core rulebook p140)


Cr Ig 15 Create a faerie of fire, heat, or light. (Houses of Hermes : Mystery Cults p95)

animae magic major mystery


Cr Ig 20 Create a fire doing +25 damage. (Ars Magica 5th Edition Core rulebook p140)


Cr Ig 20 Create a fire doing +20 damage in an unnatural shape. (Ars Magica 5th Edition Core rulebook p140)


Cr Ig 25 Create a fire doing +30 damage. (Ars Magica 5th Edition Core rulebook p140)


Cr Ig 25 Create an elemental from a base amount of Ignem matter. (Realms of Power : Magic p133)


Cr Ig 40 Create a fire doing +45 damage. ( p0)

déduite de la guideline


Intellego Ignem

In Ig 1 Sense one property of a fire. (Ars Magica 5th Edition Core rulebook p141)


In Ig 1 Locate a fire. (Ars Magica 5th Edition Core rulebook p141)


In Ig 1 Sense a supernatural creature of Might 50 or above with a Might associated with Ignem. (Realms of Power : Magic p111)


In Ig 2 Sense all mundane properties of a fire. (Ars Magica 5th Edition Core rulebook p141)


In Ig 2 Become aware of all fires within the target area. (Ars Magica 5th Edition Core rulebook p141)


In Ig 2 See a fire which you have an Arcane Connection. (Ars Magica 5th Edition Core rulebook p141)


In Ig 2 Sense a supernatural creature of Might 40 or above with a Might associated with Ignem. (Realms of Power : Magic p111)


In Ig 2 Count the number of individuals in the spell Target. (The Mysteries, Revised Edition p93)


In Ig 3 Sense all mundane properies of ash. (Ars Magica 5th Edition Core rulebook p141)


In Ig 3 Detect the traces of fires which burned within the last lunar month. (Ars Magica 5th Edition Core rulebook p141)


In Ig 3 Sense a supernatural creature of Might 30 or above with a Might associated with Ignem. (Realms of Power : Magic p111)


In Ig 3 Count the number of individuals in the spell Target, divided into apparent categories. (The Mysteries, Revised Edition p93)


In Ig 4 See clearly through raging fire. Auram requisite may be necessary if smoke is present as well. (Ars Magica 5th Edition Core rulebook p141)


In Ig 4 Learn the magical properties of a fire. (Ars Magica 5th Edition Core rulebook p141)


In Ig 4 Sense a supernatural creature of Might 15 or above with a Might associated with Ignem. (Realms of Power : Magic p111)


In Ig 4 Sort the individuals in the spell Target into categories and count them. (The Mysteries, Revised Edition p93)


In Ig 5 Sense any supernatural creature with a Might associated with Ignem. (Realms of Power : Magic p111)


In Ig 10 See a fire you have an Arcane Connection to and all things it illuminates (a campfire and everything within its circle of light). (Ars Magica 5th Edition Core rulebook p141)


In Ig 20 Speak with a fire. (Ars Magica 5th Edition Core rulebook p141)


Muto Ignem

Mu Ig 0 Convert part of an Ignem elemental’s body into another type of Ignem matter, reducing the elementals Might Pool by the level of the spell +10. If the elemental is not destroyed by this effect, when the duration ends it can restore this Might by re-absorbing the matter. (Realms of Power : Magic p133)


Mu Ig 1 Change one characteristic of a fire within the target area (make a fire burnn more lightly). (Ars Magica 5th Edition Core rulebook p141)


Mu Ig 2 Totally change a fire into another fire by changing any or all of its characteristics. (Ars Magica 5th Edition Core rulebook p141)


Mu Ig 3 Change a fire so that it is slightly unnatural (make the flame colored, make the smoke smell of roses). May require requisites. (Ars Magica 5th Edition Core rulebook p141)


Mu Ig 4 Change a fire so that it is completely unnatural (multicolored flames forming images ). May require requisites. (Ars Magica 5th Edition Core rulebook p141)


Mu Ig 5 Change a fire into a natural example of another element. Requires the appropriate requisite. (Ars Magica 5th Edition Core rulebook p141)


Mu Ig 10 Change fire, heat, or light into a faerie. (Houses of Hermes : Mystery Cults p95)

animae magic major mystery


Mu Ig 10 Change a fire into an unnatural example of another element. Requires the appropriate requisite. (Ars Magica 5th Edition Core rulebook p141)


Perdo Ignem

Pe Ig 0 Destroy sufficient matter to reduce an Ignem elemental’s Might Score by (the level of the spell +10). (Realms of Power : Magic p133)


Pe Ig 2 Greatly reduce the amount of light in an area. (Ars Magica 5th Edition Core rulebook p142)


Pe Ig 3 Completely extinguish all light in an area. (Ars Magica 5th Edition Core rulebook p142)


Pe Ig 3 Reduce the size of a fire without destrying it. (Ars Magica 5th Edition Core rulebook p142)


Pe Ig 4 Extinguish a fire, cooling the ashes to merely warm. (Ars Magica 5th Edition Core rulebook p142)


Pe Ig 4 Chill an object. (Ars Magica 5th Edition Core rulebook p142)


Pe Ig 4 Chill a person so that they lose a Fatigue Level. (Ars Magica 5th Edition Core rulebook p142)


Pe Ig 5 Strongly chill an object (freeze water) (Ars Magica 5th Edition Core rulebook p142)


Pe Ig 5 Chill a person so that they take +5 damage. (Ars Magica 5th Edition Core rulebook p142)


Pe Ig 10 Destroy one aspect of a fire (heat or light). (Ars Magica 5th Edition Core rulebook p142)


Pe Ig 10 Chill a person so strongly that they take +10 damage. (Ars Magica 5th Edition Core rulebook p142)


Pe Ig 15 Chill a person so strongly that they take +15 damage. ( p0)

déduite des guidelines Arm5


Pe Ig 20 Chill a person so strongly that they take +20 damage. ( p0)

déduite des guidelines Arm5


Rego Ignem

Re Ig 0 Ward against creatures of fire belonging to one Realm (Divine, Magic, Faerie or Infernal) whose Might is less than or equal the level of the spell. (Base Ward Spells Guideline applies) (Ars Magica 5th Edition Core rulebook p143)


Re Ig 0 Ward against beings associated with Ignem from one supernatural realm with Might less than or equal to the level of the spell. (Touch, Ring, Circle) (Houses of Hermes : Societates p114)


Re Ig 3 Transport a fire instantly up to 5 paces. (Transforming Mythic Europe p107)


Re Ig 3 Control fire in a natural fashion (control its direction of spread). (Ars Magica 5th Edition Core rulebook p143)


Re Ig 3 Move a fire quickly throughspace while leaving it burning naturally. (Ars Magica 5th Edition Core rulebook p143)


Re Ig 4 Transport a fire instantly up to 50 paces. (Transforming Mythic Europe p107)


Re Ig 4 Control fire in a slightly unnatural fashion (stop it from burning a person). (Ars Magica 5th Edition Core rulebook p143)


Re Ig 5 Transport a fire instantly up to 500paces. (Transforming Mythic Europe p107)


Re Ig 5 Control a disembodied spirit of Ignem. (The Mysteries, Revised Edition p28)


Re Ig 5 Control an Airy Spirit of Ignem. (Realms of Power : Magic p111)


Re Ig 5 Completely control an Ignem elemental. (Realms of Power : Magic p133)


Re Ig 10 Transport a fire instantly up to 1 league. (Transforming Mythic Europe p107)


Re Ig 10 Control fire in a very unnatural fashion (fashion into a dancing humanoid shape). (Ars Magica 5th Edition Core rulebook p143)


Re Ig 15 Transport a fire instantly up to 7 leagues. (Transforming Mythic Europe p107)


Re Ig 15 Summon a disembodied spirit of Ignem. (The Mysteries, Revised Edition p28)


Re Ig 15 Summon an Airy Spirit of Ignem. (Realms of Power : Magic p111)


Re Ig 20 Transport a fire instantly to a place for which you have an Arcane Connection. (Transforming Mythic Europe p107)


Re Ig 20 Ward against fire doing up to +10 damage. (Touch, Ring, Circle) (Houses of Hermes : Societates p114)


Re Ig 25 Ward against fire doing up to +15 damage. (Touch, Ring, Circle) (Houses of Hermes : Societates p114)


Re Ig 30 Ward against fire doing up to +20 damage. (Touch, Ring, Circle) (Houses of Hermes : Societates p114)


Re Ig 35 Ward against fire doing up to +25 damage. (Touch, Ring, Circle) (Houses of Hermes : Societates p114)


Re Ig 40 Ward against fire doing up to +30 damage. (Touch, Ring, Circle) (Houses of Hermes : Societates p114)


Creo Imaginem

Cr Im 1 Create an image that affects a single sense. (Ars Magica 5th Edition Core rulebook p144)


Cr Im 2 Create an image that affects two senses. (Ars Magica 5th Edition Core rulebook p144)


Cr Im 3 Create an illusory faerie that can affect one sense. Additional senses add one magnitude each. (Houses of Hermes : Mystery Cults p95)

animae magic major mystery


Cr Im 3 Create an image that affects three senses. (Ars Magica 5th Edition Core rulebook p144)


Cr Im 4 Create an image that affects four senses. (Ars Magica 5th Edition Core rulebook p144)


Cr Im 5 Create an image that affects five senses. (Ars Magica 5th Edition Core rulebook p144)


Cr Im 10 Create a glamour. (Houses of Hermes : Mystery Cults p101)

Glamour Guidelines (Major Mystery Merenita)


Intellego Imaginem

In Im 0 Discern an illusion caused by spells of equal or lower level than the level of this spell (Vision target). (Ars Magica 5th Edition Core rulebook p145)


In Im 1 Use one sense at a distance. (Ars Magica 5th Edition Core rulebook p145)


In Im 1 Memorize or perfect your memory about an image you have encountered. (Ars Magica 5th Edition Core rulebook p145)


In Im 1 Be able to discern your own illusions. (Ars Magica 5th Edition Core rulebook p145)


In Im 1 Sense a supernatural creature of Might 50 or above with a Might associated with Imaginem. (Realms of Power : Magic p111)


In Im 2 Use two senses at a distance. (Ars Magica 5th Edition Core rulebook p145)


In Im 2 Sense a supernatural creature of Might 40 or above with a Might associated with Imaginem. (Realms of Power : Magic p111)


In Im 2 Count the number of individuals in the spell Target. (The Mysteries, Revised Edition p93)


In Im 3 Use three senses at a distance. (Ars Magica 5th Edition Core rulebook p145)


In Im 3 Enhance one of your senses in one way (to see clearly at distance, to see things at distance, to see in the dark...) (Ars Magica 5th Edition Core rulebook p145)


In Im 3 Sense a supernatural creature of Might 30 or above with a Might associated with Imaginem. (Realms of Power : Magic p111)


In Im 3 Count the number of individuals in the spell Target, divided into apparent categories. (The Mysteries, Revised Edition p93)


In Im 4 Use four senses at a distance. (Ars Magica 5th Edition Core rulebook p145)


In Im 4 Sense a supernatural creature of Might 15 or above with a Might associated with Imaginem. (Realms of Power : Magic p111)


In Im 4 Sort the individuals in the spell Target into categories and count them. (The Mysteries, Revised Edition p93)


In Im 5 Use five senses at a distance. (Ars Magica 5th Edition Core rulebook p145)


In Im 5 Sense any supernatural creature with a Might associated with Imaginem. (Realms of Power : Magic p111)


Muto Imaginem

Mu Im 1 Change one sensation of an object (make a leaf look like a coin), but not its type (not from sight to sound). (Ars Magica 5th Edition Core rulebook p145)


Mu Im 2 Synaesthesia : Transform the species that trigger one sense into those that trigger another (Houses of Hermes : Societates p65)


Mu Im 2 Change two sensations of an object. (Ars Magica 5th Edition Core rulebook p145)


Mu Im 3 Change an image that affects one sense into a faerie. Each additional sense the original image affects, or each additional sense that the faerie image can affect (giving a portrait a voice, for example), adds one magnitude to this effect. (Houses of Hermes : Mystery Cults p95)

animae magic major mystery


Mu Im 3 Change three sensations of an object. (Ars Magica 5th Edition Core rulebook p145)


Mu Im 4 Change four sensations of an object. (Ars Magica 5th Edition Core rulebook p145)


Mu Im 5 Change five sensations of an object. (Ars Magica 5th Edition Core rulebook p145)


Mu Im 10 Change a target into glamour. (Requisite of the Form of the target required.) (Houses of Hermes : Mystery Cults p101)

Glamour Guideline (Major Mystery Merenita)


Perdo Imaginem

Pe Im 2 Destroy an object ability to affect taste or touch. (Ars Magica 5th Edition Core rulebook p146)


Pe Im 3 Destroy an object ability to affect smell or hearing. (Ars Magica 5th Edition Core rulebook p146)


Pe Im 3 Destroy an object ability to affect taste and touch. (Ars Magica 5th Edition Core rulebook p146)


Pe Im 4 Destroy an object ability to affect sight. (Ars Magica 5th Edition Core rulebook p146)


Pe Im 4 Destroy an object ability to affect any three of taste, touch, smell or hearing. (Ars Magica 5th Edition Core rulebook p146)


Pe Im 5 Destroy an object ability to affect any of four senses. (Ars Magica 5th Edition Core rulebook p146)


Pe Im 10 Destroy an object ability to affect all five senses. (Ars Magica 5th Edition Core rulebook p146)


Rego Imaginem

Re Im 0 Ward against beings associated with Imaginem from one supernatural realm with Might less than or equal to the level of the spell. (Touch, Ring, Circle) (Houses of Hermes : Societates p114)


Re Im 2 Make an object appear (to one sense) to be up to one pace away from its actual position. (Ars Magica 5th Edition Core rulebook p147)


Re Im 3 Make an object appear (to one sense) to be up to 5 paces away from its actual position. (Ars Magica 5th Edition Core rulebook p147)


Re Im 3 Make objects appear to move rapidly in a disorienting way. (Ars Magica 5th Edition Core rulebook p147)


Re Im 4 Make an object appear (to one sense) to be up to 15 paces away from its actual position. (Ars Magica 5th Edition Core rulebook p147)


Re Im 4 Make an object appear (to one sense) to be contained or be attached to another object defined at the time of casting (someone's voice appear to came from a bag). (Ars Magica 5th Edition Core rulebook p147)


Re Im 5 Make an object appear (to one sense) to be up to 100 paces away from its actual position. (Ars Magica 5th Edition Core rulebook p147)


Re Im 5 Control a disembodied spirit of Imaginem. (The Mysteries, Revised Edition p28)


Re Im 5 Control an Airy Spirit of Imaginem. (Realms of Power : Magic p111)


Re Im 10 Make an object appear (to one sense) to be up to in Sight of its actual position. (Ars Magica 5th Edition Core rulebook p147)


Re Im 15 Make an object appear (to one sense) to be up to in a location to which the caster as an Arcane Connection. (Ars Magica 5th Edition Core rulebook p147)


Re Im 15 Summon a disembodied spirit of Imaginem. (The Mysteries, Revised Edition p28)


Re Im 15 Summon an Airy Spirit of Imaginem. (Realms of Power : Magic p111)


Creo Mentem

Cr Me 3 Form words in another's mind. (Ars Magica 5th Edition Core rulebook p148)


Cr Me 4 Put a thought or emotion into another mind. (Ars Magica 5th Edition Core rulebook p148)


Cr Me 4 Restore a memory of a brief event to a fresh state, as long as a fragment of it remains. The affected memory can be no more extensive than a short conversation (two or three rounds). (Houses of Hermes : True Lineages p72)


Cr Me 5 Create a memory in another's mind. (Ars Magica 5th Edition Core rulebook p148)


Cr Me 5 Restore a memory of an event to a fresh state, as long as a fragment of it remains. The affected memory can be no more extensive than about two minutes. (Houses of Hermes : True Lineages p73)


Cr Me 5 Construct an extremely detailed locus in the target’s memory palace. (The Mysteries, Revised Edition p26)


Cr Me 10 Create a faerie in a person’s mind. (Houses of Hermes : Mystery Cults p95)

animae magic major mystery


Cr Me 10 Restore a memory of a days events to a fresh state, as long as a fragment of it remains. Events are remembered as if they had occurred only an hour before. (Houses of Hermes : True Lineages p73)


Cr Me 10 Spark a twinge of conscience in an intelligent beings mind, overriding the temporary obsession of a demon. (Art & Academe p35)


Cr Me 15 Create a faerie ghost. (Houses of Hermes : Mystery Cults p95)

animae magic major mystery


Cr Me 30 Increase one of a person's mental Characteristics by one point, to no more than 0. (Ars Magica 5th Edition Core rulebook p148)


Cr Me 35 Increase one of a person's mental Characteristics by one point, to no more than +1. (Ars Magica 5th Edition Core rulebook p148)


Cr Me 40 Increase one of a person's mental Characteristics by one point, to no more than +2. (Ars Magica 5th Edition Core rulebook p148)


Cr Me 45 Increase one of a person's mental Characteristics by one point, to no more than +3. (Ars Magica 5th Edition Core rulebook p148)


Cr Me 50 Increase one of a person's mental Characteristics by one point, to no more than +4. (Ars Magica 5th Edition Core rulebook p148)


Cr Me 55 Increase one of a person's mental Characteristics by one point, to no more than +5. (Ars Magica 5th Edition Core rulebook p148)


Intellego Mentem

In Me 1 Sense a supernatural creature of Might 50 or above with a Might associated with Mentem. (Realms of Power : Magic p111)


In Me 2 Sense a supernatural creature of Might 40 or above with a Might associated with Mentem. (Realms of Power : Magic p111)


In Me 2 Count the number of individuals in the spell Target. (The Mysteries, Revised Edition p93)


In Me 3 Sense a supernatural creature of Might 30 or above with a Might associated with Mentem. (Realms of Power : Magic p111)


In Me 3 Count the number of individuals in the spell Target, divided into apparent categories. (The Mysteries, Revised Edition p93)


In Me 4 Sense the state of consciousness of one intelligent being (asleep, awake, meditating, dead, drugged, insane, or comatose). (Ars Magica 5th Edition Core rulebook p149)


In Me 4 Sense a supernatural creature of Might 15 or above with a Might associated with Mentem. (Realms of Power : Magic p111)


In Me 4 Sort the individuals in the spell Target into categories and count them. (The Mysteries, Revised Edition p93)


In Me 5 Sense any Mentem spirit (Ancient Magic p50)


In Me 5 Sense a single emotion in a being. (Ars Magica 5th Edition Core rulebook p149)


In Me 5 Understand the meaning behind spoken sounds. (Ars Magica 5th Edition Core rulebook p149)


In Me 5 Sense any supernatural creature with a Might associated with Mentem. (Realms of Power : Magic p111)


In Me 10 Sense all of the emotions in a being. (Ars Magica 5th Edition Core rulebook p149)


In Me 10 Discover the truth of a statement. (Ars Magica 5th Edition Core rulebook p149)


In Me 15 Speak with any one human. (Ars Magica 5th Edition Core rulebook p149)


In Me 15 Read a person's surface thoughts. (Ars Magica 5th Edition Core rulebook p149)


In Me 15 Pick a single answer from the mind of the target. (Ars Magica 5th Edition Core rulebook p149)


In Me 20 Read the last day's memories from one person. (Ars Magica 5th Edition Core rulebook p149)


In Me 25 Learn all the information you wish from a person's mind. (Ars Magica 5th Edition Core rulebook p149)


Muto Mentem

Mu Me 1 Make a minor change in person's memory of an event. (Ars Magica 5th Edition Core rulebook p150)


Mu Me 2 Make a major change in person's memory of an event. (Ars Magica 5th Edition Core rulebook p150)


Mu Me 3 Make a major change in person's memory of a series of events. (Ars Magica 5th Edition Core rulebook p150)


Mu Me 3 Make a major change to a person's emotion. (Ars Magica 5th Edition Core rulebook p150)


Mu Me 4 Make a major change in person's memory of a period of their life. (Ars Magica 5th Edition Core rulebook p150)


Mu Me 4 Completely change to a person's emotion. (Ars Magica 5th Edition Core rulebook p150)


Mu Me 5 Change an emotion, memory, or thought into a faerie. (Houses of Hermes : Mystery Cults p95)

animae magic major mystery


Mu Me 10 Completely rewrite a person's memories (Ars Magica 5th Edition Core rulebook p150)


Mu Me 15 Release a faerie from a person’s mind (with requisites appropriate to its new form). (Houses of Hermes : Mystery Cults p95)

animae magic major mystery


Mu Me 15 Make a mind or spirit visible (requires Imaginem requisite). (Ars Magica 5th Edition Core rulebook p150)


Mu Me 15 Utterly change a person' mind. (Ars Magica 5th Edition Core rulebook p150)


Mu Me 25 Make a mind or spirit solid. Requires the appropriate requisite to the Form of the shape. (Ars Magica 5th Edition Core rulebook p150)


Perdo Mentem

Pe Me 3 Remove a minor detail from the person's memory. (Ars Magica 5th Edition Core rulebook p150)


Pe Me 4 Remove an important detail from the person's memory. (Ars Magica 5th Edition Core rulebook p150)


Pe Me 4 Diminish a single mental capability in a person. (Ars Magica 5th Edition Core rulebook p150)


Pe Me 4 Reduce the intensity of all of a person's emotions. (Ars Magica 5th Edition Core rulebook p150)


Pe Me 5 Quell an emotion in a person. (Ars Magica 5th Edition Core rulebook p150)


Pe Me 10 Remove a minor or short memory from a person's mind. (Ars Magica 5th Edition Core rulebook p150)


Pe Me 10 Reduce all of a person's mental capabilities. (Ars Magica 5th Edition Core rulebook p150)


Pe Me 15 Remove a major or long memory from a person's mind. (Ars Magica 5th Edition Core rulebook p150)


Pe Me 15 Remove all emotions from a person. (Ars Magica 5th Edition Core rulebook p150)


Pe Me 15 Drive a person insane. (Ars Magica 5th Edition Core rulebook p150)


Pe Me 25 Leave a person a mindless husk. (Ars Magica 5th Edition Core rulebook p150)


Rego Mentem

Re Me 0 Ward against spirits belonging to one Realm (Divine, Magic, Faerie or Infernal) whose Might is less than or equal to the level of the spell. (Base Ward Spells Guideline applies) (Ars Magica 5th Edition Core rulebook p151)


Re Me 0 Ward against beings associated with Mentem from one supernatural realm with Might less than or equal to the level of the spell. (Touch, Ring, Circle) (Houses of Hermes : Societates p114)


Re Me 0 Reinforce the target’s memory palace against magical attacks or attempts to modify his memories. (The Mysteries, Revised Edition p27)


Re Me 3 Make a subtle difference to the target mental state. (Ars Magica 5th Edition Core rulebook p151)


Re Me 4 Control a target 's mental state (awake, asleep, confused...) (Ars Magica 5th Edition Core rulebook p151)


Re Me 5 Control a natural emotion (calm, fear...). Tha target must feel the emotion before yuo can control it. (Ars Magica 5th Edition Core rulebook p151)


Re Me 5 Control a disembodied spirit. (Ars Magica 5th Edition Core rulebook p151)


Re Me 5 Incline a person to a particular sort of response. (Ars Magica 5th Edition Core rulebook p151)


Re Me 5 Control a disembodied spirit of Mentem. (The Mysteries, Revised Edition p28)


Re Me 5 Control an Airy Spirit of Mentem. (Realms of Power : Magic p111)


Re Me 10 Control an unnatural emotion (cultivate a person's feeling of bravery where he is usually cowardly). (Ars Magica 5th Edition Core rulebook p151)


Re Me 10 Imbue all of a person's response with a particular emotion. (Ars Magica 5th Edition Core rulebook p151)


Re Me 15 Control a human being as long as you can see him. (Ars Magica 5th Edition Core rulebook p151)


Re Me 15 Summon a ghost (Ritual). (Ars Magica 5th Edition Core rulebook p151)


Re Me 15 Summon a disembodied spirit of Mentem. (The Mysteries, Revised Edition p28)


Re Me 15 Summon an Airy Spirit of Mentem. (Realms of Power : Magic p111)


Re Me 20 Give a person one complex command, which he tries to carry out to the best of his ability. (Ars Magica 5th Edition Core rulebook p151)


Re Me 25 Completely control a person's mind and emotions. (Ars Magica 5th Edition Core rulebook p151)


Creo Terram

Cr Te 1 Create sand, dirt, mud, or clay. (Ars Magica 5th Edition Core rulebook p153)


Cr Te 3 Create a faerie associated with sand, dirt, mud, or clay. (Houses of Hermes : Mystery Cults p95)

animae magic major mystery


Cr Te 3 Create stone or glass. (Ars Magica 5th Edition Core rulebook p153)


Cr Te 3 Create and assemble the components for an alchemical reagent. (Requisites: Animal and Herbam) (Ritual) (Art & Academe p70)


Cr Te 5 Create a faerie associated with stone or glass. (Houses of Hermes : Mystery Cults p95)

animae magic major mystery


Cr Te 5 Create base metal. (Ars Magica 5th Edition Core rulebook p153)


Cr Te 15 Create a faerie associated with base metal. (Houses of Hermes : Mystery Cults p95)

animae magic major mystery


Cr Te 15 Create precious metal. (Ars Magica 5th Edition Core rulebook p153)


Cr Te 15 Repair a crafted item, returning it to an “as new” state. (Magi of Hermes p31)


Cr Te 25 Create a faerie associated with precious metal. (Houses of Hermes : Mystery Cults p95)

animae magic major mystery


Cr Te 25 Create gemstone. (Ars Magica 5th Edition Core rulebook p153)


Cr Te 25 Create an elemental from a base amount of Terram matter. (Realms of Power : Magic p133)


Cr Te 35 Create a faerie associated with gemstone. (Houses of Hermes : Mystery Cults p95)

animae magic major mystery


Intellego Terram

In Te 1 Sense a supernatural creature of Might 50 or above with a Might associated with Terram. (Realms of Power : Magic p111)


In Te 2 Learn one visible property of an object. A property that someone with the appropriate skill could determine just by looking. (Ars Magica 5th Edition Core rulebook p153)


In Te 2 Sense a supernatural creature of Might 40 or above with a Might associated with Terram. (Realms of Power : Magic p111)


In Te 2 Count the number of individuals in the spell Target. (The Mysteries, Revised Edition p93)


In Te 3 Sense a supernatural creature of Might 30 or above with a Might associated with Terram. (Realms of Power : Magic p111)


In Te 3 Count the number of individuals in the spell Target, divided into apparent categories. (The Mysteries, Revised Edition p93)


In Te 4 Learn one mundane properties of an object. (Ars Magica 5th Edition Core rulebook p153)


In Te 4 See an object and its sorroundings. (Ars Magica 5th Edition Core rulebook p153)


In Te 4 Sense a supernatural creature of Might 15 or above with a Might associated with Terram. (Realms of Power : Magic p111)


In Te 4 Sort the individuals in the spell Target into categories and count them. (The Mysteries, Revised Edition p93)


In Te 5 Learn all component of a mixture or alloy. (Ars Magica 5th Edition Core rulebook p153)


In Te 5 Sense any supernatural creature with a Might associated with Terram. (Realms of Power : Magic p111)


In Te 10 Learn all the antural properties of an object. (Ars Magica 5th Edition Core rulebook p153)


In Te 15 Sense all the mundane properties of a composite object. (Ars Magica 5th Edition Core rulebook p153)


In Te 20 Learn all the magical properties of an object. (Ars Magica 5th Edition Core rulebook p153)


In Te 20 Make your sense unhindered by earth. (Ars Magica 5th Edition Core rulebook p153)


In Te 20 Speak with a natural rock (a boulder). (Ars Magica 5th Edition Core rulebook p153)


In Te 25 Speak with an artificial rock (a statue). (Ars Magica 5th Edition Core rulebook p153)


In Te 30 Commune with a natural rock. (Houses of Hermes : True Lineages p74)


In Te 30 Speak with a metal object. (Houses of Hermes : True Lineages p74)


In Te 35 Commune with an artificial rock (for example, a statue). (Houses of Hermes : True Lineages p74)


In Te 40 Commune with a metal object (for example, a knife). (Houses of Hermes : True Lineages p74)


Muto Terram

Mu Te 0 Convert part of a Terram elemental’s body into another type of Terram matter, reducing the elementals Might Pool by the level of the spell +10. If the elemental is not destroyed by this effect, when the duration ends it can restore this Might by re-absorbing the matter. (Realms of Power : Magic p133)


Mu Te 1 Change one property of earth. (Ars Magica 5th Edition Core rulebook p154)


Mu Te 2 Change earth to another type of natural earth (sand, mud, loam...) . (Ars Magica 5th Edition Core rulebook p154)


Mu Te 3 Change earth so that is slightly unnatural. Requisites may be required. (Ars Magica 5th Edition Core rulebook p154)


Mu Te 3 Change earth into a liquid or gas. Requisites may be required. (Ars Magica 5th Edition Core rulebook p154)


Mu Te 3 Change earth to stone, or vice versa. (Ars Magica 5th Edition Core rulebook p154)


Mu Te 4 Change dirt, sand, mud, or clay into a faerie. (Houses of Hermes : Mystery Cults p95)

animae magic major mystery


Mu Te 4 Change earth so that is highly unnatural. Requisites are often required. (Ars Magica 5th Edition Core rulebook p154)


Mu Te 4 Change earth into a mixture of liquid, solid and gases. Require the appropriate requisites. (Ars Magica 5th Edition Core rulebook p154)


Mu Te 4 Change earth into a plant. Require Herbam requisite. (Ars Magica 5th Edition Core rulebook p154)


Mu Te 4 Make something grow to eight time its previous volume. (Ars Magica 5th Edition Core rulebook p154)


Mu Te 5 Change stone or glass into a faerie. (Houses of Hermes : Mystery Cults p95)

animae magic major mystery


Mu Te 5 Change earth into slightly unnatural liquid or gas. Require the appropriate requisite. (Ars Magica 5th Edition Core rulebook p154)


Mu Te 5 Change earth into an animal. Require Animal requisite. (Ars Magica 5th Edition Core rulebook p154)


Mu Te 10 Change metal or gemstone into a faerie. (Houses of Hermes : Mystery Cults p95)

animae magic major mystery


Mu Te 10 Change earth into highly unnatural liquid or gas. Require appropriate requisite. (Ars Magica 5th Edition Core rulebook p154)


Perdo Terram

Pe Te 0 Destroy sufficient matter to reduce a Terram elemental’s Might Score by (the level of the spell +10). (Realms of Power : Magic p133)


Pe Te 2 Weaken earth. (Ars Magica 5th Edition Core rulebook p155)


Pe Te 3 Destroy earth. (Ars Magica 5th Edition Core rulebook p155)


Pe Te 4 Destroy stone or glass, (Ars Magica 5th Edition Core rulebook p155)


Pe Te 5 Destroy one aspect of dirt, such as its weight or its cohesiveness. (Houses of Hermes : Societates p37)


Pe Te 5 Destroy metal or gemstone (Ars Magica 5th Edition Core rulebook p155)


Rego Terram

Re Te 0 Ward against beings associated with Terram from one supernatural realm with Might less than or equal to the level of the spell. (Touch, Ring, Circle) (Houses of Hermes : Societates p114)


Re Te 0 Ward against stone creatures belonging to one Realm (Divine, Magic, Faerie or Infernal) whose Might is less than or equal to the level of the spell. (Base Ward Spells Guideline applies) (Ars Magica 5th Edition Core rulebook p155)


Re Te 1 Control or move earth in a natural fashion. (Ars Magica 5th Edition Core rulebook p155)


Re Te 2 Shape and form dirt, as if a craftsman had worked it (Add one magnitude for stone or glass, two for metal or gemstones. Add one or two magnitudes according to complexity.) (Covenants p51)


Re Te 2 Control or move earth in a slightly unnatural fashion. (Ars Magica 5th Edition Core rulebook p155)


Re Te 2 Keep earth away from you, under your conscious control (you must be aware of its presence). (Ars Magica 5th Edition Core rulebook p155)


Re Te 3 Assemble an alchemical reagent. (Requisites: Animal and Herbam) (Art & Academe p70)


Re Te 3 Craft an item from glass. (Houses of Hermes : Societates p61)


Re Te 3 Control or move earth in a very unnatural fashion. (Ars Magica 5th Edition Core rulebook p155)


Re Te 4 Craft an item from gemstone, metal, or gemstone. (Houses of Hermes : Societates p61)


Re Te 4 Transport a target instantly up to five paces. (Magi of Hermes p92)


Re Te 5 Hurl a stone projectile with enough force to do +5 damage (range increment of 20 paces) (Houses of Hermes : Societates p38)


Re Te 5 Control a disembodied spirit of Terram. (The Mysteries, Revised Edition p28)


Re Te 5 Control an Airy Spirit of Terram. (Realms of Power : Magic p111)


Re Te 5 Completely control a Terram elemental. (Realms of Power : Magic p133)


Re Te 5 Transport a target instantly up to 50 paces. (Magi of Hermes p92)


Re Te 5 Keep all earth away from your body, or ward a target against earth. (Ars Magica 5th Edition Core rulebook p155)


Re Te 10 Hurl a stone projectile with enough force to do +10 damage (range increment of 20 paces) (Houses of Hermes : Societates p38)


Re Te 10 Transport a target instantly up to 500 paces. (Magi of Hermes p92)


Re Te 15 Hurl a stone projectile with enough force to do +15 damage (range increment of 20 paces) (Houses of Hermes : Societates p38)


Re Te 15 Summon a disembodied spirit of Terram. (The Mysteries, Revised Edition p28)


Re Te 15 Summon an Airy Spirit of Terram. (Realms of Power : Magic p111)


Re Te 15 Transport a target instantly up to one league. (Magi of Hermes p92)


Re Te 20 Ward against dirt, sand, mud, or clay. (Touch, Ring, Circle) (Houses of Hermes : Societates p114)


Re Te 20 Transport a target instantly up to seven leagues. (Magi of Hermes p92)


Re Te 25 Ward against stone or glass. (Touch, Ring, Circle) (Houses of Hermes : Societates p114)


Re Te 25 Transport a target instantly to a place to which you have an Arcane Connection. (Magi of Hermes p92)


Re Te 30 Ward against metal or gemstone. (Touch, Ring, Circle) (Houses of Hermes : Societates p114)


Creo Vim

Cr Vi 0 Create a magical shell which looks real to Intellego spells with alevel less than twice its level plus one magnitude. This aura is generic “magic” only – no misleading information can be supplied. (Ars Magica 5th Edition Core rulebook p157)


Cr Vi 0 Create a magical shell which prevents Intellego spells with a level less than its level plus one magnitude from learning any details about the magic on the target. (Ars Magica 5th Edition Core rulebook p157)


Cr Vi 0 Create a magical shell which gives false information about the target to Intellego spells with level less than half its (level plus one magnitude). (Ars Magica 5th Edition Core rulebook p157)


Cr Vi 0 Refreshes all spell traces within the target that are less than the magnitude of the guideline -1, in negative magnitude (Houses of Hermes : True Lineages p74)


Cr Vi 0 Restore a demons Might Pool by (the level of the spell + 10), as long as the spell penetrates its Magic Resistance. (Realms of Power : The Infernal p121)


Cr Vi 0 Potentially strengthen a Magic aura; roll on the Aura Strengthening Table with a modifier equal to magnitude; the modifier must be 0 or greater, thus the minimum possible base level is 4. (Ritual) (Realms of Power : Magic p14)


Cr Vi 3 Taint something with magic. (Ars Magica 5th Edition Core rulebook p157)


Cr Vi 4 Create a faerie daimon. (Houses of Hermes : Mystery Cults p95)

animae magic major mystery


Cr Vi 4 Create a temporary Arcane Connection to a demon within range. (Realms of Power : The Infernal p121)


Cr Vi 5 Create a burst of magic that gives the target 1 Warping point. Spell that grant Warping cannot have a duration of greater than Momentary. Note that doing this to a magus is an attack, an clearly against the Code. (Ars Magica 5th Edition Core rulebook p157)


Cr Vi 5 Decrease the rate of decay of an Arcane Connection as if the connection were one step higher on the table in ArM5, page 84. If this increases the Duration to Years or greater, the duration of the connection continues to be measured in a period of years. Hermetic magic can not make an Arcane Connection last indefinitely without fixing the connection as described in ArM5, page 94. Note that the range is the range to the Arcane Connection, and you must know what you are targeting just like any other spell. (Magi of Hermes p113)


Cr Vi 10 Give the target 2 Warping point. (Ars Magica 5th Edition Core rulebook p157)


Cr Vi 10 Decrease the rate of decay of an Arcane Connection as if the connection were two steps higher on the table in ArM5, page 84, subject to the same limits as the level 5 guideline. (Magi of Hermes p113)


Cr Vi 15 Give the target 3 Warping point. (Ars Magica 5th Edition Core rulebook p157)


Cr Vi 15 Decrease the rate of decay of an Arcane Connection as if the connection were three steps higher on the table in ArM5, page 84, subject to the same limits as the level 5 guideline. (Magi of Hermes p113)


Cr Vi 20 Give the target 4 Warping point. (Ars Magica 5th Edition Core rulebook p157)


Intellego Vim

In Vi 0 Detect the traces of magic of negative magnitude up to the magnitude of the guideline used -2. (+3 magnitudes gives the rough details of the effect and the sigil of the caster. This level also enables the Quaesitor to tell if a Hermetic effect was created by a spell or invested device. Quaesitors with extensive experience of a particular sort of non-Hermetic power can also identify that; the limit is the Quaesitors ability to interpret the information provided by the spell.) (Houses of Hermes : True Lineages p74)


In Vi 1 Detect the presence and strength of a supernatural tether of level 5 or higher. (Legends of Hermes p17)

The following new guidelines may be used by any maga who has studied from at least one of Conciatta’s unpublished works on the breakthroughs described here, through a tractatus or a laboratory text for instance. No insight or additional research is required.


In Vi 1 Detect magic of 10° magnitude or higher (Ars Magica 5th Edition Core rulebook p158)


In Vi 1 Detect the presence of a mystical aura. (Ars Magica 5th Edition Core rulebook p158)


In Vi 1 Detect the presence of raw vis. (Ars Magica 5th Edition Core rulebook p158)


In Vi 1 Sense a supernatural creature of Might 50 or above with a Might associated with Vim. (Realms of Power : Magic p111)


In Vi 1 Sense a supernatural creature of Might 50 or above of a specific type or with a Might associated with a specific Realm. (Hermetic Projects p101)


In Vi 2 Detect the presence and strength of a supernatural tether of level 4 or higher. (Legends of Hermes p17)

The following new guidelines may be used by any maga who has studied from at least one of Conciatta’s unpublished works on the breakthroughs described here, through a tractatus or a laboratory text for instance. No insight or additional research is required.


In Vi 2 Detect the presence of a subsumed aura. (Legends of Hermes p17)


In Vi 2 Detect magic of 8° magnitude or higher. (Ars Magica 5th Edition Core rulebook p158)


In Vi 2 Determine the power of a mystical aura. (Ars Magica 5th Edition Core rulebook p158)


In Vi 2 Sense a supernatural creature of Might 40 or above with a Might associated with Vim. (Realms of Power : Magic p111)


In Vi 2 Sense a supernatural creature of Might 40 or above of a specific type or with a Might associated with a specific Realm. (Hermetic Projects p101)


In Vi 2 Count the number of individuals in the spell Target. (The Mysteries, Revised Edition p93)


In Vi 3 Detect the presence and strength of a supernatural tether of level 3 or higher. (Legends of Hermes p17)

The following new guidelines may be used by any maga who has studied from at least one of Conciatta’s unpublished works on the breakthroughs described here, through a tractatus or a laboratory text for instance. No insight or additional research is required.


In Vi 3 Detect magic of 6° magnitude or higher. (Ars Magica 5th Edition Core rulebook p158)


In Vi 3 Detect regio boundaries. If cast with a Vision target, this provides enough information to find a way between levels, for regiones that allow that sort of entrance. Otherwise, it reveals the presence of a regio, and possibly its rough shape. (Ars Magica 5th Edition Core rulebook p158)


In Vi 3 Sense a supernatural creature of Might 30 or above with a Might associated with Vim. (Realms of Power : Magic p111)


In Vi 3 Sense a supernatural creature of Might 30 or above of a specific type or with a Might associated with a specific Realm. (Hermetic Projects p101)


In Vi 3 Count the number of individuals in the spell Target, divided into apparent categories. (The Mysteries, Revised Edition p93)


In Vi 4 Detect the presence and strength of a natural or supernatural tether of level 2 or higher. (Legends of Hermes p17)

The following new guidelines may be used by any maga who has studied from at least one of Conciatta’s unpublished works on the breakthroughs described here, through a tractatus or a laboratory text for instance. No insight or additional research is required.


In Vi 4 Detect magic of 3° magnitude or higher. (Ars Magica 5th Edition Core rulebook p158)


In Vi 4 Judge the amount of vis present. (Ars Magica 5th Edition Core rulebook p158)


In Vi 4 Discern the Art of vis. (Ars Magica 5th Edition Core rulebook p158)


In Vi 4 Discern the alignment of an aura. (Realms of Power : Magic p14)


In Vi 4 Sense a supernatural creature of Might 15 or above with a Might associated with Vim. (Realms of Power : Magic p111)


In Vi 4 Sense a supernatural creature of Might 15 or above of a specific type or with a Might associated with a specific Realm. (Hermetic Projects p101)


In Vi 4 Sort the individuals in the spell Target into categories and count them. (The Mysteries, Revised Edition p93)


In Vi 5 Detect the presence and strength of any natural or supernatural tether. (Legends of Hermes p17)

The following new guidelines may be used by any maga who has studied from at least one of Conciatta’s unpublished works on the breakthroughs described here, through a tractatus or a laboratory text for instance. No insight or additional research is required.


In Vi 5 Detect any active magic. (Ars Magica 5th Edition Core rulebook p158)


In Vi 5 Speak with a demon. (Realms of Power : The Infernal p121)


In Vi 5 Sense any supernatural creature with a Might associated with Vim. (Realms of Power : Magic p111)


In Vi 5 Sense any supernatural creature of a specific type or with a Might associated with a specific Realm. (Hermetic Projects p101)


In Vi 10 Detect the traces of powerful magic. (Ars Magica 5th Edition Core rulebook p158)


In Vi 10 Detect the recent presence of weak magic. (Ars Magica 5th Edition Core rulebook p158)


In Vi 10 Detect an active magic and any trace of positive magnitude. (Houses of Hermes : True Lineages p74)


In Vi 10 Detect the Gift. (Hedge Magic : Revised Edition p6)


Muto Vim

Mu Vi 0 Change a spell or effect of level less than or equal to (this spell’s level + 5) into a faerie. (Houses of Hermes : Mystery Cults p95)

animae magic major mystery


Mu Vi 0 Superficially change a spell of less than or equal to twice the (level +1 magnitude) of the MuVi spell. This may not change the primary effect of the spell or its power. (Ars Magica 5th Edition Core rulebook p159)


Mu Vi 0 Significantly change a spell of less or equal to than the (level +1 magnitude) of the MuVi spell. This may not change either the Technique or Form of the target spell. A change in power of plus or minus one magnitude is a significant change, as is change of target, if the target was possible for the original spell. (Ars Magica 5th Edition Core rulebook p159)


Mu Vi 0 Totally change a spell of less than or equal to half the (level +1 magnitude) of the MuVi spell.This may change the Tecnique, Form, or both of the target spell, and needs no requisites for those Arts. The MuVi spell affect the structure of the spell, not the things that the spell targets. A change in power up to two magnitudes is a total change. Any grater change requires either Creo or Perdo to create more magical energy or destroy some. (Ars Magica 5th Edition Core rulebook p159)


Mu Vi 0 Bind a demon with Might equal to (the level of the spell + 10) to a person or object. (Realms of Power : The Infernal p121)


Mu Vi 0 Pass control of a spell of a specific Form to another person. The level of the affected spell must be less than or equal to the level of this spell + 2 magnitudes. (Hermetic Projects p97)


Mu Vi 2 Change vis into a faerie, with (number of pawns x 5) Might Points, using up the vis in the process. (Houses of Hermes : Mystery Cults p95)

animae magic major mystery


Perdo Vim

Pe Vi 0 Make something, including a magical item, seem nonmagical to any Intellego spell of less than or equal to twice the (level –2 magnitudes) of this spell. (Ars Magica 5th Edition Core rulebook p160)


Pe Vi 0 Dispel effects of a specific type with a level less than or equal to the (level +4 magnitudes) of the Vim spell + stress die (no botch). A specific type could be Hermetic Terram magic, or Shamanic spirit control magic. A magus must have some knowledge of a type of magic although not necessarily ability to use it) to invent a spell to affect it. All Hermetic magi have some knowledge of all Hermetic magic. (Ars Magica 5th Edition Core rulebook p160)


Pe Vi 0 Reduce a target's Might Score by the level of the spell + 2 magnitudes, as long as the spell penetrates the creature's resistance. (Ars Magica 5th Edition Core rulebook p160)


Pe Vi 0 Dispel any magical effect with a level less than or equal to half the (level +4 magnitudes) of the Vim spell + a stress die (no botch). (Ars Magica 5th Edition Core rulebook p160)


Pe Vi 0 Reduce the casting total for all magic cast by the target by half the (level +2 magnitudes) of the spell. If 2 or more spells affect one target, only the highest has any effect: the penalties do not add. The spell must penetrate the target's Magic Resistance in order to have any effect. (Ars Magica 5th Edition Core rulebook p160)


Pe Vi 0 Ages a spell trace to a negative magnitude equal to the guideline used. (Houses of Hermes : True Lineages p75)


Pe Vi 0 Dispel a Hermetic enchantment with a level less than the guideline used + a stress die (no botch). (Ritual) (Houses of Hermes : True Lineages p75)


Pe Vi 0 Dispel a specific type of enchantment with a level less than twice the guideline level used + a stress die (no botch). To qualify the spell needs to specify a particular Hermetic Form or a specific type of enchantment, such as Talismans, Familiars, or Longevity Rituals. More general enchantments do not qualify. (Ritual) (Houses of Hermes : True Lineages p75)


Pe Vi 0 Reduce the Casting Total for a specific type of magic (such as Infernal Powers) cast by the target by the (level + 2 magnitudes) of the spell. If two or more such spells affect one target, ony the highest has any effect; the penalties do not add. The spell must penetrate the target’s Magic Resistance in order to have any effect. (Realms of Power : The Infernal p121)


Pe Vi 0 Reduce a target’s Might Pool by (the level of the spell + 10), as long as the spell penetrates the creature’s Magic Resistance. (Realms of Power : The Infernal p121)


Pe Vi 0 Potentially weaken a Magic aura; roll on the Aura Weakening Table with a modifier equal to magnitude; the modifier must be 0 or greater, thus the minimum possible base level is 4. (Ritual) (Realms of Power : Magic p14)


Pe Vi 5 Reduce the duration of an Arcane Connection by one step on the table on page 84. If this reduces the duration below Hours, the connection expires immediately. Does not work on connections that naturally have Indefinite duration, but can make an Arcane Connection that was fixed in laboratory expire. Note that the Range is the range to the Arcane Connection, and you must know what you are targeting, just as for any other spell. (Ars Magica 5th Edition Core rulebook p160)


Pe Vi 10 Reduce the duration of an Arcane Connection by 2 steps on the table on page 84, as above. (Ars Magica 5th Edition Core rulebook p160)


Pe Vi 15 Reduce the duration of an Arcane Connection by 3 steps on the table on page 84, as above. (Ars Magica 5th Edition Core rulebook p160)


Pe Vi 20 Reduce the duration of an Arcane Connection by 4 steps on the table on page 84, as above. (Ars Magica 5th Edition Core rulebook p160)


Pe Vi 25 Reduce the duration of an Arcane Connection by 5 steps on the table on page 84, as above. (Ars Magica 5th Edition Core rulebook p160)


Pe Vi 30 Reduce the duration of an Arcane Connection by 6 steps on the table on page 84, as above. (Ars Magica 5th Edition Core rulebook p160)


Rego Vim

Re Vi 0 Ward against beings associated with Vim from one supernatural realm with Might less than or equal to the level of the spell. (Touch, Ring, Circle) (Houses of Hermes : Societates p114)


Re Vi 0 Sustain or suppress a spell of a specific type cast by another with level less than the level +2 magnitudes of the Vim spell. Examples of specific types include Hermetic Terram magic and Shamanic spirit control magic [and curse magic]. (Houses of Hermes : Societates p129)


Re Vi 0 Summon a demon with Infernal Might less than (the level of the spell + 20). (Ritual) (Realms of Power : The Infernal p121)


Re Vi 0 Summon an Aspect of a Daimon if (level + 4 magnitudes) equals or exceeds twice its Might. (Ritual) (Realms of Power : Magic p111)


Re Vi 0 Suppress an aura of strength less than or equal to the spell’s magnitude. The aura is not destroyed but its effects, including any casting bonuses/penalties, are suppressed for the spell’s duration. The aura returns to full strength at the end of the spell’s duration. The presence of the suppressed aura is detected by magic or abilities that can normally detect such auras. This Ritual cannot affect regio levels beyond the mundane level. As the target aura is still in place, merely locked away, events and actions that fuel the aura may raise the level beyond the power of this Ritual to contain it. If this happens, the Ritual’s power is broken and the aura is made apparent again. (Ritual) (Legends of Hermes p17)

The following new guidelines may be used by any maga who has studied from at least one of Conciatta’s unpublished works on the breakthroughs described here, through a tractatus or a laboratory text for instance. No insight or additional research is required.


Re Vi 0 Ward the target against creature with a Might less than or equal to the level of the spell. A creature warded against cannot directly affect the target physically or by magical means. A spell of this nature will only ward against creatures of one Realm (Divine, Magic, Faerie or Infernal). (Base Ward Spells Guideline applies) (Ars Magica 5th Edition Core rulebook p161)


Re Vi 0 Sustain or suppress a spell you have cast whose level is less than or equal to the (level + 2 magnitudes) of the Vim spell. (Ars Magica 5th Edition Core rulebook p161)


Re Vi 0 Create a conduit or container for spells with a level lesser than or equal to the (level +5 magnitudes) of the Vim spell. A conduit puts you in mystical contact with the target (effective Touch range), while a container will hold a spell for a specific lenght of time before releasing it. (Ars Magica 5th Edition Core rulebook p161)


Re Vi 0 Sustain or suppress a spell cast by another with level less than or equal to the half the (level +5 magnitudes) of the Vim spell. (Ars Magica 5th Edition Core rulebook p161)


Re Vi 5 Control a disembodied spirit of Vim. (The Mysteries, Revised Edition p28)


Re Vi 5 Control an Airy Spirit of Vim. (Realms of Power : Magic p111)


Re Vi 5 Control an Airy Spirit of a specific Realm. (Realms of Power : Magic p111)


Re Vi 5 Activate an enchanted device with a simple trigger (i.e., not a linked trigger or an environmental trigger, see ArM5 page 99). The caster must know the triggering action for the target device either because he invested the enchantment himself, because he investigated the enchantment in the laboratory or because he has learned it in some other manner such as being shown the action by someone else who already knows it. The target item is activated directly by the Rego Vim spell; the normal trigger is not reproduced. (Legends of Hermes p107)


Re Vi 10 Move raw vis from one physical object to another, without needing a laboratory. (Ars Magica 5th Edition Core rulebook p161)


Re Vi 15 Summon a disembodied spirit of Vim. (The Mysteries, Revised Edition p28)


Re Vi 15 Summon an Airy Spirit of Vim. (Realms of Power : Magic p111)


Re Vi 15 Summon an Airy Spirit of a specific Realm. (Realms of Power : Magic p111)


Shape or Material ? Bonuses Source
Adze Shape +2 beautify wood structures +2 Houses of Hermes : Mystery Cults p137
Agate Material +3 Air +3 Ars Magica 5th Edition Core rulebook p110
+5 protection from storms +5 Ars Magica 5th Edition Core rulebook p110
+7 protection from venom +7 Ars Magica 5th Edition Core rulebook p110
Alabaster Material +2 forgiving +2 Houses of Hermes : Mystery Cults p137
+4 mental acuity +4 Houses of Hermes : Mystery Cults p137
Alder Material +1 resist decay +1 Guardians of the Forests : The Rhine Tribunal p33
+2 royalty +2 Guardians of the Forests : The Rhine Tribunal p33
Alexandrite Material +5 horses +5 Houses of Hermes : Mystery Cults p137
+3 long life +3 Houses of Hermes : Mystery Cults p137
+2 regeneration +2 Houses of Hermes : Mystery Cults p137
Almond Tree Material +3 Creo Herbam +3 Houses of Hermes : Mystery Cults p137
Aloe Material +3 friendship +3 The Mysteries, Revised Edition p33
Amber Material +3 controlling movements +3 Houses of Hermes : True Lineages p139
+3 Corpus +3 Ars Magica 5th Edition Core rulebook p110
Amethyst Material +3 dreams +3 The Mysteries, Revised Edition p33
+2 hearing +2 Houses of Hermes : Mystery Cults p137
+3 poisons +3 Houses of Hermes : Mystery Cults p137
+4 temperance +4 The Mysteries, Revised Edition p33
+7 versus drunkeness +7 Ars Magica 5th Edition Core rulebook p110
+3 versus poison +3 Ars Magica 5th Edition Core rulebook p110
+2 wealth +2 Houses of Hermes : Mystery Cults p137
Amulet bearing the sigils of angels Shape +7 ward against demons +7 Realms of Power : The Infernal p123
+7 banish demons +7 Realms of Power : The Infernal p123
Anchor Shape +3 prevent movement +3 Hermetic Projects p66
Animal Bone Material +4 harm or destroy animals +4 Ars Magica 5th Edition Core rulebook p110
Animal Hide Material +7 turn into appropriate animal +7 Ars Magica 5th Edition Core rulebook p110
Apple Tree Material +1 Corpus +1 Guardians of the Forests : The Rhine Tribunal p33
+1 longevity +1 Guardians of the Forests : The Rhine Tribunal p33
Aquamarine Material +3 water +3 Ars Magica 5th Edition Core rulebook p110
Armor Shape +7 protect wearer +7 Ars Magica 5th Edition Core rulebook p110
Arrow Shape +2 aiming +2 Ars Magica 5th Edition Core rulebook p110
+3 direction +3 Ars Magica 5th Edition Core rulebook p110
Artifacts from Pompeii and Herculaneum Material +3 volcanoes +3 Hermetic Projects p26
Ash Material +5 affect things that have been burned +5 Hermetic Projects p26
+2 burning things +2 Hermetic Projects p26
+2 Ignem +2 Hermetic Projects p26
Ash Tree Material +2 harm people +2 Guardians of the Forests : The Rhine Tribunal p33
Aspen Tree Material +2 cure disease +2 Guardians of the Forests : The Rhine Tribunal p33
+5 cure fever +5 Guardians of the Forests : The Rhine Tribunal p33
Astrolabe Shape +5 Astrology +5 The Mysteries, Revised Edition p33
Auger Shape +2 shape wood +2 Houses of Hermes : Mystery Cults p137
+2 puncture wood +2 Houses of Hermes : Mystery Cults p137
Axe Shape +4 destroy wood +4 Ars Magica 5th Edition Core rulebook p110
Bag/Sack Shape +3 moving things into or out of +3 Ars Magica 5th Edition Core rulebook p110
+5 trapping things within +5 Ars Magica 5th Edition Core rulebook p110
Bandage Shape +4 healing wounds +4 Ars Magica 5th Edition Core rulebook p110
Basalt Material +3 Ignem +3 Houses of Hermes : Mystery Cults p137
+3 Perdo +3 Houses of Hermes : Mystery Cults p137
Basket Shape +3 create things within +3 Ars Magica 5th Edition Core rulebook p110
+4 preserve contents +4 Ars Magica 5th Edition Core rulebook p110
+5 create food within +5 Ars Magica 5th Edition Core rulebook p110
+2 collect and preserve items +2 Houses of Hermes : Mystery Cults p137
Bed Shape +6 affect sleep and dreams +6 Ars Magica 5th Edition Core rulebook p110
Beech Tree Material +3 knowledge +3 Guardians of the Forests : The Rhine Tribunal p33
Bell Shape +5 warning +5 Ars Magica 5th Edition Core rulebook p110
Bellows Shape +4 create wind +4 Ars Magica 5th Edition Core rulebook p110
+5 strengthen fire +5 Ars Magica 5th Edition Core rulebook p110
Belt or Girdle Shape +3 affect strength +3 Ars Magica 5th Edition Core rulebook p110
Beryl Material +3 water +3 Ars Magica 5th Edition Core rulebook p110
Billhook Shape +2 pruning +2 Houses of Hermes : Mystery Cults p137
Birch Tree Material +3 childbirth +3 Guardians of the Forests : The Rhine Tribunal p33
+1 Creo +1 Guardians of the Forests : The Rhine Tribunal p33
Blackthorn Material +2 dark fey +2 Houses of Hermes : Mystery Cults p137
+6 guardians +6 Houses of Hermes : Mystery Cults p137
Bloodstone Material +4 blood and wounds +4 Ars Magica 5th Edition Core rulebook p110
Boat Shape +3 sailing +3 Hermetic Projects p66
Bookshelf Shape +3 hide things within +3 Ars Magica 5th Edition Core rulebook p110
+4 protect things within +4 Ars Magica 5th Edition Core rulebook p110
Boots Shape +5 affect walking +5 Ars Magica 5th Edition Core rulebook p110
Bow Shape +5 destroy things at a distance +5 Ars Magica 5th Edition Core rulebook p110
Brass Material +4 angels +4 Realms of Power : The Infernal p123
+4 demons +4 Realms of Power : The Infernal p123
+4 devils +4 Realms of Power : The Infernal p123
+3 Ignem +3 Houses of Hermes : Mystery Cults p137
+3 music +3 Houses of Hermes : Mystery Cults p137
Bronze Material +5 darkness +5 Houses of Hermes : Mystery Cults p137
+3 Terram +3 Houses of Hermes : Mystery Cults p137
Candle made of goat fat Material +3 summon demons +3 Realms of Power : The Infernal p123
Candle, black Shape +2 summon demons +2 Realms of Power : The Infernal p123
Cappadocian Salt Material +6 purifying effects +6 Ancient Magic p116
Carving of Behemoth Shape +3 great size +3 The Mysteries, Revised Edition p33
Cask Shape +3 induce drunkness +3 Houses of Hermes : Mystery Cults p137
Cat's Eye Material +3 versus malign corpus +3 Ars Magica 5th Edition Core rulebook p110
Cedar Tree Shape +2 binding spirits +2 Houses of Hermes : Mystery Cults p137
+5 any effect with Mentem and Herbam requisites +5 Houses of Hermes : Mystery Cults p137
Chalice Shape +4 detect poison within +4 Ars Magica 5th Edition Core rulebook p110
+5 transform or create liquid in +5 Ars Magica 5th Edition Core rulebook p110
Chalk, blue Material +2 ward against demons +2 Realms of Power : The Infernal p123
Cherry Tree Material +4 bloodshed +4 Houses of Hermes : Mystery Cults p137
Chestnut Material +4 honesty +4 Houses of Hermes : Mystery Cults p137
+3 justice +3 Houses of Hermes : Mystery Cults p137
Cinnabar Material +5 dragons +5 Houses of Hermes : Mystery Cults p137
+4 wealth +4 Houses of Hermes : Mystery Cults p137
+4 language +4 Houses of Hermes : Mystery Cults p137
+3 long life +3 Houses of Hermes : Mystery Cults p137
Cinnamon Material +4 Imaginem +4 The Mysteries, Revised Edition p33
+2 destroying ghosts +2 The Mysteries, Revised Edition p33
Cinquefoil Material +4 resist poison +4 The Mysteries, Revised Edition p33
+3 drive away demons +3 The Mysteries, Revised Edition p33
+2 making amends +2 The Mysteries, Revised Edition p3
Clam Shell Shape +2 protection +2 Ars Magica 5th Edition Core rulebook p110
Clear Glass Material +4 invisibility +4 Ars Magica 5th Edition Core rulebook p110
+5 seeing through something +5 Ars Magica 5th Edition Core rulebook p110
Cleaver Shape +2 butchery +2 Houses of Hermes : Mystery Cults p137
+3 Perdo Animal +3 Houses of Hermes : Mystery Cults p137
Cloak Shape +3 Flight +3 Ars Magica 5th Edition Core rulebook p110
+4 Transform wearer +4 Ars Magica 5th Edition Core rulebook p110
+5 alter/suppress wearer's image +5 Ars Magica 5th Edition Core rulebook p110
Cloth Shears Shape +2 shaping fabrics +2 Houses of Hermes : Mystery Cults p137
Coin Shape +4 induce greed +4 Ars Magica 5th Edition Core rulebook p110
+4 wealth and mercantile +4 Ars Magica 5th Edition Core rulebook p110
Collar Shape +6 control wearer +6 Ars Magica 5th Edition Core rulebook p110
Comb Shape +5 beauty +5 Ars Magica 5th Edition Core rulebook p110
+7 affect hair +7 Ars Magica 5th Edition Core rulebook p110
Container Shape +5 create or transform within +5 Ars Magica 5th Edition Core rulebook p110
Copper Material +3 bloodshed +3 The Mysteries, Revised Edition p33
+2 passion +2 The Mysteries, Revised Edition p33
+4 deftness +4 Houses of Hermes : Mystery Cults p137
+4 effects that change its own shape +4 Houses of Hermes : Mystery Cults p137
+2 sex magic +2 Houses of Hermes : Mystery Cults p137
Coral, Red Material +10 versus demons +10 Ars Magica 5th Edition Core rulebook p110
Crimson (kermes) dye Material +4 courage and martyrdom +4 Through the Aegis p125
+3 sin +3 Through the Aegis p125
+7 violence +7 Through the Aegis p125
Cross Shape +5 ward away surnatural +5 Realms of Power : The Infernal p123
+5 cause damage to Infernal Creatures +5 Realms of Power : The Infernal p123
+5 banish demons +5 Realms of Power : The Infernal p123
Crowbar Shape +2 moving stone +2 Houses of Hermes : Mystery Cults p137
Crown Shape +2 wisdom +2 Ars Magica 5th Edition Core rulebook p110
+3 control people +3 Ars Magica 5th Edition Core rulebook p110
+5 gain respect, authority +5 Ars Magica 5th Edition Core rulebook p110
Crystal Material +5 water-related effect +5 Ars Magica 5th Edition Core rulebook p110
Cypress Tree Material +3 spirits +3 Houses of Hermes : Mystery Cults p137
+3 necromancy +3 Houses of Hermes : Mystery Cults p137
Dagger/Knife Shape +2 precise destruction +2 Ars Magica 5th Edition Core rulebook p110
+3 betrayal, assassination +3 Ars Magica 5th Edition Core rulebook p110
+3 poisoning +3 Ars Magica 5th Edition Core rulebook p110
Dead Tree Shape +3 affect living wood +3 Houses of Hermes : Mystery Cults p137
+4 affect dead wood +4 Houses of Hermes : Mystery Cults p137
Diamond Material +5 versus demons +5 Ars Magica 5th Edition Core rulebook p110
dividers Shape +2 measuring +2 Houses of Hermes : Mystery Cults p137
Dogwood Material +5 pixies +5 Houses of Hermes : Mystery Cults p137
Door Shape +5 warding +5 Ars Magica 5th Edition Core rulebook p110
Doorway Shape +5 magical transportation +5 Ars Magica 5th Edition Core rulebook p110
+7 magical gates and portals +7 Ars Magica 5th Edition Core rulebook p110
Doum Palm Leaf Material +3 controlling instincts and base emotions +3 Ancient Magic p116
Down Shape +3 affect blood +3 Ars Magica 5th Edition Core rulebook p110
Drum Shape +2 cause fear +2 Ars Magica 5th Edition Core rulebook p110
+5 deafening +5 Ars Magica 5th Edition Core rulebook p110
+3 create storms and thunder +3 Ars Magica 5th Edition Core rulebook p110
Earring Shape +5 affect hearing +5 Ars Magica 5th Edition Core rulebook p110
Elder Tree Material +4 malicious magic +4 Guardians of the Forests : The Rhine Tribunal p33
+1 Vim +1 Guardians of the Forests : The Rhine Tribunal p33
Electrum Material +3 scrying +3 Houses of Hermes : Mystery Cults p137
+4 Muto Terram +4 Houses of Hermes : Mystery Cults p137
+3 deception +3 Houses of Hermes : Mystery Cults p137
Elm Tree Material +2 death and decay +2 Guardians of the Forests : The Rhine Tribunal p33
Emerald Material +4 incite love or passion +4 Ars Magica 5th Edition Core rulebook p110
+7 snakes and dragonkind +7 Ars Magica 5th Edition Core rulebook p110
+2 calm +2 The Mysteries, Revised Edition p33
Fan Shape +4 banish weather phenomena +4 Ars Magica 5th Edition Core rulebook p110
+4 create or control winds +4 Ars Magica 5th Edition Core rulebook p110
Fig Tree Material +3 sex magic +3 Houses of Hermes : Mystery Cults p137
+3 gambling +3 Houses of Hermes : Mystery Cults p137
Fir Tree Material +3 darkness +3 Guardians of the Forests : The Rhine Tribunal p33
+1 malicious faeries +1 Guardians of the Forests : The Rhine Tribunal p33
Fired Clay Material +4 contains or protect from fire +4 Ars Magica 5th Edition Core rulebook p110
Flail Shape +3 harvesting grain +3 Houses of Hermes : Mystery Cults p137
Floor Shape +7 affect movement accross +7 Ars Magica 5th Edition Core rulebook p110
Frankincense Material +3 Perdo Vim +3 The Mysteries, Revised Edition p33
+3 dreams +3 The Mysteries, Revised Edition p33
+4 cleanse a place of Infernal Influence +4 Realms of Power : The Infernal p123
Garnet Material +4 repel insects +4 The Mysteries, Revised Edition p33
+3 bonds of commitment +3 Houses of Hermes : Mystery Cults p137
+2 vigor +2 Houses of Hermes : Mystery Cults p137
+2 navigation +2 Houses of Hermes : Mystery Cults p137
Glove Shape +4 affect things by touch +4 Ars Magica 5th Edition Core rulebook p110
+4 manipulation at a distance +4 Ars Magica 5th Edition Core rulebook p110
Gold Material +4 affect wealth +4 Ars Magica 5th Edition Core rulebook p110
+4 induce greed +4 Ars Magica 5th Edition Core rulebook p110
+4 nobility +4 The Mysteries, Revised Edition p33
+4 peace +4 The Mysteries, Revised Edition p33
+2 health +2 The Mysteries, Revised Edition p33
Granite Material +2 wealth +2 Houses of Hermes : Mystery Cults p137
+3 Terram +3 Houses of Hermes : Mystery Cults p137
Green Turquoise Material +4 necromancy +4 Ars Magica 5th Edition Core rulebook p110
Hall Shape +3 magical transportation +3 Ars Magica 5th Edition Core rulebook p110
+6 affect movement through +6 Ars Magica 5th Edition Core rulebook p110
Handsaw Shape +3 delicately shape wood +3 Houses of Hermes : Mystery Cults p137
Haoma (in potions) Material +3 promote health +3 The Cradle and The Crescent p91
+3 promote fertility +3 The Cradle and The Crescent p91
+5 longevity +5 The Cradle and The Crescent p91
+3 see invisible, spiritual beings +3 The Cradle and The Crescent p91
Hat Shape +4 affect image of self +4 Ars Magica 5th Edition Core rulebook p110
Hatchet Shape +4 destroy wood +4 Houses of Hermes : Mystery Cults p137
Hawthorn Tree Material +3 Wards +3 Guardians of the Forests : The Rhine Tribunal p33
Hazel Material +3 divination +3 Ars Magica 5th Edition Core rulebook p110
Hazel Tree Material +3 divination +3 Guardians of the Forests : The Rhine Tribunal p33
+1 good judgement +1 Guardians of the Forests : The Rhine Tribunal p33
Hearth Shape +5 destroy things within +5 Ars Magica 5th Edition Core rulebook p110
+7 create fire and heat +7 Ars Magica 5th Edition Core rulebook p110
Helmet Shape +4 affect wearer's mind/emotions +4 Ars Magica 5th Edition Core rulebook p110
+6 affect wearer's sight +6 Ars Magica 5th Edition Core rulebook p110
Hickory Material +4 Ignem +4 Houses of Hermes : Mystery Cults p137
+2 majesty +2 Houses of Hermes : Mystery Cults p137
Holly Tree Material +2 inflict wounds +2 Guardians of the Forests : The Rhine Tribunal p33
+2 inflict pain +2 Guardians of the Forests : The Rhine Tribunal p33
Hornbeam Material +6 strength +6 Houses of Hermes : Mystery Cults p137
+6 Vim on hostile magic +6 Houses of Hermes : Mystery Cults p137
Horseshoe Shape +2 warding +2 Ars Magica 5th Edition Core rulebook p110
+6 affect horse's movement +6 Ars Magica 5th Edition Core rulebook p110
Hourglass Shape +3 increasing speed +3 Ars Magica 5th Edition Core rulebook p110
+7 timing and alarms +7 Ars Magica 5th Edition Core rulebook p110
Human Bone Material +3 destroy the human mind +3 Ars Magica 5th Edition Core rulebook p110
+4 destroy the human body +4 Ars Magica 5th Edition Core rulebook p110
Human Skull Shape +4 destroy the human body +4 Ars Magica 5th Edition Core rulebook p110
+5 destroy the human mind +5 Ars Magica 5th Edition Core rulebook p110
+5 destroy or control ghosts +5 Ars Magica 5th Edition Core rulebook p110
+10 destroy or control ghost of this particular skull +10 Houses of Hermes : True Lineages p139
Hyacinth Material +2 healing +2 Ars Magica 5th Edition Core rulebook p110
Ink of Hermes Material +3 Vim +3 The Mysteries, Revised Edition p33
+5 books +5 The Mysteries, Revised Edition p33
Iron Material +7 harm or repel faeries +7 Ars Magica 5th Edition Core rulebook p110
+3 bonds +3 The Mysteries, Revised Edition p33
Iron Schackles Shape +8 bind faeries +8 Ars Magica 5th Edition Core rulebook p110
Ivory Material +5 healing +5 Houses of Hermes : Mystery Cults p137
Jade Material +4 Aquam +4 Ars Magica 5th Edition Core rulebook p110
Jasper Material +2 healing +2 Ars Magica 5th Edition Core rulebook p110
+2 versus demons +2 Ars Magica 5th Edition Core rulebook p110
Jet Material +2 protection +2 Ars Magica 5th Edition Core rulebook p110
+3 darkness +3 Ars Magica 5th Edition Core rulebook p110
Jewelry/Clothing Shape +4 transform self +4 Ars Magica 5th Edition Core rulebook p110
+4 protect self +4 Ars Magica 5th Edition Core rulebook p110
+2 move self +2 Ars Magica 5th Edition Core rulebook p110
Kohl powder Material +3 vision +3 The Cradle and The Crescent p107
Lamp Shape +4 create fire +4 Ars Magica 5th Edition Core rulebook p110
+7 produce light +7 Ars Magica 5th Edition Core rulebook p110
Lapis Lazuli Material +3 aphrodisiac +3 The Cradle and The Crescent p176
+5 keep limbs healthy +5 The Cradle and The Crescent p176
+5 cure boils and ulcers +5 The Cradle and The Crescent p176
+6 versus the Obsession power of demons +6 The Cradle and The Crescent p176
Lavender Material +3 healing +3 Ars Magica 5th Edition Core rulebook p110
+3 cleansing/purification +3 Through the Aegis p125
+5 protection from evil spirit +5 Through the Aegis p125
Lead Material +4 Wards +4 Ars Magica 5th Edition Core rulebook p110
+3 hatred +3 The Mysteries, Revised Edition p33
+3 summon or bind spirits +3 Realms of Power : The Infernal p123
Lemon Tree Material +5 hearing +5 Houses of Hermes : Mystery Cults p137
Lilac Tree Material +2 travel +2 Houses of Hermes : Mystery Cults p137
Linden Tree Material +2 protection against weapons +2 Guardians of the Forests : The Rhine Tribunal p33
+1 good fortune +1 Guardians of the Forests : The Rhine Tribunal p33
Lion's blood Material +4 protection from wild beasts +4 The Mysteries, Revised Edition p33
+3 courage +3 The Mysteries, Revised Edition p33
+2 leadership +2 The Mysteries, Revised Edition p33
Lion's Mane Material +5 strength +5 Ars Magica 5th Edition Core rulebook p110
+5 courage +5 Ars Magica 5th Edition Core rulebook p110
+5 pride +5 Ars Magica 5th Edition Core rulebook p110
Lyre Shape +3 create sounds +3 Ars Magica 5th Edition Core rulebook p110
+5 affect music +5 Ars Magica 5th Edition Core rulebook p110
Magnet Material +4 Rego Corpus +4 The Mysteries, Revised Edition p33
+4 Rego Terram +4 The Mysteries, Revised Edition p33
+2 Rego +2 The Mysteries, Revised Edition p33
Magnetite Material +3 Animal +3 Ars Magica 5th Edition Core rulebook p110
Mallet Shape +2 precision +2 Houses of Hermes : Mystery Cults p137
Manacles Shape +4 binding +4 Houses of Hermes : Mystery Cults p137
Marble Material +5 Wards +5 Houses of Hermes : Mystery Cults p137
+3 beauty +3 Houses of Hermes : Mystery Cults p137
+3 cold +3 Hermetic Projects p26
Mask Shape +2 affect wearer's sight +2 Ars Magica 5th Edition Core rulebook p110
+3 hiding +3 Ars Magica 5th Edition Core rulebook p110
+7 disguise +7 Ars Magica 5th Edition Core rulebook p110
+2 affect wearer's breathing +2 Hermetic Projects p26
Mason Chisel Shape +2 shape stone +2 Houses of Hermes : Mystery Cults p137
Mast Shape +2 protection from temptation +2 Hermetic Projects p66
Mercury Material +3 arts and sciences +3 The Mysteries, Revised Edition p33
+3 Terram and Aquam +3 Houses of Hermes : Mystery Cults p137
+5 Muto +5 Houses of Hermes : Mystery Cults p137
+3 Aquam +3 Hermetic Projects p66
Mirror Shape +6 display images +6 Houses of Hermes : True Lineages p139
+3 summon or bind ghosts +3 Houses of Hermes : True Lineages p139
+7 illusions +7 Hermetic Projects p26
+5 see the truth +5 Hermetic Projects p26
Myrrh Material +3 spirits +3 The Mysteries, Revised Edition p33
+3 relieve arthritis or inflammation +3 The Cradle and The Crescent p117
+2 sanctify +2 The Cradle and The Crescent p117
Necklace Shape +4 affect breathing and speaking +4 Ars Magica 5th Edition Core rulebook p110
Net Shape +5 immobilization +5 Ars Magica 5th Edition Core rulebook p110
Oak Material +7 protection from storms +7 Ars Magica 5th Edition Core rulebook p110
Oar Shape +4 affect currents +4 Ars Magica 5th Edition Core rulebook p110
Obsidian Material +5 darkness +5 Ars Magica 5th Edition Core rulebook p110
Onyx Material +4 darkness +4 Ars Magica 5th Edition Core rulebook p110
+4 death +4 Ars Magica 5th Edition Core rulebook p110
Opal Material +4 travel +4 Ars Magica 5th Edition Core rulebook p110
+4 memory +4 The Mysteries, Revised Edition p33
+2 imagination +2 The Mysteries, Revised Edition p33
+6 eyes +6 Houses of Hermes : True Lineages p139
+2 affect blood +2 Houses of Hermes : True Lineages p139
+2 invisibility +2 Houses of Hermes : True Lineages p139
Orange Tree Material +5 Sight +5 Houses of Hermes : Mystery Cults p137
Palm Tree Material +3 animating wood +3 Houses of Hermes : Mystery Cults p137
Panpipes Shape +3 affect emotions +3 Ars Magica 5th Edition Core rulebook p110
+5 control children +5 Ars Magica 5th Edition Core rulebook p110
+5 revelry +5 Ars Magica 5th Edition Core rulebook p110
+6 affect faerie emotions +6 Ars Magica 5th Edition Core rulebook p110
Pearl Material +5 detect or eliminate poisons +5 Ars Magica 5th Edition Core rulebook p110
Pepper Material +2 Perdo +2 The Mysteries, Revised Edition p33
Peridot Material +3 protection against nightmares +3 The Mysteries, Revised Edition p33
Phylactery Shape +5 protect wearer +5 Realms of Power : The Infernal p123
Pick Shape +4 destroy stone +4 Ars Magica 5th Edition Core rulebook p110
Pin Feather Material +2 Auram +2 Ars Magica 5th Edition Core rulebook p110
+5 Flight +5 Ars Magica 5th Edition Core rulebook p110
Pine Tree Material +3 light +3 Guardians of the Forests : The Rhine Tribunal p33
+1 friendly faeries +1 Guardians of the Forests : The Rhine Tribunal p33
Pitch Fork Shape +2 gathering reaped grain +2 Houses of Hermes : Mystery Cults p137
Platinum Material +4 Air +4 Houses of Hermes : Mystery Cults p137
Plum Tree Material +2 blood +2 Houses of Hermes : Mystery Cults p137
Poplar, White Tree Material +3 divination +3 Houses of Hermes : Mystery Cults p137
Pure Honey Material +5 spiritual travel +5 Ancient Magic p116
+2 preservation +2 Ancient Magic p116
Purple (murex) dye Material +5 control people +5 Through the Aegis p125
+10 royalty +10 Through the Aegis p125
+7 rulership and authority +7 Through the Aegis p125
Quartz Material +5 invisibility +5 Ars Magica 5th Edition Core rulebook p110
Quill Shape +7 scribing +7 Ars Magica 5th Edition Core rulebook p110
Rat Skull Material +3 cause disease +3 Ars Magica 5th Edition Core rulebook p110
Red Gold Material +4 war +4 The Mysteries, Revised Edition p33
+1 Perdo +1 The Mysteries, Revised Edition p33
Rhodocrosite Material +3 forgetfulness +3 Houses of Hermes : True Lineages p139
+2 memories +2 Houses of Hermes : True Lineages p139
+3 binding wounds +3 Houses of Hermes : True Lineages p139
ring Shape +2 constant effect +2 Ars Magica 5th Edition Core rulebook p110
Rock Crystal Material +5 clairvoyance +5 Ars Magica 5th Edition Core rulebook p110
+3 ice +3 The Mysteries, Revised Edition p33
+4 clarity +4 The Mysteries, Revised Edition p33
Room Shape +4 create things within +4 Ars Magica 5th Edition Core rulebook p110
+6 affect everything within at once +6 Ars Magica 5th Edition Core rulebook p110
Rope or Cord Shape +2 strangulation +2 Ars Magica 5th Edition Core rulebook p110
+4 restraint or binding +4 Ars Magica 5th Edition Core rulebook p110
Rowan Tree Material +4 protection against malicious magic +4 Guardians of the Forests : The Rhine Tribunal p33
+1 Vim +1 Guardians of the Forests : The Rhine Tribunal p33
Ruby Material +3 affect blood +3 Ars Magica 5th Edition Core rulebook p110
+4 leadership in war +4 Ars Magica 5th Edition Core rulebook p110
+6 fire-related effect +6 Ars Magica 5th Edition Core rulebook p110
+3 battle wounds +3 The Mysteries, Revised Edition p33
+2 courage +2 The Mysteries, Revised Edition p33
Rug Shape +3 affect those upon it +3 Ars Magica 5th Edition Core rulebook p110
Saddle Shape +4 affect horse +4 Ars Magica 5th Edition Core rulebook p110
+7 affect riding +7 Ars Magica 5th Edition Core rulebook p110
Saffron Material +4 physical strength +4 The Mysteries, Revised Edition p33
Salt Material +5 preservation +5 The Cradle and The Crescent p117
+3 protection from evil spirits and demons +3 Faith and Flame : The Provencal Tribunal p123
Sapphire Material +2 knowledge +2 Ars Magica 5th Edition Core rulebook p110
+2 versus malign corpus +2 Ars Magica 5th Edition Core rulebook p110
+3 healing +3 Ars Magica 5th Edition Core rulebook p110
+3 reducing anger +3 The Mysteries, Revised Edition p33
+2 Perdo Vim against spirits +2 The Mysteries, Revised Edition p33
Sardonyx Material +2 versus malign corpus +2 Ars Magica 5th Edition Core rulebook p110
Scales Shape +3 weighing goods and money +3 Houses of Hermes : Mystery Cults p137
Schackles Shape +6 restraints or magical binding +6 Ars Magica 5th Edition Core rulebook p110
Scythe Shape +3 reaping +3 Houses of Hermes : Mystery Cults p137
+3 year-duration effects +3 Houses of Hermes : Mystery Cults p137
+4 effects expressely causing death +4 Houses of Hermes : Mystery Cults p137
Sea Shell Material +2 the sea +2 Ars Magica 5th Edition Core rulebook p110
+3 sea creatures +3 Ars Magica 5th Edition Core rulebook p110
Serpentine Material +3 versus infection and animal poison +3 Ars Magica 5th Edition Core rulebook p110
Sharp Blade Shape +2 shape leather +2 Houses of Hermes : Mystery Cults p137
Shearing Shears Shape +2 fleecing +2 Houses of Hermes : Mystery Cults p137
Shield Shape +5 protection +5 Ars Magica 5th Edition Core rulebook p110
Ship Shape +5 sailing +5 Hermetic Projects p66
Ship Sail Shape +4 affect winds +4 Ars Magica 5th Edition Core rulebook p110
+7 sailing +7 Ars Magica 5th Edition Core rulebook p110
Sickle Shape +2 harvesting +2 Houses of Hermes : Mystery Cults p137
Silver Material +10 harm lycanthropes +10 Ars Magica 5th Edition Core rulebook p110
+5 lycanthropes in general +5 The Mysteries, Revised Edition p33
+2 Intellego +2 The Mysteries, Revised Edition p33
+1 Terram +1 The Mysteries, Revised Edition p33
+3 protect spirits +3 Realms of Power : The Infernal p123
Small Hammer Shape +2 building +2 Houses of Hermes : Mystery Cults p137
Snake Tongue Material +6 lying +6 Ars Magica 5th Edition Core rulebook p110
+3 deception +3 Ars Magica 5th Edition Core rulebook p110
Snip Shape +2 shape metal +2 Houses of Hermes : Mystery Cults p137
Spade Shape +4 move or destroy earth +4 Ars Magica 5th Edition Core rulebook p110
Star Ruby Material +5 conjure/control occult entities +5 Ars Magica 5th Edition Core rulebook p110
Sulfur Material +3 binding tongues +3 The Mysteries, Revised Edition p33
+2 sowing discord +2 The Mysteries, Revised Edition p33
+4 demons +4 Realms of Power : The Infernal p123
+2 decaying +2 Houses of Hermes : Mystery Cults p137
+2 preserving +2 Houses of Hermes : Mystery Cults p137
Sun Scarab Shape +4 detect magic +4 Ancient Magic p116
Sword Shape +3 block single attack +3 Ars Magica 5th Edition Core rulebook p110
+4 harm human and animal bodies +4 Ars Magica 5th Edition Core rulebook p110
Tablet Shape +2 command spirits +2 Realms of Power : The Infernal p123
Tin Material +3 weakness +3 The Mysteries, Revised Edition p33
+1 law +1 The Mysteries, Revised Edition p33
Tongs Shape +2 controlling metal +2 Houses of Hermes : Mystery Cults p137
Topaz Material +4 leadership +4 Ars Magica 5th Edition Core rulebook p110
+4 strength +4 Ars Magica 5th Edition Core rulebook p110
+4 courage +4 Ars Magica 5th Edition Core rulebook p110
+4 pride +4 Ars Magica 5th Edition Core rulebook p110
+5 control wild beasts +5 Ars Magica 5th Edition Core rulebook p110
Toy Shape +4 control children +4 Ars Magica 5th Edition Core rulebook p110
Tree, struck by Lightning Shape +2 Auram +2 Houses of Hermes : Mystery Cults p137
Tree, twisted in a Field Shape +4 disfigure +4 Houses of Hermes : Mystery Cults p137
+3 disguise +3 Houses of Hermes : Mystery Cults p137
Trowel Shape +2 building +2 Houses of Hermes : Mystery Cults p137
Vent Shape +7 affect air passing through it +7 Hermetic Projects p26
Violet Amethyst Material +4 ascendancy over masses +4 Ars Magica 5th Edition Core rulebook p110
+7 versus drunkeness +7 Ars Magica 5th Edition Core rulebook p110
Volcano Shape +5 volcanoes +5 Hermetic Projects p26
Walnut Material +4 mind +4 Houses of Hermes : Mystery Cults p137
Wand/Staff Shape +2 repel things +2 Ars Magica 5th Edition Core rulebook p110
+3 project bolt or other missile +3 Ars Magica 5th Edition Core rulebook p110
+4 control things at a distance +4 Ars Magica 5th Edition Core rulebook p110
+4 destroy things at a distance +4 Ars Magica 5th Edition Core rulebook p110
Waterskin Shape +5 create liquid within +5 Ars Magica 5th Edition Core rulebook p110
Whip Shape +4 control human or animal body +4 Ars Magica 5th Edition Core rulebook p110
+5 induce fear in animals +5 Ars Magica 5th Edition Core rulebook p110
Willow Tree Material +4 restore limb +4 Guardians of the Forests : The Rhine Tribunal p33
+1 cure wounds +1 Guardians of the Forests : The Rhine Tribunal p33
Wood (dead) Material +3 affect living wood +3 Ars Magica 5th Edition Core rulebook p110
+4 affect dead wood +4 Ars Magica 5th Edition Core rulebook p110
Yellow Sandalwood Material +3 binding people +3 The Mysteries, Revised Edition p33
Yew Tree Material +2 corpses +2 Guardians of the Forests : The Rhine Tribunal p33
+2 visions +2 Guardians of the Forests : The Rhine Tribunal p33
Yoke Shape +4 control wearer +4 Ars Magica 5th Edition Core rulebook p110
+5 enhance strength of wearer +5 Ars Magica 5th Edition Core rulebook p110

Abyss

The lab contains some kind of magical void, such as a bottomless well. This may be made into a Void Feature (purchased as usual)

-2 Safety, +2 Perdo,

Covenants p119 - LaboratoryVirtueFlaw_abyss

Afire

The lab, or large portions thereof, are engulfed in flames which never die out. This naturally requires some kind of protection or immunity to work in, and it means that whole categories of lab work (for example, research with Corpus, Animal, or Aquam) may be impossible.

+1 Upkeep, +2 Warping, -3 Safety, +2 Aesthetics, +1 Experimentation, +3 Ignem,

Covenants p119 - LaboratoryVirtueFlaw_afire

Airborne

The lab flies upon the winds or clouds, and rarely lands. Needless to say, only very powerful magics are able to permanently levitate an entire building, or erect a lab upon a cloud. This Virtue is often combined with the Unstable Flaw, since flying is a tricky business.

+1 Upkeep, +2 Warping, +1 Health, -2 Safety, +4 Aesthetics, +1 Experimentation, +4 Auram,

Covenants p118 - LaboratoryVirtueFlaw_airborne

Assistant

A Gifted assistant (such as an Hermetic apprentice) helps out in the lab, affording a bonus to lab work. +(assistant’s Intelligence + Magic Theory) General Quality. (This is simply a restatement of the existing bonus given in ArM5, page 103.)

Covenants p116 - LaboratoryVirtueFlaw_assistant

Auspicious Shape

The lab or its building is formed into a magically beneficial shape, such as a hexagon or pentagram. A circle or square does not count.

+1 Aesthetics, +1 Vim,

Covenants p113 - LaboratoryVirtueFlaw_auspicious_shape

Awkward Shape

The lab’s chamber is a difficult shape, for example, it is long and thin, or is partitioned in two.

-2 Safety, -1 Aesthetics,

Covenants p115 - LaboratoryVirtueFlaw_awkward_shape

Basic

The lab setup is incomplete, and not all the necessary equipment has been installed. This Flaw is acquired after the first season of lab construction (see The Standard Hermetic Laboratory, above). It is removed after the second season of work completes the lab.

-3 General Quality,

Covenants p116 - LaboratoryVirtueFlaw_basic

Boundless

The interior of the lab has an unlimited amount of space, despite the seeming mundane limitations of its structure from the outside. This effect is outside the scope of normal Hermetic magic, but it might have a non-Hermetic or faerie origin. Size may be increased to any desired number.

+2 Warping,

Covenants p118 - LaboratoryVirtueFlaw_boundless

Chaotic

The lab or its outfittings are in a constant state of flux or motion.

+1 Warping, -2 Safety, +1 Experimentation, 0 bonus max de 2 à choisir dans la liste suivante : Muto, Rego,

Covenants p119 - LaboratoryVirtueFlaw_chaotic

Cramped

The lab equipment is packed a little too close together for comfort, due to lack of space. This slightly hampers all but one type of lab activity, which is taken as a Specialization. The lab can be reconfigured to change the Specialization with a season of work. (This can be done at the same time as working to increase the Refinement.)

-1 General Quality, -1 Upkeep, -2 Safety, -1 Aesthetics, 0 bonus max de 1 à choisir dans la liste suivante : Experimentation, Familiar, Items, Longevity Rituals, Spells, Teaching, Texts, Vis Extraction,

Covenants p115 - LaboratoryVirtueFlaw_cramped

Cursed

The lab suffers from a supernatural curse. Any penalties to Characteristics (often Safety) as may be appropriate.

max +1 General Quality, max +1 Upkeep, max +1 Warping, max +1 Health, max +1 Safety, max +1 Aesthetics, 10 bonus max de 10 à choisir dans la liste suivante : Creo, Intellego, Muto, Perdo, Rego, Animal, Aquam, Auram, Corpus, Herbam, Ignem, Imaginem, Mentem, Terram, Vim, Experimentation, Familiar, Items, Longevity Rituals, Spells, Teaching, Texts, Vis Extraction,

Covenants p119 - LaboratoryVirtueFlaw_cursed

Damaged

The lab is partially damaged, for example as the result of a lab accident. It takes one season to repair the damage and eliminate this Flaw.

-2 General Quality, -1 Safety, -1 Aesthetics,

Covenants p116 - LaboratoryVirtueFlaw_damaged

Damp

The lab is waterlogged or moist. Parchment and some ingredients will spoil quickly.

+1 Upkeep, -1 Health, -1 Aesthetics, +1 Aquam,

Covenants p116 - LaboratoryVirtueFlaw_damp

Decaying

The equipment, furnishings, and materials of the lab are neglected (or have been allowed to go bad).

-1 General Quality, -1 Upkeep, -1 Safety, -1 Aesthetics, +2 Perdo,

Covenants p116 - LaboratoryVirtueFlaw_decaying

Dedicated Building

The lab (and probably the living quarters of the owner) is in its own building, shared with no one else. There are likely to be fewer distractions.

+1 Upkeep, +1 Aesthetics, +1 Rego,

Covenants p114 - LaboratoryVirtueFlaw_dedicated_building

Defective Heating

The lab has an inadequate or missing heating mechanism, and is rather too cold for comfort in the winter months.

-1 General Quality, -1 Upkeep, -1 Health, -1 Aesthetics,

Covenants p117 - LaboratoryVirtueFlaw_defective_heating

Defective Lighting

The lab is poorly lit, making it dingy and gloomy. It can be more difficult to read or find things.

-1 General Quality, -1 Upkeep, -1 Safety, -1 Aesthetics,

Covenants p117 - LaboratoryVirtueFlaw_defective_lighting

Defenses

The lab has some kind of sturdy defense, such as a portcullis or battlements.

+1 Aesthetics,

Covenants p114 - LaboratoryVirtueFlaw_defenses

Deformed

Part of the structure has subsided or is otherwise warped. For example, one wall has partially collapsed into rubble, and has to be propped up.

-1 Safety, 0 bonus max de 1 à choisir dans la liste suivante : Muto, Perdo,

Covenants p114 - LaboratoryVirtueFlaw_deformed

Degenerative

The equipment and ingredients of the lab decay and wear unnaturally quickly.

+2 Upkeep, +1 Warping, -2 Health, -1 Safety, -1 Aesthetics, +2 Perdo,

Covenants p119 - LaboratoryVirtueFlaw_degenerative

Diminutive

The lab is configured for an especially small magus (Size –1 or less), who may use it normally. However, a normal-sized magus (or a normal-sized assistant) would have (or cause) considerable difficulty.

For characters with Size 0 or greater:

-1 General Quality, -1 Health, -2 Safety, -1 Aesthetics,

Covenants p115 - LaboratoryVirtueFlaw_diminutive

Dirty

The lab is not kept to basic standards of cleanliness. Its owner often emerges from it smelly or dirty, and most visitors find it pretty unbearable.

-1 Health, -2 Aesthetics, +1 Perdo,

Covenants p116 - LaboratoryVirtueFlaw_dirty

Disguised

The lab or its entrance is protected by some mundane concealment, such as a hidden door.

-1 Aesthetics,

Covenants p114 - LaboratoryVirtueFlaw_disguised

Disorganized

The lab is organized in a rather haphazard or carefree fashion. Some magi prefer it this way.

-1 Safety, -1 Aesthetics, 0 bonus max de 1 à choisir dans la liste suivante : Muto, Experimentation,

Covenants p116 - LaboratoryVirtueFlaw_disorganized

Elementary

This is a cut-down version of a Hermetic laboratory, with an extremely limited selection of lab equipment installed, so that only one category of lab activity (see the list of possible activity Specializations above) is possible at all. The type of activity is determined at the time of construction, and is fixed thereafter. Still, such a limited lab is cheaper to maintain and takes only one season to build completely. It might be suitable for an extremely confined space, such as in a small cave, or in a wagon. Some covenants build elementary labs in powerful auras for the purposes of vis extraction.

-2 General Quality, -3 Upkeep,

Covenants p117 - LaboratoryVirtueFlaw_elementary

Elevated

The lab is located at least four floors up, or on the top floor of a tower, which affords a commanding view of the surroundings.

+1 Aesthetics, +1 Auram,

Covenants p114 - LaboratoryVirtueFlaw_elevated

Empty

The lab has a large amount of empty, unused space. A lab that is much bigger than it needs to be is a disadvantage since it costs more to maintain the empty space — it takes more to heat, light, and clean the chamber. Alternatively, if the empty space is neglected, it gathers dirt and cobwebs, or causes drafts . This Flaw should be taken for every full two points by which the Size of the lab exceeds the occupied Size. As soon as the empty space is filled up, this Flaw is lost.

max +1 Upkeep, max -1 Health, -1 Aesthetics,

Covenants p114 - LaboratoryVirtueFlaw_empty

Empty (health)

The lab has a large amount of empty, unused space. A lab that is much bigger than it needs to be is a disadvantage since it costs more to maintain the empty space — it takes more to heat, light, and clean the chamber. Alternatively, if the empty space is neglected, it gathers dirt and cobwebs, or causes drafts . This Flaw should be taken for every full two points by which the Size of the lab exceeds the occupied Size. As soon as the empty space is filled up, this Flaw is lost.

-1 Health, -1 Aesthetics,

Covenants p114 - LaboratoryVirtueFlaw_empty_health

Empty (upkeep)

The lab has a large amount of empty, unused space. A lab that is much bigger than it needs to be is a disadvantage since it costs more to maintain the empty space — it takes more to heat, light, and clean the chamber. Alternatively, if the empty space is neglected, it gathers dirt and cobwebs, or causes drafts . This Flaw should be taken for every full two points by which the Size of the lab exceeds the occupied Size. As soon as the empty space is filled up, this Flaw is lost.

-1 Upkeep, -1 Aesthetics,

Covenants p114 - LaboratoryVirtueFlaw_empty_upkeep

Enchantment

The lab itself has been enchanted as a magic item. This may grant Virtues or Flaws, alter Characteristics, or add to Specializations (see the guidelines below, under Magic Items for Laboratories ).

max +10 General Quality, max +10 Upkeep, max +10 Warping, max +10 Health, max +10 Safety, max +10 Aesthetics, 10 bonus max de 10 à choisir dans la liste suivante : Creo, Intellego, Muto, Perdo, Rego, Animal, Aquam, Auram, Corpus, Herbam, Ignem, Imaginem, Mentem, Terram, Vim, Experimentation, Familiar, Items, Longevity Rituals, Spells, Teaching, Texts, Vis Extraction,

Covenants p118 - LaboratoryVirtueFlaw_echantment

Excessive Heating

The lab is kept far more warm than is necessary, and has the necessary facilities for it. For example, it has a half-dozen fireplaces.

+2 Upkeep, -1 Safety, +2 Ignem,

Covenants p115 - LaboratoryVirtueFlaw_excessive_heating

Excessive Lighting

The lab is lit far more than is necessary. For example, there are several hundred candles or lamps, which take up more space than usual.

+2 Upkeep, +2 Imaginem,

Covenants p115 - LaboratoryVirtueFlaw_excessive_lighting

Exposed

The building is partially exposed to the elements. For example, it is unroofed or poorly roofed, or wind blows through large cracks.

+1 Upkeep, -2 Health, -1 Safety, -1 Aesthetics, +1 Auram,

Covenants p115 - LaboratoryVirtueFlaw_exposed

Extensive Stores

The lab’s large stores mean that it can withstand shortages better. In the case of a lack of funds, the lab can last six seasons before a Flaw must be selected to lower the Upkeep, instead of the usual two. However, a one-time payment of a number of pounds equal to the lab’s yearly maintenance cost must be made when this Virtue is added, to stock up the stores in the first place. Vis and dangerous materials can also be stored more safely.

+2 Safety,

Covenants p113 - LaboratoryVirtueFlaw_extensive_stores

Faerie Ingredients

Some of the lab’s stores are supplied by faeries, and have beneficial (if sometimes unpredictable) properties. For example, faerie silver is used in place of real silver.

+1 General Quality, -1 Upkeep, +1 Warping, +1 Experimentation, 0 bonus max de 1 à choisir dans la liste suivante : Creo, Intellego, Muto, Perdo, Rego, Animal, Aquam, Auram, Corpus, Herbam, Ignem, Imaginem, Mentem, Terram, Vim, Experimentation, Familiar, Items, Longevity Rituals, Spells, Teaching, Texts, Vis Extraction,

Covenants p118 - LaboratoryVirtueFlaw_faerie_ingredients

Familiar

The owner of the lab has a familiar, and the familiar lives in the lab. Perhaps it even helps with lab work. This Virtue assumes that the familiar takes up a non-trivial amount of space. If not, this can be instead taken as a Free Virtue. +(familiar’s Intelligence + Magic Theory) General Quality, +(Golden Cord) Safety. (This is simply a restatement of the existing bonuses given in the Laboratory chapter of ArM5.)

max +10 Safety,

Covenants p118 - LaboratoryVirtueFlaw_familiar

Flawless Equipment

The outfittings of the lab are flawless, perhaps even too perfect to have been crafted by mortal hands.

+2 General Quality, max +2 Upkeep, +2 Vis Extraction,

Covenants p118 - LaboratoryVirtueFlaw_flawless_equipment

Flawless Tools

The craftsman who created such perfect tools as are found in this lab must have been legendary.

max +1 Upkeep, +2 Items,

Covenants p118 - LaboratoryVirtueFlaw_flawless_tools

Gallery

The lab is fitted with an interior gallery or platform, designed to allow someone to view the whole of the lab without disturbing it.

+1 Safety, +1 Aesthetics, +1 Teaching,

Covenants p113 - LaboratoryVirtueFlaw_gallery

Gateway

The lab is located at a supernatural gateway, for example, an entrance to a regio or a faerie realm, or a Mercere Portal. The owner of the lab usually controls access to the gateway, and might get some tangible benefits, such as receiving a toll from those who use the gateway, or simply the ability to pass through the gateway herself. The gateway may be made into a Portal Feature (purchased as usual) and might also be combined with the Thoroughfare Flaw

-1 Safety, +1 Aesthetics, 0 bonus max de 1 à choisir dans la liste suivante : Creo, Intellego, Muto, Perdo, Rego, Animal, Aquam, Auram, Corpus, Herbam, Ignem, Imaginem, Mentem, Terram, Vim,

Covenants p118 - LaboratoryVirtueFlaw_gateway

Gaudy

The lab’s decoration is tasteless and excessive.

+1 Upkeep, -1 Aesthetics, +1 Imaginem,

Covenants p116 - LaboratoryVirtueFlaw_gaudy

Grand Entrance

An elaborate and sizable entranceway, such as a great door or arch, an opulent lobby, or perhaps a reception room leads to the lab. This takes up more of the sanctum space, but not usually of the laboratory chamber itself. It often takes a season or more for craftsmen to build or outfit. The sanctum marker is likely displayed prominently. The lab at least looks good from the outside, so casual observers are likely to be impressed.

+2 Aesthetics,

Covenants p114 - LaboratoryVirtueFlaw_grand_entrance

Greater Expansion

The extent of the lab is greatly increased, with at least double the usual amount of equipment. This allows it to have more areas and equipment dedicated to specialized tasks.

+2 General Quality, +4 Upkeep, +1 Aesthetics, 0 bonus max de 2 à choisir dans la liste suivante : Creo, Intellego, Muto, Perdo, Rego, Animal, Aquam, Auram, Corpus, Herbam, Ignem, Imaginem, Mentem, Terram, Vim, Experimentation, Familiar, Items, Longevity Rituals, Spells, Teaching, Texts, Vis Extraction,

Covenants p115 - LaboratoryVirtueFlaw_greater_expansion

Greater Feature

The lab prominently features a unique and extensive structure that aids certain types of lab work — see the list of possible Features below.

+2 Aesthetics, 0 bonus max de 3 à choisir dans la liste suivante : Creo, Intellego, Muto, Perdo, Rego, Animal, Aquam, Auram, Corpus, Herbam, Ignem, Imaginem, Mentem, Terram, Vim, Experimentation, Familiar, Items, Longevity Rituals, Spells, Teaching, Texts, Vis Extraction,

Covenants p113 - LaboratoryVirtueFlaw_greater_feature

Greater Focus

An existing Greater Feature is the overwhelming focus of the lab, enhancing the Feature, but making activities that do not involve its use more difficult.

-2 General Quality, 0 bonus max de 4 à choisir dans la liste suivante : Creo, Intellego, Muto, Perdo, Rego, Animal, Aquam, Auram, Corpus, Herbam, Ignem, Imaginem, Mentem, Terram, Vim, Experimentation, Familiar, Items, Longevity Rituals, Spells, Teaching, Texts, Vis Extraction,

Covenants p115 - LaboratoryVirtueFlaw_greater_focus

Greater Guardian

A powerful supernatural creature (Might 20 or higher), which is not the familiar of the owner, resides in the lab and acts as its protector, being well-disposed to the owner. Woe betide any who should intrude.

+(creature’s Intelligence) Safety

+1 Warping, max +20 Safety, +1 Aesthetics, 0 bonus max de 3 à choisir dans la liste suivante : Creo, Intellego, Muto, Perdo, Rego, Animal, Aquam, Auram, Corpus, Herbam, Ignem, Imaginem, Mentem, Terram, Vim,

Covenants p118 - LaboratoryVirtueFlaw_greater_guardian

Greater Horde

A large community of resident minor supernatural creatures are at the owner’s command. They are intelligent enough to serve a protective function and assist with simple lab tasks. +(creature’s Intelligence) Safety

+2 General Quality, +1 Upkeep, max +20 Safety, +2 Aesthetics, 0 bonus max de 2 à choisir dans la liste suivante : Creo, Intellego, Muto, Perdo, Rego, Animal, Aquam, Auram, Corpus, Herbam, Ignem, Imaginem, Mentem, Terram, Vim,

Covenants p118 - LaboratoryVirtueFlaw_greater_horde

Greater Illusion

One of the major parts or aspects of the lab is but an illusion. Take one Major Virtue immediately (there is no time cost) to balance this Flaw, but note that it is illusory and its effects are negated completely. For example, the lab may appear to be twice as large as it really is. In this case, take the Greater Expansion Virtue, but do not apply its modifications to the lab’s statistics.

+2 Warping, +2 Aesthetics, +2 Imaginem,

Covenants p120 - LaboratoryVirtueFlaw_greater_illusion

Gremlins

The lab is home to deliberately disruptive creatures, spirits, or demons

+1 Warping, -3 Safety, -1 Aesthetics, +1 Experimentation, 0 bonus max de 1 à choisir dans la liste suivante : Creo, Intellego, Muto, Perdo, Rego, Animal, Aquam, Auram, Corpus, Herbam, Ignem, Imaginem, Mentem, Terram, Vim,

Covenants p119 - LaboratoryVirtueFlaw_gremlins

Guard

A shield grog is on permanent duty at the lab’s entrance, and may dissuade unwanted visitors from pestering the magus or intruding.

+1 Aesthetics,

Covenants p116 - LaboratoryVirtueFlaw_guard

Haunted

The lab is home to a haunting spirit, who occasionally disturbs the current owner.

+1 Warping, -1 Aesthetics, +2 Mentem,

Covenants p119 - LaboratoryVirtueFlaw_haunted

Heinous Architecture

The construction of the chamber is deliberately inauspicious, perverse, or erroneous.

-1 General Quality, +1 Warping, -2 Safety, -2 Aesthetics,

Covenants p115 - LaboratoryVirtueFlaw_heinous_architecture

Hidden Defect

A subtle and potentially dangerous error exists in the lab’s configuration. This is usually the fault of the owner, but it may also be caused by a malicious and clever third party. There is a chance to gain (or lose) this Flaw whenever a season of work is undertaken to improve the Refinement (see Refinement, above). Whenever this defect is the cause of a lab botch, make a Perception + Magic Theory roll against an Ease Factor of 12. If this succeeds, the defect is spotted and may be corrected with a few hours of work.

-3 Safety,

Covenants p116 - LaboratoryVirtueFlaw_hidden_defect

Highly Organized

The lab’s contents have been optimally arranged. There is a chance to gain this Virtue whenever a season of work is undertaken to improve the Refinement (see Refinement, above). A season of such work (with a roll to gain the Virtue) may still be undertaken, even if no increase to Refinement is possible. This Virtue is lost if a major accident is suffered, if someone else uses the lab, or if someone of lower Intelligence helps in it.

+1 General Quality,

Covenants p116 - LaboratoryVirtueFlaw_highly_organized

Hovel

The lab is very cramped, neglected, and filthy — it amounts to little more than a stinking dump. Most magi would never even consider setting foot in such a wretched hole.

-1 General Quality, -2 Upkeep, -3 Health, -2 Safety, -4 Aesthetics,

Covenants p117 - LaboratoryVirtueFlaw_hovel

Ice Cavern

The lab is located in a structure built of ice that never melts. Either it is located in the extreme north or high up a mountain, or else magic is used to prevent the ice from melting. The owner of such a lab presumably does not mind the cold.

+1 Upkeep, +1 Warping, max -2 Health, +2 Aesthetics, 0 bonus max de 2 à choisir dans la liste suivante : Rego, Terram,

Covenants p118 - LaboratoryVirtueFlaw_ice_cavern

Idyllic Surroundings

The lab is located some way by itself, in a charming and peaceful location, such as in a beautiful vale or garden.

+2 Health, +1 Aesthetics, 0 bonus max de 1 à choisir dans la liste suivante : Creo, Animal, Aquam, Herbam, Terram,

Covenants p114 - LaboratoryVirtueFlaw_idyllic_surroundings

Impregnable

The lab is completely inaccessible, except through reasonably powerful magic. For example, it is blocked off by a stone wall and requires a Muto Terram spell to access. While the owner is much less likely to be disturbed, fewer people will ever get to see the lab, or they may assume that the owner is rather paranoid.

-2 Aesthetics,

Covenants p119 - LaboratoryVirtueFlaw_impregnable

Inexhaustible Supplies

The lab is blessed with magically replenishing ingredients and consumables, which never run out.

-3 Upkeep, +1 Warping,

Covenants p118 - LaboratoryVirtueFlaw_inexhaustible_supplies

Inferior Equipment

The lab is outfitted with shoddy wares. It does not take a season to remove this Flaw, if sufficient funds are available to increase the Upkeep.

-1 General Quality, -1 Upkeep,

Covenants p116 - LaboratoryVirtueFlaw_inferior_equipment

Inferior Tools

The lab’s tools are crudely crafted, and are prone to breakage. It does not take a season to remove this Flaw, if sufficient funds are available to increase the Upkeep.

-1 Upkeep, -1 Safety,

Covenants p116 - LaboratoryVirtueFlaw_inferior_tools

Infested

The lab has an animal or plant infestation, for example a nest of mice, a vine, or fungi. Depending on the nature of the infestation, it may not necessarily take a season to remove this Flaw. –1 Safety,

-1 Aesthetics, 0 bonus max de 1 à choisir dans la liste suivante : Animal, Herbam,

Covenants p116 - LaboratoryVirtueFlaw_infested

Inhabitants

Residency in the lab is shared with other creatures who consider the place their home, not a lab. They may be a nuisance to the owner, and vice versa.

-1 Safety, -1 Aesthetics, 0 bonus max de 1 à choisir dans la liste suivante : Creo, Intellego, Muto, Perdo, Rego, Animal, Aquam, Auram, Corpus, Herbam, Ignem, Imaginem, Mentem, Terram, Vim,

Covenants p119 - LaboratoryVirtueFlaw_inhabitants

Invisible

The interior of the lab, and its outfittings, are invisible. Naturally, this requires the owner of the lab to have some magical means of seeing them, otherwise he is not going to get very far with his lab work.

halve the Aesthetics score after all other modifications

+1 Warping, +2 Imaginem,

Covenants p118 - LaboratoryVirtueFlaw_invisible

Labyrinth

The lab, or at least its exterior portions, consists of some kind of maze or other structural puzzle. Most magi would find this tiresome and unnecessary, but some Criamon magi like to make their labs into labyrinths.

-1 Health, -1 Safety, -2 Aesthetics, 0 bonus max de 2 à choisir dans la liste suivante : Mentem, Vim,

Covenants p119 - LaboratoryVirtueFlaw_labyrinth

Lair

A creature hides or hibernates in the lab, either known or unknown.

+1 Warping, -1 Safety, 0 bonus max de 1 à choisir dans la liste suivante : Creo, Intellego, Muto, Perdo, Rego, Animal, Aquam, Auram, Corpus, Herbam, Ignem, Imaginem, Mentem, Terram, Vim,

Covenants p119 - LaboratoryVirtueFlaw_lair

Lesser Expansion

The extent of the lab is increased, with some more specialized equipment.

+1 General Quality, +2 Upkeep, 0 bonus max de 1 à choisir dans la liste suivante : Creo, Intellego, Muto, Perdo, Rego, Animal, Aquam, Auram, Corpus, Herbam, Ignem, Imaginem, Mentem, Terram, Vim, Experimentation, Familiar, Items, Longevity Rituals, Spells, Teaching, Texts, Vis Extraction,

Covenants p115 - LaboratoryVirtueFlaw_lesser_expansion

Lesser Feature

The lab features a unique structure that aids certain types of lab work — see the list of possible Features below.

+1 Aesthetics, 0 bonus max de 1 à choisir dans la liste suivante : Creo, Intellego, Muto, Perdo, Rego, Animal, Aquam, Auram, Corpus, Herbam, Ignem, Imaginem, Mentem, Terram, Vim, Experimentation, Familiar, Items, Longevity Rituals, Spells, Teaching, Texts, Vis Extraction,

Covenants p113 - LaboratoryVirtueFlaw_lesser_feature

Lesser Focus

An existing Lesser Feature is the central focus of the lab, enhancing the Feature, but making activities that do not involve its use more difficult.

-1 General Quality, 0 bonus max de 2 à choisir dans la liste suivante : Creo, Intellego, Muto, Perdo, Rego, Animal, Aquam, Auram, Corpus, Herbam, Ignem, Imaginem, Mentem, Terram, Vim, Experimentation, Familiar, Items, Longevity Rituals, Spells, Teaching, Texts, Vis Extraction,

Covenants p115 - LaboratoryVirtueFlaw_lesser_focus

Lesser Guardian

A supernatural creature (less than Might 20), which is not the familiar of the owner, resides in the lab and acts as its protector, being well-disposed to the owner.

+1 Safety, 0 bonus max de 1 à choisir dans la liste suivante : Creo, Intellego, Muto, Perdo, Rego, Animal, Aquam, Auram, Corpus, Herbam, Ignem, Imaginem, Mentem, Terram, Vim,

Covenants p118 - LaboratoryVirtueFlaw_lesser_guardian

Lesser Horde

A small group of semiintelligent creatures helps out in the lab.

+1 General Quality, +1 Upkeep, +1 Safety, +1 Aesthetics, 0 bonus max de 1 à choisir dans la liste suivante : Creo, Intellego, Muto, Perdo, Rego, Animal, Aquam, Auram, Corpus, Herbam, Ignem, Imaginem, Mentem, Terram, Vim,

Covenants p118 - LaboratoryVirtueFlaw_lesser_horde

Lesser Illusion

One of the apparent merits of the lab is but an illusion. Take one Minor Virtue immediately (there is no time cost) to balance this Flaw, but note that it is illusory and its effects are negated completely. For example, the lab may appear to be hung with fine tapestries which do not really exist. In this case, take the Superior Decoration Virtue, but do not apply its modifications to the lab’s statistics.

+1 Warping, +1 Aesthetics, +1 Imaginem,

Covenants p119 - LaboratoryVirtueFlaw_lesser_illusion

Lightless

The lab is totally dark and its contents cannot be seen. The owner must devise some other means of spatial perception in order to work normally.

 

the Aesthetics score cannot exceed –1;

-1 Upkeep, +1 Warping, 0 bonus max de 1 à choisir dans la liste suivante : Perdo, Imaginem,

Covenants p120 - LaboratoryVirtueFlaw_lightless

Living

The lab’s structure is in some way alive. For example, it is inside a faerie tree, or in the belly of a slumbering beast.

+2 Warping, -2 Safety, 0 bonus max de 3 à choisir dans la liste suivante : Creo, Intellego, Muto, Perdo, Rego, Animal, Aquam, Auram, Corpus, Herbam, Ignem, Imaginem, Mentem, Terram, Vim,

Covenants p120 - LaboratoryVirtueFlaw_living

Living Quarters

The lab contains suitable furniture, such as a bed, a wardrobe, and so on, that the owner may live and sleep in it. There is a small benefit to lab work if you live in the lab proper, but it is not good for your health, and is considered somewhat obsessive.

+1 General Quality, -2 Health, -1 Safety, -2 Aesthetics,

Covenants p115 - LaboratoryVirtueFlaw_living_quarters

Lousy Ingredients

The lab is supplied with dirty, impure, or poor-quality ingredients. It does not take a season to remove this Flaw, if sufficient funds are available to increase the Upkeep.

-1 General Quality, -1 Upkeep,

Covenants p116 - LaboratoryVirtueFlaw_lousy_ingredients

Low Ceiling

The ceiling is lower than the requisite ten feet, which slightly hampers some magical activities.

-1 General Quality, max -2 Health, -1 Safety, -1 Aesthetics,

Covenants p114 - LaboratoryVirtueFlaw_low_ceiling

Magic item

A magic item is installed in the lab. It might be self-made, donated, purchased, or perhaps some kind of artifact which was found in the lab. If the item is very large, taking up a significant amount of space in the lab, then it should be treated as a Minor Virtue instead of a Free Virtue. This may grant Virtues or Flaws, alter Characteristics, or add to Specializations (see the guidelines below).

max +10 General Quality, max +10 Upkeep, max +10 Warping, max +10 Health, max +10 Safety, max +10 Aesthetics, 10 bonus max de 10 à choisir dans la liste suivante : Creo, Intellego, Muto, Perdo, Rego, Animal, Aquam, Auram, Corpus, Herbam, Ignem, Imaginem, Mentem, Terram, Vim, Experimentation, Familiar, Items, Longevity Rituals, Spells, Teaching, Texts, Vis Extraction,

Covenants p118 - LaboratoryVirtueFlaw_magic_item

Magical Excessive Heating

Heating is provided magically. This Virtue functions as either Superior Heating or Excessive Heating (but without the space and Upkeep cost).

-1 Safety, +2 Ignem,

Covenants p118 - LaboratoryVirtueFlaw_magical_excessive_heating

Magical Excessive Lighting

Lighting is provided magically. This Virtue functions as either Superior Lighting or Excessive Lighting (but without the space and Upkeep cost).

+2 Imaginem,

Covenants p119 - LaboratoryVirtueFlaw_magical_excessive_lighting

Magical Superior Heating

Heating is provided magically. This Virtue functions as either Superior Heating or Excessive Heating (but without the space and Upkeep cost).

+1 Health, +1 Aesthetics, +1 Ignem,

Covenants p118 - LaboratoryVirtueFlaw_magical_superior_heating

Magical Superior Lighting

Lighting is provided magically. This Virtue functions as either Superior Lighting or Excessive Lighting (but without the space and Upkeep cost).

+1 Aesthetics, +1 Texts, +1 Imaginem,

Covenants p119 - LaboratoryVirtueFlaw_magical_superior_lighting

Menagerie

The lab contains a collection of live animals.

-1 Aesthetics, +2 Animal,

Covenants p115 - LaboratoryVirtueFlaw_menagerie

Mental Construct

The entire lab (or a significant portion thereof) is all in the mind of the magus, created by a powerful Creo Mentem Ritual spell, perhaps. The Size of the lab (or its imaginary part) cannot be higher than the Intelligence score of the magus. The imaginary parts of the lab may be improved as usual (that is, Virtues and Flaws may be gained, the Refinement may be increased, and so on) with the usual time cost, but disregard any changes to Upkeep, Health, or Aesthetics. Without sophisticated magic, the magus cannot use the lab to bond with a familiar, enchant items or Longevity Rituals, or teach. He probably also cannot extract vis in it. However he can invent spells, work with Laboratory Texts, and study Arts “normally.”

-5 Upkeep, +2 Warping, -2 Aesthetics, +3 Mentem,

Covenants p120 - LaboratoryVirtueFlaw_mental_construct

Missing Equipment

Due to a lack of certain equipment, lab work in one or two types of activity is totally impossible. For example, if there is no desk, parchment, or ink, it is impossible to work with texts. If Items, Spells, or Texts is selected, only that single activity is impossible. Otherwise, you must pick two of the activity categories (see the Specialization section above). This Flaw cannot be taken more than twice.

Covenants p117 - LaboratoryVirtueFlaw_missing_equipment

Missing Ingredients

Due to a lack of certain ingredients, lab work involving either one specific Technique or two specific Forms is severely hampered — relevant Lab Totals are halved. For example, the lab might contain no silver, in which case Terram and Vim Lab Totals are halved. It does not take a season to remove this Flaw, if sufficient funds are available to increase the Upkeep.

-1 Upkeep,

Covenants p116 - LaboratoryVirtueFlaw_missing_ingredients

Missing Sanctum Marker

The sanctum marker is not prominently displayed, and is thus easy to miss, or it is missing altogether. Hermetic magi might (unwittingly or knowingly) intrude. It does not take a season to remove this Flaw.

-1 Aesthetics,

Covenants p116 - LaboratoryVirtueFlaw_missing_sanctum_marker

Mobile

The entire lab can be readily moved. For example, it might be located on a ship or (if it is very small) a cart. This Virtue is usually taken with the Unstable Flaw.

+1 Experimentation,

Covenants p114 - LaboratoryVirtueFlaw_mobile

Mountaintop

The lab is located at the peak of a mountain. This is a dramatic and remote setting with a spectacular view, prone to strong winds and snows.

+1 Upkeep, -1 Safety, +2 Aesthetics, +2 Auram,

Covenants p114 - LaboratoryVirtueFlaw_mountaintop

Natural Environment

A swathe of natural scenery, such as forest, desert, or a river, is located in the lab, or the lab is built in or around it.

+2 Aesthetics, 0 bonus max de 3 à choisir dans la liste suivante : Creo, Animal, Aquam, Auram, Herbam, Ignem, Terram,

Covenants p113 - LaboratoryVirtueFlaw_natural_environment

No Stores

The lab has nowhere to store supplies, and so it cannot withstand any shortages. In case of a lack of funds, compulsory Flaw(s) to reduce the lab’s Upkeep are taken immediately, instead of after the usual two seasons. Vis and dangerous materials cannot be stored very safely.

-2 Safety,

Covenants p115 - LaboratoryVirtueFlaw_no_stores

Opulent

The lab is comfortable and well furnished.

+1 Upkeep, +1 Health, +2 Aesthetics, +1 Teaching,

Covenants p115 - LaboratoryVirtueFlaw_opulent

Outdoors

The lab (but not necessarily the living quarters of the magus) is not housed in a building at all and is completely exposed to the elements. This Flaw should be taken with the Natural Environment Virtue (although in this case it does not take any time to gain the Virtue, since the natural environment is already present). Size may be increased to any desired number

-1 General Quality, +2 Upkeep, -2 Health, -1 Safety,

Covenants p115 - LaboratoryVirtueFlaw_outdoors

Palatial

The lab is lavishly and magnificently outfitted, with the very best of comforts and decoration.

+1 General Quality, +3 Upkeep, +2 Health, +4 Aesthetics, +2 Teaching, 0 bonus max de 1 à choisir dans la liste suivante : Creo, Intellego, Muto, Perdo, Rego, Animal, Aquam, Auram, Corpus, Herbam, Ignem, Imaginem, Mentem, Terram, Vim, Experimentation, Familiar, Items, Longevity Rituals, Spells, Texts, Vis Extraction,

Covenants p115 - LaboratoryVirtueFlaw_palatial

Person

There is another person, perhaps a close family member or a maid, who is to be found very frequently (as a rule of thumb, most days, for at least an hour) in the lab. This Virtue may be taken once for each such person who regularly comes in to the lab. Do not count the owner or any full-time lab assistants, such as apprentices. A full-time trained mundane assistant is instead represented by the Servant Virtue.

-1 Safety, 0 bonus max de 1 à choisir dans la liste suivante : Corpus, Mentem,

Covenants p116 - LaboratoryVirtueFlaw_person

Poorly Insulated

The lab is poorly shielded from the outside world, perhaps due to thin walls or ceilings. It is easy to hear what is going on inside, and noise from the lab is likely to be a nuisance to nearby people or adjacent floors.

-1 Safety, -1 Aesthetics,

Covenants p115 - LaboratoryVirtueFlaw_poorly_insulated

Pot Plants

The lab contains dozens of potted plants.

+1 Upkeep, +1 Aesthetics, +1 Herbam,

Covenants p115 - LaboratoryVirtueFlaw_pot_plants

Precarious

The lab is located in a supernaturally dangerous place, such as inside a volcano. This Virtue may be taken more than once, for greater degrees of danger

-1 Safety, 0 bonus max de 1 à choisir dans la liste suivante : Creo, Intellego, Muto, Perdo, Rego, Animal, Aquam, Auram, Corpus, Herbam, Ignem, Imaginem, Mentem, Terram, Vim,

Covenants p119 - LaboratoryVirtueFlaw_precarious

Precious Ingredients

The lab is supplied with more expensive ingredients than a typical covenant can afford.

+1 General Quality, +2 Upkeep, +1 Longevity Rituals,

Covenants p116 - LaboratoryVirtueFlaw_precious_ingredients

Predecessor

The lab retains some foibles due to its (notable) previous owner.

+1 Warping, -1 Safety, +1 Experimentation,

Covenants p119 - LaboratoryVirtueFlaw_predecessor

Preserved

The lab, or part of its contents, is immune from natural decay

-1 Upkeep, +1 Warping, +2 Health, +1 Aesthetics, +1 Creo,

Covenants p119 - LaboratoryVirtueFlaw_preserved

Priceless Ingredients

The lab is supplied with the kind of things that most people can only dream of, such as copious quantities of gold and gems.

+2 General Quality, +4 Upkeep, +2 Longevity Rituals,

Covenants p116 - LaboratoryVirtueFlaw_priceless_ingredients

Regio

The interior of the lab is in a regio, and there is another regio level, which the owner can navigate easily. If there are further regio levels, this Virtue may be taken more than once.

+3 Size

+1 Warping,

Covenants p119 - LaboratoryVirtueFlaw_regio

Relocation

The location of the lab in the physical world can be magically adjusted. For example, it is enchanted with a powerful Rego Terram effect. This may provide benefits for travel, but it also makes the lab and its occupant hard to find.

+1 Warping (if the relocation is in constant effect)

max +1 Warping, +1 Experimentation,

Covenants p119 - LaboratoryVirtueFlaw_relocation

Restriction (forbidden activity)

The lab forbids certain activities (one category of lab activity cannot be performed)

Covenants p119 - LaboratoryVirtueFlaw_restriction_forbidden_activit

Restriction (general quality)

Tiresome rituals or practices are required in order to perform lab work.

-1 General Quality,

Covenants p119 - LaboratoryVirtueFlaw_restriction_general_quality

Restriction (upkeep)

Expensive rituals or practices are required in order to perform lab work.

+2 Upkeep,

Covenants p119 - LaboratoryVirtueFlaw_restriction_upkeep

Sacrifices

Animal sacrifices are needed in order for the lab to function.

+2 Upkeep, +1 Warping, -1 Health, -1 Safety, -3 Aesthetics, 0 bonus max de 2 à choisir dans la liste suivante : Creo, Intellego, Muto, Perdo, Rego, Animal, Corpus,

Covenants p119 - LaboratoryVirtueFlaw_sacrifices

Sentient

The lab seems to have developed an independent mind. This is unlikely to have resulted from Hermetic magic (unless a breakthrough), but could be a result of being many decades in a high-level magic or faerie aura.

+1 Warping, +1 Experimentation, +1 Mentem,

Covenants p119 - LaboratoryVirtueFlaw_sentient

Servant

One of the covenfolk is employed as a full-time lab servant, to perform the most mundane or bothersome tasks in the lab, and cater to the needs of the magus.

+(servant’s Intelligence / 2, rounding up) Safety,

max +3 Safety, +1 Aesthetics, +1 Mentem,

Covenants p116 - LaboratoryVirtueFlaw_servant

Shrouded

The lab is hidden or protected by a supernatural effect such as The Shrouded Glen.

 

halve the Aesthetics score after all other modifications .

+1 Warping,

Covenants p119 - LaboratoryVirtueFlaw_shrouded

Site of Legend

Stories are told about this lab, and legends are associated with it. Any adjustments to Characteristics and Specializations as appropriate.

max +1 General Quality, max +1 Upkeep, max +1 Warping, max +1 Health, max +1 Safety, max +1 Aesthetics, 20 bonus max de 20 à choisir dans la liste suivante : Creo, Intellego, Muto, Perdo, Rego, Animal, Aquam, Auram, Corpus, Herbam, Ignem, Imaginem, Mentem, Terram, Vim, Experimentation, Familiar, Items, Longevity Rituals, Spells, Teaching, Texts, Vis Extraction,

Covenants p119 - LaboratoryVirtueFlaw_site_of_legend

Slaves

Human slaves are employed in the lab, either as manual labor or as experimental subjects.

+1 Upkeep, -1 Safety, -1 Aesthetics, 0 bonus max de 2 à choisir dans la liste suivante : Corpus, Mentem,

Covenants p116 - LaboratoryVirtueFlaw_slaves

Spacious

The lab has enough spare room that its outfittings can be spread out a little. If building a lab from scratch and if space permits, you may choose to start with this Virtue, without needing an extra season of work.

+2 Safety, +1 Aesthetics,

Covenants p114 - LaboratoryVirtueFlaw_spacious

Specimens

The lab has a large collection of related things, stored in visible containers such as jars, or otherwise serving as objects of study or decoration.

+1 Upkeep, +1 Aesthetics, 0 bonus max de 1 à choisir dans la liste suivante : Animal, Aquam, Auram, Corpus, Herbam, Ignem, Imaginem, Mentem, Terram, Vim,

Covenants p116 - LaboratoryVirtueFlaw_specimens

Spotless

The lab is impeccably clean. This requires a season of work to gain. Also, there is a chance to gain this Virtue whenever a season of work is undertaken to improve the Refinement (see Refinement, above). This Virtue is lost if cleanliness is not maintained, or after an accident or neglect is suffered.

+1 Health, +1 Aesthetics, +1 Creo,

Covenants p116 - LaboratoryVirtueFlaw_spotless

Studio

An ornate room just outside the lab proper is set aside for the sole purpose of displaying and showing off the owner’s most prized possessions to guests. Verditius magi commonly build studios in order to display the items they have crafted to potential customers (see Houses of Hermes: Mystery Cults). The studio takes up more of the sanctum space, but not usually of the laboratory chamber itself.

max +3 Aesthetics,

Covenants p114 - LaboratoryVirtueFlaw_studio

Subterranean

The lab is underground. There is a lack of natural light, and so more candles are required for lighting.

+1 Upkeep, -1 Health, -1 Aesthetics, +1 Terram,

Covenants p115 - LaboratoryVirtueFlaw_subterranean

Superior Construction

The lab benefits from distinguished construction techniques, for example, high quality building materials were used, or it was made by a master architect or a magus (such as with the spell Conjuring the Mystic Tower). If constructing the building, its cost is doubled.

+1 Safety, +1 Aesthetics,

Covenants p114 - LaboratoryVirtueFlaw_superior_construction

Superior Decoration

The lab is luxuriantly or generously decorated. For example, many fine tapestries hang on the walls.

+1 Upkeep, +2 Aesthetics, +1 Imaginem,

Covenants p116 - LaboratoryVirtueFlaw_superior_decoration

Superior Equipment

The lab is supplied with higher-quality equipment, for example Venetian glassware. If the equipment was made at the covenant, the craftsman should have a Craft Ability of 6 or more, but do not increase Upkeep.

+1 General Quality, +2 Upkeep, +1 Safety, +1 Vis Extraction,

Covenants p116 - LaboratoryVirtueFlaw_superior_equipment

Superior Heating

The lab has superior facilities for heating, and the snug occupant is never chilly. For example, there is under-floor heating, or several fireplaces.

+1 Upkeep, +1 Health, +1 Aesthetics, +1 Ignem,

Covenants p116 - LaboratoryVirtueFlaw_superior_heating

Superior Lighting

The lab is very well lit, so that things are easy to find, and books are easy to read, without eye-strain.

+1 Upkeep, +1 Aesthetics, +1 Texts, +1 Imaginem,

Covenants p116 - LaboratoryVirtueFlaw_superior_lighting

Superior Tools

The lab’s tools were produced by master craftsmen. If the tools were made at the covenant, the craftsman should have a Craft Ability of 6 or more, but do not increase Upkeep.

+1 Upkeep, +1 Safety, +1 Items,

Covenants p116 - LaboratoryVirtueFlaw_superior_tools

Thoroughfare

Supernatural creatures, such as gnomes, pass through the lab occasionally and cause a minor nuisance.

-1 Safety,

Covenants p119 - LaboratoryVirtueFlaw_thoroughfare

Undecorated

The lab has very spartan decoration, or the decoration is completely lacking, making the place rather uninspiring and unwelcoming.

-1 Upkeep, -1 Aesthetics, 0 bonus max de -1 à choisir dans la liste suivante : Creo, Intellego, Muto, Perdo, Rego, Animal, Aquam, Auram, Corpus, Herbam, Ignem, Imaginem, Mentem, Terram, Vim, Experimentation, Familiar, Items, Longevity Rituals, Spells, Teaching, Texts, Vis Extraction,

Covenants p117 - LaboratoryVirtueFlaw_undecorated

Underwater

The lab is filled with water, instead of air, presenting certain logistical difficulties with breathing and moving promptly and precisely from one point to another. Some categories of lab work (for example, working with texts, Auram, or Ignem) may be impossible.

+1 Warping, +2 Safety, -2 Aesthetics, +1 Experimentation, +4 Aquam,

Covenants p119 - LaboratoryVirtueFlaw_underwater

Uneven Floor

The lab has a wonky or dangerous floor. The lab might be in a cave, or maybe the floor is covered with sand or pebbles.

-1 Health, -1 Safety, -1 Aesthetics, 0 bonus max de 1 à choisir dans la liste suivante : Muto, Terram,

Covenants p115 - LaboratoryVirtueFlaw_uneven_floor

Unstable

The lab is prone to movements, for example it is on a ship, is earthquake-prone, or merely has dodgy foundations, which is the occasional cause of accidents or breakages. This Flaw may be taken more than once for a greater instability.

+1 Upkeep, -1 Safety,

Covenants p115 - LaboratoryVirtueFlaw_unstable

Very very Low Ceiling (3xLow Ceiling)

The magus has to stoop

-1 General Quality, -2 Health, -1 Safety, -1 Aesthetics,

Covenants p114 - LaboratoryVirtueFlaw_very_very_low_ceiling_3xlow_c

Vile Surroundings

The lab is located in an undesirable or unpleasant place, such as in a swamp, next to a filthy peasant hovel, or by a dirty and busy road.

 

-2 Health, -1 Aesthetics, 0 bonus max de 1 à choisir dans la liste suivante : Perdo, Animal, Aquam, Auram, Corpus,

Covenants p115 - LaboratoryVirtueFlaw_vile_surroundings

Vis Source

A naturally occurring source of vis is located in the lab.

+1 Warping, -1 Safety, 0 bonus max de 2 à choisir dans la liste suivante : Creo, Intellego, Muto, Perdo, Rego, Animal, Aquam, Auram, Corpus, Herbam, Ignem, Imaginem, Mentem, Terram, Vim,

Covenants p118 - LaboratoryVirtueFlaw_vis_source

Vulnerable

The lab is lacking even basic defenses, and is easily broken or stumbled into. For example, it is on the ground floor and has no door.

-1 Aesthetics,

Covenants p115 - LaboratoryVirtueFlaw_vulnerable

Well Insulated

The lab is especially well shielded from the outside world, due to an extra partition wall or a layer of thick curtains, perhaps. Little noise or disturbance emerges from within, making it suitable for a sensitive location such as a city.

+1 Safety, +1 Aesthetics,

Covenants p114 - LaboratoryVirtueFlaw_well_insulated

Wrecked

The lab is very heavily damaged, for example as the result of a major lab accident. It takes two seasons to repair the damage completely and eliminate this Flaw. (After one season, it may be replaced by the Damaged Flaw.)

-5 General Quality, -2 Safety, -2 Aesthetics,

Covenants p117 - LaboratoryVirtueFlaw_wrecked

Acute Sense

Intensive Quaesitorial training and techniques gives a chance to spot the tell-tale imperfections of Vim or Imaginem deceptions. This takes the form of a new mastery ability applicable to all magical sense spells. Only those who have received Quaesitorial training can take this ability.
This new mastery ability is only applicable to enhanced sense spells. With this ability an altered, hidden or even a destroyed magical trace, may be sensed. The storyguide should make the following roll on the player’s behalf:

Perception + Penetration + Stress die

The Ease Factor to detect the use of deceptive magic is 6 + the magnitude of the Might of the creature responsible for the effect or 6 + the magnitude of a Hermetic spell. If successful the Quaesitor will notice that something is not quite right. For instance, if using a Vision enhancesense spell the aura of an altered trace will look slightly crooked, a slight ripple will be seen around a hidden trace and a stain will be seen where a destroyed trace once was. He can then investigate further with other spells. This ability can be taken twice. Taking it a second time allows the magus to add his Mastery score to the perception roll.

(Quaesitorial magic)

p71

Adaptative Casting

This special ability may only be taken for General spells. You may use your mastery score and all the special abilities associated with this spell whenever you cast the same spell at a different level.

(Cult of Mercury)

p99

Apotropaic Mastery

This new spell mastery special ability (see ArM5, page 87) is learned by many magi who pursue demons, usually to help destroy demons, or drive them away. However, it is also useful to infernalist magi, and thus it is usually taught in secret to avoid arousing quaesitorial persecution.
It allows the caster to add his (Mastery Score x Hierarchy Score) to the level of effect produced by the mastered spell. This may only be taken for spells that affect Infernal Might directly, such as Demon’s Eternal Oblivion or Circular Ward Against Demons. Spells like Aegis of the Hearth that do not specify the type of Might they target are ineligible.

p122

Boosted Casting

When casting this spell, you may use vis to increase the Range, Duration, or Target by one magnitude for each pawn spent. You may not boost the Duration to Year or the Target to Boundary unless the spell is already a Ritual.

(Mutantes)

p99

Ceremonial Casting

You may use ceremonial methods when casting this spell, increasing the casting time and adding your Artes Liberales and Philosophiae to your total. This cannot be taken for Ritual spells, which always require ceremonial casting.

(Cult of Mercury)

p99

Disguised Casting

When casting this spell, you may suppress or alter your sigil, to hide your identity or make the spell appear to have been cast by someone else. Since this actually changes your sigil, it is impossible for others to recognize you from it, though magi might be able to recognize that a fake sigil is not genuine. When you mimic the sigil of another magus, you may add your Spell Mastery score to the roll that determines how difficult it is to recognize.

(Cult of Mercury)

p99

Fast Casting

The maga may Fast Cast the mastered spell according to the rules for Fast Casting Spontaneous spells, on page 83. The maga still takes the –10 penalty to Casting Score and risks the extra botch dice, although the botch dice will be partially offset by her Mastery Ability. This special ability may not be taken for Ritual spells.

p87

Goetic

This special ability may only be taken for spells that target spirits: demons, ghosts, faerie shades, or other incorporeal beings with a Might score.
The caster may add one of his scores in Summoning, Commanding, Binding, or Ablating (whichever of these four Arts is most appropriate to the effect of the associated spell) to his Casting Total whenever he casts this spell. He also adds his (Hierarchy Score x 5) to his Penetration Total when he casts this spell on a demon. The storyguide should also subtract the demon’s (Hierarchy Score x 5) from the result in such cases.
This ability taints the spell by association with the Goetic Arts, and it always appears to be an Unholy Power when subjected to Divine or Infernal Powers of investigation.

(Goetic Magic)

p124

Harnessed Casting

You may end the effects of this spell at will, simply by concentrating on it. For timing and concentration purposes, treat this as if you were casting the spell. If you are distracted and fail your Concentration roll, you may try again in another round.

(Mutantes)

p99

Imperturbable Casting

Add the caster's Mastery score to all Concentration rolls related to the spell. This helps her maintain spells of Concentration amid the chaos of battle, or while casting another spell (see the Concentration Table, ArM5, page 82).

p33

Lab Mastery

You understand the theory of this spell so perfectly that you may add your spell mastery score to your Lab Total when designing effects that are similar to it (see Similar Spells, Ars Magica 5th Edition page 101). This is in addition to the standard similar spell bonus.

(Cult of Mercury)

p99

Learn From Mistakes

The first time in a session that you botch a roll for this spell or fail it by exactly one point, you gain five experience points towards mastery of this spell. The roll must come up naturally in the course of the story.

(Cult of Mercury)

p99

Magic Resistance

Your Magic Resistance is doubled against the mastered spell, and against any spells or powers that count as similar. (See “Similar Spells,” page 101.)

p87

Multiple Casting

You can cast several copies of a single mastered spell so that it affects more people, objects, or areas (as applicable) than normal. A single target may also be affected more than once. You may cast a number of additional copies of the spell equal to or less than your Mastery Score.
All copies of the spell are cast simultaneously, and the action counts as a single casting for the purposes of Concentration and similar concerns.Each copy must be rolled for separately. If any of the copies fail outright, you lose the fatigue and the copy fails, though others may still take effect successfully. If you lose consciousness, any spells that were successful still run their course. If you lose consciousness and accumulate additional fatigue loss, each additional Fatigue level causes an extra hour of unconsciousness.
Subtract the total number of discrete targets from any targeting rolls that are required. Even if all copies are directed at the same target, a –1 applies. The storyguide can further penalize or prohibit multiple casting that is especially difficult, such as casting two copies in opposite directions.
TARGETING:
Penalty of one for every separate target, including the first.

This special ability may be taken for Ritual spells. The casting time is that for a single spell, but one pawn of appropriate vis per magnitude of the spell must be expended for each copy. The normal limit on pawns of vis expended (the maga's score in the Art) applies. Excess Fatigue levels lost convert to wounds, as normal for Ritual spells."

p87

Obfuscated Casting

Magi cannot automatically identify the Form of the spell as the magus casts it. This makes it difficult for them to use fast-cast spells as a defense. They must always roll to determine the Form of the spell (see ArM5 p 83) and must add the caster's Mastery score to the Ease Factor.

p34

Penetration

The maga’s Mastery Score is added to her Penetration Ability score for determining her Penetration Bonus (see page 84).

p87

Precise Casting

Add +1 to all Finesse rolls the caster makes with the spell, including aiming rolls. Substract one botch die from any Finesse rolls she makes using the spell, to a minimum of one botch die. A maga may take this ability multiple times for the same spell.

p34

Quick Casting

Add +1 to the caster's initiative Total when he casts the Mastered spell. If he also has the Fast Casting special ability, add +1 to his Fast Casting Speed rolls (ArM5 p 83) when he fast-casts the spell. This ability cannot be used for Ritual spells. A magus may take this special ability multiple times for the same spell.

p34

Quiet Casting

The penalty for casting a spell quietly is reduced by five. This cannot grant a bonus, although using a booming voice gives the normal bonus. A maga may take this ability twice. If she does so, she can cast the spell silently without penalty. The range of a Voice Range spell is still based on the actual loudness of the maga’s voice.

p87

Rebuttal

This Mastery special ability may be applied to any Muto or Rego Vim spell designed to affect a spell or power used by another being (thus Wizard's boost or Maintaining the Demanding spell are not eligible, but Mirror of Opposition [Form] is). The magus may add three times his Mastery score to the effective level of the Vim spell when determining wether or not it can change or control the foreign magic. Thus a 25th level Quiet the Cursing Tongue accompagnied with a Mastery score of 2 prevents the casting of curse magics with an equivalent level of 21 rather than 15.

p129

Stalwart Casting

This spell is less exhausting for you. If it is a Ritual, you lose normal Fatigue instead of long-term Fatigue when casting it, and half as many Fatigue levels, rounded up (but always at least one). If it is formulaic, you never lose Fatigue levels because of a low casting total, even if the spell doesn’t succeed.

(Cult of Mercury)

p100

Still Casting

The maga can cast the spell without gestures, at no penalty. The normal bonus for using exaggerated gestures applies.

p87

Tethered Casting

You may give control of this spell to another person, who is subsequently treated as the caster, or to an object that holds the spell like a charged item for its duration and casts it if an appropriate target comes into range. This cannot be taken for Ritual spells.

(Mutantes)

p100

Unraveling

This Mastery special ability may be applied to any Perdo Vim spell designed to weaken or destroy magic. The magus may add three times his Mastery score to the effective level of the Perdo Vim spell when determining wether it can destroy the targeted spell. Thus a 20th level Wind of Mundane Silence cast by a character with this Mastery special ability and a score of 3 can negate the effects of a spell if he can double the spell's level on (29 + stress die) rather than (20 + stress die).

p129

(Astrological) Mutable Virtue

(Minor Virtue )

A Virtue or Flaw normally applies all the time, but for some characters, it may only apply to the magus during the four mutable signs of the year, and is known as a Mutable Virtue or Mutable Flaw. (Cardinal, fixed, and mutable signs are defined in Chapter 6: Hermetic Astrology, Appendix — Astrological Correspondences.) Mutable Virtues and Flaws do not mark magic as being Astrological; all that is affected is the time period over which the character is affected. Mutability affects Major and Minor Virtues and Flaws differently: For a Major Virtue or Flaw, the effects only apply in mutable signs, and the Virtue or Flaw is reduced to being Minor. (If this is not possible or sensible, then the Mutable variant cannot be applied.) For a Minor Virtue or Flaw, the effects only apply during the mutable signs, but the effect is doubled in intensity. (If this is not possible or sensible, then the Mutable variant cannot be applied.)

Example: Raucus has a Mutable Blatant Gift.: The extra penalties of the Blatant Gift apply only during the signs of Sagittarius, Pisces, Gemini, and Virgo, and he has a “normal” Gift during the other eight signs. Mutable Blatant Gift is a Minor Flaw. Effica has Mutable Puissant Terram. During the three mutable signs she has a double bonus of +6 to her Terram Art, but no bonus during the other eight signs.

As with Cyclic Magic, the bonus from a Mutable Virtue would only apply to Lab Totals if it covered the whole season, but this is never the case. Virtues and Flaws that normally permit multiple application but with stacking limits (such as Great or Poor Characteristics) count Mutable Virtues and Flaws twice. Thus a magus may have a Minor Virtue Great Strength +1, or twice for Great Strength +2, or a single Minor Mutable Great Strength (+2 when applicable). Each Characteristic is assessed separately.

The Mysteries, Revised Edition p37 - VirtueFlaw_astrological_mutable_virtue

(Gild) Enmity

(Minor Flaw , Hermetic )

Either you or your master has done something notable to anger one of the Rhine Tribunal’s political gilds, or a prominent member thereof, and that gild now actively seeks to thwart you, through political means, or possibly otherwise. Magi from this gild will be unlikely to sponsor any prospective covenant you are involved in, or to sponsor you as a master, and this gild will be inclined to vote against you at Tribunal on any issues that concern you directly. Naturally, you may not join this gild.

Guardians of the Forests : The Rhine Tribunal p20 - VirtueFlaw_gild_enmity

(Gild) Trained

(Minor Virtue , Hermetic )

You have been trained for a number of seasons at the covenant of Durenmar during the end of your apprenticeship in the Rhine Tribunal. In addition to a season of training by a magus of House Bonisagus, you have also been inducted into one of the Rhine’s political gilds, receiving two or more seasons of training by one of its masters. You gain an additional 30 experience points, which may be spent on Order of Hermes Lore, Intrigue, and Durenmar Lore (or, rarely, the Lore of another covenant where you were trained by your gild). You gain a further 60 experience points that may be spent on any General or Arcane Abilities, Arts, and spells (one point per level) that are appropriate to your gild. For example, the Ash Gild Trained Virtue can confer Hunt, Penetration, and battle magics, whereas Elder Gild Trained might grant Etiquette, Faerie Lore, and faerie spells. This extra training may negate the effect of the Weak Parens Flaw, in which case the Virtue and Flaw cancel out and both can be dropped. With the approval of the storyguide, it may be combined with the Skilled Parens Virtue. This Virtue is not compulsory for Rhine magi — not all magi apprenticed here opt to receive this training and join a gild immediately, although many do. A magus who joins a gild post-apprenticeship usually still receives gild training, but in this case the Virtue should not be taken — instead the magus must spend seasons of time to be trained, for which experience points are gained as usual according to the Long Term Events chapter of Ars Magica 5th Edition.

Guardians of the Forests : The Rhine Tribunal p20 - VirtueFlaw_gild_trained

(REALM) STIGMATIC

(Minor Flaw , Supernatural )

The character occasionally manifests physical phenomena in the presence of supernatural powers. Pick one of the four Realms of Power; whenever he enters an aura of strength 4 or more aligned to that realm, or is affected by a power greater than fourth magnitude (20th level) from that realm, he suffers from the stigmata. Every individual suffers from stigmata differently, but the most common variants are dark marks appearing on the skin, blood issuing from orifices, spontaneous eruption of wounds, minor twisting of the limbs, or the acquisition of minor animal features. Whenever they manifest, the character loses a Long-Term Fatigue level that he cannot recover while he remains under the influence of that Realm. When he recovers the Fatigue level, the stigmata fades. If he ever takes a Warping point from exposure to his sensitive Realm, his stigmata erupt so violently that he takes a Light Wound as well as Fatigue, and the stigmata remain until he recovers from this wound.

Grogs p83 - VirtueFlaw_realm_stigmatic

(Type) Controlling (Major)

(Major Virtue , Supernatural )

Controlling is an Elementalist Art that can be combined with mastery of the four elements to control the behavior of different types of beings, as described under Elementalist Techniques, later in this chapter. Taking this Virtue gives the character a score of 0 in Controlling. This Virtue may be taken up to three times, to indicate that the character can control multiple types of elemental targets (Medicinal, Philosophical, or Theurgical). The first type chosen requires a Major Virtue, the others are Minor. Each type of Controlling must be learned separately, but all three use the same Art score, so that a character who takes this Virtue three times would have only one Controlling Art, not (Medicinal) Controlling, (Philosophical) Controlling, and (Theurgical) Controlling.

Restricted access : elementalist tradition

Hedge Magic : Revised Edition p19 - VirtueFlaw_type_controlling_major

(Type) Controlling (Minor)

(Minor Virtue , Supernatural )

Controlling is an Elementalist Art that can be combined with mastery of the four elements to control the behavior of different types of beings, as described under Elementalist Techniques, later in this chapter. Taking this Virtue gives the character a score of 0 in Controlling. This Virtue may be taken up to three times, to indicate that the character can control multiple types of elemental targets (Medicinal, Philosophical, or Theurgical). The first type chosen requires a Major Virtue, the others are Minor. Each type of Controlling must be learned separately, but all three use the same Art score, so that a character who takes this Virtue three times would have only one Controlling Art, not (Medicinal) Controlling, (Philosophical) Controlling, and (Theurgical) Controlling.

Restricted access : elementalist tradition

Hedge Magic : Revised Edition p19 - VirtueFlaw_type_controlling_minor

(Type) Divining (Major)

(Major Virtue , Supernatural )

This Elementalist Art allows an elementalist to locate, understand, and predict the behavior of the four elements, as described under Elementalist Techniques, later in this chapter. This Virtue gives the character an initial Divining score of 0. This Virtue may be taken up to three times, to indicate that the character can find and comprehend multiple types of elemental targets (Medicinal, Philosophical, or Theurgical). The first type chosen requires a Major Virtue, the others are Minor. Each type of Divining must be learned separately, but all three use the same Art score, so that a character that takes this Virtue three times would have only one Divining Art, not (Medicinal) Divining, (Philosophical) Divining, and (Theurgical) Divining.

Restricted access : elementalist tradition

Hedge Magic : Revised Edition p19 - VirtueFlaw_type_divining_major

(Type) Divining (Minor)

(Minor Virtue , Supernatural )

This Elementalist Art allows an elementalist to locate, understand, and predict the behavior of the four elements, as described under Elementalist Techniques, later in this chapter. This Virtue gives the character an initial Divining score of 0. This Virtue may be taken up to three times, to indicate that the character can find and comprehend multiple types of elemental targets (Medicinal, Philosophical, or Theurgical). The first type chosen requires a Major Virtue, the others are Minor. Each type of Divining must be learned separately, but all three use the same Art score, so that a character that takes this Virtue three times would have only one Divining Art, not (Medicinal) Divining, (Philosophical) Divining, and (Theurgical) Divining.

Hedge Magic : Revised Edition p19 - VirtueFlaw_type_divining_minor

(Type) Refining (Major)

(Major Virtue , Supernatural )

With this Elementalist Art, the character can purify a target by subjecting it to the four elements, as described under Elementalist Techniques, later in this chapter. Taken as a Virtue, it grants Refining with an initial score of 0. This Virtue may be taken up to three times, to indicate that the character can refine multiple types of elemental targets (Medicinal, Philosophical, or Theurgical). The first type chosen requires a Major Virtue, the others are Minor. Each type of Refining must be learned separately, but all three use the same Art score, so that a character that takes this Virtue three times would have only one Refining Art, not (Medicinal) Refining, (Philosophical) Refining, and (Theurgical) Refining.

Hedge Magic : Revised Edition p19 - VirtueFlaw_type_refining_major

(Type) Refining (Minor)

(Minor Virtue , Supernatural )

With this Elementalist Art, the character can purify a target by subjecting it to the four elements, as described under Elementalist Techniques, later in this chapter. Taken as a Virtue, it grants Refining with an initial score of 0. This Virtue may be taken up to three times, to indicate that the character can refine multiple types of elemental targets (Medicinal, Philosophical, or Theurgical). The first type chosen requires a Major Virtue, the others are Minor. Each type of Refining must be learned separately, but all three use the same Art score, so that a character that takes this Virtue three times would have only one Refining Art, not (Medicinal) Refining, (Philosophical) Refining, and (Theurgical) Refining.

Restricted access : elementalist tradition

Hedge Magic : Revised Edition p19 - VirtueFlaw_type_refining_minor

(Type) Summoning (Major)

(Major Virtue , Supernatural )

Summoning is an Elementalist Art that allows the character to use his knowledge of the Elementalist Forms to summon a target associated with that element to him. This target is somehow appropriate to his background — a disease, an aspect of nature, or an elemental being, as determined by the type of Summoning he learns (Medicinal, Philosophical, or Theurgical). This is described in more detail under Elementalist Techniques, later in this chapter. Selecting this Virtue gives the character a score of 0 in Summoning. This Virtue may be taken up to three times, to indicate that the character can summon more than one type of elemental target. The first type chosen requires a Major Virtue, the others are Minor Virtues. Each type of Summoning must be learned separately, but all three types use the same Art score, so that a character that takes this Virtue three times would only have one Summoning Art, not (Medicinal) Summoning, (Philosophical) Summoning, and (Theurgical) Summoning.

Restricted access : elementalist tradition

Hedge Magic : Revised Edition p20 - VirtueFlaw_type_summoning_major

(Type) Summoning (Minor)

(Minor Virtue , Supernatural )

Summoning is an Elementalist Art that allows the character to use his knowledge of the Elementalist Forms to summon a target associated with that element to him. This target is somehow appropriate to his background — a disease, an aspect of nature, or an elemental being, as determined by the type of Summoning he learns (Medicinal, Philosophical, or Theurgical). This is described in more detail under Elementalist Techniques, later in this chapter. Selecting this Virtue gives the character a score of 0 in Summoning. This Virtue may be taken up to three times, to indicate that the character can summon more than one type of elemental target. The first type chosen requires a Major Virtue, the others are Minor Virtues. Each type of Summoning must be learned separately, but all three types use the same Art score, so that a character that takes this Virtue three times would only have one Summoning Art, not (Medicinal) Summoning, (Philosophical) Summoning, and (Theurgical) Summoning.

Restricted access : elementalist tradition

Hedge Magic : Revised Edition p20 - VirtueFlaw_type_summoning_minor

A DEAL WITH THE DEVIL

(Major Flaw , Story )

The character has sold his soul to the devil and now find himself destined to infernal damnation. This Flaw includes the effects of Plagued By Supernatural Entity as Hell’s agents goad and cajole the character, reminding him of the bargain he made and tempting him with offers of possible release in return for just one more small service. The character is called upon to undertake an inherently sinful action, but the reward is always snatched away on some technicality of the agreement or simply because of the duplicitous nature of the infernal. Note that the character can, in fact, repent and get out of the deal by God’s grace, but the repentance must be genuine, and the forces of Hell will try to stop it, thus generating stories that way.

Grogs p78 - VirtueFlaw_a_deal_with_the_devil

ABILITY BLOCK

(Minor Flaw , General )

You are completely unable to learn a certain class of Abilities, for some reason. This may be Martial Abilities, or a more limited set of the others. A profound inability to master logic would rule out Artes Liberales, Philosophiae, any Law, Medicine, and Theology. Alternatively, you might be unable to learn any languages other than your native tongue. It must be possible for your character to learn the abilities in question, but she need have no intention of doing so. You may only take this Flaw once.

Ars Magica 5th Edition Core rulebook p51 - VirtueFlaw_ability_block

Ablating

(Major Virtue , Goetic Art )

When combined with Summoning, Ablating allows a sorcerer to leech away the power of a demon or other spirit for his own. This Virtue opens the Ablating Art for him at 0, the mechanics of which are found in Chapter 11: Ars Goetia.

Realms of Power : The Infernal p82 - VirtueFlaw_ablating

ADEPT LABORATORY STUDENT

(Minor Virtue , Hermetic )

You digest the instruction of others quite easily. You get a +6 bonus to Lab Totals when working from the lab texts of others, including when reinventing spells.

Ars Magica 5th Edition Core rulebook p40 - VirtueFlaw_adept_laboratory_student

Affinity With (Ability)

(Minor Virtue , General )

All Advancement Totals for one Ability are increased by half rounded up, as are any experience points you put in that Ability at character creation. You may only take this Virtue once for a given Ability, but may take it again for different Abilities. If you take this Virtue for an Ability, you may exceed the normal age-based cap during character generation (see page 31) by two points for that Ability.

Ars Magica 5th Edition Core rulebook p40 - VirtueFlaw_affinity_with_ability

Affinity with (Art)

(Minor Virtue , Hermetic )

Your Advancement Totals for one Hermetic Art are increased by one half, rounded up. At character creation, any experience points you put into that Art are also increased by one half (rounded up), and you may exceed the normal recommended limits. You may take this Virtue twice, for two different Arts.

Ars Magica 5th Edition Core rulebook p40 - VirtueFlaw_affinity_with_art

AFFLICTED TONGUE

(Minor Flaw , General )

You have a speech impediment, such as a lisp, stutter, or missing teeth. You suffer a -2 penalty to all rolls involving the voice, and all Casting Scores if you cast the spell using words. If you are a magus, you must also roll an extra botch die when casting a spell using words.

Ars Magica 5th Edition Core rulebook p51 - VirtueFlaw_afflicted_tongue

AGE QUICKLY

(Major Flaw , Supernatural )

Probably due to a curse or a magical disaster, you age twice as fast as normal people. Your effective age (which applies as if it were your actual age when creating a Longevity Ritual, and when making rolls on the Aging table) increases two years for every year that passes, and you make two aging rolls each year. There is no way to halt or slow this other than Longevity Rituals.

Ars Magica 5th Edition Core rulebook p51 - VirtueFlaw_age_quickly

Alluring to (Beings)

(Minor Virtue , General )

This Virtue is associated with one of three classes of beings: mundane animals, faeries, or magical beings. These last two include characters associated with Faerie or the Magic realms, respectively, through Supernatural Virtues or Flaws, as well as beings with Faerie or Magic Might. These beings are strangely drawn to the character, and generally trust or obey her without thinking. She gets +3 on Communication and Presence rolls to affect them. Characters who are Offensive to beings of this sort cannot take this Virtue, including those who have The Gift or Magical Air, though characters who are Inoffensive to them or have the Gentle Gift may. Note that while Alluring to Magical Beings can affect Hermetic magi, the Parma Magica protects against this effect as part of resisting the social penalties of The Gift. Might and other forms of general Magic Resistance do not hinder this effect.

Houses of Hermes : Mystery Cults p86 - VirtueFlaw_alluring_to_beings

ALMOGATEN

(Minor Virtue , Social Status )

The character is the leader of a band of Almogavars, chosen by his fellows for his skill and experience. He commands a dozen men, and he is responsible for their welfare and prosperity. He has Standard Armaments and may take Martial Abilities. Similar to the Mercenary Captain Virtue, you may choose Wealthy or Poor to represent the fortunes of the almogaten and his soldiers. If he is Poor, he leads only a half-dozen men and he has hit hard times lately. Some of his men only have Inexpensive Armaments, but his main concern is finding the next meal. If he is Wealthy, he leads a company of two dozen men, and can afford to upgrade their armaments. The band might own several horses, and perhaps some herd animals.

Grogs p74 - VirtueFlaw_almogaten

ALMOGAVAR

(Free Virtue , Social Status )

The character is a member of a band of mercenaries and raiders, living a life of adventure according to a code of honor and discipline. He shares a bond of solidarity with his fellows, and they can depend on each other’s loyalty. He has Standard Armaments, and may take Martial Abilities. He may choose to be the Adalil at no additional cost, getting an increase in both authority and responsibility. He is supported by his unit, and may not take the Poor Flaw or Wealthy Virtue.

Grogs p74 - VirtueFlaw_almogavar

AMBITIOUS (Major)

(Major Flaw , Personality )

You want to be the most successful or powerful person in the world in some respect. You will not be distracted into doing things that do not contribute to your ambition, and are very eager to do things that advance it.

Ars Magica 5th Edition Core rulebook p51 - VirtueFlaw_ambitious_major

AMBITIOUS (Minor)

(Minor Flaw , Personality )

You want to be the most successful or powerful person in the world in some respect. You will not be distracted into doing things that do not contribute to your ambition, and are very eager to do things that advance it.

Ars Magica 5th Edition Core rulebook p51 - VirtueFlaw_ambitious_minor

Amorphous (major)

(Major Virtue , Supernatural , Tainted )

The character is able to take on any human form, so long as it does not identifiably belong to a particular human being. The character develops this ability because his body has adopted the almostgaseous property of demonic flesh, so any apparent changes in size or fitness are cosmetic, and do not affect the character’s statistics. Some amorphous people can select a single shape at midnight, which is the Major form of the Virtue. Its Minor form allows the character to change shape only after having performed a significant act linked to the Obsession of his creator. The character may only change to his birth form by selecting it once the conditions of transformation have been met, or involuntarily changing shape when dying or entering holy ground.

Realms of Power : The Infernal p83 - VirtueFlaw_amorphous_major

Amorphous (minor)

(Minor Virtue , Supernatural , Tainted )

The character is able to take on any human form, so long as it does not identifiably belong to a particular human being. The character develops this ability because his body has adopted the almostgaseous property of demonic flesh, so any apparent changes in size or fitness are cosmetic, and do not affect the character’s statistics. Some amorphous people can select a single shape at midnight, which is the Major form of the Virtue. Its Minor form allows the character to change shape only after having performed a significant act linked to the Obsession of his creator. The character may only change to his birth form by selecting it once the conditions of transformation have been met, or involuntarily changing shape when dying or entering holy ground.

Realms of Power : The Infernal p83 - VirtueFlaw_amorphous_minor

aniMae Magic

(Major Virtue , Mystery )

This Mystery allows the maga to bring out faerie properties of everyday things, transforming inanimate objects into living beings and producing faerie creatures at will. These temporary faeries are called animae, “artifi cial souls.” This includes a number of new spell guidelines that only magi with this Virtue can use, described below. Animae are essentially alive, and like most faeries they are intelligent and can interact with their environment. They often have powers appropriate to their Might, and while they are not necessarily friendly, they are usually willing to bargain with the maga for their aid. In exchange for such mortal pleasures as a full wineskin, roasted meat, or a kiss, they might fi ght for the maga, scout out the area, carry her over obstacles, or ensure a good harvest. While they usually resemble humans and can often be affected by Corpus and Mentem spells, animae are also part of the Form appropriate to their nature, and magi may use that Form to target them in the same way that they would use Animal to affect beasts. Thus, animae can be warded away by Rego effects of this Form, but note that they can appear inside an Aegis of the Hearth if summoned from within its boundaries. Merinitae often argue about the origins of animae. Some say they are simply a sleeping aspect of nature brought forth by Faerie Magic. Others say that a faerie spirit is summoned from Arcadia to animate the target. Some think that the magic actually creates a new faerie from the caster’s belief. No one knows for sure if any of these theories are correct, though.

Restricted access : Merinita,Arcadian major mystery

Houses of Hermes : Mystery Cults p92 - VirtueFlaw_animae_magic

Animal companion

(Minor Flaw , Story )

You are accompanied by a loyal, intelligent (but mundane) animal that can obey simple commands. Your relationship with it is very close. If it should die, you would be profoundly upset.

Ars Magica 5th Edition Core rulebook p51 - VirtueFlaw_animal_companion

Animal Healer

(Minor Virtue , Supernatural )

The folk witch can heal animals, and she has a Supernatural Ability Animal Healing with a Score of 1. This works exactly the same as the Healing Ability except that it works on animals instead of people (expending Animal vis instead of Corpus). A folk witch character can also make potions using this Ability. This is not normally a Favored Ability of folk witches, although it is for some variant covens. The character may also have the Healing Ability.

Restricted access : folk witch characters

Hedge Magic : Revised Edition p35 - VirtueFlaw_animal_healer

ANIMAL KEN

(Minor Virtue , Supernatural )

You can communicate with animals as if they were human beings. Choosing this Virtue confers the Ability Animal Ken 1 (page 62).

Ars Magica 5th Edition Core rulebook p40 - VirtueFlaw_animal_ken

Apprentice (Rhine Tribunal)

(Free Virtue , Social Status )

This Virtue, applicable to any Tribunal, may be taken by a child character who has the Gift and who has been accepted by an experienced Hermetic magus (in the Rhine Tribunal, a master or archmage), with the storyguide’s approval. You are a discipulus and will receive extensive magical training, having the potential to become a Hermetic magus in your own right. However you must obey the dictates and fulfil the errands of your master and endure his or her rigorous training, and may be treated no better than a slave.

Restricted access : Rhine Tribunal

Guardians of the Forests : The Rhine Tribunal p19 - VirtueFlaw_apprentice_rhine_tribunal

Apt Student

(Minor Virtue , General )

You are particularly good at learning from others. When being taught or trained by someone else, add five to the Source Quality

Ars Magica 5th Edition Core rulebook p40 - VirtueFlaw_apt_student

Aptitude for (Sin)

(Minor Virtue , General , Tainted )

This catch-all Virtue is for those minor effects which demons grant to their victims to allow them to sin more effectively, and so more often. Each Aptitude for a particular sin adds +3 to all rolls in a very limited circumstance linked to a demon’s Obsession. As examples, characters may have aptitudes for picking pockets, for committing adultery skillfully, or for poisoning people.

Realms of Power : The Infernal p83 - VirtueFlaw_aptitude_for_sin

Araquiel’s Legacy

(Minor Virtue , Hermetic )

Any magus who possess this Virtue may used Creo, Corpus, and Herbam vis interchangeably. Araquiel’s Legacy also allows the possessor to ignore Creo, Corpus, or Terram requisites for any spell that uses another of these three Arts.

Restricted access : Ancient magic

Ancient Magic p67 - VirtueFlaw_araquielaos_legacy

Araquiel’s Secret

(Minor Virtue , Supernatural )

Some say that what the Grigori taught their students was the basis of Hermetic magic. Sadly, as there are no living practitioners of these arts, it is difficult to say with certainty. There are definitely links between the two, however, as this Virtue demonstrates. Araquiel’s Secret allows anyone who possesses it and who can use the Arts of Creo, Corpus, and Terram to use vis for any of these Arts interchangeably. When using vis in this way in either a Divine or Infernal aura, however, the wielder must roll double the usual number of botch dice. Araquiel’s Secret also allows the possessor to ignore Creo, Corpus, or Terram requisites for any spell that uses another of these three Arts.

Restricted access : Ancient magic

Ancient Magic p67 - VirtueFlaw_araquielaos_secret

ARCANE LORE

(Minor Virtue , General )

You may take Arcane Abilities during character generation. Unless you have The Gift, you cannot learn Parma Magica. You get an additional 50 experience points, which must be spent on Arcane Abilities.
A Gifted character who is not a Hermetic magus and knows Parma Magica must take the Major Story Flaw Enemy: Entire Order of Hermes, as magi are bound by their Oath to slay the character on sight, unless he immediately joins the Order. Such a character cannot be played in a normal saga, as the other player characters have to kill him.

Ars Magica 5th Edition Core rulebook p40 - VirtueFlaw_arcane_lore

Archmage (Rhine Tribunal)

(Free Virtue , Social Status )

You have earned the exalted title of archimagus. You have a Hermetic Reputation of level 4, pertaining to the great deeds you have done to earn this status, and a Hermetic Reputation as an Archmage, also at level 4. This is applicable to any Tribunal. If you are a member of the Rhine Tribunal, you receive an additional proxy vote of a retired magus, giving you a total of three votes to use.

Restricted access : Rhine Tribunal

Guardians of the Forests : The Rhine Tribunal p20 - VirtueFlaw_archmage_rhine_tribunal

ARTHRITIS

(Minor Flaw , General )

Your joints are stiff and often painful, making almost any prolonged movement difficult. You are at –3 to rolls involving repetitive movement, sustained over time. Occasionally, the pain is so great that you are seriously disabled. On any movement or combat botch, one of your joints may “lock up,” making the limb effectively useless (–6 to all rolls involving it) until you have a chance to rest it for a day or two.

Ars Magica 5th Edition Core rulebook p51 - VirtueFlaw_arthritis

Artistic Renown

(Minor Virtue , General )

The character has had some success as an artist and begins the game with an Artist Reputation of 2. Only characters with an Artist Reputation may take this Virtue. Characters may take this Virtue twice, for a total beginning Artist Reputation of 4.

Art & Academe p133 - VirtueFlaw_artistic_renown

Ascendancy to the Hall of Heroes

(Major Virtue , Hermetic , Mystery )

This Virtue teaches a Mystery path enabling the magus to ascend to the Hall of Heroes and join the pagan gods; a process known as apotheosis. The Virtue requires the Hermetic Theurgy Virtue as a prerequisite. It is favored as a path to immortality by pagan-oriented name magic Mystery Cults, and by the Gnostic Philosophers of Rome. Apotheosis was a common motif in Greco-Roman legend, and Simon Magus, father of Gnosticism, professed to believe he had attained godhood.

Restricted access : Mystery

The Mysteries, Revised Edition p82 - VirtueFlaw_ascendancy_to_the_hall_of_heroes

Astrological Cyclic Magic (Minor Flaw)

(Minor Flaw , Hermetic )

Any magus may have astrologically Cyclic Magic, in which the cycles of the Virtue or Flaw may be astrological cycles. Having such a cycle does not make the magus’s magic Astrological, but just determines when the Virtue or Flaw applies. The properties (gender, temperament, element) of the signs of the Zodiac are explained and listed in Chapter 6: Hermetic Astrology: Appendix — Astrological Correspondences. In the Virtue and Flaw of Cyclic Magic, it is stated that the bonus or penalty must normally apply for an amount of time equal to the time when it does not. In the astrological cycles, the cycle may apply for less time than it does not, so the bonus or penalty is increased to match this:

  • Male and female signs divide the signs (and year) into two equal halves. Cyclic magic (male signs) and cyclic magic (female signs) attract the standard bonus or penalty of 3.
  • The cardinal signs, fixed signs and mutable signs each occupy one-third of the year and leave out two-thirds of the year: The bonus or penalty is increased to 5.
  • Signs of a single element (earth, air, fire, water) occupy one-quarter of the year: The bonus or penalty is increased to 6.

As stated in ArM5, page 41, the bonus from Cyclic Magic only applies to Lab Totals if it covers the whole season. A penalty from Cyclic Magic applies to a Lab Total if it applies at any point of the season.

Example: Stella has the Virtue Cyclic Magic (Cardinal Signs) and the Flaw Cyclic Magic (Fixed Signs). During the signs of Aries, Cancer, Libra, and Capricorn (one-third of the year), she has a magical bonus of +5, which doesn’t apply to her Lab Totals; during the signs of Leo, Scorpio, Aquarius, and Taurus (one-third of the year), she has a penalty of –5.

The Mysteries, Revised Edition p37 - VirtueFlaw_astrological_cyclic_magic_minor_flaw

Astrological Cyclic Magic (Minor virtue)

(Minor Virtue , Hermetic )

Any magus may have astrologically Cyclic Magic, in which the cycles of the Virtue or Flaw may be astrological cycles. Having such a cycle does not make the magus’s magic Astrological, but just determines when the Virtue or Flaw applies. The properties (gender, temperament, element) of the signs of the Zodiac are explained and listed in Chapter 6: Hermetic Astrology: Appendix — Astrological Correspondences. In the Virtue and Flaw of Cyclic Magic, it is stated that the bonus or penalty must normally apply for an amount of time equal to the time when it does not. In the astrological cycles, the cycle may apply for less time than it does not, so the bonus or penalty is increased to match this:

  • Male and female signs divide the signs (and year) into two equal halves. Cyclic magic (male signs) and cyclic magic (female signs) attract the standard bonus or penalty of 3.
  • The cardinal signs, fixed signs and mutable signs each occupy one-third of the year and leave out two-thirds of the year: The bonus or penalty is increased to 5.
  • Signs of a single element (earth, air, fire, water) occupy one-quarter of the year: The bonus or penalty is increased to 6.

As stated in ArM5, page 41, the bonus from Cyclic Magic only applies to Lab Totals if it covers the whole season. A penalty from Cyclic Magic applies to a Lab Total if it applies at any point of the season.

Example: Stella has the Virtue Cyclic Magic (Cardinal Signs) and the Flaw Cyclic Magic (Fixed Signs). During the signs of Aries, Cancer, Libra, and Capricorn (one-third of the year), she has a magical bonus of +5, which doesn’t apply to her Lab Totals; during the signs of Leo, Scorpio, Aquarius, and Taurus (one-third of the year), she has a penalty of –5.

The Mysteries, Revised Edition p37 - VirtueFlaw_astrological_cyclic_magic_minor_virtue

Automata

(Major Virtue , Mystery )

For three centuries, the making of automata — mechanized beasts, birds, women, and men, creations designed for emperors and Caesars — was regarded as the greatest Mystery of the House. This changed in the 12th century, when Icilius the Traitor began teaching magi of other Houses how to make automata. Anyone prosperous enough to pay for an automaton could own one. By the 13th century, several powerful nobles and affl uent clergymen have automata. Although still prized, the reputation of those building these devices has diminished.

Restricted access : Mystery

Houses of Hermes : Mystery Cults p128 - VirtueFlaw_automata

AVARICIOUS (Major)

(Major Flaw , Personality )

You want money, lots of money. When you have it, you do not spend it, but hoard it so that you can count it. You can be avaricious about physical things other than money, such as books or raw vis. In this case, you do not use the things you hoard, nor do you allow others to use them.

Ars Magica 5th Edition Core rulebook p51 - VirtueFlaw_avaricious_major

AVARICIOUS (Minor)

(Minor Flaw , Personality )

You want money, lots of money. When you have it, you do not spend it, but hoard it so that you can count it. You can be avaricious about physical things other than money, such as books or raw vis. In this case, you do not use the things you hoard, nor do you allow others to use them.

Ars Magica 5th Edition Core rulebook p51 - VirtueFlaw_avaricious_minor

Awaken Device

(Minor Virtue , Hermetic )

This Virtue confers the ability to awaken imbued devices. Through the use of logical principles developed by Heron, a magus can awaken the spirit slumbering within a simulacrum. Magi should take great care in what they choose to awaken, as the resulting personality derives from its form and material. When awakened, the resultant being has one or more Personality Traits based on the material and simulacra of the body, as noted above. When designing simulacra, a magus may add a number of points to the Magic Might up to his Magical Theory score.

Awa kened Device’s Magic Might: Material Base Points + Magic Theory

Magic Might determines the Awakened Device Level needed to construct it, and the limit of pawns of vis that may be used to instilled spell-like effects in it. Since this is a magical creation, Magic Might is also the Awakened Device’s Magic Resistance. The device requires sufficient Vim vis to open the enchantment as per making an enchanted device (see ArM5, page 96–100) plus one pawn of Creo or Form-specific vis per point of Magic Might. In addition, constructing the simulacra costs a number of Mythic Pounds equal to its Material Base Points. The Lab Total for awakening a device is Creo + Form + Intelligence + Magic Theory + aura modifier, and any points exceeding the Awakened Device Level can be accumulated over several uninterrupted seasons of work as when constructing an enchanted device (see ArM5, page 96). The material used to construct the simulacrum’s body dictates the Form used, such as Terram for a copper fox.

Awa kened Device Lab Total: Creo + Form + Intelligence + Magic Theory + Aura

Awa kened Device Level: Awakened Device’s Magical Might + (Size x 5)

In addition, the device must be further enchanted to provide it with means of locomotion, communication, or other abilities as per the rules for enchanting items. Once awakened, the device can use any instilled effects it contains as will. Additional powers may be added later if the Material and Size Table (ArM5, page 97) permits. Powers may be drawn from those used by automata in Houses of Hermes: Mystery Cults, page 130. These Powers may be instilled any time before or after the anima is awakened. An Awakened Device can learn Abilities, including languages, as per the rules for training and instruction (ArM5, page 163–166). Awakened Devices can be made into familiars but this requires the magus to awaken the device himself. Awaken Device is not initially compatible with the Automata Mystery used by House Verditius, but further research may allow this Breakthrough.

Restricted access : Ancient magic

Ancient Magic p80 - VirtueFlaw_awaken_device

Baccalaureus

(Minor Virtue , Social Status )

The character has completed a threeyear program at a university to receive a baccalarius artium (Bachelor of Arts degree). He is typically between 16 and 19 years old, and has 90 experience points that he may spend on Latin and Artes Liberales — 30 experience points per finished year of studies. His future decisions are varied once he gains his degree: he can extend his university career, teaching extraordinary lectures as he works toward his magister in artibus degree; teach in a cathedral or secular school; become a private tutor for a noble family; or find work in ecclesiastical or secular circles. The character has an Academic Reputation of 1. This Virtue is compatible with the Hermetic Magus, Mendicant Friar, and Priest Virtues.

Art & Academe p90 - VirtueFlaw_baccalaureus

Beadle

(Minor Virtue , Social Status )

The character is an assistant to a university dean. He is a townsman or student of merit employed by the university to carry the university’s insignia in parades, collect dues and fines, read mandatory announcements at university congregations, and announce disputationes. The character may purchase Academic Abilities at character generation.

Art & Academe p91 - VirtueFlaw_beadle

Beloved Rival

(Minor Flaw , Story )

The character has a rival who is both fiercely protective of him and obsessed with opposing him at every turn. For Tytalan magi, this rival is usually an older maga, most likely the magus’s former teacher, or possibly an elder apprentice of the character’s master. Much like the Enemies Flaw (ArM5, page 53), the rival periodically causes trouble for the magus; however, she jealously guards the privilege of making the magus’s life a misery, and often steps in to remove obstacles that are not of her own making. The rival genuinely believes that her opposition benefits her victim, and desires to see him prosper through adversity.

Houses of Hermes : Societates p94 - VirtueFlaw_beloved_rival

BERSERK

(Minor Virtue , General )

You are capable of entering a blinding rage when in combat or frustrating situations. You automatically gain the Personality Trait Angry +2 (or more, at your option). Any time you take a wound or wound an enemy, roll a stress die and add your Angry score. A roll of 9+ means you go berserk. The storyguide can also call for a roll when you are strongly frustrated. You may deliberately try to go berserk. In this case, you only need a 6+ when you take a wound or wound an enemy, or a 9+ if you have not been wounded or caused a wound. While berserk, you get +2 to Attack and Soak scores, but suffer a –2 penalty to Defense. While berserk, you cannot retreat, hesitate to attack, or give quarter. If you are still berserk when there are no enemies present, you attack your friends. You may roll once per round to calm down if you desire, requiring a stress die + Perception — Angry against an Ease Factor of 6. You may learn Martial Abilities at character creation.

Ars Magica 5th Edition Core rulebook p40 - VirtueFlaw_berserk

Bigamist

(Major Flaw , Story )

The character has two entirely separate lives, in two cities, and moves between the two as he trades. Bigamist have two spouses, and maintain two households, which they must pay for. The merchant's annual cost of maintaining his business rises by (6 x Wealth Multiplier) Labor Points. Some bigamists mitigate this expense by pretending to be of lower status in their alternate life, which reduces the additional Labor Point cost by half (to 3 x Wealth Multiplier).

City & Guild p109 - VirtueFlaw_bigamist

Binding

(Major Virtue , Goetic Art )

Binding is the Art of forcing a demon or a similarly incorporeal spirit into a physical object or person, for one of many different purposes. It is combined with Summoning to produce an effect, as described in Chapter 11: Ars Goetia. Taking this Virtue opens the character’s score in the Binding Art at 0.

Realms of Power : The Infernal p83 - VirtueFlaw_binding

Black Sheep

(Major Flaw , Story )

You come from a prestigious family, but you have somehow estranged yourself from your relatives. They have nothing to do with you, unless they wish to punish you somehow or make use of you. Those who resent your family’s power can take safe revenge by assaulting you. You begin the game with a bad Reputation of your choice at level 2, among those who respect your family.

Ars Magica 5th Edition Core rulebook p51 - VirtueFlaw_black_sheep

Blackmail

(Minor Flaw , Story )

You have information that some powerful person would prefer kept hidden. You receive payments or services in return for your silence, and you may occasionally demand special favors. Don’t push your luck — your victim may decide it isn’t worth the cost, or silence you permanently. This benefit has a yearly value of about 50 silver pennies, possibly more if you keep the pressure on. You should detail and record the specifics of this arrangement.

Ars Magica 5th Edition Core rulebook p51 - VirtueFlaw_blackmail

BLATANT GIFT

(Major Flaw , Hermetic )

People immediately realize that there is something strange about you, even if they do not know you are a magus. Animals are extremely disturbed, frightened, and possibly enraged by your presence. You suffer a –6 penalty on all interaction rolls with normal people and animals, and should see page 75 for further discussion of this Flaw’s effects.

Ars Magica 5th Edition Core rulebook p51 - VirtueFlaw_blatant_gift

Blessing

(Minor Virtue , Supernatural )

This Virtue gives the character the Form of Blessing. The Form advances as an Art. It is described more fully later in this chapter and is useless unless the character also possesses a Technique from this chapter.

Restricted access : gruagach characters or characters from a related magical tradition.

Hedge Magic : Revised Edition p57 - VirtueFlaw_blessing

BLIND

(Major Flaw , General )

You have little or no sight. Using missile weapons is futile, reading is impossible, and navigation in unknown territory is difficult to say the least. Blind magi can detect targets by other senses, and thus are less limited than people trying to use missile weapons. However, blind magi cannot aim spells without magical aid.

Ars Magica 5th Edition Core rulebook p52 - VirtueFlaw_blind

Blood of the Bee King

(Minor Virtue , Supernatural )

The children of Bee Kings age more slowly than other humans, reducing their Aging total by 1. The children of Bee Kings may give simple instructions to bees they touch, and may understand the thoughts dominating hives of bees. They are unable to give bees instructions that will kill them, except to command warrior bees to attack, since warrior bees are so willing to die. (Penetration 25)

The Lion and the Lily : The Normandy Tribunal p75 - VirtueFlaw_blood_of_the_bee_king

BOOK LEARNER

(Minor Virtue , General )

You have a talent for comprehending the writings of others. When studying from books, treat them as if they were three Quality levels higher than they actually are.

Ars Magica 5th Edition Core rulebook p40 - VirtueFlaw_book_learner

BOOSTED MAGIC

(Minor Virtue , Hermetic )

By spending a pawn of vis when casting formulaic spells you may “boost” the Range, Duration, or Target of the effect by one magnitude. You can do this multiple times for the same spell. For example, boosting Range from Touch to Sight and Target from Individual to Group would cost you four pawns of vis. This has no effect on spontaneous or Ritual spells, though you can still use vis to boost your Penetration as normal. Note that while magi with Mutantum Magic (see below) can invent spells that allow this, they cannot boost spells that were not designed to do so without taking this Virtue.

Houses of Hermes : True Lineages p104 - VirtueFlaw_boosted_magic

Bound casting tools

(Minor Flaw , Hermetic )

The magus’s casting tools are so personal that they become lasting Arcane Connections to him. Regular casting tools remain as Arcane Connections for a few weeks, his last years.

Houses of Hermes : Mystery Cults p136 - VirtueFlaw_bound_casting_tools

BOUND MAGIC

(Minor Flaw , Hermetic )

When you die, all of your spells end abruptly and any magic items that you created cease to function. This suggests that you could have a natural aptitude for Mutantum Magic, or you might take it with Tamed Magic to represent an imperfect understanding of your talent. You cannot take this with Harnessed Magic (Ars Magica 5th Edition, page 43), as it already includes this effect.

Houses of Hermes : True Lineages p108 - VirtueFlaw_bound_magic

BOUND TO (ROLE) ROLE

(Minor Flaw , Supernatural )

This character is physically bonded to some form of device, whether through a mystic event, long years of exposure and warping, or the ministrations of an experimental magus. The degree of the bonding is for the troupe to define, but the bonding may be physical, such as a locksmith whose fingers are picks, files, and keys, or mystical, such as a watchman who is confined to his watch tower as though contained by an unbreakable ward. The manner of this bonding determines the kind of life that the character may live. A watchman unable to leave his tower may make it his home, while a coachman who has become part of his coach can not survive for long once separated from it. If separated from the bonded device or place in any way, the character must make deprivation checks (ArM5, page 180) as though deprived of food (i.e., a check every three days). The effects of this are canceled if the character is brought into contact with the device or returned to his bound place, at which point they rebond. This Flaw also includes the effects of the Unaging Virtue, but the character’s apparent age advances in line with their physical age. Role-Bound characters retain the need to sleep and breathe and those not physically bonded to a device, such as those bound to a place, retain their other physical needs. This Flaw may originate from any of the Supernatural Realms: a magical origin might represent the expression of an Essential Trait, a faerie origin could show that the character occupies an archetypal role, ready to play his part in the wider story, while divine and infernal origins may represent eternal punishment on Earth. This Flaw may only be taken by grogs and is suitable for the Warping to a Pattern Minor Site Hook presented in Covenants, page 11.

Grogs p76 - VirtueFlaw_bound_to_role_role

BRANDED CRIMINAL

(Minor Flaw , Social Status )

As punishment for some crime in your past, a mark has been burned into your cheek. This adversely affects your ability to function in society. You may not take the Wealthy Virtue, but you may take Martial Abilities at character creation. You may choose not to take such abilities, if your crime was not violent.

Ars Magica 5th Edition Core rulebook p52 - VirtueFlaw_branded_criminal

BROKEN VESSEL

(Minor Flaw , Supernatural )

The character is constantly aware that her supernatural powers may only be temporary. Failures using those abilities represent the ebbing away of the power that sustains them. When a zero is rolled on any Stress Roll (not Simple Roll) against any of her Supernatural Abilities, Powers, or in casting spells, she loses 5 experience points from that Ability or an Art involved in the Power or Spell. If the roll then botches, the character automatically loses enough experience points to reduce her score in the affected Art or Ability by one full level (or 5 experience points, whichever is greater). Characters may only take this Flaw if they have at least one Supernatural Ability or Art normally improved through experience points.

Grogs p77 - VirtueFlaw_broken_vessel

Brother-Knight (Templar)

(Minor Virtue , Social Status )

The character is a brother-knight in the Poor Knights of the Temple of Solomon, and has devoted his life to the reconquest of Jerusalem, to God, and to the Virgin Mary. He has sworn a lifelong vow of obedience, poverty, and chastity, and to obey the Templar Rule. He is answerable only to his superiors and the pope, and is from a noble family. You may take Academic and Martial Abilities during character generation. You may not take the Knight or Priest Minor Virtue, or the Landed Noble Major Virtue. The character may wear the famous symbol of the Templars, a red cross on pure white robes. This Virtue is only available to male characters.

The Church p123 - VirtueFlaw_brotherknight_templar

Brother-Priest (Templar)

(Minor Virtue , Social Status )

The character is a chaplain of the Poor Knights of the Temple of Solomon, which has the same implications as the Priest Minor Virtue (ArM5, page 47), except the character is answerable only to his superiors within the Templars and to the pope. You may take clerical Virtues to describe the character’s rank within the Church hierarchy. The character wears the distinctive red cross of the Templars on his black robes. This Virtue is only available to male characters.

The Church p124 - VirtueFlaw_brotherpriest_templar

Brother-Sergeant (Templar)

(Minor Virtue , Social Status )

The character is a member of the Poor Knights of the Temple of Solomon, but not a knight or a nobleman. He has sworn a lifelong vow of obedience, poverty, and chastity, but this may not be enforced as strictly for him as it would be for a brother-knight. He is answerable only to his superiors in the order and the pope. You may also take Martial Abilities during character generation. The character wears the red cross of the Templars on a black tunic. This Virtue is only available to male characters.

The Church p124 - VirtueFlaw_brothersergeant_templar

Brutal Artist

(Minor Flaw , Hermetic )

The magus creates and enjoys art that is ugly, according to his Housemates. He suffers a –3 penalty on social rolls with Jerbiton magi, and cannot develop a positive Reputation in the House, because his mind is so obviously disturbed. This restricts his involvement in the leagues. Over time, the character might convince his sodales that his work is not ugly, but this requires stories, much as removing any other Flaw.

Houses of Hermes : Societates p56 - VirtueFlaw_brutal_artist

BUSYBODY

(Minor Flaw , Personality )

You usually know everything that is going on among your friends and acquaintances, especially in private matters. You are always interested in rumors and gossip, and are frequently able to extract personal secrets from people. Among magi the language is more dignified, but the idea is the same: you keep tabs on the Hermetic community (your covenant, your House, and nearby covenants — at the least). However, magi probably don’t have much knowledge of what’s going on among the lower class members of their covenant unless they choose to apply this Flaw specifically to such people at character creation.

Ars Magica 5th Edition Core rulebook p52 - VirtueFlaw_busybody

Cabal Legacy

(Minor Flaw , Hermetic )

This Flaw applies to magi beginning play as Initiates in a Mystery Cult; it is not required of those seeking Initiation later, by story actions, nor is it required for membership in one of the four Mystery Houses. It allows a magus character to be designed with cult Virtues as normal Virtues, part of the standard ten Virtues and Flaws — something not otherwise possible. These Virtues and Flaws are accounted for exactly as normal: in particular, Flaws acquired now do not later count as past Ordeals. Note that if a particular Virtue requires some other specific Virtue or Flaw, then this is still required during Cabal Legacy character generation.

The magus’s master was an initiate of a Mystery cabal and taught him its secrets. As an apprentice, he was marked by the Mystery. Even if he renounces all the occult trappings of the society, most magi associate him with the Mystery, especially the mystae themselves. When a magus with Cabal Legacy speaks, magi often think he speaks for his entire cabal. When he acts, the mystae often assume he’s acting as their agent.

From time to time (rarely more than once every few years) he is approached by a senior mystae and commanded to perform a laborious task or undertake a bizarre quest on behalf of the cabal, usually requiring a season’s worth of activity. Performing this task well increases his status with the mystae and deepens his perceived connections to them. Refusing or bungling the task earns their wrath. This Flaw is similar to a Minor version of the Major Story Flaw Favors.

The Mysteries, Revised Edition p20 - VirtueFlaw_cabal_legacy

Cailleach Magic

(Major Virtue , Supernatural )

The character’s gruagach tradition has incorporated aspects of the followers of Cailleach, the Pictish earth goddess and companion to Gruagach. When the character casts a spontaneous spell, the lowest applicable Art is doubled before the casting total is divided by two.

Restricted access : gruagach characters or characters from a related magical tradition.

Hedge Magic : Revised Edition p56 - VirtueFlaw_cailleach_magic

Canaanite Magic

(Minor Virtue , Hermetic )

A magus with this Virtue has a special understanding of the dead, based upon the archaic techniques of the Canaanite necromancers. This understanding means that the magus becomes partly of the world of the living and partly of the world of the dead. This transformation is permanent and irreversible. The first benefit is that the magus may access a special Range Veil of Death. He may use this Range to affect any of the dead (see insert). The second benefit is that the magus becomes a permanent Arcane Connection to the dead. This means that he is always connected to all of the dead, and so can always target them with magic (see Guidelines for Canaanite Magic, below). The third benefit is that the magus can exploit this Arcane Connection for a +4 Penetration • • • multiplier bonus, much like any other permanent Arcane Connection (ArM5, page 84), when casting spells on the dead. The value of the Penetration bonus can be increased, with sympathetic connections, as normal. There are also risks inherent in Canaanite Magic: The dead are always aware of the presence of the magus. Effectively, this means that a ghost or other spirit of a dead person knows when the magus approaches within a radius of seven miles, and can subsequently precisely identify the location of the magus on a simple Perception roll against an Ease Factor of 6. The dead also have a permanent Arcane Connection to the magus, which they may exploit for a +4 Penetration multiplier bonus when magically attacking the magus. Since a ghost needs to have a score in the Penetration Ability to exploit the bonus, this is not often problematic for the magus.

Restricted access : Ancient magic

Ancient Magic p32 - VirtueFlaw_canaanite_magic

Canaanite Necromancy

(Major Virtue , Supernatural )

Canaanite necromancers have special abilities to speak to and summon the dead. A character with this Virtue has a score of 1 in the Supernatural Ability Canaanite Necromancy, which she may use to replicate any Hermetic Corpus or Mentem spell effect that deals with communicating, commanding, or summoning the dead. A stress roll of Communication + Canaanite Necromancy Ability against an Ease Factor of (3 x the magnitude of the effect) indicates that the character has successfully replicated the spell. For example, if Zephaniah attempts to replicate Whispers Through the Black Gate (InCo 15) (ArM5, page 130), a stress roll must be made for her against an Ease Factor of 9. Canaanite necromancers can also access the special Range: Veil of Death, detailed below.

Canaanite Necromancy: Communication + Canaanite Necromancy Ability + stress die vs. Ease Factor (3 x magnitude of effect)

Despite biblical commentary, Canaanite necromancy is inherently neither Divine nor Infernal in nature. It is aligned to the Magic realm, although an Infernal variant does exist; see Story Seed: The Sho’elim’ov, below. The Canaanite Necromancy Ability can be improved by study, practice, or teaching.

Restricted access : Ancient magic

Ancient Magic p30 - VirtueFlaw_canaanite_necromancy

Capo

(Major Virtue , Social Status )

The character manages a trading company that has branches in at least two cities. This gives the character many advantages, which a later section of this chapter details. A capo who is also a partner in the business does not select the Partner Virtue, instead selecting Poor or Wealthy, as appropriate to his circumstances.

City & Guild p108 - VirtueFlaw_capo

CAREFREE

(Minor Flaw , Personality )

You are unshakably cheerful and happy in all circumstances.

Ars Magica 5th Edition Core rulebook p52 - VirtueFlaw_carefree

CARELESS SORCERER

(Minor Flaw , Hermetic )

You are slapdash in your use of magical power, and must roll two more botch dice more than normal when casting spells. Note that if you would normally roll no botch dice, you still roll none.

Ars Magica 5th Edition Core rulebook p52 - VirtueFlaw_careless_sorcerer

CARELESS WITH (ABILITY)

(Minor Flaw , General )

The character is particularly reckless when it comes to a particular Ability, chosen when this Virtue is taken. This Ability should be one that is important to the character, or the troupe may veto the choice of this Flaw. When she fails, she does so dramatically. Whenever she rolls a zero when using the Ability, that zero is treated as a botch. She may need to roll extra botch dice depending on the circumstances, but she always suffer the effects of at least a single botch. This Flaw may be taken more than once; each time, it applies to a different Ability.

Grogs p77 - VirtueFlaw_careless_with_ability

Cathedral School Master

(Major Virtue , Social Status )

The character teaches at a cathedral school, one of the many that dot Mythic Europe. He is at least (30 – Intelligence) years old and must have scores of 5 in Latin and Artes Liberales, and a Teaching of at least 3. He may learn any Academic Ability, and may teach it to his students. He is typically not a university man, but was instructed at a cathedral school. He receives 240 additional experience points, which may be spent on Academic Abilities and Teaching. The character has an Academic Reputation of 2. This Virtue is compatible with the Baccalaureus and Priest Virtues. Characters with higher university degrees should take those Virtues instead; a magister or doctor gains no additional status from teaching at a cathedral school.

Art & Academe p91 - VirtueFlaw_cathedral_school_master

Cautious sorcerer

(Minor Virtue , Hermetic )

You are very careful with magic, and are less likely to fail spectacularly if you do fail. You roll three fewer botch dice when casting spells (whether ritual, formulaic, or spontaneous), and when working in the laboratory. This Virtue may not reduce the number of botch dice rolled below one. However, its effects are applied before any other effects which reduce botch dice, such as spell mastery (see page 86), and they may reduce the number of botch dice to zero.

Ars Magica 5th Edition Core rulebook p40 - VirtueFlaw_cautious_sorcerer

CAUTIOUS WITH (ABILITY)

(Minor Virtue , General )

You are very careful with a specific Ability, and are less likely to fail spectacularly if you do fail when using it. You roll two fewer botch dice than normal whenever you are required to roll botch dice for that Ability. This may mean that you roll no botch dice. This Virtue may apply to any Ability, even one you cannot learn at character creation.

Ars Magica 5th Edition Core rulebook p40 - VirtueFlaw_cautious_with_ability

Celestial Magic

(Major Virtue , Mystery )

The astrologer uses his great knowledge of the movements of the heavens to determine the most effective times to perform magical operations in the lab, by calculating the best hours and periods to work, by modifying incantations, and by instilling astral influences from the ruling signs, planets, and houses into his work to gain the greatest possible effect. This Virtue includes and replaces the benefits of Planetary Magic, which is a required prerequisite. The benefits of Celestial Magic include:

 

  • Widens the scope of Laboratory Horoscopes (from Planetary Magic)
  • New celestial Durations
  • Determine a favorable hour of the day for spellcasting
  • Creating astrologically linked enchantments

An Initiate sacrifices Planetary Magic in order to gain Celestial Magic, which counts as an Ordeal (Loss of a Virtue) for the Initiation.

Restricted access : Mystery

The Mysteries, Revised Edition p48 - VirtueFlaw_celestial_magic

Ceremonial Spontaneous Magic

(Minor Flaw , Hermetic )

You need time and effort to focus your Spontaneous magic. You can only cast Spontaneous spells using the rules for Ceremonial Casting (page 83). This Flaw is not compatible with Difficult Spontaneous Magic or Weak Spontaneous Magic.

Ars Magica 5th Edition Core rulebook p52 - VirtueFlaw_ceremonial_spontaneous_magic

Ceremony

(Minor Virtue , Supernatural )

This Virtue grants your character the Supernatural Ability Ceremony, with a score of 1. Ceremony allows your character to lead or participate with a group of people in a supernatural activity, thus allowing great effects.

Realms of Power : The Divine p34 - VirtueFlaw_ceremony

CHAOTIC MAGIC

(Major Flaw , Hermetic )

Your magic is very wild. When you cast a spontaneous spell, you must specify a desired level of effect. If you fall short of or exceed that target by more than one level, the spell still works, but its effects are beyond your control — the storyguide decides the results. The level of effect includes any levels you assign to Penetration.

Ars Magica 5th Edition Core rulebook p52 - VirtueFlaw_chaotic_magic

Charm Magician

(Major Flaw , Supernatural )

The character may not create amulets, but may create chartae. The character may possess this Virtue in conjunction with the No Chartae Making Flaw, which prevents him from creating any devices in the laboratory.

Restricted access : learned magician characters or characters from a related magical tradition

Hedge Magic : Revised Edition p83 - VirtueFlaw_charm_magician

CHARMED LIFE

(Major Virtue , Heroic )

Fortune smiles upon you, often protecting you from the random consequences of adventure. You have the Luck virtue, and whenever you roll a 0 on a stress die in dangerous or deadly circumstances, you may spend a Confidence point to reroll it rather than checking for a botch. This should be applied in chaotic circumstances, not calculated efforts, since luck must play a factor to make use of this virtue — for example, charging into a rain of arrows or diving off a sheer cliff are appropriate actions, but not forging a letter or following a set of tracks.

Houses of Hermes : True Lineages p104 - VirtueFlaw_charmed_life

Chthonic Magic

(Major Virtue , Hermetic , Supernatural )

Something about the character’s magic is very sinister or dark, and because of this he can benefit from many aspects of the Infernal realm even if he is not actually evil. This gives the character the Supernatural Ability Chthonic Magic at 1, and has other benefits as well, described below under New Abilities and in Chapter 12: Black Magic.

Realms of Power : The Infernal p83 - VirtueFlaw_chthonic_magic

Chthonic Sorginak Magic

(Major Virtue , Supernatural )

This grants a variant of the Supernatural Ability of Chthonic Magic beginning at a score of 1. Similar to the Hermetic Virtue, this magic, said to spring from instruction by Mari, grants the sorgina the ability to tap into sinister powers. The sorgina is attuned to both the Magic and Infernal realms. She gains botch dice from neither, and enjoys the benefits of both. She can use Infernal vis without penalty, and adds her Chthonic Magic to her Folk Witch Magic Theory when determining how many pawns of Infernal vis she can use in a season. Neither Faerie nor Magic-aligned detection can sense this tainted Infernal alignment, but Divine and Infernal powers can. Finally, if she incorporates a knowingly blasphemous action in her magic, the sorgina gains a +6 bonus to the roll or total in question, and she may optionally incorporate Casting Items to also add their Shape & Material bonuses (up to her Folk Witch Magic Theory score). She does not gain the additional Ranges, Targets or Durations ordinarily associated with Chthonic Magic, such as Crossroads, Cursed, or Passion. See Realms of Power: Infernal, page 123 for additional details.

Faith and Flame : The Provencal Tribunal p93 - VirtueFlaw_chthonic_sorginak_magic

Clan Ilfetu

(Minor Virtue , Hermetic )

The character is a member of Clan Ilfetu, and has received extra training in the rituals of the House. You receive 50 extra experience points that may be spent on House Bjornaer Lore, Magic Lore (with a specialty in the Great Beasts), and Gothic, the dead language that the House uses for all of its rituals. It is possible that the magus has also been Initiated into the Esoteric Mystery of Divination and Augury (see The Mysteries Revised Edition); if so, this Virtue must be purchased with the normal allowance of ten points of Virtues and Flaws. Clan Ilfetu teaches the Divination method of haemagmomancy, which is divination by observing the blood splatters of wounded animals; this gives the following bonuses to Divination: +5 family, +3 Corpus.

Houses of Hermes : Mystery Cults p37 - VirtueFlaw_clan_ilfetu

CLEAR THINKER

(Minor Virtue , General )

You think logically and rationally. You get a +3 bonus on all rolls to resist lies, confusion, befuddlement, and subterfuge — whether magical or mundane.

Ars Magica 5th Edition Core rulebook p40 - VirtueFlaw_clear_thinker

CLERK

(Minor Virtue , Social Status )

You are a member of the literate class and are either a professional scribe, accountant, lawyer, student, or functionary. Due to your training, you may take Academic Abilities during character generation. If you are male, you may be in minor orders (acolyte, exorcist, lector, or door-keeper), in which case you may marry and still benefit from being a member of the clergy and as such subject to canon rather than secular law (see page 205). Male characters may also be sub-deacons or deacons, the lesser two holy orders, in which case they would normally be expected to be unmarried. However, if they were already married, and promise complete sexual abstinence, they may still be ordained to these orders. A man may not marry after ordination to holy orders. Those in holy orders are also subject to canon, rather than secular, law. The Wealthy Virtue and Poor Flaw affect you normally. This Virtue is available to male and female characters.

Ars Magica 5th Edition Core rulebook p40 - VirtueFlaw_clerk

CLOSE FAMILY TIES

(Minor Flaw , Story )

Your family is one of the most important things in your life, and still supports and aids you whenever possible, even at personal risk. Family members do not hesitate to do you any favor that is within their power, and can call on their friends and neighbors to help you. It works both ways, however; your family may require help from you some day.

Ars Magica 5th Edition Core rulebook p52 - VirtueFlaw_close_family_ties

CLUMSY

(Minor Flaw , General )

You are not very graceful and tend to drop things — you are at –3 in all related rolls. Furthermore, roll an extra botch die when taking actions related to Dexterity. Roleplay your clumsiness.

Ars Magica 5th Edition Core rulebook p52 - VirtueFlaw_clumsy

CLUMSY MAGIC

(Minor Flaw , Hermetic )

You have trouble aiming your spells accurately. Any aiming roll (see page 86) is subject to disastrous failure: an aiming roll of 0 is automatically a botch. (Aiming rolls do not count as mystical rolls for the purposes of gaining Warping Points.) You receive a –3 penalty to any rolls involving Finesse.

Ars Magica 5th Edition Core rulebook p52 - VirtueFlaw_clumsy_magic

Colens Arcanorum

(Minor Virtue , Hermetic )

You are a member of one of the inner circles of House Bonisagus, the Collectors of Secrets. You begin the game with the House Bonisagus rank cannophori. During your seven year tenure you will receive Lab Texts and tractatus from other magi Bonisagi, which you may keep. At the end of your service you must attend the Colloquium Delectorum and decide which of these submitted text will be included in a folio. You must also contribute to the folio’s construction. This Virtue is not appropriate for magi Bonisagi fresh from their gauntlet; you should have passed your apprentice’s gauntlet at least ten years ago.

Houses of Hermes : True Lineages p25 - VirtueFlaw_colens_arcanorum

Command Animals

(Major Virtue , Supernatural , Tainted )

The character has the ability to mentally command mundane examples of a species of animal usually associated with the demon who tainted him or her. At any time, the character may command up to 12 human-sized animals, and may instruct them to do suicidal things. Smaller animals can be commanded in far greater numbers, so some characters can command swarms of insects, or hundreds of rats.

Realms of Power : The Infernal p83 - VirtueFlaw_command_animals

Commander

(Major Virtue , Social Status )

The character is a commander within the Poor Knights of the Temple of Solomon and has authority over all aspects of the order in a province or preceptory. This Virtue also grants the Temporal Influence Minor Virtue, as the character has the ear of any important nobles or clergymen in the area. He also has access to the considerable wealth of the Templars, including any funds, lands, and resources, although he has no extra time. He may levy taxes and tithes over the lands he controls as if he were a landed noble or bishop, and charge service fees on monies he lends, and he may even act as a judge for minor lay crimes committed on his lands. Because of his high position, he is a wellknown figure and has a Reputation of level 3 in his area. He is expected to support the order’s crusading efforts if he is in the West, and if he lives in the East he is be expected to participate directly. Should the grand master die and the character lives in the East, he has the right to participate in choosing a new grand master. This Virtue includes the effects of the Brother-Knight Virtue, and likewise can only be taken by male characters.

The Church p125 - VirtueFlaw_commander

Commanding

(Major Virtue , Goetic Art )

can summon demons that perform as he instructs them, when combined with Summoning as described in Chapter 11: Ars Goetia. This Virtue opens the character’s score in Commanding at 0.

Realms of Power : The Infernal p83 - VirtueFlaw_commanding

Commanding Aura

(Free Virtue , Supernatural )

This supernatural power is granted to characters by either the pope, or the Divine directly. It is an inherent benefit of Church office. The character has a power equivalent to the Hermetic spell Aura of Rightful Authority (see ArM5, page 151), but with Voice Range; this power has no cost, and no penetration. The character also has a Magic Resistance and a Soak bonus that depend upon his rank in the Church. If the character carries a relic, this Magic Resistance is added to that of the relic. Pope: Magic Resistance 25, Soak bonus +5. Cardinal, or legatus a latere: Magic Resistance 20, Soak Bonus +4. Legatus missus: Magic Resistance 15, Soak Bonus +3. Archbishop: Magic Resistance 10, Soak Bonus +2. Papal legates are the representatives of the pope (see Papal Legates, later in this chapter). If the legatus missus — a lower grade with limited powers — delays or deviates from his mission, then his Commanding Aura ceases to work until he completes penance. The Commanding Aura is also lost when a legatus missus completes his mission. Some lay rulers ordained by the pope (mostly kings and emperors) also have a Commanding Aura. See Realms of Power: The Divine, page 42.

The Church p26 - VirtueFlaw_commanding_aura

COMMON SENSE

(Minor Virtue , General )

Whenever you are about to do something contrary to what is sensible in the game setting, common sense (the storyguide) alerts you to the error. This is an excellent Virtue for a beginning player, as it legitimizes any help the storyguide may give.

Ars Magica 5th Edition Core rulebook p40 - VirtueFlaw_common_sense

COMPANION ANIMAL

(Minor Virtue , Social Status )

The character is the Animal Companion of another character (either a player character or a storyguide character) and therefore has little control over his own life. He is largely dependent on his master for food and shelter, and has an additional Personality Trait of “Loyal to Master” which represents this bond. Among people who know his master, the character is treated better than he would be, perhaps as that person’s pet or bodyguard. Others most likely treat him as a brute or a dumb beast.

Restricted access : animals only

Grogs p78 - VirtueFlaw_companion_animal

COMPASSIONATE (Major)

(Major Flaw , Personality )

You help anyone who is wounded or in trouble. You cannot bear to see suffering in others, although you happily drive yourself to exhaustion.

Ars Magica 5th Edition Core rulebook p52 - VirtueFlaw_compassionate_major

COMPASSIONATE (Minor)

(Minor Flaw , Personality )

You help anyone who is wounded or in trouble. You cannot bear to see suffering in others, although you happily drive yourself to exhaustion.

Ars Magica 5th Edition Core rulebook p52 - VirtueFlaw_compassionate_minor

Comprehend Magic

(Minor Virtue , Supernatural )

The character is capable of seeing and understanding the nature of active magics. This is a more comprehensive version of Magic Sensitivity, and can do everything that Virtue can, and more. Further, this Virtue does not penalize Magic Resistance like its lesser cousin. Choosing this Virtue confers the Ability Comprehend Magic 1.

Houses of Hermes : Societates p128 - VirtueFlaw_comprehend_magic

Compulsion (Major)

(Major Virtue , Personality )

You have an unfortunate urge that causes you problems. Examples include drinking, sex, perfection, bragging, or gambling.

Ars Magica 5th Edition Core rulebook p52 - VirtueFlaw_compulsion_major

Compulsion (Minor)

(Minor Flaw , Personality )

You have an unfortunate urge that causes you problems. Examples include drinking, sex, perfection, bragging, or gambling.

Ars Magica 5th Edition Core rulebook p52 - VirtueFlaw_compulsion

COMPULSIVE LYING (Major)

(Major Flaw , Personality )

Telling the truth is really hard for this character. This does not apply in situations where the answer is evident and any lie would be transparent; he does not claim that the sky is green under normal conditions. However, when he cannot be immediately caught out, he finds it hard to avoid embellishing stories, or simply making them up. Perhaps he wants to make himself look good, perhaps he wants to downplay his own part in a conflict, or perhaps he just loves the power of confusing people. As a Minor Flaw, this is just a tendency, and the character can make himself tell the truth if it really matters. If taken as a Major Flaw, the character cannot resist embellishing a story, no matter what the circumstances. At best, he might manage to keep the alterations minor.

Grogs p78 - VirtueFlaw_compulsive_lying_major

COMPULSIVE LYING (Minor)

(Minor Flaw , Personality )

Telling the truth is really hard for this character. This does not apply in situations where the answer is evident and any lie would be transparent; he does not claim that the sky is green under normal conditions. However, when he cannot be immediately caught out, he finds it hard to avoid embellishing stories, or simply making them up. Perhaps he wants to make himself look good, perhaps he wants to downplay his own part in a conflict, or perhaps he just loves the power of confusing people. As a Minor Flaw, this is just a tendency, and the character can make himself tell the truth if it really matters. If taken as a Major Flaw, the character cannot resist embellishing a story, no matter what the circumstances. At best, he might manage to keep the alterations minor.

Grogs p78 - VirtueFlaw_compulsive_lying_minor

Concentrated Potions

(Minor Virtue , Supernatural )

The folk witch can use up to four times her Folk Witch Magic Theory Ability score worth of vis in a season when she brews potions (see later). This is double the usual amount of vis that may be used.

Restricted access : folk witch characters

Hedge Magic : Revised Edition p35 - VirtueFlaw_concentrated_potions

Confluence of the Realms

(Minor Virtue , Hermetic )

This Virtue allows the maga to benefit from her knowledge of the supernatural realms while undertaking laboratory work. A maga using a laboratory text creates an exact copy of the spell or enchantment, with the Range, Duration, Target, and effect as described in the text. Many Vim spells are designed to affect a given realm, and that realm is a fixed part of the laboratory text. A maga cannot use a laboratory text for the Demon’s Eternal Oblivion spell to re-create the same effect targeting creatures of the Magic Realm. For magi with this virtue however, the realm specified as part of a laboratory text, whether a spell or device, can What the Order Remembers of Conciatta Members of House Bonisagus may remember more about Conciatta due to House Acclaim. Conciatta’s early research, before she cloistered herself away, earned her the rank of Cannophori (Houses of Hermes: True Lineages, page 21) and this provides Bonisagus characters with a +3 bonus when rolling to remember about her. See the Introduction: What the Order Remembers for rules. Known by All • She unified the understanding of the four realms under the single Art of Vim. • Her famous work, The Application of Vim to the Supernatural Humors, is often studied by apprentices. • She withdrew from Hermetic society in her later years. Widely Known • She lived in Iberia and had links with both Christian and Muslim communities. • Her parens was marched on charges of diabolic corruption. • She was assisted in her work by her husband, a Jerbiton artist. Uncommon Knowledge • There were suggestions that she did not publish all of her research to the Order. • She found a way to overcome the Dominion’s effect on magic.* • Conciatta disappeared into Twilight before the turn of the millennium.** Lost Secrets • She paid a terrible price for the hubris of her research and lost control of her magic. • She died in a convent near Toledo. • Just before her death she was visited by four women, to each of whom she gave a magical treasure. * A distortion based on Currito’s later writings. ** This is what the Order at large believes. 15 Legends of Hermes be changed during any subsequent use of that lab text. Thus, the maga may use laboratory texts for realm-specific Vim spells to invent variants with the same Range, Duration, Target, and effect aligned to another realm. This can be applied to any spell that references a realm in some way, such as warding, or spells to investigate or affect auras. This change cannot be effected in the field, through the use of Virtues such as Flexible Formulaic Magic, and is restricted to the laboratory. This Virtue also provides the understanding needed to extract vis from any of the four realms. This uses the existing rules with the extraction total modified by the standard aura modifiers. The vis produced is typical of that found in the appropriate supernatural aura, including any side-effects that such vis typically has. It takes 30 research points to integrate this Virtue.

Restricted access : Integration

Legends of Hermes p14 - VirtueFlaw_confluence_of_the_realms

Confraternity Member

(Minor Flaw , Story )

The magus is a member of one of the smaller cults of magi in House Verditius. He is eligible for his confraternity’s unique Inner Mystery and can easily fi nd Mystagogues to lead him through the Inner Mysteries. His fellow members may occasionally ask him for assistance, which he feels obligated to provide. He may not engage in vendettas with confraternity members.

Houses of Hermes : Mystery Cults p136 - VirtueFlaw_confraternity_member

Consumed casting tools

(Minor Flaw , Hermetic )

The character’s casting tools are magically consumed after he uses them. It takes an hour to make a new casting tool. Regular casting tools do not allow the magus to make multiple copies of them, so he may not stock up on casting tools. Making a casting tool for a spell that already has a casting tool erases the magical connection from the existing tool to the spell. The magus does not need a laboratory to make casting tools.

Houses of Hermes : Mystery Cults p136 - VirtueFlaw_consumed_casting_tools

Consummate Talisman

(Major Virtue , Hermetic , Mystery )

The magus may enchant Muto Vim effects, with Personal Range, into his talisman, and may use them on himself when he casts Formulaic spells. In addition, he may enchant Names of Power (see Chapter 9) into his talisman, and have the device invoke these for him as he casts spells, even Spontaneous spells. When he invokes Names of Power, he is still limited to a maximum bonus of his Magic Theory, but need not spend extra time to invoke the names. He does still need to speak the Names aloud, firmly, as a required trigger for the Name of Power effect, but this can be incorporated into spellcasting, although it does not permit silent or quiet casting. The magic of the device carries the spoken word to the attention of the powers.

Restricted access : Mystery

The Mysteries, Revised Edition p90 - VirtueFlaw_consummate_talisman

Consumption

(Major Virtue , Unholy Power )

This Virtue gives the character the Supernatural Ability of Consumption at 1. See Chapter 10: The Maleficia, for more information on this Unholy Power.

Realms of Power : The Infernal p83 - VirtueFlaw_consumption

CONTINENCE

(Minor Flaw , Personality )

You do not engage in sexual activity. This may be due to a vow of celibacy, or simply personal choice.

Ars Magica 5th Edition Core rulebook p52 - VirtueFlaw_continence

Convoluted Mind

(Minor Virtue , General , Tainted )

The character has been exposed to the machinations of demons so often that he has developed a sense of how their minds work. The character gains a +3 bonus on all Infernal Lore rolls to determine what a demon will do, and has a feeling, similar to the Common Sense Virtue, that prevents him from doing stupid things when dealing with demons.

Realms of Power : The Infernal p83 - VirtueFlaw_convoluted_mind

Corrupt Fertility Ritual

(Minor Flaw )

The character’s conception was influenced by a Fertility Ritual that had already been used to influence the birth of another. The character is physically similar to his predecessor(s), but not identical; he could even be of a different sex or race — as long as those factors were not determined by the ritual. The character has a sympathetic connection to his predecessor(s), and they to him, which provides a +2 multiplier bonus to the Penetration of spells or magical abilities that they use on each other (ArM5, page 84). The character also suffers a –3 penalty on all social interactions (as others perceive that there is something not quite right with the character), and every year, on his birthday, he gains a Warping Point. Upon the death of the character’s predecessor(s) he losses the Corrupt Fertility Ritual Flaw, although any Warping Points suffered remain.

Restricted access : Ancient magic

Ancient Magic p59 - VirtueFlaw_corrupt_fertility_ritual

Corrupted Abilities

(Minor Flaw , Supernatural , Tainted )

One or more of the character’s Abilities was taught to her by a Watcher (see Chapter 6: Demons as Deceivers), or came through some other corrupted source of study. Use of a corrupted Ability for a selfish or sinful action receives a +3 bonus to the roll. Succeeding in a roll because of this bonus (that is, when without it the roll would have failed) means that the character immediately acquires 5 experience points in that Ability. However, uses of the Ability that are neutral or selfless receive a –3 penalty, and if you fail the roll because of this penalty, the character loses 5 experience points in the Ability. Any use of a corrupted Ability is an unholy act, which can be sensed by Divine Powers. You may only take this Flaw once, though you can choose to have it affect multiple Abilities if you wish.

Realms of Power : The Infernal p87 - VirtueFlaw_corrupted_abilities

Corrupted Arts

(Minor Flaw , Hermetic , Tainted )

The character has studied one of the Hermetic Arts from a corrupted source. Use of a corrupted Art for a selfish or sinful action receives a +3 bonus to the character’s Casting Total and Penetration Total. Succeeding in a roll because of this bonus (that is, when without it the roll would have failed) means he immediately acquires 5 experience points in that Art. However, uses of the Art that are neutral or selfless receive a –3 penalty, and if you fail the roll because of this penalty, he immediately loses 5 experience points in the Art. Any use of a corrupted Art taints the character’s magic, causing it to appear unholy. You may only take this Flaw once, though it can affect multiple Arts.

Realms of Power : The Infernal p87 - VirtueFlaw_corrupted_arts

Corrupted Spells

(Minor Flaw , Hermetic , Tainted )

The character has learned at least 30 levels of formulaic spells from a source that has been corrupted in some way. Use of a corrupted spell for a selfish or sinful action receives a +3 bonus to the character’s Casting Total and Penetration Total. Succeeding in a roll because of this bonus (that is, when without it the spell would have failed or cost Fatigue) means he immediately acquires 5 experience points towards mastery of that spell. However, uses of the spell that are neutral or selfless receive a –3 penalty, and if you fail the roll or he fatigues himself because of this penalty, he immediately loses 5 experience points. If this would result in negative experience, he forgets the spell completely. Any use of a corrupted spell is tainted and appears unholy. You may only take this Flaw once, though it can affect as many of the character’s spells as you wish.

Realms of Power : The Infernal p88 - VirtueFlaw_corrupted_spells

Corruption

(Major Virtue , Supernatural )

Some infernalists can teach corrupted knowledge, made possible by this Virtue. This gives the character the Supernatural Ability of Corruption at 1. See New Abilities, below, for details.

Realms of Power : The Infernal p83 - VirtueFlaw_corruption

COVENANT UPBRINGING

(Minor Flaw , General )

You were raised in a large, old covenant that has little contact with the outside world. You might have very strange religious beliefs, and you certainly find medieval social and political structures very odd. You may take Latin and Order of Hermes Lore at character creation. While Latin cannot be your native language, you may speak a language closely related to Latin that is spoken only at your home covenant.

Ars Magica 5th Edition Core rulebook p52 - VirtueFlaw_covenant_upbringing

COVENFOLK

(Free Virtue , Social Status )

You are a member of the covenant staff, and may have lived there all your life. You are supported by the covenant, and so your standard of living is determined by the covenant’s resources rather than your own. You may not take the Wealthy Major Virtue or the Poor Major Flaw.

Ars Magica 5th Edition Core rulebook p40 - VirtueFlaw_covenfolk

Craft automata

(Major Virtue , Hermetic )

The character knows how to make automata, mechanical men and beasts. He has a score of 1 in Craft Automata. See the Major Inner Mystery Automata for details.

Houses of Hermes : Mystery Cults p136 - VirtueFlaw_craft_automata

CRAFT GUILD TRAINING

(Minor Virtue , General )

This character has received above-average training during his apprenticeship, from a craft master or professional guild. Like Warrior and Educated, this virtue gives a bonus of 50 experience points. These must be spent on any Craft or Profession Abilities, Bargain, or Organization Lore: Guild.

Grogs p74 - VirtueFlaw_craft_guild_training

Craft Magic

(Major Virtue , Supernatural )

This Virtue has four applications, each described below. All of these rely upon the character’s skill with a particular craft, represented by a score in the Craft Ability or the Profession Ability, and all of them rely upon the character’s power to produce magical effects through some other means, usually a Supernatural Virtue or the Hermetic Arts. The character does not need a Hermetic laboratory to use these, but since the process involves craft work he does usually require a workshop of some kind. First, the character may forgo any necessary words and gestures or other actions when producing an effect with his powers, without penalty. Instead, he crafts a physical object, which takes the place of the spell and must be brought into range of the spell’s target to cast it. This object takes the normal amount of time to make (see City and Guild, Crafts), and always at least as long as a Ritual spell of the same level would take — generally speaking, the more durable the object, the more time it requires. During this time, the character must avoid distractions and maintain concentration whenever he is working on the object, just as if he was casting a spell, and like casting a spell the character can only work on a single object at a time. If the effect would normally require him to roll a stress die, he must still roll when he casts it to see if he botches, but he does not add the die result to his total. After the casting is finished, the object retains no magical properties — the magic is part of the craft, not the object. Example: A rustic magus who works as a blacksmith wishes to cast a spell on a horse without seeming to perform magic. Instead, he makes a magical horseshoe, working the spell into the metal as he crafts it, and when he places it on the horse, he casts the spell. This takes him about a day to finish, and he must still roll to see if he botches. Second, when crafting a spell, the character may take advantage of the crafted object’s shape and material, giving him a bonus to his effect total, though this bonus cannot exceed his Craft score. This bonus can also include a design or inscription, which is another kind of enchantment bonus that characters with this Virtue can use (see the sidebar, Design and Inscription Bonuses). Example: A woodcarver with both Craft Magic and Dowsing is searching for water, and makes himself a hazel dowsing rod. Hazel has a shape and material bonus of +3 for divination, and so this gives him a +3 bonus to his Dowsing total. He also carves his name into the rod, giving him a +4 design and inscription bonus for “use restricted to the caster.” However, his Craft Woodcarving score is only 6, so the total bonus is limited to +6 instead of +7. All told, his Dowsing total is 11, which means that his dowsing rod will take him at least 20 minutes to make and inscribe. Third, the character may make charged items in the same way as Hermetic magi (see Charged Items, ArM5 pages 96–97), without needing to spend an entire season. Instead, it takes him the standard amount of time to craft a spell, as described above, multiplied by the number of items produced. Use the character’s Casting Total or the result of the Supernatural Ability roll as if it were a Lab Total to determine the effect’s level and the number of charges (so that an exceptional roll might allow the character to enchant a great many more charges than usual). This application of Craft Magic also allows a character with a Supernatural Ability or Virtue that only affects himself to craft items that other characters can use for the same effect, though only if the activity requires the crafted item to perform. If the power does not require a die roll to activate, make an appropriate Craft roll instead, and the base level of the effect is 5. Example: An armor-smith Mechanical has Craft Magic and Puissant Single Weapon. He wants to craft a puissant heater shield, one that when uncovered gives the wielder the benefit of his Puissant Single Weapon Virtue for the rest of the day. This is a level 20 effect (Base 5, +1 Touch, +2 Sun). His Dexterity is +4, and his Craft Armor score is 8. He may add 5 for the shield’s “+5 Protection” bonus, and he spends a Confidence Point to give him the final +3 increase. His total is 20, just enough for him to make one shield. This takes him about nine days to finish; if he reduced the effect’s Duration to Diameter, he could make two shields with the same effect, but it would take him longer to finish. Finally, the character may craft objects that already contain raw vis into magical devices with lesser enchantments (see ArM5, page 96, Lesser Enchantments). The vis must be part of the enchanted object, and again, this does not require a season, but rather a crafted effect as above. Use the character’s Casting Total in place of his Lab Total, but if this invests a Supernatural Ability into the device, this result only needs to be greater than or equal to the level of the effect, not twice that value as with spell effects. Also, the level of the invested effect cannot exceed five times the number of pawns of vis in the object. (This differs from Hermetic magic in that magi use less vis, and the vis they use does not have to be part of the object to be enchanted.) Example: A tanner with Enchanting Music and Craft Magic obtains the pelt of a magical beast containing 3 pawns of vis. He fashions this into a large drum, and enchants it with an effect that causes those who hear it to become very afraid. He does not need to play the drum to produce the effect, and instead enchants it while he is making it. His Communication is +2 and his Enchanting Music is 5. His Craft Tanner is at least 2, so he may add +2 for the Drum shape and material bonus (+2 cause fear). He must roll to ensure he does not botch, but if he succeeds, he produces an enchanted instrument that anyone can activate for an Enchanting Music effect with a Casting Total of 9. Magi with this Virtue should be highly sought after by Mystagogues of House Verditius, as the power of Craft Magic complements their House Mysteries exceptionally well. However, the philosophy of their House is fundamentally at odds with the magic of the Rusticani, the former being driven by pride and desire for artistry that the latter group generally finds repugnant. Because of this essential difference in their outlook, should a rustic magus ever try to join House Verditius, he loses his Craft Magic Virtue during his Initiation ceremony (perhaps because of the spell The Embrace of Boethius, as described in Houses of Hermes: Mystery Cults). No one has ever done this as far as anyone knows, and Verditius magi most likely consider Mechanicals to be cheap impostors, if they have heard anything of them at all.

Houses of Hermes : Societates p131 - VirtueFlaw_craft_magic

Craft Mutable Device

(Minor Virtue , Hermetic )

A magus must learn the special Hermetic Virtue Craft Mutable Device before he can create items with the property Mutable Device” described above. This Virtue can be Initiated as part of a Mystery, or taught to apprentices during training. A second breakthrough, also requiring 45 breakthrough points, removes the need for the Virtue, as noted in the Introduction.

Restricted access : Ancient magic

Ancient Magic p79 - VirtueFlaw_craft_mutable_device

Crafter's Healing

(Major Virtue , Supernatural )

Like the smiths of ancient lore, the character can magically heal wounds by touching them with the tools of his trade. This is a rare and mysterious power that Hermetic magi cannot understand or duplicate, and it is common for this Virtue to follow familial bloodlines. Selecting this Virtue gives the character the Crafter's Healing Ability at a score of 1.

When using this Ability, each wound can only be treated once, regardless of its severity. Make a Presence + Crafter's Healing + stress die roll against an Ease Factor equal to the Improvement Ease Factor determined by the Wound Recovery Table (ArM5, page 179). Healing a wound costs a Long-Term Fatigue level. If successful, the wound is healed one level; heavy wounds become medium, medium wounds light, and light wounds heal totally. If the roll fails, nothing happens besides fatigue loos. If the roll botches, the healer suffers a similar wound immediately. The wounded recipient gains a Warping Point each time this Ability is used on her, regardless of its success.

City & Guild p71 - VirtueFlaw_crafters_healing

Craftman

(Free Virtue , Social Status )

The character is a general craftsman, as described in the core rules (Arm5, page 41). He is either an adult practicing a trade or a youth learning it from his master. He may live rurally or in an urban environment. If he lives in a town, his trade is not represented by a guild. The character may be either male or female and any appropriate age.

City & Guild p53 - VirtueFlaw_craftman

CRAFTSMAN

(Free Virtue , Social Status )

You live by making and selling goods. You are probably a free resident of a town, but you may be from a rural area. The Wealthy Major Virtue and Poor Major Flaw affect you normally.

Ars Magica 5th Edition Core rulebook p41 - VirtueFlaw_craftsman

CRAVING FOR TRAVEL

(Minor Flaw , General )

The character suffers from feelings of loneliness, boredom, and depression if he does not expose himself to new experiences. He can stave off the boredom for a while, but if he remain in one place for more than a season, he suffers a –1 penalty to all rolls and totals until he experiences a change in scene. This penalty rises to –3 after a year of boredom. This character is probably the first to volunteer for a mission beyond the covenant gates, and may even spend part of each year in a different location such as the nearby wood. This Flaw might seem to make the character unsuitable for life at a covenant, so you should decide what it is at the covenant that means he keeps coming back. Perhaps it is the love of his life, the camaraderie, or perhaps just the feeling that he fits in here.

Grogs p78 - VirtueFlaw_craving_for_travel

CREATIVE BLOCK

(Minor Flaw , Hermetic )

You have problems creating new things in the lab. You take a –3 penalty to all Lab Totals unless you are using a Laboratory Text. If you experiment, roll twice as many dice on the experimentation table.

Ars Magica 5th Edition Core rulebook p52 - VirtueFlaw_creative_block

CRIPPLED

(Major Flaw , General )

You either have no legs, or your legs are completely useless. You may have lost them in an accident or as a punishment. You cannot walk, although you may drag yourself along the ground, or push a trolley around with a stick.

Ars Magica 5th Edition Core rulebook p52 - VirtueFlaw_crippled

Curse

(Minor Virtue , Supernatural )

This Virtue gives the character the Form of Curse. The Form advances as an Art. It is described more fully later in this chapter and is useless unless the character also possesses a Technique from this chapter.

Restricted access : gruagach characters or characters from a related magical tradition.

Hedge Magic : Revised Edition p57 - VirtueFlaw_curse

CURSE OF SLANDER

(Minor Flaw , General , Supernatural )

Wherever he stays, unpleasant rumors and ill-favored stories about this character begin to spread within a short time. This can be due to bad luck, or it could be something supernatural, like a curse. The slander is centered on one specific section of mundane society — the nobility, the church, guilds, peasants — and it seriously hampers his working life. After staying one season in an area, he gains a bad Reputation at level 1, usually a Local Reputation. He gains one point toward raising the Reputation in each further season, or more if he is involved in disturbing or strange events. Truly remarkable deeds can halt the increase for one season, but they will be forgotten come next season. At a covenant, people are used to strange things and deviant behavior. The Reputation is gained and increases in intervals of years rather than seasons, giving the poor victim more time before he becomes completely shunned. If the character leaves an area, the Reputation stops increasing, and may even fall, at the troupe’s discretion.

Grogs p78 - VirtueFlaw_curse_of_slander

CURSE OF VENUS

(Major Flaw , Story )

You are very attractive to people whom you do not wish to attract. People you detest keep getting crushes on you, and will not be dissuaded. Furthermore, you tend to fall in love with inappropriate people, and in inappropriate circumstances. Those people you are interested in tend to think you are vain and shallow.

Ars Magica 5th Edition Core rulebook p52 - VirtueFlaw_curse_of_venus

CURSED GUILE

(Minor Flaw , Supernatural )

This is the Flaw for “the boy who cried wolf,” and probably results from Infernal influence. The character has three extra botch dice when using Guile. More importantly, the character is rarely believed, even when he is being honest. He must make a Communication + Guile roll against an Ease Factor of 9 in order to be believed when he tells the truth at important moments. For example, if the character is returning from a scouting mission, and you fail his Guile roll when he reports back, the maga may assume that he has been deficient in his duties; perhaps she thinks that he never went scouting at all, but instead went to the nearest town to entertain himself. This character may prefer the company of animals to that of people, as they do not respond to subterfuge.

Grogs p78 - VirtueFlaw_cursed_guile

Cursing

(Major Virtue , Supernatural )

The folk witch can cast curses on other characters. She has a score of 1 in the Supernatural Ability Cursing (see later).

Restricted access : folk witch characters

Hedge Magic : Revised Edition p35 - VirtueFlaw_cursing

CUSTOS

(Minor Virtue , Social Status )

You are an employee of a covenant, but you have high status within the walls. You may be a grog, or a specialist, or a manager. You may take one group of restricted Abilities during character generation, either Martial, Academic, or Arcane Abilities. If you choose Martial or Arcane Abilities, you may still learn to speak Latin, although you cannot read or write it. As a covenant employee, your wealth is determined by the covenant’s prosperity, and you may not take the Wealthy Virtue or Poor Flaw. This Virtue is available to male and female characters.
This Virtue may also apply to employees of other institutions, such as a noble household or a monastery.

Ars Magica 5th Edition Core rulebook p41 - VirtueFlaw_custos

Cyclic Magic (Negative)

(Minor Flaw , Hermetic )

As with the Hermetic Virtue, your magic is attuned to some cycle of nature and is less potent at specific times. You have a -3 penalty to all Lab Totals and Casting Scores during that time. The length of time during which you are at a disadvantage must be equal to the time when there is no penalty.

Ars Magica 5th Edition Core rulebook p52 - VirtueFlaw_cyclic_magic_negative

Cyclic Magic (Positive)

(Minor Virtue , Hermetic )

Your magic is attuned to some cycle of nature (solar, lunar, or seasonal, for example) and as such, is more potent at specific times. At those times, you receive a +3 bonus to all Casting Scores. The bonus also applies to Lab Totals if the positive part of the cycle covers the whole season. The cycle of your magic must be regular and approved by the storyguide. Furthermore, the length of time when the bonus applies must be equal to the amount of time when it does not.

Ars Magica 5th Edition Core rulebook p41 - VirtueFlaw_cyclic_magic_positive

Dance that Heals

(Major Virtue , Supernatural )

Characters from some Sufi traditions have the ability to dance objects to wholeness, much as magi on the Path of Walking Backward do.

Houses of Hermes : Mystery Cults p73 - VirtueFlaw_dance_that_heals

Dark Magic

(Minor Virtue , Supernatural )

This Minor Supernatural Virtue allows the caster to benefit from Magic, Faerie, and Infernal auras, as if her powers were aligned to all three realms, and she is protected against gaining Warping Points from exposure to any of those auras. However, taking advantage of a foreign aura using this Virtue subtly taints the application of her magic, so that Divine and Infernal powers that sense holiness or unholiness recognize the character’s dark influence as unholy. This Virtue is thought to be related to Chthonic Magic, and may have originally come to the Order and the cult from the Witches of Thessaly.

Faith and Flame : The Provencal Tribunal p29 - VirtueFlaw_dark_magic

DARK SECRET

(Major Flaw , Story )

You are haunted by something that would lead to shame, rejection, and possibly revenge if discovered. Hints about the secret continually arise, and there might be others who know it and could betray you. This makes you avoid certain places, dislike certain people, or fear certain things.

Ars Magica 5th Edition Core rulebook p52 - VirtueFlaw_dark_secret

DEAF

(Major Flaw , General )

You cannot hear at all. You may be able to speak, but you cannot understand spoken language, which makes communication difficult. Magi with this flaw must roll an extra two botch dice when casting spells with a spoken component, as they cannot hear what they are saying.

Ars Magica 5th Edition Core rulebook p52 - VirtueFlaw_deaf

DEATH PROPHECY

(Major Virtue , General )

You have been blessed or cursed as to your fate. Someone (a magician, a faerie, or other supernatural creature) has put a condition on your death, and until the condition is met, you will not die, though you can be seriously injured. You heal normally, but cannot die as a result of wounds or old age. Unfortunately for you, fate or bad planning can bring about the conditions in unexpected ways. If, for instance, your death condition is to fear only boars, you should be wary of men bearing boars on their coats of arms or of inns named after boars, in addition to the purely mundane creature. This symbolism may not be obvious: a man known as a “pig” in his village might also count as a boar.

The storyguide must keep the prophecy in mind and give fair warning of items related to the prophecy. This is a Major Virtue because the character knows he can get away with insane risks; sneaking his prophecy up on him is an unfair way of negating the value of the Virtue. Players may only take this Virtue with the agreement of the storyguide or troupe.

Ars Magica 5th Edition Core rulebook p41 - VirtueFlaw_death_prophecy

Debauchery

(Major Virtue , Unholy Method )

This Virtue gives the character the Supernatural Ability of Debauchery at 1. This Unholy Method is described in more detail under New Abilities, and in Chapter 10: The Maleficia.

Realms of Power : The Infernal p84 - VirtueFlaw_debauchery

Deficient form

(Minor Flaw , Hermetic )

Almost all totals (including Casting Totals and Lab Totals, but excluding Magic Resistance) to which a particular Form is added are halved. The Form has its full value for the purposes of studying it, and Advancement Totals are not halved.

Ars Magica 5th Edition Core rulebook p53 - VirtueFlaw_deficient_form

DEFICIENT TECHNIQUE

(Major Flaw , Hermetic )

All totals, including Lab and Casting totals, including a particular Technique are halved. Advancement Totals are not halved. Experience points required are based on the actual value of the Technique, before halving.

Ars Magica 5th Edition Core rulebook p53 - VirtueFlaw_deficient_technique

Defixio Lore

(Major Virtue , Supernatural )

Defixio Lore is a Major, Supernatural Virtue and corresponding Ability that allow a character to perform the rituals necessary to create a defixio. They are presented for illustrative purposes only. Magi are generally incapable of acquiring the Virtue or learning the Ability; the only practical way for a magus to utilize the secrets of defixio magic is to integrate its effects into Hermetic theory.

Restricted access : Ancient magic

Ancient Magic p43 - VirtueFlaw_defixio_lore

DEFT FORM

(Minor Virtue , Hermetic )

You are particularly skilled with one Form. You suffer no penalty to the Casting Total casting spells in that Form when using non-standard voicings/gestures (see page 83), including using no voice or gestures because you are in a non-human form. Voice Range spells still have a Range based on how loudly you are speaking.

Ars Magica 5th Edition Core rulebook p41 - VirtueFlaw_deft_form

Deft Rune

(Minor Virtue , Supernatural )

The vitki is particularly skilled with one rune. He suffers no penalty to his Casting Total when he does not inscribe his name or a description of the effect on a script that incorporates this rune. This Virtue may be taken more than once, each time with a different rune.

Restricted access : vitkir

Hedge Magic : Revised Edition p121 - VirtueFlaw_deft_rune

DELETERIOUS CIRCUMSTANCES

(Minor Flaw , Hermetic )

All your magic totals are halved under certain uncommon circumstances. This can be your state, such as sitting or wet, the target of the magic, such as wild animals or iron, or the place where you are casting the magic, such as a city or high up a mountain.

Ars Magica 5th Edition Core rulebook p53 - VirtueFlaw_deleterious_circumstances

DELUSION

(Minor Flaw , Personality )

You believe wholeheartedly in something that just isn’t so. Examples include that you are a magus (if you aren’t), that you are the Pope’s child, or that your imaginary friend is real. This can cause real problems for you and your associates.

Ars Magica 5th Edition Core rulebook p53 - VirtueFlaw_delusion

Demonic Blood

(Major Virtue , Supernatural , Tainted )

The character has a demon as a parent,
and was conceived for a specific task
by her Infernal mother or father. Because
of this, she is an Infernal being and possesses
an Infernal Might (Corpus) score of
5. This grants her Magic Resistance. Her
body also contains one pawn of Corpus
vis, which can only be extracted once
she is dead. She is immune to Warping of
any kind, need not eat or drink, and cannot
produce a child; however, she suffers
the natural urges associated with these
activities, and may be required to make
Personality rolls to overcome her desires.
She has up to 30 levels of Infernal
Powers that may be invoked by spending
Might Points. Design the effects using
the maleficia guidelines (see Chapter 10:
The Maleficia), taking into account the
Powers of the demon parent. The Might
cost for each Power is equal to its magnitude
divided by two (but always at
least one point). These may be constant
effects designed in the usual fashion
(Sun duration, two uses per day, and an
Environmental Trigger; see ArM5, page
99); her Might Pool is always reduced
by the cost of this Power, and she cannot
turn this Power off. The Initiative total of
each Power is the character’s Quickness.
She may be unaware of her true
heritage, in which case she probably
has either the Delusion or Manufactured
Ignorance Flaw to explain her remarkable
capabilities. The close attention of Hell
means that she must offset this Virtue
with the Tragic Life Major Flaw (see
Tainted Characters, below). The character
many learn Infernal Lore during character
creation without needing to take the
Arcane Lore Minor Virtue.
She is attended at nearly all times by
a minor demon, which tends to remain
in spiritual form, watching over her; if
necessary, it protects her on behalf of
her creator/parent. This demon is a ruach
(Chapter 5: Demons as Corrupters), who
can use its Misfortune Power to blight
her enemies. If she is unaware of her
demonic heritage, she either considers
herself exceedingly lucky, or believes the
attending demon to be a Magical or
Divine spirit. However, this attendant
demon means that her demonic parent
can always find her, and is kept appraised
of what she is up to.
A Demonic Blooded character’s life
span is short — roughly half that of a
pure-blooded human. Her effective age
(which applies as if it were her real age
when creating a Longevity Ritual and
when making rolls on the Aging Table)
increases two years for every year that
passes, and you must make two aging rolls
each year once her effective age reaches
35. There is no way to halt or slow this
other than Longevity Rituals, if she can
convince someone to make one for her.
However, she does not show the effects
of aging; any Aging Points acquired do
not get applied to her Characteristics,
although they do still count as experience
points towards Decrepitude.
You cannot take the Infernal Blessings
Virtue; the Demonic Powers Virtue replaces
that Virtue for the demon-blooded. You
may not take any Virtue that affiliates
her with a realm other than the Infernal
(see sidebar). Also, you cannot take the
Unaging Virtue or the Age Quickly Flaw.
She may not have children, and so cannot
have Dependents of this sort. Grogs
should not take this Virtue.

Realms of Power : The Infernal p84 - VirtueFlaw_demonic_blood

Demonic Familiar

(Minor Flaw , Story )

The character is bound to a famulus, a familiar demon that possesses an animal and can lend the character its senses, or mask the evil taint of her Powers. (See Chapter 5: Demons as Corrupters, Famuli, for the description of these creatures and an example, Lickspitten.) This demonic familiar is not loyal to the character or concerned about her well-being, and often has its own goals and needs. The character may occasionally need to bargain with it or even threaten it to receive its aid. At the storyguide’s discretion, this Flaw may be taken to represent other sorts of demons with which the character has a close relationship, such as a warder, teacher, or paramour. The more powerful the demon, the more the character will be expected to do to earn its assistance, and the less involved it will be with her on a daily basis.

Realms of Power : The Infernal p88 - VirtueFlaw_demonic_familiar

Demonic Might

(Minor Virtue , Supernatural )

You may only take this Virtue if your character has the Demonic Blood Virtue. Her Infernal Might increases by 2 points. Upon her death, her body contains a number of pawns of Corpus vis equal to her (Infernal Might / 5), rounding up. You may take this Virtue more than once, though it can account for no more than half of the character’s total Virtues.

Realms of Power : The Infernal p84 - VirtueFlaw_demonic_might

Demonic Powers

(Minor Virtue , Supernatural )

Only a character with the Demonic Blood Virtue may have Demonic Powers. She gains an extra 20 levels of Infernal Powers in addition to the levels granted by Demonic Blood. Note that this Virtue differs substantially from the Infernal Blessing Virtue (see below), in that the Powers can be overtly mystical rather than mimicking other Virtues. You may also take this Virtue more than once, though it can account for no more than half of the character’s total Virtues.

Realms of Power : The Infernal p84 - VirtueFlaw_demonic_powers

DEPENDENT

(Major Flaw , Story )

You feel responsible for someone, and bound to help if he is in trouble. This person may be a relative or friend, but should be relatively weak and a non-player character. If your Dependent passes beyond your ability to help, or becomes too powerful, you should substitute another Story Flaw. Possibilities include taking the children of the old Dependent as new Dependents, taking the killers of the Dependent as Enemies, or taking the Dependent as a True Friend.

Ars Magica 5th Edition Core rulebook p53 - VirtueFlaw_dependent

Depraved (major)

(Major Flaw , Personality )

The character seeks to undermine religion whenever possible, and generally tries to avoid the Dominion. He might sin in public, teach misinformation about the tenets of the faith, or show obvious disdain for holy things. He is not necessarily an infernalist; it could be that he simply despises organized religion, dislikes the Divine realm, or does not believe in God. He might even be persuaded to attend services, though he does not take any of it seriously and is likely to disrupt the ceremony with his discomfort and ignorance.

Realms of Power : The Infernal p88 - VirtueFlaw_depraved_major

Depraved (minor)

(Minor Flaw , Personality )

The character seeks to undermine religion whenever possible, and generally tries to avoid the Dominion. He might sin in public, teach misinformation about the tenets of the faith, or show obvious disdain for holy things. He is not necessarily an infernalist; it could be that he simply despises organized religion, dislikes the Divine realm, or does not believe in God. He might even be persuaded to attend services, though he does not take any of it seriously and is likely to disrupt the ceremony with his discomfort and ignorance.

Realms of Power : The Infernal p88 - VirtueFlaw_depraved_minor

DEPRESSED

(Minor Flaw , Personality )

You have a dark outlook on life, seeing little point in acting and taking no pleasure in anything that happens.

Ars Magica 5th Edition Core rulebook p53 - VirtueFlaw_depressed

Devil Child

(Free Virtue , Special )

This Virtue has no cost, and can only be taken for a Mythic Companion born of demonic parents. See Devil Children, below, for details.

Realms of Power : The Infernal p85 - VirtueFlaw_devil_child

DEVOTED PARENT/CHILD

(Minor Flaw , General )

The character is extremely attached to a parent or child. Where he goes, she goes also. Separation of more than a day will cause anxiety, and will give a –1 penalty to all rolls due to stress.

Grogs p79 - VirtueFlaw_devoted_parentchild

DHAMPIR

(Major Virtue , Supernatural )

One type of vampire, found in the Transylvania Tribunal, returns from the grave to rape women, particularly its wife. Sometimes they father half-vampire children called dhampirs. Vampires find dhampir servants useful, because they can travel during the day and have supernatural abilities. Many dhampirs, raised by their mothers, find vampirism repulsive and strive to slay first their fathers, then any other vampires of which they become aware. If a dhampir dies, they rise again as a vampire, unless certain rituals have been performed on their corpse. However, most dhampirs warn people about their tainted blood so that their bodies can be safely destroyed. Tremere magi recruit dhampirs as guards and servants. Their ability to see invisible beings makes them particularly valuable. The vampires that create dhampirs are a type of dark faerie not, strictly speaking, an infernal spirit. Some vampires choose not to attack people, but instead visit their old homes at night, and perform little services like chopping firewood and repairing tools. Vampires, like other dark faeries, have vulnerabilities that vary widely, but many are affected by crossroads, doorways, church bells, sunlight or herbs. Dhampirs have the following advantages:

  • Dhampirs start making aging rolls at the age of fifty, and get –3 to all rolls to resist the effects of aging, cumulative with any other bonuses.
  • Dhampirs have the Virtue Second Sight (see Ars Magica 5th Edition, page 48), and can see normally in darkness or semi-darkness. Their eyes look mostly normal, but are an unusual and vivid color.
  • Dhampirs may learn Faerie Lore during character generation, and gain a +1 bonus on all Faerie lore rolls.

Dhampirs may have The Gift, but House Tremere forbids the training of dhampirs as Hermetic magi. It did happen once, long ago, and might happen again (Dark Secret Flaw). This is a supernatural ability, and you cannot lose it when being trained as a magus (see Ars Magica 5th Edition, page 107). If your master cannot preserve the ability, you cannot be trained. A character who becomes a vampire is given to the Storyguide. Vampires cannot use Hermetic magic, but have a wide variety of powers. Hedge wizard dhampirs are permitted as servants.

Houses of Hermes : True Lineages p141 - VirtueFlaw_dhampir

Diablerie

(Major Virtue , Unholy Power )

This Virtue gives the character the Supernatural Ability of Diablerie at 1. See Chapter 10: The Maleficia for more information on this Unholy Power.

Realms of Power : The Infernal p85 - VirtueFlaw_diablerie

DIABOLIC PAST

(Major Flaw , Story )

You were associated with diabolists, and though you have escaped their evil ways, you are still haunted by your upbringing and the memory of acts best left unspoken. Perhaps your parents were diabolists, although you were not, or maybe you joined a cult but soon repented and fled. Your former associates still take an interest in your activities and whereabouts. Unfortunately. You may purchase the Ability Infernal Lore, even if you are normally not permitted to buy Arcane Abilities.

Ars Magica 5th Edition Core rulebook p53 - VirtueFlaw_diabolic_past

Diabolist

(Free Virtue , Special )

This Virtue has no cost, and can only be taken for a Mythic Companion who has given over his soul to the Infernal realm. For details, see Chapter 10: The Maleficia, Diabolists.

Realms of Power : The Infernal p85 - VirtueFlaw_diabolist

Diedne Magic

(Major Virtue , Hermetic )

Your magic lineage and traditions are from the druids and the vanquished former house of Diedne, making you especially skilled with spontaneous magic. When you cast a spontaneous spell without expending fatigue, you may choose to divide by five or by two. If you choose to divide by five, you need not roll a stress die, and cannot botch, just as normal. If you choose to divide by two, you must roll a stress die, and may botch.
When you expend fatigue on casting a spontaneous spell, the lowest applicable Art is doubled before the whole total is divided by two. You still roll a stress die, and may botch.

You must keep your lineage hidden from the Order, giving you a Major Story Flaw — Dark Secret is an obvious choice, but you may choose a different one with troupe approval. This is in addition to your normal allowance of Flaws, and does not grant you any points with which to buy Virtues.

Ars Magica 5th Edition Core rulebook p41 - VirtueFlaw_diedne_magic

DIFFICULT LONGEVITY RITUAL

(Major Flaw , Hermetic )

Something in your magical nature makes it difficult to create an effective Longevity Ritual for you. Anyone (including yourself) creating a Longevity Ritual for you must halve their Lab Total. You may create Longevity Rituals for others without penalty.

Ars Magica 5th Edition Core rulebook p53 - VirtueFlaw_difficult_longevity_ritual

DIFFICULT SPONTANEOUS MAGIC

(Minor Flaw , Hermetic )

Spontaneous magic is always an effort for you. You cannot cast spontaneous spells without exerting yourself. However, when you do exert yourself, you cast spells as any other magus. This flaw may be combined with Weak Spontaneous Magic to create a magus who cannot use spontaneous magic at all.

Ars Magica 5th Edition Core rulebook p53 - VirtueFlaw_difficult_spontaneous_magic

DIFFICULT UNDERLINGS

(Major Flaw , Story )

You may only take this Story Hook if your character has, and will keep, underlings of some sort or another. No matter how many people you fire, or how carefully you vet new candidates, your underlings always cause problems for you. The nature of the problems may change, but you are repeatedly drawn into dealing with the trouble they have caused. If other people give the same underlings orders, they have no problem. It’s not them, it’s you.

Ars Magica 5th Edition Core rulebook p53 - VirtueFlaw_difficult_underlings

DISFIGURED

(Minor Flaw , General )

A visible disfigurement makes you ugly and easy to recognize. Presence rolls that involve good looks and gaining respect from most people are at –3. You probably have a cruel nickname that refers to your unfortunate appearance. You might have a large, visible burn scar, or an enlarged and deformed eye (an “evil eye”), or even be albino.

Ars Magica 5th Edition Core rulebook p53 - VirtueFlaw_disfigured

DISJOINTED MAGIC

(Minor Flaw , Hermetic )

You cannot use previous knowledge to help you with magic. You gain no benefit from knowing a spell that is similar to one you are learning or inventing, and you gain no enchantment bonuses from Techniques and Forms already invested in an item.

Ars Magica 5th Edition Core rulebook p53 - VirtueFlaw_disjointed_magic

DISORIENTATING MAGIC

(Minor Flaw , Hermetic )

After casting a spell, you must spend a round doing nothing but recovering your mental faculties.

Ars Magica 5th Edition Core rulebook p53 - VirtueFlaw_disorientating_magic

DISPASSIONATE

(Minor Flaw , Personality )

You are unable to express any strong emotions. This leaves you hard-hearted and lonely, and prevents you from forming strong or lasting bonds with other people. You cannot have a Personality Trait greater than +1 or less than –1.

Restricted access : The Arcadian Path

Guardians of the Forests : The Rhine Tribunal p40 - VirtueFlaw_dispassionate

Divination & Augury

(Major Virtue , Supernatural )

Hermetic Divination allows interpretation of signs and connections to answer questions in a manner inspired by the magus’s knowledge of Hermetic magic. The divination is inherently interpretive in nature and not predictive, and is subject to the Limit of Time, like the rest of Hermetic magic. Therefore, it is entirely possible to make judgments by divination about future actions like “Is the Quaesitor Remus intending to visit the covenant?” — the question addresses the future, but a success will only give information current to the Quaesitor’s motives at this time. If the answer is no, but later that day Remus discovers evidence pointing to a breach of the Code and decides to visit after all, the successful divination has become inaccurate.

The Mysteries, Revised Edition p58 - VirtueFlaw_divination__augury

Doctor in (Faculty)

(Major Virtue , Social Status )

The character has graduated from one of the higher faculties of a university, in medicine, civil or canon law, or theology, having already received his magister in artibus license, and may instruct fellow students. The character may teach anywhere, even at a university that he didn’t attend. This is the highest educational license in Mythic Europe. A doctor of medicine is also titled magister in medicina (see Chapter Four: Medicine), having typically been taught in one of the southern universities. A character starting the game with this Virtue must be at least (27 – Intelligence) years old. He must have a score of 5 in Latin, Artes Liberales, and the Ability that correlates to his faculty degree. The character has spent ten years at a university and receives an additional 300 experience points, which must be spent on Latin and Academic Abilities. He also begins the game with an Academic Reputation of 3. Like other working characters, he must spend two seasons a year practicing his profession, either teaching or working in a secular or ecclesiastical court. Both the Wealthy Virtue and the Poor Flaw are allowable, but players must decide what calamity befell such an erudite scholar if he is Poor, for which he receives a Bad Reputation at a level of 2. This Virtue is compatible with the Hermetic Magus, Mendicant Friar, and Priest Virtues.

Art & Academe p91 - VirtueFlaw_doctor_in_faculty

DOMESTIC ANIMAL

(Minor Virtue , Social Status )

The character is an animal who is the property of a covenant or character, and is supplied with food and shelter. He is expected to serve his master in return for this provender, as a mount, beast of burden, hunter, or so forth.

Restricted access : animals only

Grogs p74 - VirtueFlaw_domestic_animal

DOWSING

(Minor Virtue , Supernatural )

You have the ability to find things nearby through the use of a dowsing rod (usually a forked stick) and your own intuitive sense. Choosing this Virtue confers the Ability Dowsing 1 (page 64).

Ars Magica 5th Edition Core rulebook p41 - VirtueFlaw_dowsing

Dream Magic

(Minor Virtue , Hermetic , Mystery )

The Hermetic mystery of dream magic originates from a Baltic folk tradition that was brilliantly synthesized into Hermetic theory by Raisa of Novgorod in the early tenth century.

Restricted access : Mystery

The Mysteries, Revised Edition p102 - VirtueFlaw_dream_magic

DRIVEN (Major)

(Major Flaw , Personality )

You have some goal which you are determined to bring about. This has to be the sort of big goal that could shape an entire life, but if you do accomplish it you will immediately turn to a new project.

Ars Magica 5th Edition Core rulebook p53 - VirtueFlaw_driven_major

DRIVEN (Minor)

(Minor Flaw , Personality )

You have some goal which you are determined to bring about. This has to be the sort of big goal that could shape an entire life, but if you do accomplish it you will immediately turn to a new project.

Ars Magica 5th Edition Core rulebook p53 - VirtueFlaw_driven_minor

DUTYBOUND

(Minor Flaw , Personality )

You adhere to a restrictive code of conduct that forbids certain behavior, probably including prohibitions against lying, killing prisoners, stealing, and other occasionally useful actions. You follow this code out of guilt or fear rather than high-flown moral standards, and may spend more time justifying yourself than keeping your conduct pure.

Ars Magica 5th Edition Core rulebook p53 - VirtueFlaw_dutybound

DWARF

(Major Flaw , General )

You are the size of a child. Your comfortable walking speed is two-thirds that of a normal person. Your Size is –2, so the severity of wounds you take increases in three point increments rather than five point increments (see page 171). You take a –1 penalty to each of Strength and Stamina, which may reduce each Characteristic as low as –6. You cannot take this Flaw and Giant Blood, Large, or Small Frame.

Ars Magica 5th Edition Core rulebook p53 - VirtueFlaw_dwarf

Ecstatic Magic

(Minor Virtue , Supernatural )

The sorgina gains the ability Ecstatic Magic at 1 and she may stray from her body in an intangible spirit form for one hour during akelarre with a successful Stamina + Ecstatic Magic + stress die roll against an Ease Factor of 12. For every 3 by which the roll exceeds the Ease Factor, the sorgina may stray for an additional hour. While straying, she may move with a Stamina + Athletics roll (Ease Factor 3) to visit places she sees daily. For every 3 the roll exceeds the ease factor, she may travel to places she has seen in the last week (Ease Factor 6), the last year (Ease Factor 9), not been in the last year (Ease Factor 12), and places she has never been but possesses an associated arcane connection (Ease Factor 15). While straying, she has the Second Sight ability equal to her Ecstatic Magic ability. The character manifests any carried accoutrements and may harm spirits in intangible form; spirits may also harm her. She may become tangible with a Stamina + Concentration roll (Ease Factor 12), and may be harmed normally when tangible. She must make an additional roll to remain tangible if wounded; wound penalties apply to the roll.

Faith and Flame : The Provencal Tribunal p93 - VirtueFlaw_ecstatic_magic

EDUCATED

(Minor Virtue , General )

You have been educated in a grammar school, and may have attended a university or cathedral school. You may purchase Academic Abilities during character generation. During character generation you get an additional 50 experience points, which must be spent on Latin and Artes Liberales.

Ars Magica 5th Edition Core rulebook p41 - VirtueFlaw_educated

Effusion

(Major Virtue , Unholy Power )

This Virtue gives the character the Supernatural Ability of Effusion at 1. See Chapter 10: The Maleficia for more information on this Unholy Power.

Realms of Power : The Infernal p85 - VirtueFlaw_effusion

Elemental Affinity

(Minor Virtue , Supernatural )

The character has a supernatural affinity with the four elements, such that whenever he studies a particular Ability that is chosen when this Virtue is taken — Medicine, Philosophiae, or one type of (Realm) Lore — he may divide half as many experience points among his Elementalist Forms. For example, an elementalist with an Elemental Affinity (Medicine) who gained 8 experience points in Medicine one season would also gain 4 additional experience points to spend among Elementalist Air, Elementalist Earth, Elementalist Fire, or Elementalist Water. This Virtue may be taken more than once, as long as a different Ability is chosen each time.

Restricted access : elementalist tradition

Hedge Magic : Revised Edition p18 - VirtueFlaw_elemental_affinity

Elemental magic

(Major Virtue , Hermetic )

You have been trained in the ability to manipulate raw elemental Forms (Aquam, Auram, Ignem, and Terram), and view them as a connected whole rather than four separate Arts. Whenever you gain experience from a source dedicated to one of these Arts, you gain half the Source Quality in experience points in each of the other three Arts. For example, if you studied Ignem from a book with a Source Quality of 13, you would gain 7 experience points in each of Aquam, Auram, and Terram.

During character creation, assign all your experience points in Arts. Then assign half the experience points assigned to each of the elemental Forms to each of the other elemental Forms. Do not actually add these experience points to the Form in question until you have finished calculating all the bonus experience points. For example, if you assign 10 experience points to each of the Aquam, Auram, and Terram, and 21 experience points to Ignem, then you should assign 15 bonus experience points to Ignem (5 from each of Aquam, Auram, and Terram), and 21 bonus experience points to Aquam, Auram, and Terram (11 from Ignem, and 5 each from the other two Forms).

In addition, if a spell with one of these Forms as its primary Form has another element as a requisite, you use the primary Form to calculate totals, even if the requisite is lower.

Ars Magica 5th Edition Core rulebook p41 - VirtueFlaw_elemental_magic

Elemental Magic (Elementalist tradition)

(Major Virtue , Supernatural )

The character has a supernatural affinity with the four elements, specifically how they interact with each other. If the character studies one of the four Elementalist Forms (Elementalist Air, Elementalist Earth, Elementalist Fire, or Elementalist Water) during a season, he may assign one additional experience point to each of the other three. If he gains experience in more than one Form in a single season (perhaps from Adventure experience), he cannot assign more than one free experience point to each Ability. In addition, when affecting multiple elements with his elemental magic, he may use the highest Form score among them rather than the lowest. A Hermetic version of this Virtue is relatively common among magi of the Order of Hermes (ArM5, page 41), and affects the Forms of Aquam, Auram, Ignem, and Terram instead of the elemental powers.

Restricted access : elementalist tradition

Hedge Magic : Revised Edition p19 - VirtueFlaw_elemental_magic_elementalist tradition

Elemental Medicine

(Major Virtue , Supernatural )

The character has a natural aptitude for elemental magic, based on special understanding of the four humors and the human body. In any season in which the character studies Medicine, the player may also assign one free experience point in each of the four Elementalist Forms (Elementalist Air, Elementalist Earth, Elementalist Fire, and Elementalist Water). In addition, when affecting multiple elements with his elemental magic, he may use his highest Form score rather than his lowest. If the highest score exceeds his score in Medicine, use his score in Medicine instead.

Restricted access : elementalist tradition

Hedge Magic : Revised Edition p19 - VirtueFlaw_elemental_medicine

Elemental Philosophiae

(Major Virtue , Supernatural )

The character has a natural aptitude for elemental magic, based on a deep understanding of the physical world. In any season in which the character studies Philosophiae, the player may also assign one free experience point in each of the four Elementalist Forms (Elementalist Air, Elementalist Earth, Elementalist Fire, and Elementalist Water). In addition, when affecting multiple elements with his elemental magic, he may use his highest Form score rather than his lowest. If the highest score exceeds his score in Philosophiae, use his score in Philosophiae instead.

Restricted access : elementalist tradition

Hedge Magic : Revised Edition p19 - VirtueFlaw_elemental_philosophiae

Elemental Theurgy

(Major Virtue , Supernatural )

The character has a supernatural aptitude for elemental magic, based in experience with spirits and beings of a particular realm (usually Magic). In any season in which the character studies (Realm) Lore appropriate to the realm associated with this Virtue, the player may also assign one free experience point in each of the four Elementalist Forms (Elementalist Air, Elementalist Earth, Elementalist Fire, and Elementalist Water). In addition, when affecting multiple elements with his elemental magic, he may use his highest Form score rather than his lowest. If the highest score exceeds his score in the appropriate (Realm) Lore, use his score in (Realm) Lore instead.

Restricted access : elementalist tradition

Hedge Magic : Revised Edition p19 - VirtueFlaw_elemental_theurgy

Elementalist Air

(Minor Virtue , Supernatural )

This power combines with the Elementalist Techniques to affect the element of air. Taking this Virtue gives the character an initial score of 0 in Elementalist Air (see Elementalist Forms, below), and a Sanguine Personality Trait (see Elemental Warping, below) equal to his Warping Score + (Elementalist Air / 5).

Restricted access : elementalist tradition

Hedge Magic : Revised Edition p18 - VirtueFlaw_elementalist_air

Elementalist Earth

(Minor Virtue , Supernatural )

This power combines with the Elementalist Techniques to affect the element of earth. Taking this Virtue gives the character an initial score of 0 in Elementalist Earth (see Elementalist Forms, below), and a Melancholic Personality Trait (see Elemental Warping, below) equal to his Warping Score + (Elementalist Earth / 5).

Restricted access : elementalist tradition

Hedge Magic : Revised Edition p18 - VirtueFlaw_elementalist_earth

Elementalist Fire

(Minor Virtue , Supernatural )

This power combines with the Elementalist Techniques to affect the element of fire. Taking this Virtue gives the character an initial score of 0 in Elementalist Fire (see Elementalist Forms, below), and a Choleric Personality Trait (see Elemental Warping, below) equal to his Warping Score + (Elementalist Fire / 5).

Restricted access : elementalist tradition

Hedge Magic : Revised Edition p18 - VirtueFlaw_elementalist_fire

Elementalist Water

(Minor Virtue , Supernatural )

This power combines with the Elementalist Techniques to affect the element of water. Taking this Virtue gives the character an initial score of 0 in Elementalist Water (see Elementalist Forms, below), and a Phlegmatic Personality Trait (see Elemental Warping, below) equal to his Warping Score + (Elementalist Water / 5).

Restricted access : elementalist tradition

Hedge Magic : Revised Edition p19 - VirtueFlaw_elementalist_water

Employed by Company

(Minor Flaw , Story )

Characters with this Flaw are salaried employees, answerable to an employer. They may be merchants who travel on behalf of a company, or administrators who are answerable to the partners. On the other hand, they are also backed up by the resources of the company. See the Companies section, above, for more detail.

City & Guild p109 - VirtueFlaw_employed_by_company

Enchanting (ability)

(Minor Virtue , Supernatural )

Like Enchanting Music (ArM5, page 65), this Supernatural Ability applies to a particular type of artistic expression: dance, drawing, storytelling, even craftwork. Those with this Virtue may fi nd that in Faerie auras this Ability allows them to change or control events based on how well they depict them with their art.

Houses of Hermes : Mystery Cults p86 - VirtueFlaw_enchanting_ability

ENCHANTING MUSIC

(Minor Virtue , Supernatural )

When you set your mind to it, you can magically induce emotions and beliefs in others with your music. Choosing this Virtue confers the Ability Enchanting Music 1 (page 65).

Ars Magica 5th Edition Core rulebook p41 - VirtueFlaw_enchanting_music

ENDURING CONSTITUTION

(Minor Virtue , General )

You can withstand pain and fatigue. Decrease the penalties for reduced Fatigue levels by one point, and reduce your total penalty from wounds by one point (but not below zero). You also get +3 on rolls to resist pain.

Ars Magica 5th Edition Core rulebook p41 - VirtueFlaw_enduring_constitution

ENDURING MAGIC

(Minor Virtue , General )

The effects of your spells tend to last longer than usual (though Concentration, Momentary, and Ring spells remain just that). The storyguide secretly rolls a simple die; the number rolled is a multiple to the spell’s normal duration. This is usually, but not always, a good thing. This Virtue does not affect the duration of Ritual spells.

Ars Magica 5th Edition Core rulebook p41 - VirtueFlaw_enduring_magic

ENEMIES

(Major Flaw , Story )

Someone is causing trouble for you, such as a local baron or bishop, a band of outlaws, or a really nasty innkeeper. The enemy must be powerful enough to endanger you — this is best agreed on with the storyguide and the rest of the troupe.

Ars Magica 5th Edition Core rulebook p53 - VirtueFlaw_enemies

ENFEEBLED

(Major Flaw , General )

You cannot exert yourself for longer than a few seconds. Any need for rapid movement, such as combat or a chase, leaves you helpless. Long hikes are likewise beyond your capability. You are unable to learn Martial Abilities or any other skills involving physical exertion, since you cannot train in them. If you are a magus, you lose double the normal number of Fatigue levels from casting spells, but you may carry out laboratory activities as normal.

Ars Magica 5th Edition Core rulebook p53 - VirtueFlaw_enfeebled

Enticer of Multitudes

(Minor Virtue , General , Tainted )

The character has a version of the Inspirational Virtue that can only be used to manipulate people toward evil acts. The character appears demagogic rather than heroic, and cannot control a group once he has whipped it into a frenzy. The enticer forces individuals in a group to make Personality Trait rolls for the particular sin they are attempting to evoke, with a bonus of +5 or more.

Realms of Power : The Infernal p85 - VirtueFlaw_enticer_of_multitudes

ENTRANCEMENT

(Major Virtue , Supernatural )

You have the power to control another’s will by staring into their eyes and giving them a verbal command. Choosing this Virtue confers the Ability Entrancement 1 (page 65).

Ars Magica 5th Edition Core rulebook p42 - VirtueFlaw_entrancement

Entreat the (Realm) Powers

(Minor Virtue , Supernatural )

The player must choose one realm when this Virtue is selected for the character. The character gains the ability to call upon the powers of that realm to minimize or overcome the negative effects associated with using his Magic-aligned abilities in hostile auras (Divine or Infernal). The mechanics for using this Virtue are described fully later, under Magic of the Learned Magicians: Mitigation of Realm Interaction Effects.

Restricted access : learned magician characters or characters from a related magical tradition

Hedge Magic : Revised Edition p82 - VirtueFlaw_entreat_the_realm_powers

Entreat the Powers

(Major Virtue , Supernatural )

This Virtue grants the character the ability to minimize or overcome the negative effects associated with using magic-aligned powers in Divine or Infernal auras. The mechanics for using this Virtue are described fully later. See Magic of the Learned Magicians: Mitigation of Realm Interaction Effects.

Restricted access : learned magician characters or characters from a related magical tradition

Hedge Magic : Revised Edition p80 - VirtueFlaw_entreat_the_powers

Envied Beauty

(Major Flaw , Story )

The character’s beauty draws revulsion and jealousy. This envy does not strike everyone, but vain persons of the character’s gender are particularly susceptible to it. Characters with this Flaw may avoid its penalties by refusing to reveal their beauty to the world, which creates its own complications. A character lacking a positive Presence score may not have this Flaw.

Houses of Hermes : Societates p56 - VirtueFlaw_envied_beauty

ENVIOUS (Major)

(Major Flaw , Personality )

You believe that everyone has it better than you do, and that they don’t deserve their good fortune, while you do. Thus, you try to ruin their lives and take their goods for yourself. (This is not a good Flaw for a player character, as it is likely to lead to conflict with the other players.)

Ars Magica 5th Edition Core rulebook p54 - VirtueFlaw_envious_major

ENVIOUS (Minor)

(Minor Flaw , Personality )

You believe that everyone has it better than you do, and that they don’t deserve their good fortune, while you do. Thus, you try to ruin their lives and take their goods for yourself. (This is not a good Flaw for a player character, as it is likely to lead to conflict with the other players.)

Ars Magica 5th Edition Core rulebook p54 - VirtueFlaw_envious_minor

Evil Destiny

(Major Flaw , Story )

The Infernal realm has taken an interest in the character, but he does not know how or why. Perhaps one of his Powers is actually Infernal, or demons are plotting against him, or he is convinced that he is being stalked by something evil. He cannot discuss this openly for fear that he will be accused of infernalism, but must be always on his guard against the dark forces that he knows will come for him one day. The storyguide will use this Flaw to subtly work the Infernal realm into your character, leaving you unaware of the specifics. You might have one of the other Flaws in this chapter, or a combination of several Minor Flaws, or even a Flaw that changes periodically. The character could simply be Plagued by Demons or Susceptible to the Infernal. Through the course of the story you may eventually discover what his Flaw is, but until then you are only haunted with the knowledge that something about him is not right.

Realms of Power : The Infernal p88 - VirtueFlaw_evil_destiny

Exciting Experimentation

(Minor Flaw , Hermetic )

Your character’s experiments tend to have a flair for the … dramatic. When rolling on the experiment table, roll two dice instead of the normal one. The Storyguide then chooses and applies the more amusing of your two results.

Magi of Hermes p26 - VirtueFlaw_exciting_experimentation

Exotic Casting

(Minor Flaw , Hermetic )

The magus uses non-Hermetic methods to cast Hermetic spells. While he still needs to employ obvious ritual actions, these are not the same words and gestures taught as part of Magic Theory within the Order, and other magi who are unfamiliar with the magus’s tradition find it very hard to recognize which spell he is casting. Any attempt to determine the Form of his magical effect (ArM5, page 83) is made against an Ease Factor of 15, without the magnitude of the effect being subtracted from this Ease Factor as normal. If the character has any Supernatural Abilities, then he uses the same methods to cast his Hermetic magic as he does to use his non-Hermetic magic. The magus cannot choose to use the standard Hermetic methods instead of those of his native tradition, but can choose to reduce or forgo words and gestures in the usual fashion (ArM5, page 83).

Houses of Hermes : Societates p107 - VirtueFlaw_exotic_casting

Expert Potion Brewer

(Minor Virtue , Supernatural )

The folk witch doubles the Supernatural Ability used to form her Lab Total when brewing potions (see later), which increases the Brew Potency

Restricted access : folk witch characters

Hedge Magic : Revised Edition p35 - VirtueFlaw_expert_potion_brewer

External Soul

(Major Virtue , Supernatural )

This Virtue prevents a character from dying because of physical injury. A gruagach may only gain this Virtue through Initiation, as described later. As part of the Initiation process, the character and his mentor place the character’s soul in a separate object. The character must guard this object closely because any damage to it, even so much as a single scratch, kills the character.

While the character’s external soul is intact, he can’t be decapitated or have any limb severed. No magic or physical force can dismember the character, and he cannot receive any wound that would result in Incapacitation or Death. If the Damage Table indicates that the character would suffer death or an Incapacitating Wound, the storyguide should distribute the amount of damage among multiple Wound Levels until all of the damage is applied to the character. For example, Domhnall the gruagach suffers a devastating spear attack in which the Damage Total exceeds his Soak Total by 30 points. Normally this would mean immediate death for Domhnall, but the gruagach has an External Soul, so the storyguide consults the Damage Table (ArM5, page 171) and notifies Domhnall’s player that his character has suffered a Heavy Wound and a Medium Wound (18 + 12 = 30, and Domhnall is Large). Every time a Wound to the character must be redistributed in this manner, the character suffers a Warping Point unless the player succeeds in a stress die roll of the character’s Stamina + Pictish against an Ease Factor of 9. If, in a single battle, a character suffers Warping Points that exceed the character’s Pictish score, the player must roll for negative Warping effects at that time. Warping effects are described in the Magical Dangers, Warping section of this chapter. External Soul also confers the benefit of Unaging on the character. A character with the External Soul Virtue suffers Warping of 1 point per year because of the continuing mystical effect; see ArM5, page 168. The process of extracting a character’s soul is irreversible.

Restricted access : gruagach characters or characters from a related magical tradition.

Hedge Magic : Revised Edition p56 - VirtueFlaw_external_soul

Eye of Hephaestus

(Minor Virtue , Supernatural )

The character can innately tell the quality of a manufactured item. If the item is somehow flawed he is instantly aware of that by merely touching it. He also has a chance to tell if an item is magical. For supernatural items made by a craftsman, make a Perception + Awareness + stress die roll against an Ease Factor of 9. If successful, the character knows the power of the item. For hermetic enchanted items, or those made by other sorcerers, make a Perception + Awareness + stress die roll against a  12. If successful, the character knows the item is enchanted, but has no idea how, or what its powers might be. Botching either roll results in false information. This Virtue does not offer any information about the actions or commands necessary to trigger an item's powers.

Hephaestus was a pagan god of craftsmen, primarily metallurgists. Calling this Virtue the Eye of St Dunstan is more appropriate for Christian characters.

City & Guild p71 - VirtueFlaw_eye_of_hephaestus

Factor

(Minor Virtue , Social Status )

The character manages the interests of a trading house in a single city. This gives the character many advantages, which the main body of this chapter describes in detail. Many factors are junior partners in their companies, and they choose the Partner Virtue, not this one.

City & Guild p108 - VirtueFlaw_factor

FAERIE BLOOD

(Minor Virtue , Supernatural )

Somewhere in your ancestry there is a faerie, and this relation gives you an intuitive grasp of the motivations and personalities of those mystical folk. Faeries are more comfortable around you than around other humans, and given time, may even forget the mortal blood in your veins. You are resistant to aging, and get –1 to all aging rolls.
Type of Faerie Blood (pick one, or create a similar one):

  • Dwarf Blood: You are descended from the master craftsmen of the fay, and get a +1 bonus to any total including a Craft Ability.
  • Goblin Blood: Your ancestors were the sneaky inhabitants of the shadows underground, and you get a +1 bonus on all totals involving stealth.
  • Satyr Blood: The satyrs are notoriously lecherous. You get a +1 bonus to Communication and Presence totals when dealing with sexually compatible characters.
  • Sidhe Blood: You are descended from one of the noble fay who rule the lands of Summer and sunlight. Because of the striking and unusual qualities of your nature add +1 to your Presence, but not to more than +3. Many mortals may consider you fascinating or alluring.
  • Undine Blood: The undines are the faeries of the water, and you get a +2 bonus to any action taken underwater, which will partially offset any penalty applied.

Characters with Faerie Blood can learn Faerie Lore at character generation.

Ars Magica 5th Edition Core rulebook p42 - VirtueFlaw_faerie_blood

FAERIE BLOOD : Bloodcap

(Minor Virtue , Supernatural )

You are descended from a frightening spirit of cruel, dark winter, and receive a +1 bonus to your Strength, though this does not increase your score beyond +3. Your teeth and nails tend to be much longer than normal and you look older than you actually are. You also tend to be very susceptible to the Divine, and should take a Flaw to represent that fact. This faerie lineage is rare in humans, and probably found only in characters of House Mercere.

Houses of Hermes : True Lineages p104 - VirtueFlaw_faerie_blood__bloodcap

Faerie Blood : Spinnen

(Minor Virtue , Supernatural )

A character who has Spinnen Blood can convert his or her own body weight of fiber into cloth per day, simply by touching it. Old cloth, or products made of cloth fibers, can be unwoven using the same ability, but this counts toward the maximum weight of cloth a character can alter per day. Some Spinnen, particularly those who have served as companions to magi, create other useful objects, like tents, ropes, or sails in lieu of the same weight of cloth.

The Lion and the Lily : The Normandy Tribunal p97 - VirtueFlaw_faerie_blood__spinnen

Faerie Blood: Jentil (Major)

(Major Virtue , Supernatural )

You claim descent from the race of giants who once ruled the lands of the Basque Country. Though now defeated and virtually extinct, your ancestors created enormous stone monuments, and invented both metallurgy and agriculture. Their legacy lives in you. As a Minor Virtue, this grants you a +1 bonus to resist aging, a +1 bonus to recovery rolls, and a +1 increase in Strength, to a maximum of +3. This Virtue is compatible with Large and Giant’s Blood. As a Major Virtue, it grants Second Sight, replaces the bonus to recovery with a +1 increase in Size, and increases the bonus to resist aging to +3 while disregarding aging rolls until age 50. The Major virtue marks you with a distinctive appearance indicating your ancestry, such as oversized hands and feet or exaggerated facial features.

Faith and Flame : The Provencal Tribunal p91 - VirtueFlaw_faerie_blood_jentil_major

Faerie Blood: Jentil (Minor)

(Minor Virtue , Supernatural )

You claim descent from the race of giants who once ruled the lands of the Basque Country. Though now defeated and virtually extinct, your ancestors created enormous stone monuments, and invented both metallurgy and agriculture. Their legacy lives in you. As a Minor Virtue, this grants you a +1 bonus to resist aging, a +1 bonus to recovery rolls, and a +1 increase in Strength, to a maximum of +3. This Virtue is compatible with Large and Giant’s Blood. As a Major Virtue, it grants Second Sight, replaces the bonus to recovery with a +1 increase in Size, and increases the bonus to resist aging to +3 while disregarding aging rolls until age 50. The Major virtue marks you with a distinctive appearance indicating your ancestry, such as oversized hands and feet or exaggerated facial features.

Faith and Flame : The Provencal Tribunal p91 - VirtueFlaw_faerie_blood_jentil_minor

Faerie Blood: Laminak

(Minor Virtue , Supernatural )

Descended from the river fae of the Basque Country, you favor either their hardworking or beautiful nature. You may add +1 to either your Stamina or Presence, but not to more than +3. Many mortals find you intriguing, but don’t understand why. Characters with this Virtue have webbed toes.

Faith and Flame : The Provencal Tribunal p91 - VirtueFlaw_faerie_blood_laminak

FAERIE FRIEND

(Major Flaw , Story )

You have an ally among the fay. How much assistance you can get depends on the power of the friend — a small faerie with (relatively) minor powers can accompany you on a day to day basis. Powerful faeries have other business, and may only be available to answer questions and provide guidance, not to accompany you around on your adventures. Your ally is fully sentient, has its own powers, and can speak when it chooses. You may want to have another player act the part. While a faerie companion can be a great boon, it can also be a terrible burden. If it is nasty or mischievous, it could cause trouble for you everywhere. Characters with this Flaw can purchase the Arcane Knowledge Faerie Lore, even if they are normally restricted from purchasing it.

Ars Magica 5th Edition Core rulebook p54 - VirtueFlaw_faerie_friend

FAERIE MAGIC

(Minor Virtue , Hermetic )

You have been initiated into the Outer Mystery of Faerie Magic (see page 92), and thus are a member of House Merinita. Note
that all Merinita magi gain this Virtue for free at character generation.

Ars Magica 5th Edition Core rulebook p42 - VirtueFlaw_faerie_magic

FAERIE UPBRINGING

(Minor Flaw , Personality )

Perhaps you were abandoned by your true kin, and the faeries found you. Maybe your family actually lived in a faerie forest, or faeries took you as a babe. Though you are now back in human society, you feel at home with and have an enhanced understanding of faeries, magic, and other strange things. However, you find human society, including religion, bizarre. You may learn Faerie Lore at character generation.

Ars Magica 5th Edition Core rulebook p54 - VirtueFlaw_faerie_upbringing

Faerie-raised Magic

(Major Virtue , Hermetic )

The character’s experience with faeries and the Faerie realm has conditioned him to invent spells very quickly; to him, formulaic spells seem like inherent powers that you can learn through observation and experimentation. Because of this, he can teach himself spells outside of the laboratory. You may spend experience points from Exposure, Adventure, and Practice on spells that mimic faerie powers or other supernatural effects your character has observed that season. To invent a spell in this way, the magus’s Technique + Form + Intelligence + Magic Theory must at least equal (the spell’s level – 10), and you must spend a number of experience points equal to (the spell magnitude + 4). Spells of level 5 or less cost their level in experience points (but always at least 1). For example, a level 2 spell costs 2 experience points, and a Level 15 spell costs 7 experience points. The magus cannot invent Ritual spells in this way. If the magus already knows a spell that is similar to one he wishes to invent (see Similar Spells, ArM5 page 101), any experience points you spend towards learning that spell are increased by onehalf. This means that a level 25 spell would cost 6 experience points instead of 9, for example. This Virtue also includes Spell Improvisation (see below). That is, you may add the magnitude of a known formulaic spell as a bonus to your character’s Casting Total when spontaneously casting a spell that is similar to it. If you take this Virtue during character creation, you should also take the Faerie Upbringing Flaw. Because the magus’s master also had to teach him about human society, he probably had less time to teach him Hermetic magic. It is possible that the apprentice invented formulaic spells quickly enough on his own to compensate for this, but you might take the Weak Parens Flaw to suggest this limitation of his apprenticeship.

Houses of Hermes : Mystery Cults p86 - VirtueFlaw_faerieraised_magic

Failed apprentice

(Minor Virtue , Social Status )

You were once apprenticed to a mage, but something kept you from completing your studies. Perhaps your Gift was incomplete or some grievous mishap robbed you of it altogether. You may still work for your former master or for the covenant in some other capacity. Magi welcome you and have compassion for you — those who are given to such emotions, anyway. You may learn Academic, Arcane, and Martial Abilities during character creation, and you are familiar with the lives of magi. You may not have The Gift, but if your Gift was not completely destroyed, you may have some Supernatural Abilities. The Wealthy Virtue and Poor Flaw affect you normally. This Virtue is available to male and female characters.

Ars Magica 5th Edition Core rulebook p42 - VirtueFlaw_failed_apprentice

Failed Journeyman

(Minor Flaw , Social Status )

The character has been expelled from his guild due to past illegal or questionnable practices. He may not practice his trade in town nor sell his goods there. The character is expected to find another means of livelihood, although no other guild will accept him, so many such men must find a way to practice their trade illegally. He has a bad Repuation of 2 in town.

City & Guild p52 - VirtueFlaw_failed_journeyman

Failed Master

(Minor Flaw , Social Status )

Either through faulty management or illegal business practices, the character has run his workshop into the ground. He must work as a journeyman if he wants to practice his trade legally in town. The character has a bad reputation of 4 in town, and it will be difficult for him to regain his legal status as a master.

City & Guild p52 - VirtueFlaw_failed_master

Failed Student

(Minor Flaw , Story )

The character has studied for a specific university license and failed his final examination. If he passed earlier exams, he may have a scholastic Social Status Virtue showing how far he got. (Obviously, this cannot be Doctor in (Faculty).) The character has a Bad Academic Reputation of 2.

Art & Academe p92 - VirtueFlaw_failed_student

Falconer

(Minor Virtue , Social Status )

The character trains hawks and falcons for a noble patron, and is responsible for the training, breeding, and health of the animals. He often has a personal servant to assist, and is an important member of the noble household, treated with great respect. He should possess the Ability Profession Falconer, which governs the care of the birds, treatment of their diseases, and acquisition and breeding of hawks and falcons. The Ability Animal Handling is used for the training of the hawks. A specialist in non-falcons, such as the hawks, is called an austringer. A falconer receives 50 extra experience points at character generation to spend on the Abilities Animal Handling, Area Lore, Etiquette, Hunt, Latin, Profession Falconer, and Ride. Many falconers are also Educated.

Lords of Men p61 - VirtueFlaw_falconer

False Power

(Major Flaw , Supernatural , Tainted )

One of the character’s Supernatural Virtues is associated with the Infernal realm, in addition to the realm with which it would normally be associated, which causes it to appear unholy when subjected to Divine or Infernal investigation (see False Powers, above). This quality could be because of something inherent to the Power, or perhaps because of the interference of Infernal agents. This Flaw can apply to Supernatural Virtues that define the character’s background, like Faerie Blood, Diedne Magic, or even The Gift (see Chapter 12: Black Magic, The False Gift). In these cases, falsehood permeates the whole of the character’s being, causing everything she does to seem unholy to those with the ability to sense it. The False Power is often subtly changed by its Infernal aspect, making it more sinister or negative. Here are some examples:

 

  • (False) Premonitions: The taint of the character’s Premonitions Power leaves it vulnerable to Infernal manipulation, even if the character has Magic Resistance. Many of the character’s premonitions are accurate, and pursuit of the stories they evoke is usually worthwhile. These valuable insights often lead characters to trust lies that a demon offers through the Power in order to manipulate their response to pivotal events.

(False) Second Sight: The character is particularly likely to see through an illusion or deception when what he sees would lead him to sin. Sometimes he may see through mundane obstacles, if the information gained would tempt him to sinful acts.

(False) Shapeshifter: The character can change his shape, but only into animals typically associated with the Infernal, such as a cat, a wolf, a raven, or a rat. When in these shapes, he seems unholy to those can recognize that quality.

It is quite possible that the character does not know that his Power is false. Once he does, he may find himself in a moral dilemma. Most people consider it a sin to use Powers associated with the Infernal realm for any reason, and would label him an infernalist if they discovered the nature of his Power. Yet his Power is also associated with another realm, making it more difficult to recognize it as Infernal, and leaving it unclear whether the Power is inherently evil or simply tainted by association. Perhaps the character believes it is not wrong for him to use his Powers, so long as he does not pursue evil ends with them. Once the character recognizes that the Power has an unholy aspect, he may choose to treat it as an Infernal Power at any time, using the Infernal Power column of the realm interaction chart and thus giving him a bonus in Infernal auras. This may also grant him other benefits: like other infernalists he can boost his casting total with sacrifices, and use an Infernal Ceremony to include others in the activation. However, doing this removes any illusions about the Power’s realm — even magical and faerie Powers can recognize that it is Infernal. If the character realizes his Power is corrupted, he may decide to seek help from the Divine. Sincere repentance and participation in a form of ceremonial absolution allow the character to lose this Flaw, though this also takes away the Virtue it modifies. This is a heavy penance, but it is the only way to exorcise the evil influence of the Infernal realm, and of course there are far greater rewards in Heaven. This Flaw may be taken multiple times, once for each appropriate Supernatural Virtue that the character possesses, but in each subsequent instance as a Minor Flaw rather than a Major one. Also note that this Flaw cannot apply to Supernatural Virtues that are affiliated to the Infernal realm in the first place, and the troupe may not allow it to apply to Virtues derived from the Divine.

Realms of Power : The Infernal p88 - VirtueFlaw_false_power

FAMOUS

(Minor Virtue , General )

You have a good Reputation of level 4. Choose any reputation you like (it need not be justified), and one type.

Ars Magica 5th Edition Core rulebook p42 - VirtueFlaw_famous

Fast Caster

(Minor Virtue , Hermetic )

Your magic takes less time to perform than that of other magi. You gain +3 to Initiative to cast spells in combat.

Ars Magica 5th Edition Core rulebook p42 - VirtueFlaw_fast_caster

Fast Caster (vitkir)

(Minor Virtue , Supernatural )

The character can make a rune script much more quickly than other vitkir, accurately inscribing the runes in half the normal time. He can also fast-cast a rune spell, much the same way that magi can fast-cast spontaneous spells, though he must always leave off his name and the description of the effect, as there isn’t time to inscribe them.

Restricted access : vitkir

Hedge Magic : Revised Edition p121 - VirtueFlaw_fast_caster_vitkir

FAVORS

(Major Flaw , Story )

You owe a boon to someone (or to a great many people), and may be called upon to return the favor at any time. The consequences of ignoring such a request can range from mild to deadly serious, at the storyguide’s discretion.

Ars Magica 5th Edition Core rulebook p54 - VirtueFlaw_favors

FEAR

(Minor Flaw , Personality )

You are scared of something that you are likely to encounter fairly often. Its presence makes you edgy and very uncomfortable.

Ars Magica 5th Edition Core rulebook p54 - VirtueFlaw_fear

Feminine Sympathy (Major)

(Major Virtue , Supernatural )

Feminine Sympathy is a Minor or Major Supernatural Virtue giving the initiate a Feminine Sympathy Trait with a score of +1 (minor) or +3 (major). As described in Realms of Power: Faerie pages 102–104, this Trait may be added to non-Supernatural Abilities as a specialty when it is applicable, in this case when the character directly affects another woman. For example, to determine what a character knows about a maga in the Tribunal, a character with Feminine Sympathy +3 could add three to her Organization Lore roll in lieu of a specialty. All rolls using this Trait become uses of a faerie power, affected by auras and realm interaction penalties, and must use stress dice. Botches give a Warping Point for each 0 rolled. The Trait increases with experience like an Ability (though it cannot exceed the character’s Warping Score), and also when the player rolls a 1 on the stress roll. It decreases when the player rolls a 0 when checking for a botch with this Trait.

Faith and Flame : The Provencal Tribunal p29 - VirtueFlaw_feminine_sympathy_major

Feminine Sympathy (Minor)

(Minor Virtue , Supernatural )

Feminine Sympathy is a Minor or Major Supernatural Virtue giving the initiate a Feminine Sympathy Trait with a score of +1 (minor) or +3 (major). As described in Realms of Power: Faerie pages 102–104, this Trait may be added to non-Supernatural Abilities as a specialty when it is applicable, in this case when the character directly affects another woman. For example, to determine what a character knows about a maga in the Tribunal, a character with Feminine Sympathy +3 could add three to her Organization Lore roll in lieu of a specialty. All rolls using this Trait become uses of a faerie power, affected by auras and realm interaction penalties, and must use stress dice. Botches give a Warping Point for each 0 rolled. The Trait increases with experience like an Ability (though it cannot exceed the character’s Warping Score), and also when the player rolls a 1 on the stress roll. It decreases when the player rolls a 0 when checking for a botch with this Trait.

Faith and Flame : The Provencal Tribunal p29 - VirtueFlaw_feminine_sympathy_minor

Feral scent

(Minor Flaw , General )

Perhaps due to his beast blood or feral upbringing, the character has the strong natural smell of a wild animal. Humans tend to avoid being too close to him, and may be on edge in his vicinity without knowing why. He may well spook domesticated animals if he surprises them. He suffers a –1 penalty to social interactions (which stacks with the penalties imposed by The Gift, if he has it), and develops a negative Reputation of Unclean at level 2. However, if he has Initiated the Sensory Magic Mystery, any spells he casts with a Scent Target have twice their normal area of effect.

Houses of Hermes : Mystery Cults p38 - VirtueFlaw_feral_scent

FERAL UPBRINGING

(Minor Flaw , General )

You grew up in the wilderness, either raised by wild animals or surviving on your own. For much of your life you could not speak, and knew nothing of human ways. Now that you have joined human society (or the covenant), you have learned to understand some basic spoken phrases, but civilized life is still a mystery you want little part of. You may only choose beginning Abilities that you could have learned in the wilds. In particular, you may not start with a score in a Language. In your first five years you gain 120 experience points, which must be split between (Area) Lore, Animal Handling, Athletics, Awareness, Brawl, Hunt, Stealth, Survival, and Swim.

Ars Magica 5th Edition Core rulebook p54 - VirtueFlaw_feral_upbringing

FEROCITY

(Minor Virtue , General )

Like companion and magus characters, this character has Confidence points. However, these Confidence points may only be used in situations where its natural animal ferocity is triggered, such as when defending its den or fighting a natural enemy. Describe a situation which activates the Confidence for its species, and take 3 Confidence points and a Confidence Score of 1 to use when those circumstances are met.

Restricted access : animals only

Grogs p74 - VirtueFlaw_ferocity

Fertility Ritual Magic

(Minor Virtue , Hermetic )

The magus with this Hermetic Virtue has access to the new Target Unborn Child, and can devise Fertility Rituals that are performed during conception to influence the traits that the child is born with.

Restricted access : Ancient magic

Ancient Magic p55 - VirtueFlaw_fertility_ritual_magic

Fetch

(Minor Virtue , Supernatural )

Gruagachan utilize their fetches in their magic, and need not possess this Virtue to do so, but other characters may also have access to a fetch. Fetches are essentially invisible, non-corporeal, magical animal companions. A fetch does not interact with its surroundings and may only become solid if necessary to warn its master of imminent danger; a fetch might bump its master or trip him to prevent him from stepping in a trap or falling to his death, for example. Fetches often embody some aspect of their masters’ personality — a deceptive character might have a fetch of a wolf, while a wise character might possess the fetch of a raven or owl, for instance. This Virtue grants the character constant access to her fetch. The fetch has the Supernatural Ability Second Sight with a score of 9, and it is very vigilant. The fetch warns the character when it senses danger. It is nearly impossible to lure the character into an ambush or any form of trap without the fetch warning the character. The warning may be difficult for the character to interpret, and sometimes may be unwarranted because the fetch only has the Cunning of a very bright animal. A gruagachan without this Virtue may only utilize his fetch through Vision magic, and may not even know the shape it takes

Hedge Magic : Revised Edition p57 - VirtueFlaw_fetch

FETTERED MAGIC

(Minor Flaw , Hermetic )

All of your spells and the effects of any magic items you activate are arcane connections to you. This suggests that you may have a natural aptitude for Mutantum Magic, or you might take it with Tamed Magic to represent an imperfect understanding of your talent. You cannot take this with Tethered Magic, as it already includes this effect.

Houses of Hermes : True Lineages p108 - VirtueFlaw_fettered_magic

FEUD

(Major Flaw , Story )

Your family is involved in a feud. The opposing family or families are roughly of equivalent strength to your family and its allies. You are liable to be ambushed or attacked by opposing clansmen, and your family expects you to join raids against your enemies.

Ars Magica 5th Edition Core rulebook p54 - VirtueFlaw_feud

Fickle Nature

(Minor Flaw , Personality )

The character swings between two types of personality behaviors that are directly opposite. There is no middle ground, so the character is always either displaying traits of one behavior or the other. Select a Personality Trait at +4, and its opposite at +4. Typically Personality Traits are: Happy and Sad, Energetic and Lazy, Confident and Diffident, or Proud and Humble.

Art & Academe p134 - VirtueFlaw_fickle_nature

Fida’i

(Minor Virtue , Social Status )

The character is an assassin of the Nizari Isma’ilis. A fida’i is a devout member of the sect who is prepared to die on its orders, and as such he should consider taking either the Oath of Fealty or Dutybound Flaw. When not on a mission, a fida’i wears white, with a red girdle, cap, or boots. He has been trained in precise placement of daggers and blades, as well as disguise. Fida’i may take Martial Abilities at character creation. He can expect to become a lasiq if he proves his loyalty to the sect.

The Cradle and The Crescent p164 - VirtueFlaw_fidaaoi

Figurine Magic

(Minor Virtue , Supernatural )

You have been taught the art of Figurine Magic, which allows you to construct small wax or wood figurines of power, whose benefits may assist you or others. You may either be a Gifted magus or a non- Gifted practitioner. Taking this Virtue confers the Ability Figurine Magic 1. See the optional example in the Example Discoveries section for more information.

Houses of Hermes : True Lineages p25 - VirtueFlaw_figurine_magic

FISH OUT OF WATER (TERRAIN)

(Minor Flaw , General )

This character has an affinity with one type of terrain, whether this is at sea, in the woods, the rolling hills, or in the urban landscape of towns and cities, and feels uncomfortable and awkward when away from where he wants to be. The character suffers a –1 penalty to all stress rolls taken outside of their favored terrain and also rolls one more botch dice than normal in those situations. Appropriate areas may be Cities & Towns, Villages, Rivers, The Sea, Mountains, Woodland, Desert, etc. This Flaw may only be taken once, because taking it more than once makes it less serious, rather than more.

Grogs p80 - VirtueFlaw_fish_out_of_water_terrain

FLASHBACKS

(Minor Flaw , General )

When engaged in combat, or a similar violent and tense situation, the stress might trigger a flashback to the horrors of past battles, which left this character mentally scarred. The hallucinations seem so real that it is hard to avoid reacting to them. When an event appropriate for the Flashbacks occurs, roll a stress die against an Ease Factor of 9. On a failure, the character panics and revert to his past nightmares. At the storyguide’s discretion, modifiers from –1 to –5 could apply, for things like full-scale battle, fires, or stampeding animals. In addition, add or subtract any relevant Personality Traits, depending on whether they might lessen or worsen the effects of this Flaw. Bear in mind that positive traits like loyal, reliable, law-abiding, or calm should be helpful in avoiding this affliction. Similarly, negative traits like selfish, angry, or corrupt subtract from the roll, making him more likely to succumb. Often, his actions hurt, embarrass, or offend comrades, employers, or other important people, and might have social repercussions. On a botch, he’ll get into real trouble — it could result in someone being seriously hurt or killed, in valuables being broken or in him failing in his duty at a critical time. For magi, this Flaw should not involve flashbacks to Twilight episodes, spell botches or laboratory disasters. Since most of these situations won’t get worse by applying a penalty to the rest of the scene, it won’t be enough of a Flaw. But magi can be affected by combat, house fires, or cave-ins just as much as other character types.

Grogs p79 - VirtueFlaw_flashbacks

Flawed Folk Witch Gift Opening

(Minor Flaw , Hermetic )

The Opening of the folk witch’s Gift was flawed — she does not treat one of the seven folk witch Supernatural Abilities as favored, and she may not learn the Ability during character generation. This Flaw can be taken several times, each time for a different Supernatural Ability. She can still learn the Ability at a later date, but she suffers the usual penalties for learning a Supernatural Ability. In addition, even if she does eventually learn the Ability she suffers a –1 penalty on all totals generated with it. This Flaw is Hermetic as it can only be taken by Gifted folk witches; it is normally unavailable to Gifted characters who are not folk witches.

Hedge Magic : Revised Edition p34 - VirtueFlaw_flawed_folk_witch_gift_opening

FLAWED PARMA MAGICA

(Minor Flaw , Hermetic )

Your Parma Magica is defective and provides only half the normal Magic Resistance against a certain Form. You may purchase this Flaw more than once for different Forms.

Ars Magica 5th Edition Core rulebook p54 - VirtueFlaw_flawed_parma_magica

Flawed Powers

(Minor Flaw , Hermetic )

The character must have at least one Major Supernatural Virtue to take this Flaw. The character’s supernatural powers are limited or restricted in some fashion. She suffers the effects of a Major Hermetic Flaw (commonly Restriction or Necessary Condition), but it is applied to her Supernatural Virtues rather than to her Hermetic magic (if any). Any Flaw that is only appropriate to Hermetic Magic (for example, Deficient Technique or Unstructured Caster) cannot be taken with this Flaw. A character with Supernatural Powers but not Hermetic magic may take applicable Major and Minor Hermetic Flaws as Major and Minor Supernatural Flaws instead.

Houses of Hermes : Societates p107 - VirtueFlaw_flawed_powers

FLAWLESS MAGIC

(Major Virtue , Hermetic )

You automatically master every spell that you learn. All your spells start with a score of 1 in the corresponding Ability. You may choose a different special ability for every spell you have. Further, all experience points you put into Spell Mastery Abilities are doubled.

Ars Magica 5th Edition Core rulebook p42 - VirtueFlaw_flawless_magic

FLEXIBLE FORMULAIC MAGIC

(Major Virtue , Hermetic )

You can vary the effects of formulaic spells to a slight degree, while still getting the benefits of casting known magic. You may raise or lower the casting level of the spell by five to raise or lower one (only) of Range, Duration, and Target by one step, as long as this does not violate any of the normal limits on formulaic magic. Casting success, fatigue loss, and Penetration are all calculated based on the casting level of the spell. You cannot manipulate Ritual magic in this way.

Ars Magica 5th Edition Core rulebook p42 - VirtueFlaw_flexible_formulaic_magic

Flexible Gruagach Magic

(Minor Virtue , Supernatural )

The gruachach’s Formulaic spells are more versatile than most. Instead of being able to vary the Range, Duration, or Target of a known spell by 10 levels, the gruagach is able to vary the spells by 15 levels.

Restricted access : gruagach characters or characters from a related magical tradition.

Hedge Magic : Revised Edition p57 - VirtueFlaw_flexible_gruagach_magic

Flight

(Minor Virtue , Supernatural )

The folk witch character can fly. She has a score of 1 in the Supernatural Ability Flight (see later).

Restricted access : folk witch characters

Hedge Magic : Revised Edition p35 - VirtueFlaw_flight

Fluctuating Fortune

(Minor Flaw , Supernatural )

The character’s finances rise and fall like the tide, regardless of how successful he is or what preventative measures he takes. He is considered to have the Wealthy Virtue one year, followed by the Poor Flaw the next. Besides monetary concerns, this means that the character will have to only work one season in one year, followed by a year in which he has to work three, all to maintain his livelihood. This cycle of feast and famine continues throughout the character’s life, always in opposition to his financial desires. When he needs money most, he has none, and has an abundance of funds when they are superfluous.

Art & Academe p134 - VirtueFlaw_fluctuating_fortune

FOLK DANCER

(Minor Virtue , Supernatural )

Folk dancing is a vestigial remnant of pagan folk traditions found in many parts of Europe. Folk dancers are entertaining, and play a role in many festivals. Their magical tradition is communal and, lacking a new Gifted practitioner, likely unable to advance. A troupe of a dozen or more folk dancers, who all make Dexterity + Carouse rolls of 9+ can perform a dance, hours long, that creates a minor magical effect. Most troupes know only a couple of magical dances, and they cannot create new ones. The most popular is a harvest blessing that, if performed correctly, gently reduces the severity of storms in the area for a season. A handful of groups know how to dance around a grave to trap a restless spirit within it. Folk dancers cannot tell if they have successfully completed the dance, unless there is an obvious botch. If creating a folk dancer, negotiate three dances with the rest of the Troupe.

Houses of Hermes : True Lineages p142 - VirtueFlaw_folk_dancer

Folk Witch

(Free Virtue , Social Status )

The character has been trained as a folk witch. She may perform folk witch laboratory activities such as brewing potions, she uses folk witch casting methods with her Supernatural Virtues and gains the associated magical defenses, and she is a member of a coven who attends sabbat meetings. As she is not supported by a covenant, like a magus is, she must spend two seasons each year supporting herself — normally by performing magical services for the local community. This Virtue is compatible with many other Social Status Virtues and Flaws, and with Wealthy and Poor.

Restricted access : folk witch characters

Hedge Magic : Revised Edition p34 - VirtueFlaw_folk_witch

FOREIGN UPBRINGING

(Minor Flaw , Personality )

This Flaw is somewhat similar to Covenant Upbringing, but means that the character is a foreigner and comes from a remote or isolated corner of Mythic Europe. He appears and sound nothing like the locals, has odd customs, habits, and religion (although he need not be pagan), and is quite confused by local society. However, he is not an Outsider, and has been accepted — for the most part. His Native Language is one foreign to the saga, and he needs to learn another language in order to communicate with the rest of the turb. The maximum scores for locality-dependent Abilities like Language, Area Lore, or Organization Lore, as well as some social Abilities, are half (round up) that which his age normally allows.

Grogs p80 - VirtueFlaw_foreign_upbringing

Forge-companion

(Minor Virtue , Social Status )

The character is an unGifted craftsman attached to a Verditius magus and working for him in his lab. You receive 50 additional experience points, which you can use to raise the particular Crafts her master practices. As a member of his household, she receives protection and support, but she is not protected by any of the legal codes of the Order of Hermes.

Houses of Hermes : Mystery Cults p135 - VirtueFlaw_forgecompanion

FORGETTABLE FACE

(Minor Virtue , General )

Never will this character be the one noticed or picked out of a crowd. Moments after speaking with him, very few people can give an adequate description of him. He often gets away with things because people are not sure it was actually him. If other characters must make a roll to identify him, it is at –3. On the downside, this trait is incompatible with great beauty, charisma, or commanding presence. Virtues like Venus’ Blessing or Inspirational are prohibited, although Curse of Venus could work.

Grogs p74 - VirtueFlaw_forgettable_face

Fortunam

(Minor Virtue , Supernatural )

This Virtue gives the character the Form of Fortunam. The Form advances as an Art. It is described more fully later and is useless unless the character also possesses a Technique from this chapter.

Restricted access : learned magician characters or characters from a related magical tradition

Hedge Magic : Revised Edition p82 - VirtueFlaw_fortunam

Fostered Apprentice

(Minor Flaw , Story )

You were fostered as an apprentice, briefly serving another magus in his laboratory. You have a lasting relationship with this magus, similar to the relationship you have with your parens. You also have a connection to another magi Bonisagi that you trained with. Either of these people may ask favors of you, which you feel obligated to perform.

Restricted access : House Bonisagus only

Houses of Hermes : True Lineages p26 - VirtueFlaw_fostered_apprentice

FRAGILE CONSTITUTION

(Minor Flaw , General )

You are sickly and weak. You suffer a –3 penalty on all rolls to recover from wounds and diseases.

Ars Magica 5th Edition Core rulebook p54 - VirtueFlaw_fragile_constitution

FREE EXPRESSION

(Minor Virtue , General )

You have the imagination and creativity needed to compose a new ballad or to paint an original picture, and have the potential to be a great artist. You get a +3 bonus on all rolls to create a new work of art.

Ars Magica 5th Edition Core rulebook p42 - VirtueFlaw_free_expression

FREE STUDY

(Minor Virtue , Hermetic )

You are better at figuring things out for yourself than you are at poring over books. Add +3 to rolls when studying from raw vis.

Ars Magica 5th Edition Core rulebook p42 - VirtueFlaw_free_study

FURY

(Major Flaw , Story )

A violent temper sometimes overwhelms you, sending you into a destructive, uncontrollable rage. You are likely to be provoked by some sort of specific event, such as being insulted, being hurt, or hearing the Order of Hermes disparaged. Roll 9+ on a stress die to avoid flying into a rage when such an event occurs, with another roll every round to try to calm yourself should you fail the first. On a botch, you try to kill everyone around you. While enraged you get +3 to Damage, but –1 on all other scores and rolls.

Ars Magica 5th Edition Core rulebook p54 - VirtueFlaw_fury

Gender Nonconforming (major)

(Major Flaw , Personality )

You do not conform to the expected behaviour for a person of the gender that your society would assign to you in the absence of social cues such as clothes and behaviour. This may mean, for example, that you dress as a member of another gender, or that you structure your life in a way considered appropriate to another gender, or that you are sexually attracted to members of the same gender. It does not necessarily mean that you disagree about what your gender is, although it may. As a Minor Flaw, it does not normally cause you problems, whether because your society accepts your behaviour, or because you can turn people who object into newts, or for some other reason. As a Major Flaw, it does cause you problems.

Ars Magica 5th Edition Core rulebook p59 - VirtueFlaw_gender_nonconforming_major

Gender Nonconforming (minor)

(Minor Flaw , Personality )

You do not conform to the expected behaviour for a person of the gender that your society would assign to you in the absence of social cues such as clothes and behaviour. This may mean, for example, that you dress as a member of another gender, or that you structure your life in a way considered appropriate to another gender, or that you are sexually attracted to members of the same gender. It does not necessarily mean that you disagree about what your gender is, although it may. As a Minor Flaw, it does not normally cause you problems, whether because your society accepts your behaviour, or because you can turn people who object into newts, or for some other reason. As a Major Flaw, it does cause you problems.

Ars Magica 5th Edition Core rulebook p59 - VirtueFlaw_gender_nonconforming_minor

Gender Shift

(Minor Virtue , Supernatural , Tainted )

Each midnight, the character may choose to change genders. The character’s male and female forms are consistent across transformations, and usually appear to be blood kin of each other. The character’s Personality Traits may vary slightly between forms. Pregnant characters may not use this Power.

Realms of Power : The Infernal p85 - VirtueFlaw_gender_shift

GENEROUS (Major)

(Major Flaw , Personality )

You willingly give away your property to anyone who expresses a desire for it, even if they are not particularly deserving. If something is very important, you might not give it to someone, but you will certainly share it.

Ars Magica 5th Edition Core rulebook p54 - VirtueFlaw_generous_major

GENEROUS (Minor)

(Minor Flaw , Personality )

You willingly give away your property to anyone who expresses a desire for it, even if they are not particularly deserving. If something is very important, you might not give it to someone, but you will certainly share it.

Ars Magica 5th Edition Core rulebook p54 - VirtueFlaw_generous_minor

GENTLE GIFT

(Major Virtue , Hermetic )

Unlike other magi, whose Magical nature disturbs normal people and animals, your Gift is subtle and quiet. You don’t suffer the usual penalties when interacting with people and animals.

Ars Magica 5th Edition Core rulebook p42 - VirtueFlaw_gentle_gift

GENTLEMAN/WOMAN

(Minor Virtue , Social Status )

You are a minor member (possibly illegitimate) of a noble family. You do not stand to inherit from your relatives, but are still treated as one of their own and may be addressed as “Lord” or “Lady.” You probably reside near the covenant with your relatives. Although you do not want for anything, you have no vast wealth of your own. You may occasionally ask your family to buy expensive equipment for you, but you will need a convincing rationale. You are expected to wait on your relations much of the time or you will lose the benefits of family (though you will keep your social standing if you can otherwise maintain your normal lifestyle). The Wealthy Virtue and Poor Flaw affect you normally. This Virtue is available to male and female characters.

Ars Magica 5th Edition Core rulebook p42 - VirtueFlaw_gentlemanwoman

GHOSTLY WARDER

(Major Virtue , General )

A ghost watches over you. It might be a grandparent, a childhood friend, or anyone else who cares for you enough to stay around after death. The ghost is invisible and silent to all but you and those with Second Sight (see page 67). It can see and hear what is going on around you and makes an excellent spy, since it can leave your presence once per day for up to half an hour. However, death does not leave people in their normal state of mind, so the ghost probably has some quirks that make it less than dependable — it might even encourage you to join it on the other side. The ghost has 300 experience points in various Abilities that it can use to advise you, and ghosts may take any Abilities. See page 194 for an example of a ghostly warder.

Ars Magica 5th Edition Core rulebook p43 - VirtueFlaw_ghostly_warder

GIANT BLOOD

(Major Virtue , General )

The blood of the ancient race of giants flows in your veins. Though you are not as large as your ancestors, you are up to eight feet tall and can weigh as much as 500 pounds. Your Size is +2, so you take wounds in 7-point increments, rather than the normal 5 (see page 171).
You also gain +1 to both Strength and Stamina.
This bonus may raise your scores in those Characteristics as high as +6. You cannot take this Virtue and Large, Small Frame, or Dwarf.

Ars Magica 5th Edition Core rulebook p43 - VirtueFlaw_giant_blood

GIFT OF TONGUES

(Minor Virtue , Heroic )

You can understand and speak any language as long as you are communicating directly with someone else who is fluent in that language. Others who hear your words and who understand that language can understand what you are saying. You cannot carry on a conversation in multiple languages, but you can act as a translator for two or more people who do not have this virtue.

Houses of Hermes : True Lineages p105 - VirtueFlaw_gift_of_tongues

Give

(Major Virtue , Supernatural )

This Virtue gives the character the Technique of Give. It is a Difficult Art that advances as an Ability. It is described more fully later in this chapter and is useless unless the character also possesses one of the Forms in this chapter.

Restricted access : gruagach characters or characters from a related magical tradition.

Hedge Magic : Revised Edition p57 - VirtueFlaw_give

Glamour

(Major Virtue , Mystery )

Glamours are illusions with a significant amount of reality. They are Muto or Creo Imaginem spells that only magi with this Virtue may invent or cast.
A glamour seems to have all the properties of an actual thing of the same type, including substance. Thus, a glamour bridge can support weight, a glamour fire can ignite parchment, and glamour wine can quench thirst. They are essentially real for the spell’s duration, which means that they can have lasting effects on their environment.

Restricted access : Mystery

Houses of Hermes : Mystery Cults p101 - VirtueFlaw_glamour

Good teacher

(Minor Virtue , General )

You can explain new concepts and skills with great facility. Add three to the Quality of any books that you write, and five to the Source Quality of anyone who studies with you.

Ars Magica 5th Edition Core rulebook p43 - VirtueFlaw_good_teacher

Gorgiastic

(Minor Virtue , General )

These magi, or their ancestors, have rejected the teachings of House Criamon. These magi may have Enigmatic Wisdom and House Criamon Lore scores after character creation. The character’s Enigmatic Wisdom Score cannot exceed 4 without the assistance of Criamon magi, or a magical breakthrough. House Criamon attempts to convince Gorgiastic magi to rejoin. Gorgiastic magi do not usually have Criamon stigmata, but develop them if they begin to delve into the causes of things.

Houses of Hermes : Mystery Cults p73 - VirtueFlaw_gorgiastic

GOSSIP

(Minor Virtue , General )

You have regular social contacts in the area that provide you with all kinds of information about local social and political goings-on. On a simple roll of 6+, you hear interesting news before almost everyone else. You treat all local Reputations as twice their actual level. With some well-placed words, you may be able to bestow new Reputations (whether deserved or not). You quite likely have a Reputation, too — as a gossip.

Ars Magica 5th Edition Core rulebook p43 - VirtueFlaw_gossip

GREAT (CHARACTERISTIC)

(Minor Virtue , General )

You may raise any Characteristic that already has a score of at least +3 by one point, to no more than +5. Make sure you describe what it is about you that causes that increase (such as sheer bulk, a lean build, or extreme charisma). You may take this Virtue twice for the same Characteristic, and for more than one Characteristic.

Ars Magica 5th Edition Core rulebook p43 - VirtueFlaw_great_characteristic

GREAT BEARER

(Minor Virtue , Heroic )

You can carry twice as much on your back before you become weighted down, as long as you have time to arrange yourself and your equipment properly. Divide your Burden by two before calculating your Encumbrance. You can also travel twice as far before you become fatigued by a journey.

Houses of Hermes : True Lineages p105 - VirtueFlaw_great_bearer

Great Noble

(Major Virtue )

(Two Major Virtues)

This Virtue is used to represent the resources of a character of the rank of greater baron or higher. It should be treated as: Two Major Virtues for characters played in lieu of magi, as major protagonists in the plot. A Major Virtue for characters who, regardless of their rank, remain essentially supporting characters to the magi. Players should discuss their characters with their troupes before designing greater nobles. It requires extra effort and careful character design to integrate a player character that is a Great Noble into a saga. The interests of the Great Noble tend to draw the character away from stories focused on the covenant, unless he is the covenant’s servant.

Lords of Men p31 - VirtueFlaw_great_noble

Great Talisman

(Minor Virtue , Hermetic , Mystery )

A magus with a great talisman attunes the Shape and Material Bonuses of his talisman more easily than others, and may add additional components to an existing talisman. A magus with a great talisman is much closer to his talisman than other magi; so close that merely by using his talisman in regular magical life he may open an attunement bonus over the course of a season, as if working on his talisman — even when he does no work on the talisman in the laboratory, or works on other tasks. He can still only open one attunement per season, even if he reopens or invests an effect in his talisman. When a magus reopens his great talisman to increase enchantment spaces, he may also craft in one or more new components, although the total number of components is still limited by his Magic Theory score. The method of working new components into a great talisman is part of the enchantment process (similar to that of Verditius magi forging items from raw materials), and no Craft roll is required. The season’s opened attunement may be chosen from the Shape and Material Bonuses of the existing talisman, or from the new components.

Restricted access : Mystery

The Mysteries, Revised Edition p89 - VirtueFlaw_great_talisman

GREATER IMMUNITY

(Major Virtue , Supernatural )

You are completely immune to one hazard which is both common and potentially deadly. For example, you might be immune to fire or to iron (and only iron) weapons. You may not take immunity to aging — see the Unaging Supernatural Minor Virtue (page 50) instead. This immunity applies to mundane and magical versions of the thing. If you are immune to fire, you are also immune to magically created fire.

Ars Magica 5th Edition Core rulebook p43 - VirtueFlaw_greater_immunity

GREATER MALEDICTION

(Major Flaw , Supernatural )

You have been cursed by some supernatural power, in a way that greatly hinders you. The effects of the curse should be comparable to those of other Major Flaws. Indeed, almost any greater Flaw could be the result of a curse.

Ars Magica 5th Edition Core rulebook p54 - VirtueFlaw_greater_malediction

GREATER PURIFYING TOUCH

(Major Virtue , Supernatural )

You can, with a touch and the expenditure of a Fatigue level, cure a single serious disease. This disease should be either life-threatening or seriously disabling, and should be one from which people do not normally recover by themselves. You must choose the disease that you can cure when you take this Virtue, and you can only cure that disease. You can only choose a disease, not other types of injury or misfortune. See page 180 for more information on diseases.

Ars Magica 5th Edition Core rulebook p43 - VirtueFlaw_greater_purifying_touch

GREEDY (Major)

(Major Flaw , Personality )

You like to eat and drink, and do so to excess whenever given the chance. You are probably fat, but may not be if you rarely have the chance to indulge.

Ars Magica 5th Edition Core rulebook p54 - VirtueFlaw_greedy_major

GREEDY (Minor)

(Minor Flaw , Personality )

You like to eat and drink, and do so to excess whenever given the chance. You are probably fat, but may not be if you rarely have the chance to indulge.

Ars Magica 5th Edition Core rulebook p54 - VirtueFlaw_greedy_minor

Gruagach Master

(Minor Virtue , Social Status )

The character is the leader of a gruagach collective. The character has unGifted students who provide him with many of the necessities of life. In exchange for these necessities, the character must spend one season per year training those students. If the character is Poor, he only has a few followers with relatively few resources, so he must spend a normal amount of time every year on supporting himself, in addition to the time spent teaching. If the character is Wealthy, he has many apprentices or a few of means. The troupe should determine the level of experience of the students and their identities.

Restricted access : gruagach characters or characters from a related magical tradition.

Hedge Magic : Revised Edition p57 - VirtueFlaw_gruagach_master

Grudge

(Minor Flaw , Story )

For some reason, based on a past event, the magus holds a large grudge against one of his fellow Verditius magi. His feelings are so strong that they infl uence his lab work and extracurricular activities, although they are not strong enough to interrupt his lab work. He is constantly interested in what the other person is doing, what he is working on, and how he can outdo them.

Houses of Hermes : Mystery Cults p136 - VirtueFlaw_grudge

GUARDIAN ANGEL

(Major Virtue , General )

You have learned to hear the words of a divine watcher who gives you practical and spiritual advice. The angel whispers in your ear and tells you what is best for you spiritually, rather than materially. He approves of violence only when there is a holy reason — often difficult to demonstrate. If you act against the angel’s advice, he may leave you until you correct your ways. The angel has only a limited awareness of your thoughts, but when you speak aloud, he can hear and converse with you. Your guardian angel can also help in two practical ways. First, he can grant you a +5 bonus to Soak. Second, he can grant you a Magic Resistance of 15. This magic resistance is not compatible with a magus’s Parma Magica, or magic resistance from most other sources, but it does add to the magic resistance resulting from Faith Points (see page 189). The angel only grants you these bonuses if you are acting in accordance with God’s will.

Ars Magica 5th Edition Core rulebook p43 - VirtueFlaw_guardian_angel

Guest of the House

(Minor Virtue , General )

Magi with this Virtue are, politically, members of House Criamon, but may be created using the rules for any other House. Guests are offered membership, which Criamon see as a political formality, for many reasons. The troupe and player should determine why the character found it necessary to fi nd sanctuary with this House.

Houses of Hermes : Mystery Cults p73 - VirtueFlaw_guest_of_the_house

Guild Apprentice

(Minor Virtue , Social Status )

The character is a youth between the ages of 10 and 20 who is learning his trade from a guild master or journeyman. He has entered into a contract with his master that garantees his training. The character is not able to benefit from either the Poor flaw or the Wealthy Virtuen, since he is essentially the property of his master, until he moves to the journeyman rank. Most of his time is spent in ways determined by his master.

City & Guild p53 - VirtueFlaw_guild_apprentice

Guild Dean

(Major Virtue , Social Status )

The character is the ultimate authority of his guild, the man who decides many of the important decisions that face the guild and represents it politically. The character is involved in town politics, long-term trade contacts, and negociations with other guilds and local craftsmen. The town's population views him as an important and prestigious member of their community. You may select Academic Abilities at character generation.

City & Guild p53 - VirtueFlaw_guild_dean

Guild master

(Minor Virtue , Social Status )

The character is a guild master and may legally practice his trade in town and hire journeyman to work for him. He practices in guild activities and is considered a member in good standing. You may select Academic Abilities at character generation.

City & Guild p53 - VirtueFlaw_guild_master

Gullible (major)

(Major Flaw , Personality )

The character has spent so much time in isolation, working on his artwork, that he is easily misled by others. Because of his inexperience with people, he is also a poor liar. He receives a –3 penalty on any Guile or Perception rolls used to determine truth or falsehood.

Art & Academe p134 - VirtueFlaw_gullible__major

Gullible (minor)

(Minor Flaw , Personality )

There is one born every minute — and it is this character! He is an easy victim of ruses, stories and teasing lies. People lying to him get a bonus to their Guile rolls of +1 to +3. Depending on how bright or sharp-witted he is, he might not fall for obvious lies, denials of things that are evident or common knowledge. However, he most likely falls for lies that are even remotely plausible, and if he has no idea whether or not something is true, he is almost certain to believe it. This could, for instance, be whether or not there are mischievous faeries under the bridge. If you really want the character to not fall for something, make an Intelligence + Folk Ken Stress roll against an Ease Factor equal to the Communication + Guile roll of the person telling the tall tale. Recommended modifiers to the Ease Factor are +0 for obvious lies (ones that someone without the Flaw would certainly not believe), +6 for outlandish tales and +9 for things which could be true, or lies told by someone in authority, or who has expert knowledge of the subject at hand.

Grogs p80 - VirtueFlaw_gullible__minor

Half Taltós

(Minor Virtue , Supernatural )

A half taltós is a potential taltós — a regional variant of nightwalker described later — who failed to defeat an elder taltós at his initiatory battle. In folklore half taltós have a variety of powers, but this Virtue only grants a limited form of Second Sight and the ability to affect spiritual entities with a limited range of physical objects. Half-taltós player characters can be differentiated by selecting other supernatural Virtues. Second Sight comes only with difficulty to half taltós. They must perform a simple ritual, which varies by taltós and takes a minute, before they can use the Virtue for one minute or until the conclusion of one battle, whichever is longer. Using this ritual repeatedly is very tiring. Each use requires an Athletics + Stamina roll against an Ease Factor of 6, or the half taltós loses a fatigue level. The half taltós may affect spirits with his personal armaments. These are usually a sword or whip, with a smaller weapon for emergencies. These are physical weapons with a spiritual nature. If a half taltós loses a weapon, it takes a month of occasional work for him to create the Arcane Connection to a new weapon necessary for it to be used to harm spirits.

Hedge Magic : Revised Edition p104 - VirtueFlaw_half_taltys

HALLUCINATIONS

(Minor Flaw , General )

The character is afflicted by vivid hallucinations which seem to be true visions, but rather than coming from a higher power, they are figments of her imagination and fantasy. She finds these visions particularly troublesome, and seeks meaning in them where there is none to be had. Coincidence might mean that some part of her hallucinations comes to pass, which only furthers her belief that there is meaning within them. If the character also has the Visions Flaw, then some of her visions are true, but most of them are meaningless jumbles of nonsense generated from within her mind.

Grogs p80 - VirtueFlaw_hallucinations

Hamr

(Minor Virtue , Supernatural )

Hamr is a Norse term for what Hermetic scholars would call a corporeal phantasticum. Warriors with a hamr have the ability to enter a trance within sight of the battlefield, so that they can send forth their spirit to do battle in animal shape. An example is the folk hero Boðvar Bjarki, who would hide before battles but was not considered a coward by his fellows because a great white bear would appear in his stead, and he would have the bear’s injuries after the battle. If the warrior’s body is found while he is in a trance, he is in a very vulnerable state. His body will not awaken until the hamr returns to it. If the body is killed, the hamr becomes an unusual ghost, and there are several possible outcomes. The hamr may vanish as the character dies. Or the hamr may remain on the battlefield until the battle is over, fulfilling the ghost’s last wish. Most hamr are able to remain in the world only until the flesh of their decaying body falls from the bones. But occasionally the hamr remains on Earth indefinitely, single-mindedly seeking out those who killed the magician. Such nemeses are usually unsuitable as
player characters. Only their fixation on revenge
allows them to remain in the world,
which makes them unable to assist other player
characters in stories unrelated to their vengeance.
Hamr are also notably animalistic in
their thinking, and so are rarely able to plausibly
find ways of working patiently and methodically
toward the downfall of their foe, as
anthropomorphic ghosts sometimes can.
The character requires a prop that places
him in a dissociated mental state. This is the
hide of an animal in some groups. In others it
is a drug, alcohol being particularly popular
in some traditions. These characters take (10
– Concentration minutes) to enter the trance
state and express the hamr — far slower than
conventional skinchangers — but they do
not take a season to replace their prop if it
is lost or stolen. Many reduce this time by
arriving at battles so severely inebriated that
they are on the very verge of insensibility,
which shortens the time required to three
rounds (drink, lie down, express hamr). While
in the trance state, they are unaffected by inebriation
and the trance state does not cease
as the body neutralizes the drug.
Hamr can be used for purposes other than
battle. For example, bird hamr make excellent
scouts. The Hamr Virtue doesn’t grant any other
magical powers usual for ecstatic magic.

Hedge Magic : Revised Edition p104 - VirtueFlaw_hamr

HARENARIUS

(Minor Virtue , Hermetic )

A “Person of the Sand” is one of the very few magi able to master two Certamen Schools on an instinctual level. Tremere magi respect this talent, but its past possessors have been less mentally stable than the House prefers. A Harenarius may choose to fight as a member of one of his schools at the commencement of certamen, or may choose to fight as a generalist, as other magi do. Harenarii begin with a Reputation 2, as a master duelist, with Tremere magi. They are more likely to be sought out by Magi seeking Certamen instructors than other Tremere magi. Harenarii pioneer the majority of new Certamen schools and tricks.

Houses of Hermes : True Lineages p143 - VirtueFlaw_harenarius

Harmless Magic

(Minor Flaw , Hermetic )

The character’s Perdo spells cannot permanently destroy anything; they temporarily disrupt the target, like Perdo Imaginem magic, but as soon as the duration has passed the target returns to its natural state as if nothing had happened, like a Muto effect. This means that a version of The Wound that Weeps (PeCo15), for example, briefl y causes a painful, bleeding wound that immediately closes again. Likewise, Fist of Shattering (PeTe10) causes an object of stone or weaker material to briefl y break apart, but then fuse itself together again. The character’s Ritual Perdo spells function normally, however. This weakness can be a boon to a crafty character. A maga might invent a spell to destroy a heavy rock at Concentration Duration; she could then cast it and lie in wait. When her enemy walks into the vacant space, she could release her concentration and crush her victim beneath it when it reforms. However, in most cases this limitation is a minor hindrance, as useful Perdo magic requires longer Durations.

Houses of Hermes : Mystery Cults p87 - VirtueFlaw_harmless_magic

HARNESSED MAGIC

(Minor Virtue , Hermetic )

You have great control over your spells. You are able to cancel any of your spells simply by concentrating. You can even cancel the magic in magic items which you created. The act of canceling your magic should be treated as if you were casting a spell for timing and concentration purposes. If you are distracted and fail a Concentration roll, another attempt may be made in a later round. Spells and magic items can be canceled out over any distance, but once they have been canceled, you must recast a spell or reinvest a power in a magic item to start the effect again.
The drawback is that when you die, all of your spells and magic items sputter out.

Ars Magica 5th Edition Core rulebook p43 - VirtueFlaw_harnessed_magic

Harsh Moon

(Minor Flaw , Supernatural )

The folk witch suffers a Heavy Wound (instead of a Medium Wound) during each month of her Witch’s Moon (see later).

Restricted access : folk witch characters

Hedge Magic : Revised Edition p35 - VirtueFlaw_harsh_moon

HATRED (Major)

(Major Flaw , Personality )

You hate someone or some group so much that hurting them dominates your life. The target of your hatred must not be someone you could easily overcome.

Ars Magica 5th Edition Core rulebook p54 - VirtueFlaw_hatred_major

HATRED (Minor)

(Minor Flaw , Personality )

You hate someone or some group so much that hurting them dominates your life. The target of your hatred must not be someone you could easily overcome.

Ars Magica 5th Edition Core rulebook p54 - VirtueFlaw_hatred_minor

Healing

(Major Virtue , Supernatural )

The folk witch can heal characters and has a score of 1 in the Supernatural Ability Healing (see later).

Restricted access : folk witch characters

Hedge Magic : Revised Edition p35 - VirtueFlaw_healing

HEARTBEAST

(Minor Virtue , Hermetic )

You have been initiated into the Outer Mystery of the Heartbeast (see page 91), and thus are a member of House Bjornaer. Note that all Bjornaer magi gain this Virtue for free at character creation.

Ars Magica 5th Edition Core rulebook p43 - VirtueFlaw_heartbeast

HEDGE WIZARD

(Minor Flaw , Hermetic )

Because of your esoteric magic, other magi distrust you, and more importantly, grant you no respect. You start with a negative Reputation within the Order of Hermes at level 3 as a hedge wizard, even though you are a member of the Order.

Ars Magica 5th Edition Core rulebook p54 - VirtueFlaw_hedge_wizard

HEIR

(Minor Flaw , Story )

You have little power or wealth now, but you stand to inherit land and possibly money. You need do nothing special to remain in your position, but others may occasionally attempt to remove you from the line of succession — one way or another. When you finally win your inheritance you gain its responsibilities as well, so your freedom may be restricted.

Ars Magica 5th Edition Core rulebook p54 - VirtueFlaw_heir

Herbalism

(Minor Virtue , General )

The character is skilled in folk remedies and natural magic to the extent that she can cure diseases without formal training in Medicine. She instead has a unique General Ability — Herbalism — that substitutes for Medicine in all rolls and totals involving diagnosis, prognosis, and disease recovery. The herbalist can also create theriacs and medical ligatures (see Chapter Five: Experimental Philosophy). The character receives 50 experience points that can be put into Herbalism, Profession: Apothecary, and into formulae for theriacs. Herbalism is not Medicine however, and an academic would find her theories of health and disease wholly different from the accepted wisdom. Even if she can read, a herbalist cannot gain any experience in her Herbalism Ability from books on Medicine, and she cannot institute a regimen to promote good health without the Medicine Ability.

Art & Academe p55 - VirtueFlaw_herbalism

Hermetic Alchemy

(Minor Virtue , Hermetic )

Hermetic Alchemy lets the magus extract more vis from an aura, or to extract Form-specific vis rather than Vim vis. Improved Extraction of Vis

The Mysteries, Revised Edition p39 - VirtueFlaw_hermetic_alchemy

Hermetic Architecture

(Minor Virtue , Mystery )

Hermetic Architecture concerns itself with the construction of large-scale enchantments: of rooms, buildings, or even stone circles. It also deals with the creation of permanent paths and gateways. One problem that faces many Hermetic enchanters is the problem of fitting the enchanted device into their laboratories. If the device is exceptionally large (a sailing ship) or immovable (a sacred grove), then the magus may be faced with attempting to create a laboratory around the device. At times, even this may not be possible. The Mystery of Sacred Architecture teaches a number of disciplines, one of which is the placement of several enchanted devices within a larger context, in a particular and necessary pattern, so that the separate devices may be united to work as one, as though the larger whole were enchanted instead. The Material and Size tables (ArM5, page 97) are extended to determine the amount of enchantment that is required. The Extended Material and Size Table, above, covers giant objects, single large rooms, groves or glades, or a single compact complex “structure.” Determine the material of the large structure to be enchanted: typically this is wood, earth (soft stone), or hard stone. It is very rare for architectural constructs in Mythic Europe to be made from anything other than these substances. Multiply Material cost times the Size multiplier of the structure to be enchanted; for example, to enchant a wizard’s tower of ten floors, 10 paces by 10 paces (Size 7), in hard stone is (material 4) = 28 points.

Restricted access : Mystery

The Mysteries, Revised Edition p97 - VirtueFlaw_hermetic_architecture

Hermetic Dream Interpreter

(Major Virtue , Mystery , Supernatural )

Hermetic Dream Interpreter is a specialized method of Hermetic Divination. It is similar to the Divine Virtue Dream Interpreter (see the Realms of Power: The Divine). Hermetic Dream Interpretation permits Casual and Ceremonial Divination in a specialized manner through the interpretation of dreams. If a maga lacks other methods of divination, she may only perform divination as below. If she has the Virtue Divination, she may Initiate into Dream Interpretation as an additional method as a Minor Virtue, and vice versa. When she learns her first method of divination, the Initiation rites enable her to learn the Supernatural Ability Divination at level 1. Specialties: particular methods of divination, particular times of day for questions, particular types of target. (If she later Initiates additional methods as Minor Virtues, those Initiations grant no additional levels of Divination Ability, but do allow her to change her specialty if she wishes.)

Restricted access : Mystery

The Mysteries, Revised Edition p62 - VirtueFlaw_hermetic_dream_interpreter

Hermetic Empowerment

(Minor Virtue , Mystery )

There are those who see the invisible, who say they hear spirits cry in torment. Hermetic Empowerment allows a device to be powered by draining a spirit bound into it, thus enabling a device to create effects requiring vis, such as certain Ritual spells. There are many tales of enchanted devices with spirits bound into them, which reflect this magic (and perhaps similar magics in other traditions). This Virtue requires the Virtue Spell Binding (see Chapter 4) as a prerequisite and builds upon the theoretical underpinnings of that Virtue. (Spell Binding is a requirement, but is not replaced by Hermetic Empowerment, and provides no Initiation benefits.) The maga can invest effects requiring Ritual casting and vis use, subject to the following limitations:

  • If the effect is a Ritual because of complexity or the use of non- or pre- Hermetic rites then the caster cannot use Empowerment to bypass those restrictions.
  • If the casting of a spell to create the magical effect requires special actions beyond those of an instant-triggered device — e.g., “marching the bounds, ” as in The Bountiful Feast — then the caster cannot use Empowerment to bypass that restriction, and cannot empower the effect.
  • If an effect is a Ritual because it has Year duration or Boundary target (or similar special RDT granted by other Virtues), then the maga can use Empowerment to permit that Range or Duration.
  • If an effect would be a Ritual to provide vis for a Momentary Creo spell, then the caster can use Empowerment to supply that vis and create spell results made real.
  • If as a Formulaic spell the level exceeds 50, and the spell would be a Ritual only because of this, then in fact no Ritual Magic is needed to place the effect in a device (and the caster do not need Empowerment).

Invoking a spirit-powered vis-using effect takes no more time or effort on the part of the person triggering the device than any other device invested effect. This is because the spirit is performing the magic as a spirit power, not as an actual Ritual.

Restricted access : Mystery

The Mysteries, Revised Edition p64 - VirtueFlaw_hermetic_empowerment

HERMETIC EXPERIENCE

(Minor Virtue , General )

The character has experience with the magi of the Order of Hermes. Maybe he is currently employed by a covenant, once served in the retinue of a magus, or has had other dealings or disputes with them. In any case, you have an additional 50 experience points to spend on Order of Hermes Lore, Magic Lore, or Latin. You cannot spend other experience points on Magic Lore or Latin unless the character has another Virtue or Flaw permitting this. This Virtue may be taken by any grog or covenfolk, or those who have had an exceptionally close relationship with the Order of Hermes.

Grogs p75 - VirtueFlaw_hermetic_experience

Hermetic Geometry

(Minor Virtue , Mystery )

The ancients, in the form of the philosopher-wizard Euclid, recorded principles of geometry that form the fundament or base from which magi study the matter. The five postulates of particular importance are:

  • that a straight line may be drawn from any point to any other point (thus all points are linked),
  • that a straight line may be produced to any length (and thus lines are unbounded links between points),
  • that given any point as a center, a circle of any radius may be inscribed (and thus there is sympathy between points and circles),
  • that any two right angles are equal (and being equal are connected sympathetically),
  • that given a line and a point that is not on the line, there is exactly one line through the given point that does not intersect the first line (and thus this second line is special and connected to the first).

These postulates provide sympathetic magic via Geometry.

Calculations within this Mystery use Artes Liberales (geometry). Hermetic Geometry grants the following benefits.

Restricted access : Mystery

The Mysteries, Revised Edition p93 - VirtueFlaw_hermetic_geometry

Hermetic Inclination in (Form)

(Major Virtue , Supernatural )

The character does not have The Gift, but because of his magical nature, he can study one Hermetic Form and use that knowledge in his profession. The Form must be Herbam, Imaginem, Mentem, or Terram, and must be connected to the artist’s primary type of artwork. The character starts with a score of 0 in the Art, and is allowed to increase it with character generation experience points, as well as other means of study during play. However, since he doesn’t have an understanding of Hermetic magic, summae and tractatus only provide half their normal Quality. Having a score in Magic Theory removes this penalty to studying books. He may add the Form Bonus from his score to the Aesthetic Quality of created artwork. He may also instill some magical effects into his artwork. His score in the Form offers the maestro no Magic Resistance, but does provide a Form Bonus in appropriate situations (see ArM5, page 77). A Maestro, and only a maestro, may take this Virtue once, for a single Form.

Art & Academe p134 - VirtueFlaw_hermetic_inclination_in_form

HERMETIC MAGUS

(Free Virtue , Social Status )

You are a member of the Order of Hermes. All magi must take this as their Social Status, and only magi may take it.

Ars Magica 5th Edition Core rulebook p43 - VirtueFlaw_hermetic_magus

Hermetic Metamorphosis

(Minor Virtue , Hermetic , Supernatural )

You are able to graft organs onto an animal’s body to make a new creature. The donor organs can be from another animal or created magically using a Creo Animal ritual spell of Momentary Duration. The recipient must be an animal — a further breakthrough is needed to extend this Virtue to allow a human to be the recipient of an animal organ. The process of metamorphosis requires the casting of a special ritual spell that can only be invented by those who possess this Virtue. It’s not known if such creatures breed true, but most likely not. Note that this Virtue does not yet exist, but once Marcus has completed his work it will be integrated into Hermetic theory through Original Research, and may be taught to other magi either through personal instruction or by writing a tractatus describing the breakthrough. The source must grant at least 5 experience points in a single season for the Virtue to be conferred.

Restricted access : Integration

Magi of Hermes p83 - VirtueFlaw_hermetic_metamorphosis

Hermetic Numerology

(Minor Virtue , Mystery )

In Numerology, the magus sees correspondences between the number and form of elements in all things, even those seemingly unconnected. These correspondences are governed by the magus’s understanding of Arithmetic — that is, Artes Liberales (arithmetic). Hermetic Numerology permits the magus to devise small spell-like formulae called Rotes, and to enchant a Numerologist’s Book to gain a book bonus. Rotes are mental exercises, are cast without a die roll, and benefit as if the magus had the Mastery special abilities of Quiet Casting and Still Casting. The Numerologist’s book bonus adds to Numerology and to Hermetic Geometry and Hermetic Architecture. Hermetic Numerology is also a prerequisite Virtue for Divination (Numerology) (see Chapter 7: Divination and Augury).

Restricted access : Mystery

The Mysteries, Revised Edition p91 - VirtueFlaw_hermetic_numerology

HERMETIC PATRON

(Minor Flaw , Story )

You must be a Redcap or magus to take this Flaw. You are watched over by an older magus or a more established Redcap, who considers you his charge and helps you out from time to time. This patron must be an NPC. Because of your special relationship, he is willing to do additional favors for you that cost him little, such as casting spells on you, lending you magic items, allowing you access to his books, providing you with mundane materials, supporting you financially for a season or two, or even adopting you into his House. However, in return he will expect special attention from you, and may periodically send you on missions or assign you important tasks. You may take this Flaw with a large group of magi as your patrons, though the more numerous your benefactors, the more you will be expected to do for them.

Houses of Hermes : True Lineages p108 - VirtueFlaw_hermetic_patron

HERMETIC PRESTIGE

(Minor Virtue , Hermetic )

Because of something in your background, other magi look up to you even if you haven’t earned their respect. Some envy you, and most will certainly expect more from you than from others. You gain a Reputation of level 3 within the Order.

Ars Magica 5th Edition Core rulebook p43 - VirtueFlaw_hermetic_prestige

Hermetic Rune Magic

(Major Virtue , Hermetic )

This Virtue gives the magus a new Rune Duration and Inscription Target for his spells, through which he can make use of the power of the runes. When used, these ensure that the effect lasts almost forever (or at least for as long as the runes remain undamaged), and that for that duration, the magic is a true and natural change, similar to the effects of a Creo Ritual spell. The target of this sort of spell does not become a magical thing for the purposes of Magic Resistance, allowing the magus to enchant objects and people with raw, natural power that does not require vis. Spells that directly target a being with Magic Resistance must still penetrate, however. For example, a Creo Ignem spell using rune magic would not need to penetrate, because the flames are considered natural for the duration. A Perdo Corpus spell would need to penetrate, because the effect targets a person who is protected against magic.

Restricted access : Ancient magic

Ancient Magic p139 - VirtueFlaw_hermetic_rune_magic

Hermetic Sacrifice

(Minor Virtue , Hermetic , Mystery )

The magus knows how to make sacrificial offerings on an altar dedicated to pagan deities. The sacrifice takes the place of (some of) the vis needed for Ritual spells to summon the deity, cast via the altar. The deity must consider the sacrifice pleasing — at the very least, the beast must be pure and unblemished. A pure and satisfactory sacrifice substitutes for between one and six pawns of vis, depending on the nature of the animal. As a rule, the rarer, more noble, and harder to obtain the animal, the more vis it substitutes for. Thus, an unblemished lamb is worth one pawn, while a pure lion is worth the full six. Magically created or altered beasts are not acceptable (and would in any case be a waste of vis). Mercurian magi have worked long to resurrect the ancient sacrificial rites of the ancients, and this is a close as they have come yet. Note that sacrifice implies cooperation by the summoned spirit, so magics that force the spirit (such as True Names) sour the relationship, and spoil the altar for future use.

Restricted access : Mystery

The Mysteries, Revised Edition p117 - VirtueFlaw_hermetic_sacrifice

Hermetic Sorcery

(Major Virtue , Hermetic , Tainted )

Through instruction or intuition, the character is able to easily translate his knowledge of sorcery into Hermetic magic. Whenever he studies one of the four Goetic Arts (Ablating, Binding, Commanding, or Summoning), he also gains half as many experience points in Rego. Similarly, whenever he studies a form of supernatural Lore (Dominion Lore, Faerie Lore, Infernal Lore, or Magic Lore) he receives half as many experience points in Vim. The character does not have to have any of the Goetic Arts opened to take this Virtue, though obviously it is twice as useful if he does.

Realms of Power : The Infernal p85 - VirtueFlaw_hermetic_sorcery

Hermetic Synthemata

(Minor Virtue , Hermetic , Mystery )

There are many meanings and powers attributed to the name of a being. The ancients attribute special names, symbols, signs, and passwords they called synthemata to each mystical being or power. Hermetic magi with this Virtue have learned how to use synthemata as a key to overwhelm Magic Resistance. Any being with a Might score has synthemata.

Restricted access : Mystery

The Mysteries, Revised Edition p886 - VirtueFlaw_hermetic_synthemata

Hermetic Theurgy

(Minor Virtue , Hermetic , Mystery )

This Virtue teaches a magus how to invent spells that form a pact with a spirit. Each Invoke spell relates to a specific, named spirit: indeed, a magus can invent two spells identical in all respects other than the name of the specific spirit summoned. If a magus invents his own spell from a theurgic Lab Text, then his spell invokes the same spirit as the original; a Lab Text he writes also summons that same spirit. (This may cause conflicts if two magi summon the same spirit.)

Restricted access : Mystery

The Mysteries, Revised Edition p78 - VirtueFlaw_hermetic_theurgy

HEROES’ BIRTHRIGHT

(Minor Virtue , Heroic )

You have a special magical power which you can invoke and cancel at will, or which is always active. It should be designed as a Hermetic effect, no greater than Level 15, which works like the Mythic Blood virtue in Ars Magica 5th Edition (page 47) with regards to words and gestures. There should be something about your background that explains why you have been blessed in this way, beyond simply having Blood of Heroes — perhaps it is a reward for your heroic actions, or you have been given the power to help you complete an important task. This virtue can be taken more than once to indicate a more powerful birthright, and is compatible with Mythic Blood, though none of your accumulated powers can have effects greater than Level 30.

Houses of Hermes : True Lineages p105 - VirtueFlaw_heroesao_birthright

HEROIC PERSONALITY

(Minor Flaw , Heroic )

You may take Personality traits of up to +5 or –5, and have a Confidence score of two. You also begin with five Confidence points instead of three. As part of your being a hero, however, you may occasionally do things without knowing why, as you receive guidance or direction from some kind of higher power. Your feelings are so strong that you may lose control of yourself and act on instinct, without thinking about the consequences, allowing the storyguide to bring you into a story or cause you to respond to a situation in a certain way, based on these heroic traits. Thus, you should choose Personality traits that reflect your heroic behavior, to give the storyguide ideas for passions that motivate your character. Note: If you take this Flaw, the storyguide can occasionally tell you what your character does. If you are not happy with this potential loss of control, do not play a character with heroic blood.

Houses of Hermes : True Lineages p108 - VirtueFlaw_heroic_personality

Hex

(Major Virtue , Supernatural )

The character has the ability to curse her enemies, making dire predictions about their future, which tend to come true. This gives her the Supernatural Ability Hex at 1, described in more detail under New Abilities, below.

Realms of Power : The Infernal p85 - VirtueFlaw_hex

HIGHER PURPOSE

(Minor Flaw , Personality )

Let others concern themselves with petty matters, you have a nobler goal. This purpose should be altruistic, like freeing an oppressed people or bringing peace between the Order of Hermes and society.

Ars Magica 5th Edition Core rulebook p54 - VirtueFlaw_higher_purpose

Hobbled

(Minor Flaw , General )

Both of the character’s legs are severely damaged. She may not walk unless assisted by crutches or other devices, with which she can only move a mere half mile per hour. Any roll that requires moving quickly is penalized by –9. Her Dodge and other combat rolls are penalized by –6, and you roll double the normal botch dice in combat situations.

Houses of Hermes : Mystery Cults p136 - VirtueFlaw_hobbled

HUMBLE

(Minor Flaw , Personality )

You are humble, always willing to believe that others are more skilled and better than you. You do not necessarily underestimate your own abilities, you just think others are better.

Ars Magica 5th Edition Core rulebook p54 - VirtueFlaw_humble

HUNCHBACK

(Minor Flaw , General )

You have a deformed body that gives you a grotesque appearance and hinders your movements. You are at –3 to all rolls involving agility and balance. Communication rolls that involve good looks are at –3.

Ars Magica 5th Edition Core rulebook p55 - VirtueFlaw_hunchback

Hyperborean Descent (major)

(Minor Virtue , Supernatural )

Your character is a blood descendant of Apollo’s chosen people, the sun people of Hyperborea. Your character has an intuitive grasp of the motivations and desires of magical creatures, particularly spirits; likewise, magical beings are more likely to react favorably towards your character, and may even treat him as a creature of equal (or greater) standing. Your character is longer-lived than most people, gaining a –2 to all Aging rolls and a +1 bonus when resisting illness. Your character may also learn Magic Lore during character creation.

Restricted access : Ancient magic

Ancient Magic p104 - VirtueFlaw_hyperborean_descent__major

Hyperborean Descent (minor)

(Major Virtue , Hermetic )

Your character’s Hyperborean roots are particularly strong; the character may even be a descendant of a famous Hyperborean such as Abaris or the Hyperborean maidens of Delos. Your character’s appearance resembles that of the Hyperboreans, and he may appear luminescent and have goldenhued skin. As the character Warps, she begins to softly glow at nighttime (this occurs at a Warping Score of 3 or higher). This is a variation of Mythic Blood (ArM5, page 47); your character gains all the benefits of the Minor Hyperborean Descent Virtue, as well as the other benefits to spellcasting granted by Mythic Blood. Additionally, your character can perform one of two magical feats common to Hyperboreans: either the ability to transform into a bird (either a crow or a swan), or to fly, as per the equivalent Hermetic spells, Cloak of Black Feathers (note: does not require a cloak) and Wings of Soaring Wind. Both powers have a +0 Penetration and require words (song) and gestures (libations) to invoke. This replaces the otherwise free-choice Mythic Blood grants you. Finally, your character gains (at no extra cost) a Minor Personality Flaw, Dutybound, and follows the high moral code of Apollo Phoebus (see text box, Apollonian Personality Traits).

Restricted access : Ancient magic

Ancient Magic p104 - VirtueFlaw_hyperborean_descent__minor

Hyperborean Hymnist

(Minor Virtue , Supernatural )

Your character knows the mystical songs that make up a Hyperborean hymn to Apollo. Your character starts with one recited hymn, which confers the Supernatural Ability of [Hymn] 1, and 15 levels of Powers (which have already been infused at the start of play). These may be increased during character creation as normal (although you must to spend seasons in play to infuse additional Powers). You may choose this Virtue multiple times to have your character know other hymns.

Restricted access : Ancient magic

Ancient Magic p104 - VirtueFlaw_hyperborean_hymnist

Hyperborean Relic

(Minor Virtue , General )

Your character owns a Hyperborean relic, either a tapestry or a bouquet of feathers and beeswax. This relic has 30 levels of Powers from the sample list. You may take this Virtue multiple times to increase the number of levels of Powers the relic has, by 30 each additional time the Virtue is taken. Note that if your character’s Personality Traits are incompatible with the relic, its Powers may begin to fade. There are two common types of relic: elaborate tapestries, and those made of beeswax and feathers. Most of the relics’ Powers are activated by invoking one of the sacred names or epithets of Apollo. Most of these names are now lost, although a Hermetic magus could investigate a relic in the laboratory.

Restricted access : Ancient magic

Ancient Magic p116 - VirtueFlaw_hyperborean_relic

ILLEGITIMATE LINEAGE

(Minor Flaw , Hermetic )

You were raised in House Mercere, but are not descended by blood from Mercere or one of his heirs, and so are not considered a “true Mercere.” Because of this, Redcaps do not follow or admire you as they do other magi, and Gifted Merceres think of you as inferior to them. You have a poor reputation (Illegitimate) within the House at level 2, and you receive no special benefits for belonging to House Mercere, such as interest-free loans, magic item contracts, or vis exchanges at no charge. Your parens probably has a poor reputation as well. Only through exemplary service to the Order and taking legitimate apprentices born to Redcaps or other magi descended from the Founder will you be forgiven for your heritage.

Houses of Hermes : True Lineages p109 - VirtueFlaw_illegitimate_lineage

IMAGINED FOLK TRADITION VULNERABILITY

(Minor Flaw , Personality )

Although this flaw closely resembles a Delusion, Imagined Folk Tradition Vulnerability has other game mechanical effects as well. This character utterly and sincerely believes that he has been touched by the fay, and that they have granted him his special skills — whether or not any such exist. So, naturally, he is convinced that he is as vulnerable to traditional wards and folk magic as the fey. Whenever there is talk about such folk remedies, or people around him try to perform them, he does his best to dissuade them. If he can get away with it, he removes or sabotage such wards; for instance, he sneaks around at night and removes any warding marks or materials at doorways. Finally, he exhibits strange behavior around active wards or ritualistic actions. This could be refusing to shake hands with a person right after they have drawn the sign of the cross, or flinching whenever salt is flung over someone’s shoulder. On the plus side, this Flaw allows the character to purchase a score of 1 (but no more) in Faerie Lore at character creation. This is because he needs a rudimentary knowledge of the fay and the wards against them in order to be able to act this way. Without such knowledge, his behavior is based on what he thinks such wards might be.

Grogs p80 - VirtueFlaw_imagined_folk_tradition_vulnerability

IMMORTALITY OF THE FOREST

(Major Virtue , General )

Your life force has become inextricably linked with that of the forest where you live. For each year in which you remain completely within its supernatural aura, you do not make an Aging roll, but instead gain one Warping Point for being under a constant mystical effect (as per Ars Magica 5th Edition, page 167).

Restricted access : The Path of Aging

Guardians of the Forests : The Rhine Tribunal p38 - VirtueFlaw_immortality_of_the_forest

Immune to Disease

(Major Virtue , Supernatural , Tainted )

The character is marked as the property of a very powerful demon, and the lesser demons that cause most diseases refuse to harm him. Even characters who turn against their masters retain this protection, because the mark is indelible, and disease demons are not usually very bright. A few diseases, for example, those sent as scourges by God, affect the character normally.

Realms of Power : The Infernal p85 - VirtueFlaw_immune_to_disease

Immunity To Cold

(Minor Virtue , Supernatural )

Normal cold does not harm you, nor does it make you feel uncomfortable. You don’t need warm environments to remain healthy (see Aging in ArM5, page 170). Extreme, magically created cold, such as the effect of Wizard’s Icy Grip (ArM5, page 142), still affects you normally.

Magi of Hermes p128 - VirtueFlaw_immunity_to_cold

Impious Friend

(Minor Flaw , Story , Tainted )

A minor demon poses as a friend of the character. The demon takes a pleasant form but is usually invisible to anyone, other than its charge, lacking appropriate Virtues. Many of these demons are introduced to the tainted people they will defend and control during infancy. They become childhood playmates. The tainted person has not bargained for the services of the demon. Instead, the character receives the services of his friend as part of its master’s plan to guide the character toward a tragic destiny. If the demon feels the character’s life is threatened, it may seek additional assistance from its master. The tainted person believes the demon wishes only the best for him. Many are ignorant of the demon’s true shape.

Realms of Power : The Infernal p89 - VirtueFlaw_impious_friend

IMPROVED CHARACTERISTICS

(Minor Virtue , General )

You have an additional three points to spend on buying Characteristics, but you are still limited to a maximum score of +3 in any single Characteristic unless you take the Virtue Great Characteristic. You may take this Virtue multiple times.

Ars Magica 5th Edition Core rulebook p43 - VirtueFlaw_improved_characteristics

Incantation

(Major Virtue , Unholy Method )

This Virtue gives the character the Supernatural Ability of Incantation at 1. This Unholy Method is described in more detail under New Abilities and Chapter 10: The Maleficia.

Realms of Power : The Infernal p86 - VirtueFlaw_incantation

INCOMPATIBLE ARTS

(Minor Flaw , Hermetic )

For some reason you are completely unable to use two combinations of Techniques and Forms, except for Vim and Corpus. For example, you may be unable to use Intellego Herbam and Intellego Animal. This Flaw may be taken repeatedly with different combinations, but may not be combined with a Deficiency.

Ars Magica 5th Edition Core rulebook p55 - VirtueFlaw_incompatible_arts

Incompatible Hedge Arts

(Minor Flaw , Supernatural )

The character is unable to use a single combination of one Technique and Form. The character must possess the ability to use the Technique and Form. For example, a character could be unable to use Give Blessing charms, but would still be able to use Take Blessing, Give Curse, Give Shape, or Give Vision spells.

Restricted access : gruagach characters or characters from a related magical tradition.

Hedge Magic : Revised Edition p57 - VirtueFlaw_incompatible_hedge_arts

INCOMPREHENSIBLE

(Minor Flaw , General )

You are almost completely unable to convey the knowledge and understanding that you have. Anyone trying to learn from you or from a book you have written must halve their Study Total (or Lab Total, if you are a magus and have written Lab Texts on some spells or enchanted items). If you are a magus teaching spells, halve all applicable Lab Totals, both yours and the student’s.

Ars Magica 5th Edition Core rulebook p55 - VirtueFlaw_incomprehensible

Inconstant Magic

(Minor Flaw , Hermetic )

The character’s magic is easily distracted, it stutters and starts. Spells that require his guidance (e.g. concentration, or aimed spells) after being cast are not immediately responsive, as if the character must focus the spell’s attention, and spells that are triggered by a condition (such as Waiting Spells or enchanted devices) take about two minutes to activate, as if the magic had wandered off when the caster was not watching it carefully. Any magic items he creates with constant effects are interrupted at sunrise and sunset; the magic is not seamless. The character suffers a –3 penalty to all Finesse rolls.

Houses of Hermes : Mystery Cults p87 - VirtueFlaw_inconstant_magic

INDEPENDENT CRAFTSMAN

(Minor Flaw , General )

This character has his own way of working and doesn’t like other people getting in his way. This character always treats his Leadership and Craft or Profession Abilities as three levels lower when working with others on a given task. For Craftsmen, this means that whether he is working as an assistant or working with assistants his Craft Ability has a penalty of –3. This affects the number of assistants he can employ in the workshop and the benefit that he provides when working as an assistant.

Grogs p81 - VirtueFlaw_independent_craftsman

Independent study

(Minor Virtue , General )

The character develops new skills extremely quickly on his own. When he is studying through Practice, add two to the Source Quality, and add three to the Source Quality of his Adventure experience.

Houses of Hermes : Mystery Cults p86 - VirtueFlaw_independent_study

INDISCREET

(Major Flaw , Story )

You are unable to keep a secret. You must tell all to the first interested party you meet in an effort to be helpful or to demonstrate that you are in-the-know, unless you make a 9+ Intelligence-based stress roll. If you botch, you may have to be physically restrained by your companions from answering any questions put to you for the remainder of the encounter.

Ars Magica 5th Edition Core rulebook p55 - VirtueFlaw_indiscreet

INFAMOUS

(Minor Flaw , General )

People know you well and curse you in their prayers. You have a level 4 bad Reputation, specifying the horrible deeds that earned you such ill will.

Ars Magica 5th Edition Core rulebook p55 - VirtueFlaw_infamous

INFAMOUS MASTER

(Minor Flaw , Hermetic )

Your master was a diabolist, bumbler, fool, widely despised, or held in contempt for some other reason. Most magi expect little better from you. Even if you’ve done nothing wrong, you are treated as though you don’t deserve to be a member of the Order. You have a bad Reputation of the appropriate type at level 3 among magi.

Ars Magica 5th Edition Core rulebook p55 - VirtueFlaw_infamous_master

Infernal Blessing (major)

(Major Virtue , Supernatural , Tainted )

Realms of Power : The Infernal p85 - VirtueFlaw_infernal_blessing

Infernal Blessing (minor)

(Minor Virtue , Supernatural , Tainted )

Because of the character’s association with demons or an Infernal tradition (see Chapter 13: Infernal Traditions), she has been affected by a demon’s Infernal Powers or targeted by one or more unholy maleficia (see Chapter 10). These effects are beneficial to her for the most part, and are perhaps a reward or an enticement for her service to Hell.

If this is a Minor Virtue, you receive 60 levels of unholy effects, designed as if they were cast on the character with Touch Range, probably with Forsaken Duration (Chapter 10: The Maleficia; New Ranges, Durations, and Targets), with the limit that no single effect can exceed level 40. If this is a Major Virtue, you receive 120 levels of effects, and the maximum level of an effect is level 60. These effects should correspond to the Methods and Powers available to the character’s Infernal tradition (see Chapter 13), or seem appropriate to a demon with which the character is familiar. If these blessings do come directly from a demon, you should still determine the level of the effect in the same way as if they were maleficia.

You may take this Virtue more than once, and the total number of levels may be added together, so that two Minor Virtues gives you 120 levels, though you are still limited to level 40 effects. Because this is a Tainted Virtue, you cannot take it more than five times (or ten times, if the character is a Mythic Companion).

Here are some common blessings. All, of course, are subject to storyguide approval, and should be examined to determine if they would imbalance your saga.

 

  • Infernal Ability (Debauchery, Phantasm, Level 20): The character’s body is changed to give her an unnatural ability (such as wings, an additional limb, retracting fangs, or eyes that can see in the dark), though this does not function in the Dominion or when she is subjected to an uncommon circumstance such as salt, running water, or iron.

 

  • Infernal Confidence (Debauchery, Psychomachia, Level 20): The character gains an additional Confidence Point.

 

  • Infernal Device (Incantation, Effusion, Level 40): The character has a device enchanted to produce an unholy effect of up to level 15.

 

  • Infernal Greatness (Incantation, Diablerie, Level 60): The character receives the effects of an appropriate Major Virtue, such as Greater Immunity, Ways of the (Land), or Wealthy.

 

  • Infernal Health (Incantation, Consumption, Level 40): The character gains a +3 bonus to all Aging rolls at the expense of another, who receives a –3 penalty. If this victim dies, her blessing ceases to be effective.

 

  • Infernal Powers (Incantation, Diablerie, Level 40): The character receives the effects of an appropriate Minor Virtue, such as Affinity with (Ability), Increased Characteristics, Puissant (Ability), or Self-Confident.

 

  • Infernal Protection (Incantation, Diablerie, Level 40): The character has a Magic Resistance score of 15.

 

  • Infernal Prowess (Debauchery, Consumption, Level 40): The character has enhanced the effectiveness of her body, giving her a +3 bonus to either Soak or Damage, but adding 3 to her Load; or increasing her Initiative, Attack, or Defense by 3, but penalizing her Fatigue rolls by the same amount.

Taking this Virtue also gives the character 3 Warping Points and an experience point in a relevant Infernal Reputation. It is marginally possible for the character to have blessings that she is not aware are Infernal, since people in Mythic Europe do not know how many points of Virtues and Flaws they have, and thus she may think that she has been rewarded by a benevolent power. However, this requires that she has not accepted absolution from the Divine since she gained these Powers, and she must have some sort of Infernal background that explains why she has been kept in the dark about this. When she realizes the truth, she must decide whether she wishes to continue as an infernalist, or repent and lose her Powers forever.

Realms of Power : The Infernal p85 - VirtueFlaw_infernal_blessing_minor

Infernal Heirloom

(Minor Virtue , Supernatural , Tainted )

Infernal heirlooms are magical items that the character inherits from a diabolist, or, more rarely, finds. The character has the use of the item, without having to deal with the demon that created it. The item is extremely useful in some way, but each use draws its owner closer to the character, as the demon attempts to reclaim its treasure. Most Infernal heirlooms have only a single effect, and they are usually triggered by a minor act of, or intention to, sin. As a guideline, each heirloom may create an effect once per day that is equivalent to a Hermetic spell of level 25. Items that produce less powerful effects may be used more frequently at the troupe’s discretion.

Realms of Power : The Infernal p86 - VirtueFlaw_infernal_heirloom

Inflexible Magic

(Minor Flaw , Supernatural )

The gruagach’s Formulaic spells are not as versatile as most. Instead of being able to vary the Range, Duration, and Target of a known spell by 10 levels, the gruagach is only able to vary his spells by 5 levels.

Restricted access : gruagach characters or characters from a related magical tradition.

Hedge Magic : Revised Edition p58 - VirtueFlaw_inflexible_magic

Inoffensive to (Beings)

(Minor Virtue , General )

This Virtue is associated with one of three classes of beings: mundane animals, faeries, or magical beings. These last two include characters associated with Faerie or the Magic realms, respectively, through Supernatural Virtues or Flaws, as well as beings with Faerie or Magic Might. The character’s Gift does not bother beings of this sort, although it still has the normal effects on others. For example, Inoffensive to Animals makes it easier for her to get along with mundane beasts. Animals who react positively to The Gift still react positively to her, since she does have The Gift, but those that do not are not disturbed by her presence. You may not take this Virtue more than once; characters who are Inoffensive to more than one type of being should take Gentle Gift instead. UnGifted characters may take this Virtue only if they have the Flaw Magical Air. Some Merinitae refer to these Virtues with special terms that suggest the three cords of the enchantment that binds a magus to his familiar. Inoffensive to Animals is called “The Bronze Gift,” Inoffensive to Faerie Beings is “The Silver Gift,” and Inoffensive to Magical Beings is known as “The Golden Gift.”

Houses of Hermes : Mystery Cults p86 - VirtueFlaw_inoffensive_to_beings

INOFFENSIVE TO ANIMALS

(Minor Virtue , General , Hermetic )

Your Gift does not bother animals, although it still has the normal effects on people. Animals with a Might score might react either way, depending on the animal. As a rule, if the animal reacts positively to The Gift most of the time, it reacts positively to you because you do have The Gift. If it reacts negatively, this Virtue over-rides it. UnGifted characters may take this Virtue if they have the Flaw Magical Air (page 56).

Ars Magica 5th Edition Core rulebook p43 - VirtueFlaw_inoffensive_to_animals

Inscribed shadow

(Minor Flaw , Supernatural )

The character’s stigmata are refl ected by glowing symbols in the character’s shadow. This causes alarm among nonmagicians and makes the character’s stigma extremely easy for other Criamon magi to read (+3 on all rolls). The shadow’s glowing symbols do not vanish when there is insuffi cient light to form a shadow, they burn brighter. Characters who use magic to hide their stigmata are not acting aptly.

Houses of Hermes : Mystery Cults p73 - VirtueFlaw_inscribed_shadow

Inscription on the Soul

(Minor Virtue , Mystery )

Inscription on the Soul is a vainglorious title for an ability that encompasses the spirit only, for the immortal soul is of the Divine and beyond any influence of Magic: this is naught but a spirit talisman. This Virtue lets the magus enchant his spirit or body as his talisman. A magus may only have one talisman at any given time, so any previous talisman must be destroyed.

Restricted access : Mystery

The Mysteries, Revised Edition p69 - VirtueFlaw_inscription_on_the_soul

Insight of the Realms

(Minor Virtue , Hermetic )

Characters with this Virtue draw upon their knowledge of the supernatural realms to support magic typically used outside of the laboratory. Magi with this Virtue may substitute the appropriate Realm Lore Ability for either Artes Liberales or Philosophiae in any ritual or ceremonial spell totals cast within or related to the matching realm. This Virtue also allows the Dominion Lore, Faerie Lore, Infernal Lore, and Magic Lore Abilities to be used to detect and see through a target regio boundary, as described in ArM5, page 189. These abilities are used in place of Second Sight or Sense Holiness & Unholiness as appropriate to the aura. The use of the Realm Lore ability for this purpose is treated as aligned to the current aura, being a deep understanding provided by arcane knowledge, and so is modified as normal. It takes 30 research points to integrate this Virtue.

Restricted access : Integration

Legends of Hermes p15 - VirtueFlaw_insight_of_the_realms

INSPIRATIONAL

(Minor Virtue , General )

You are a stirring speaker or a heroic figure, and can urge people to great efforts. You give targets a +3 bonus to rolls for appropriate Personality Traits.

Ars Magica 5th Edition Core rulebook p44 - VirtueFlaw_inspirational

Intervention Prone

(Major Flaw , Supernatural )

The character is especially prone to undergoing intervention, the learned magician equivalent of Twilight. The player must roll to resist intervention on a single magical botch, rather than on a double botch like most learned magicians.

Restricted access : learned magician characters or characters from a related magical tradition

Hedge Magic : Revised Edition p83 - VirtueFlaw_intervention_prone

INTUITION

(Minor Virtue , General )

You have a natural sensitivity that allows you to make the right decisions more often than luck can account for. Whenever you are given a choice in which luck plays a major role (such as deciding which of three unexplored paths to follow), you have a good chance of choosing correctly. The storyguide should secretly roll a simple die. On a 6+, your intuition kicks in and you make whatever might be considered the “right” decision. Otherwise, you fail to get any flash of insight and must make the decision without aid.

Ars Magica 5th Edition Core rulebook p44 - VirtueFlaw_intuition

Inventive genius

(Minor Virtue , Hermetic )

Invention comes naturally to you. You get +3 to your Lab Total if you are not using a Laboratory Text.. If you experiment, you get +6.

Ars Magica 5th Edition Core rulebook p44 - VirtueFlaw_inventive_genius

INVISIBLE TO MAGIC

(Major Virtue , Heroic )

By concentrating, you can cause yourself to become temporarily invisible to magic, which can prevent Intellego spells from detecting you and can cause other spells that target you directly to have no effect. This doesn’t protect you against area effect spells; if a spell creates something and tries to hit you with it, your only recourse is to get out of the way. You must make a Stamina + Concentration roll for each spell every round during which you would be affected, against an Ease Factor of 3 + (3 x the magnitude of the spell). For example, avoiding The Wound That Weeps (PeCo15) would require a total of at least 12, while Weight of a Thousand Hells (CrMe25) would need 18 or more. If you have magic resistance, first check that the spell can “see” you, and then resolve Penetration as normal. Attempting to perform other actions while invisible to magic requires additional Concentration rolls, but you do not need to know where spells are coming from to make yourself invisible to them.

Houses of Hermes : True Lineages p106 - VirtueFlaw_invisible_to_magic

Invocation Magic

(Major Virtue , Mystery )

The magus knows how to work Names of Power into the casting of other spells. This Virtue requires the Virtue Names of Power as a prerequisite. If the magus knows a Name of Power that governs the area of the spell he wishes to cast, then he may cast the Name of Power as a Muto Vim spell, targeting himself. The spell adds its bonus to his Casting Score for one other spellcasting, begun immediately after he finishes uttering the Names of Power.

Restricted access : Mystery

The Mysteries, Revised Edition p78 - VirtueFlaw_invocation_magic

JACK-OF-ALL-TRADES

(Minor Virtue , General )

The character is capable of turning his hand to almost anything. He suffers no additional botch dice for attempting an Ability roll for an Ability that he has no score in (ArM5, page 62). If it is an asterisked Ability, then he can attempt a roll as if he had a score of zero with three extra botch dice, if and only if he is normally able to take Abilities of that type. Characters without this Virtue cannot even attempt rolls on an asterisked Ability without at least one experience point in it (ArM5, page 62). For example, he must have a Virtue permitting him to take Arcane Abilities to attempt an unskilled Magic Lore roll. Some Abilities are excepted from this Virtue, such as those that are not rolled (such as Parma Magica or Penetration), and all Supernatural Abilities (which require a specific Virtue for each Ability, rather than the type).

Grogs p75 - VirtueFlaw_jackofalltrades

JINXED

(Minor Flaw , General )

The character is a magnet for any bad luck. He is not personally the cause of the bad luck, and so need not roll any extra botch dice or suffer any penalty to die rolls. However, whenever chance determines who will be affected by misfortune, the odds are biased against him to be the one affected. For example, if it has been determined that a rope used for climbing will break, it is more likely to do so when the jinxed character makes the climb. If determining when the bandits will attack the camp at night, it is more likely to happen right at the moment when the character is relieving himself. If the storyguide is rolling dice to determine the target of a random event, a jinxed character should be affected half of the time, and his comrades between them the other half. His bad luck does not tend to spill over onto others; in fact, other characters may prefer to keep him around to deflect any bad luck from themselves.

Grogs p81 - VirtueFlaw_jinxed

Journeyman

(Minor Virtue , Social Status )

The character is a trained guild craftman and may practice his trade in town under guild supervision. He works for a master for a wage.

City & Guild p53 - VirtueFlaw_journeyman

Journeyman (Rhine Tribunal)

(Free Virtue , Social Status )

This is equivalent to the Free Status Hermetic Magus (see ArM5, page 43), renamed here because of the Rhine Tribunal’s special social system. You are a tyro, a junior magus, and must defer to magi of senior rank in a legitimate dispute. If you belong to a gild, however, you may enjoy the support of its senior members. There are two further Free Social Status Virtues; while these have no cost, they must be earned. If your storyguide permits the creation of magi who are older than standard, then you should discuss with him or her whether these Virtues can be taken

Restricted access : Rhine Tribunal

Guardians of the Forests : The Rhine Tribunal p20 - VirtueFlaw_journeyman_rhine_tribunal

JUDGED UNFAIRLY

(Minor Flaw , General )

Somehow you come across the wrong way to people, and they universally distrust and underestimate you. You catch no one’s eye, impress no one, and can get no one to take you seriously. If you ever find an exceptional someone who sees you as you want to be seen, you will cling to that person.

You cannot gain a positive Reputation in any community, and this Flaw is incompatible with any Virtue that gives you such a Reputation.

Ars Magica 5th Edition Core rulebook p55 - VirtueFlaw_judged_unfairly

Jurist

(Minor Virtue , Social Status )

The character is a judge, advocate, or procurator — essentially a medieval lawyer in some capacity. At character generation he may purchase the Abilities Latin, Artes Liberales, and Civil and Canon Law. He is not necessarily university trained, having obtained his education through private schools, tutors, or a cathedral school, and need not have a degree. If he is a cleric, he works in an ecclesiastical setting: the papal curia, the College of Cardinals, or a bishop’s or archbishop’s office. If he is a layman, he works for a secular prince or town municipality. This Virtue is compatible with the Baccalaureus, Magister in Artibus, and Doctor in (Faculty) Virtues, as a jurist may have a university education. It is also compatible with the Priest and Mendicant Friar Virtues.

Art & Academe p91 - VirtueFlaw_jurist

Keen sense of Smell

(Minor Virtue , General )

The character’s nose is more sensitive than normal for a human. He gets a +3 bonus to all rolls involving his sense of smell, including following tracks with the Hunt Ability.

Houses of Hermes : Mystery Cults p37 - VirtueFlaw_keen_sense_of_smell

KEEN VISION

(Minor Virtue , General )

You can see farther and more clearly than most. You get a +3 bonus to all rolls involving sight, not including attacks with missile weapons.

Ars Magica 5th Edition Core rulebook p44 - VirtueFlaw_keen_vision

KNIGHT

(Minor Virtue , Social Status )

You are a knight, a member of the noble classes and one of the elite warriors of Europe. Unless you are Poor, you may have high quality weapons and armor, and a horse. Typical armaments for a mid-13th century knight are lance, sword, heater shield, a complete mail suit, and a warhorse. You may take Martial Abilities during character generation. The Wealthy Virtue and Poor Flaw affect you normally. This Virtue is only available to male characters, and is compatible with the Landed Noble Virtue.

Ars Magica 5th Edition Core rulebook p44 - VirtueFlaw_knight

Knightly Demands

(Major Flaw , Story )

As an alternative to all of this tinkering with detail, troupes may simply state that all knights have a Major Story Flaw, called Knightly Demands, that allows the Storyguide to drag them into any plot related to the kind of things knights do in medieval ballads. This flaw works best for high fantasy, highly mobile sagas, because it includes quests, military service, romances, feuds, rescuing damosels, aiding kinfolk, and chasing monsters. This flaw replaces Oath of Fealty entirely.

Lords of Men p31 - VirtueFlaw_knightly_demands

Laboratory Magician

(Major Flaw , Supernatural )

The character may not memorize charms and may only cast charms with the assistance of a text. The character may possess this Virtue in conjunction with the No Text Casting Flaw, which prevents him from casting any charms.

Restricted access : learned magician characters or characters from a related magical tradition

Hedge Magic : Revised Edition p83 - VirtueFlaw_laboratory_magician

Laborer

(Free Virtue , Social Status )

The character is a trained worker who practices a trade that is a valuable service to his community, but by which no finished good is produced. Unlike a peasant, who is an agrarian worker who works at a variety of jobs, a laborer concentrates on one specific endeavor to earn his livelihood, be its hauling wood, washing clothes, cleaning latrines, carrying luggage, or serving food.

City & Guild p53 - VirtueFlaw_laborer

LAME

(Minor Flaw , General )

One of your legs is weakened, whether since birth or through some accident. You move slowly and clumsily. Your base speed is a mere one mile per hour, and anyone can outrun you. You suffer a –6 penalty on rolls involving moving quickly or with agility, –3 on Dodge, and –1 on other combat scores.

Ars Magica 5th Edition Core rulebook p55 - VirtueFlaw_lame

LANDED NOBLE

(Major Virtue , Social Status )

You owe fealty and service to a higher noble, and control land, serfs, and men-atarms. You have half a dozen servants at your manor house, including a couple of bodyguards. Your servants should be controlled by the rest of the troupe. You have sworn an Oath of Fealty, and so must balance this Virtue with that Flaw. You get the normal points for Oath of Fealty. You are wealthier than most characters, but have no additional free time. You have the power to enforce the law within your fief, but you may not impose the death penalty, nor may you mutilate criminals. Floggings and fines are the normal penalties you impose. If you are Poor, your fief is either very small, or in a poor area for farming with few other resources. You must spend every season managing it, or it may collapse completely, leaving you effectively landless. You are no wealthier than most average characters, and you have only a couple of servants. Wealthy Landed Nobles control more than one fief, and have bailiffs or stewards for each, so that they do not need to devote any time to looking after their lands. You are significantly richer than most Wealthy characters, and could afford to build a small castle or a large chapel within a cathedral. You have around fifty servants, including a significant number of warriors.
This Status Virtue is compatible with the Knight Minor Status Virtue, but unlike that Virtue it’s available to male and female characters.

Ars Magica 5th Edition Core rulebook p44 - VirtueFlaw_landed_noble

LARGE

(Minor Virtue , General )

Your Size is +1 instead of 0, so you are between six and seven feet tall. This means that the severity of wounds you take increases in six point intervals rather than five point intervals. (See page 171). You cannot take both this Virtue and Giant Blood, Small Frame, or Dwarf.

Ars Magica 5th Edition Core rulebook p44 - VirtueFlaw_large

Lasiq

(Major Virtue , Social Status )

The character is an experienced assassin of the Nizari Isma’ilis, having successfully completed seven murders at the orders of his grand master, and commands a small band of up to six fida’is. Lasiq may take Martial Abilities at character creation.

The Cradle and The Crescent p164 - VirtueFlaw_lasiq

LATENT MAGIC ABILITY

(Minor Virtue , General )

You have a magical quality that has not yet manifested itself. You probably do not realize you have this capacity; if you are a magus, your master failed to detect it during your apprenticeship. At the storyguide’s discretion, this quality might appear spontaneously or because of some relevant event (like drinking faerie wine). This is not The Gift, and the latent ability is more limited than that.

Ars Magica 5th Edition Core rulebook p44 - VirtueFlaw_latent_magic_ability

LEADWORKER

(Minor Virtue , Hermetic )

Leadworking is a skill descended from the style of necromancy practiced by the Aita cult. The name refers to the ability to craft katadesmoi. A katadesmos is a tablet that is used to curse and control the individual whose name is written upon it. Occasionally figurines, kolossoi are created instead. Curse tablets are most easily crafted from lead, but modern Tremere also use the non-reflective sides of mirrors. Much of the original power of the tradition has been lost in the move to Hermetic magic, but two useful powers remain to the leadworkers. They may create arcane connections to the restless dead, and to those animals and spirits able to recognize their own names. They may also make kolossoi that contain fixed arcane connections, taken from the bodies of their victims, without spending vis or study time. Success in both activities is automatic.

Penetration bonus table additions:

 

  • Katadesmos tablet, inscribed with the name of a victim (+2)
  • A Kolossos is a representation, like any other (+2)
  • A Kolossos constructed with a sympathetic connection from the body of the victim imbedded in it (+3)

Houses of Hermes : True Lineages p143 - VirtueFlaw_leadworker

LEARN (ABILITY) FROM MISTAKES

(Minor Virtue , General )

You are able to improve a particular Ability through the expedient of repeated failure. The first time in a given game session that you botch a roll or fail by exactly one point, you gain five experience points in the Ability. The roll must have come up naturally in the course of the story. You may take this Virtue several times, once for each Ability chosen.

Ars Magica 5th Edition Core rulebook p44 - VirtueFlaw_learn_ability_from_mistakes

LECHEROUS (Major)

(Major Flaw , Personality )

You seek sexual contact with as many people as possible. Note that you need not be any good at seduction; skill here merely changes the kinds of problems you encounter.

Ars Magica 5th Edition Core rulebook p55 - VirtueFlaw_lecherous_major

LECHEROUS (Minor)

(Minor Flaw , Personality )

You seek sexual contact with as many people as possible. Note that you need not be any good at seduction; skill here merely changes the kinds of problems you encounter.

Ars Magica 5th Edition Core rulebook p55 - VirtueFlaw_lecherous_minor

LEGACY

(Minor Flaw , Story )

You are descended from a legendary magus or Redcap of old, or have such potential that it is assumed you will rise to similar greatness. Because of this, you are accorded great respect by magi of your House who care about such things, the equivalent of Hermetic Prestige. You may also take Heroic Virtues and Flaws if they are appropriate to your lineage. However, you are also expected to live up to your reputation by performing great deeds, and you are given much more difficult tasks than your peers. As a Redcap, you will not simply be asked to carry messages, for your assigned duties will involve greater danger and much more effort.

Houses of Hermes : True Lineages p109 - VirtueFlaw_legacy

Leper Magus

(Major Virtue , Hermetic )

This Virtue describes the mystic legacy passed on from Tytalus to Hariste’s line through the vector of leprosy. This Virtue can only be bought if the character also has the Leprosy Flaw. It allows him to draw upon the strength of his body to increase the power of his magic, granting the Life Boost Minor Virtue. He can also draw even deeper into this power if he desires, mortifying his disease-ridden flesh to produce vis to power his own spells. The vis generated in this way can only be used by the magus himself, in spellcasting or laboratory activities (but not study), and cannot be stored in any way — in fact, it never leaves his body. By accepting a Light Wound, the magus can infuse a single magical working with three pawns of vis, of any Technique or Form. A Medium Wound supplies six pawns, a Heavy Wound nine pawns, an Incapacitating Wound 12 pawns, and a Deadly Wound (killing the magus) 15 pawns. Any vis that is produced beyond the magus’s capacity to use in the current magical activity is lost, as is any vis surplus to the requirements of the activity to which this power is applied. Leprotic wounds open on the magus’s body as he calls upon this power, but not quickly enough to affect the Casting Total of a non-Ritual spell affected by this power. All Lab Totals suffer the wound penalty as normal, as do the Casting Totals of spells that take more than one round to cast (such as Ritual spells). These wounds do not start to heal until the magical activity that they are being used for is complete (i.e., at the end of the casting of the spell, or the end of a season for lab work), and since the power is expressed from the pain of these wounds, magic used to negate that pain also negates the benefits of this Virtue. A wound taken in this fashion must heal completely before the power may be used again, and any character using this power more than three times a year must make an extra Aging roll in winter.

Houses of Hermes : Societates p93 - VirtueFlaw_leper_magus

Leprosy

(Major Flaw , General )

A leper has a permanent –2 modifier to her Living Conditions (with an additional –1 if she lives in a leper colony), and whenever she undergoes an Aging Crisis (ArM5, page 170) the leper sustains a Heavy Wound in addition to any other result. Lepers cannot gain a positive Reputation due to a pungent rotting smell that they emanate.

Houses of Hermes : Societates p94 - VirtueFlaw_leprosy

LESSER IMMUNITY

(Minor Virtue , Supernatural )

You are immune to some hazard which is either rare, or not deadly, or both. See “Greater Immunity,” page 43.

Ars Magica 5th Edition Core rulebook p44 - VirtueFlaw_lesser_immunity

LESSER MALEDICTION

(Minor Flaw , Supernatural )

You have been cursed by some supernatural power. The effects of the curse should be about as bad as other Minor General Flaws.

Ars Magica 5th Edition Core rulebook p55 - VirtueFlaw_lesser_malediction

LESSER PURIFYING TOUCH

(Minor Virtue , Supernatural )

You can, with a touch and the expenditure of a Fatigue level, heal a specific illness. This illness should be one that people often recover from on their own, or one that is not particularly serious. You can only choose an illness, not an injury or other misfortune. See page 180 for rules on diseases.

Ars Magica 5th Edition Core rulebook p44 - VirtueFlaw_lesser_purifying_touch

License of Absence

(Major Virtue , General )

This priest character has a license of absence that relieves him from some duties. The license might be valid for only a few years or it could be valid indefinitely. The character has an extra free season each year, but sometimes it is expected that the extra season is used for study. This Virtue is compatible with the Wealthy Virtue and Poor Flaw. A Wealthy priest with a license of absence thus has the whole year free; a character can never have more than four free seasons in a year. A license of absence may only be taken by a character with the Priest Social Status. It may not be taken by Senior Clergy.

The Church p26 - VirtueFlaw_license_of_absence

Life boost

(Minor Virtue , Hermetic )

You may boost your formulaic or Ritual spell casting totals by expending additional Fatigue levels. Each Fatigue level gives you an additional bonus of +5 on the roll, which can yield very impressive Penetration totals. You may burn more Fatigue levels than you possess. If you do, you must Soak damage, without the help of armor. The Damage total is 5 for every additional Fatigue level spent, plus a stress die. Thus, if you spend three additional levels, you must Soak a damage of 15 + stress die, with your Soak (no armor) + stress die. Fatigue levels spent in this way are spent regardless of the success or failure of the casting roll, and any wounds taken are similarly taken even if you fail to cast the spell. You can kill yourself doing this. The total number of Fatigue levels to be used must be committed before the casting roll is made.

Ars Magica 5th Edition Core rulebook p44 - VirtueFlaw_life_boost

Life-Linked Art

(Major Virtue , Supernatural )

The character is magically linked to his artwork, and he may wound himself while he works to increase the Aesthetic Quality of the piece. A self-inflicted Light wound adds +1, a Medium wound +3, and a Heavy wound +6. Only one type of wound may be inflicted, and the wound does not begin to heal until the artwork is finished. Artwork augmented in this fashion remains a permanent Arcane Connection to the artist.

Art & Academe p134 - VirtueFlaw_lifelinked_art

Life-Linked Folk Witch Magic

(Major Virtue , Supernatural )

The folk witch may expend Fatigue levels to boost her Casting Total. Boost her Casting Total by 5 for each Fatigue level spent.

Restricted access : folk witch characters

Hedge Magic : Revised Edition p35 - VirtueFlaw_lifelinked_folk_witch_magic

LIFE-LINKED SPONTANEOUS MAGIC

(Major Virtue , Hermetic )

You can do more with spontaneous magic than most magi at the cost of your own life energy. When you decide to use this ability in casting a spontaneous spell, you declare the level of effect you wish to produce before rolling. This level may include a number of levels of penetration (see page 82). For example, you can choose to cast a level 10 effect at level 20, to give a penetration of 10 plus your Penetration score.
Roll to cast a fatiguing spontaneous spell. If your result after division is higher than the level you declared, you spend only one Fatigue level as usual. If your result after division is less than the level you declared, you must expend one additional Fatigue level per five points (or fraction thereof) by which you missed the target level. If you run out of Fatigue levels, you take a wound. The number of levels still needed for the spell is treated as the amount by which a damage total exceeds your soak, and you take the corresponding wound. You can kill yourself this way.
A maga with this Virtue may still cast fatiguing spontaneous spells normally.

Ars Magica 5th Edition Core rulebook p44 - VirtueFlaw_lifelinked_spontaneous_magic

LIGHT TOUCH

(Minor Virtue , General )

You have especially good hand-eye coordination and great proficiency for using your hands in precise, fast ways. You gain +1 to all rolls involving subtle manipulation of objects (like picking pockets) and roll one less botch die than you normally would in such activities (minimum of one). This bonus does not apply to archery, but does apply to playing musical instruments.

Ars Magica 5th Edition Core rulebook p45 - VirtueFlaw_light_touch

LIGHTNING REFLEXES

(Minor Virtue , General )

You respond to surprises almost instantly. In fact, your reflexes are sometimes so fast that you don’t have a chance to think about how you are going to respond. Whenever you are surprised or startled, roll a stress die + Quickness. If you get a 3 or better, you respond reflexively. You must tell the storyguide on each occasion what one type of action (attacking, blocking, running, etc.) you would like to respond with. If attacking in response, you gain +9 to your Initiative Total. The storyguide is the final arbiter of what happens (though it is always in the best interests of your immediate self-preservation). You only react to threats that you are not fully aware of, so you don’t get a bonus against an assassin you watch sneak up on you. Note that you do not get a choice about whether to react. You could just as easily skewer a friend sneaking up in fun as you would an assassin about to strike. Also note that you must perceive an action to react to it — you can still be easily killed in your sleep. This Virtue gives you no special powers of perception.

Ars Magica 5th Edition Core rulebook p45 - VirtueFlaw_lightning_reflexes

LIMITED MAGIC RESISTANCE

(Minor Flaw , Hermetic )

You are less able to resist magic than other magi. You gain no bonus from one of your Form scores to Magic Resistance rolls, though if you are caught without your Parma Magica, you retain a Magic Resistance of 0. You may take this Flaw multiple times, for multiple Forms.

Ars Magica 5th Edition Core rulebook p55 - VirtueFlaw_limited_magic_resistance

LINGERING INJURY

(Minor Flaw , General )

The character suffers from an old injury that won’t heal properly, resulting in a –1 penalty to all rolls involving physical activity. If he botches a physical action, he aggravates the injury and the penalty becomes –3 (recovery from aggravation is as for a Light Wound). This condition worsens with age, so multiply whatever the penalty is by 1 + (Decrepitude Score).

Grogs p81 - VirtueFlaw_lingering_injury

Linguist

(Minor Virtue , General )

You are extremely proficient learning new languages. All Study Totals for any Language are increased by a quarter, as any experience points you put into any language at character generation. Both Living and Dead languages are augmented with this Virtue.

Houses of Hermes : True Lineages p25 - VirtueFlaw_linguist

Living Ghost

(Major Virtue , Hermetic , Mystery )

This terrible and mysterious rite teaches the secret of binding a willing magus’s spirit to an area (the Haunt) before death, and then ritually murdering him so as to allow him to become a free-willed ghost. Suicide is, of course, a mortal sin, and this rite has been suppressed and is regarded with horror by many sane magi. Unlike many true ghosts, the Living Ghost retains his consciousness, abilities, and the ability to learn; however, some personality traits are modified or eliminated by the lack of a body (see Ghosts in Ars Magica, in this chapter). Note also that one’s protection under the Code of Hermes nominally ends at death; while he may retain sympathy and friendship with his sodales, all Hermetic status and legal protections are immediately lost. However Living Ghosts are very rare, and the issue has never been tested at Tribunal. The binding and ritual murder is a form of Mystery Ordeal, discovered as part of the Initiated Virtue Living Ghost. The transformation requires a long preparation, expressed in game terms by the invention and casting of Mystery Ritual Magic spells.

Restricted access : Mystery

The Mysteries, Revised Edition p70 - VirtueFlaw_living_ghost

LONE REDCAP

(Minor Virtue , Social Status )

You are a Redcap who does not maintain ties to a Mercer House, and thus do not receive magic items and longevity potions. You still begin with 300 experience points for your fifteen years spent as an apprentice, and receive the benefits of the Well-Traveled virtue, but you are estranged from the other Redcaps in your area, and have a poor reputation at level 2 within your House. You must still devote two seasons each year carrying messages and performing other services for the Order, for if you do not there is the possibility you will be declared Orbus and thrown out of your House. This work pays enough for you to live on if you do not belong to a covenant, unless you take the Poor flaw and must work a third season as well. If you take the Wealthy virtue, you can maintain your position with only a single season of effort each year.

Houses of Hermes : True Lineages p106 - VirtueFlaw_lone_redcap

LONG-WINDED

(Minor Virtue , General )

You can last longer when exerting yourself than most, and gain +3 on all your Fatigue rolls. This bonus does not apply to casting spells.

Ars Magica 5th Edition Core rulebook p45 - VirtueFlaw_longwinded

LOOSE MAGIC

(Major Flaw , Hermetic )

Your Advancement Total is halved whenever you try to master spells.

Ars Magica 5th Edition Core rulebook p55 - VirtueFlaw_loose_magic

LOST LOVE

(Minor Flaw , Personality )

You have lost your true love to death, distance, or marriage. You take little joy in life’s pleasures and give up easily in the face of difficulty, since you’ve already lost the most important struggle. On those occasions when you forget yourself and have a good time, you inevitably feel sorrow afterwards, thinking about how it could have been if your love were with you.

Ars Magica 5th Edition Core rulebook p55 - VirtueFlaw_lost_love

LOW SELF-ESTEEM

(Major Flaw , General )

You have a deflated opinion of your own selfworth. You begin the game with no Confidence Score, and never have any Confidence Points.

Ars Magica 5th Edition Core rulebook p55 - VirtueFlaw_low_selfesteem

LUCK

(Minor Virtue , General )

You perform well in situations where luck is more of a factor than skill or talent. You get +1 to +3 (storyguide’s discretion) on rolls in such situations, depending upon how much luck is involved. You do well at games of chance, but may be labeled a cheater if you play them too often.

Ars Magica 5th Edition Core rulebook p45 - VirtueFlaw_luck

Lupus (the Wolf)

(Minor Virtue , Social Status )

The character is employed by the university to watch over the students and ensure that they speak only Latin in their colleges and hostels. He is a member of the urban community where the university is located. He may begin play with scores in Latin or Artes Liberales, although a score of more than 1 in Artes Liberales would be rare. He may live with the students if he is unmarried, but if he has a family then he lives with them, possessing keys to the students’ housing to allow unannounced entry.

Art & Academe p91 - VirtueFlaw_lupus_the_wolf

LYCANTHROPE

(Major Flaw , Supernatural )

You have been cursed to change form into a dangerous predator (such as a wolf, lynx, or bear) on nights of the full moon (or similar, monthly astrological events). No items or clothing transform between shapes, and it takes one full round for the full transformation to take effect. You aren’t immune to normal weapons, and the curse does not infect bite victims. The animal may be detected as a cursed human with an InAn or InCo spell. You have the intelligence of an animal while changed, react to all stimuli as an animal, and don’t retain any memory of actions taken in animal form, save occasionally in dreams. You may not even realize that you are under this curse. You still recognize both friends and enemies when changed. Lycanthropes may transform into a non-magical animal between Size –1 (wolf) and Size +2 (bear). You have the normal physical characteristics of the animal, except that +3 is added to your Soak score (in animal form only). Furthermore, you are fully healed of all wounds incurred in animal form upon resuming human form (which happens at dawn).

Ars Magica 5th Edition Core rulebook p55 - VirtueFlaw_lycanthrope

Maestro

(Free Virtue , Special )

The character is a maestro, a Mythic Companion character who excels at art. The character may select one of the following Virtues at no cost: Affinity with Craft or Profession Ability, Free Expression, Inspirational, or Puissant Craft or Profession Ability. The character receives 2 points of Virtues for every point spent on Flaws.

Art & Academe p134 - VirtueFlaw_maestro

MAGIC ADDICTION

(Major Flaw , Hermetic )

You crave the rush of casting and holding power over magic. Whenever you cast a spell, you have a difficult time stopping yourself from casting again and again until you drop from exhaustion. Whenever you use a stress die in spellcasting, you must, whether or not the spell succeeds, make an Intelligence + Concentration stress roll, against an Ease Factor of half the level of the spell (or, if you botched, the level you were attempting). If you fail, as your next action you must either cast a Formulaic spell of at least the same level as the previous spell, or cast any spontaneous spell, expending Fatigue and not reserving levels for Penetration. You must roll again to control your addiction, based on the level of the spell you just cast, but you get a +3 bonus to the roll for every spell you cast after the first. If you botch, you continue casting spells until you fall unconscious.

Ars Magica 5th Edition Core rulebook p56 - VirtueFlaw_magic_addiction

MAGIC ITEMS

(Minor Virtue , General )

You begin with 25 more starting levels of magic items than you would otherwise, and the rate at which your items are improved is increased by one level per year. This is probably because of your exceptional devotion to the House, or because you have inherited a number of items from other Redcaps. You must be a Redcap to take this virtue, and you may take it more than once, though no single effect in any of your items can be greater than Level 30.

Houses of Hermes : True Lineages p106 - VirtueFlaw_magic_items

MAGIC SENSITIVITY

(Minor Virtue , Supernatural )

You are often able to identify a place or object as magical. However, your sensitivity makes you more susceptible to magical effects: subtract your Magic Sensitivity score from all magic resistance rolls you make. Choosing this Virtue confers the Ability Magic Sensitivity 1 (page 66).

Ars Magica 5th Edition Core rulebook p45 - VirtueFlaw_magic_sensitivity

MAGICAL AIR

(Major Flaw , General )

People and animals react to you as if you had The Gift, but, at least as far as you know, you have no magical abilities. You may not take this Flaw if you actually do have The Gift; see The Blatant Gift (page 51) instead.

Ars Magica 5th Edition Core rulebook p56 - VirtueFlaw_magical_air

MAGICAL ANIMAL COMPANION

(Minor Flaw , Story )

You are accompanied by a magical animal that’s smart enough to follow your orders or to disobey them on its own initiative. The smaller and more innocuous the creature, the more intelligent it is. A ferret or crow is as intelligent as a human, a wolf is very cunning, and an animal the size of a horse is simply more intelligent than normal. The creature has a Magic Might score of 10 – Size.

Ars Magica 5th Edition Core rulebook p56 - VirtueFlaw_magical_animal_companion

MAGICAL FASCINATION

(Minor Flaw , Personality )

This character is intensely interested in supernatural and magical phenomena, to the exclusion of all other motivations. It is as if his life is hollow and drab without these experiences. He will involve himself in any supernatural investigation, social encounter, or confrontation. He must try and find out as much as he can about it, and he is curious and has busy hands, definitely trying to take souvenirs. To represent the scraps of knowledge he has, he is allowed to have a score of 1 (but no more) in either Magic or Faerie Lore at character creation. But most of the time, he is filling in the blanks himself and making it up as he goes along, enthusiastically.

Grogs p81 - VirtueFlaw_magical_fascination

MAGICAL MEMORY

(Minor Virtue , Hermetic )

Your memory has been developed to remember magical rather than mundane things. You need not keep laboratory texts (see page 101) of your creations to get the benefit of a Lab Text when reproducing them. If you have created an effect by following another magus’s lab text once, you may get the same benefit in future without needing to have the text available.

Ars Magica 5th Edition Core rulebook p45 - VirtueFlaw_magical_memory

Magicam

(Minor Virtue , Supernatural )

This Virtue gives the character the Form of Magicam. The Form advances as an Art. It is described more fully later and is useless unless the character also possesses a Technique from this chapter.

Restricted access : learned magician characters or characters from a related magical tradition

Hedge Magic : Revised Edition p82 - VirtueFlaw_magicam

MAGISTER IN ARTIBUS

(Major Virtue , Social Status )

You have incepted Master of Arts in one of the universities of Europe (Paris, Bologna, Oxford, Cambridge, Montpellier, Arezzo or Salamanca) and completed your two years’ regency of compulsory teaching. You are entitled to be addressed as Magister, are subject only to canon law, and may teach anywhere in Europe. You are at least (25 – Int) years old, and must have scores of at least 5 in Latin and Artes Liberales. You have, however, spent eight years in a university, and gain an additional 30 experience points in each of those years, for a total of 240 additional experience points over and above your allowance based on age. You may buy Academic Abilities during character generation, and must spend your additional experience points on Academic Abilities or Teaching.
You must spend two seasons teaching to maintain yourself and your reputation as a dependable instructor. These two seasons are spread between September and June, so you are genuinely free in the summer. If you take the Poor flaw, you are still genuinely free in the summer. If you take the Wealthy virtue, you can maintain your reputation with a single season’s teaching. This Virtue is only available to male characters, and is compatible with the Hermetic Magus, Mendicant Friar, and Priest Virtues.

Ars Magica 5th Edition Core rulebook p45 - VirtueFlaw_magister_in_artibus

Magister in Medicina

(Major Virtue , Social Status )

The character has achieved a doctorate in medicine from one of the medical schools of Europe (Salerno, Cremona, Montpellier, or Bologna), and completed his two years’ compulsory teaching. This Virtue offers the same benefits as Doctor in (Faculty) Virtue (see Chapter Seven: Universities). This Virtue is compatible with the Hermetic Magus, and Priest Virtues.

Art & Academe p56 - VirtueFlaw_magister_in_medicina

Major Magical Deficiency

(Major Virtue , Supernatural )

The vitki has a magical deficiency with all of the runes in a single aett. Whenever one of his rune scripts includes one of these runes, his casting total is halved. Or, the vitki may have a grave deficiency with three runes, such that he cannot use those runes in any of his spells.

Restricted access : vitkir

Hedge Magic : Revised Edition p122 - VirtueFlaw_major_magical_deficiency

MAJOR MAGICAL FOCUS

(Major Virtue , Hermetic )

Your magic is much more potent in a fairly limited area, such as weather, necromancy, birds, or emotions. This area should be smaller than a single Art, but may be spread over several Arts — necromancy, for example, covers both Corpus and Mentem effects. You cannot be focused on laboratory activities, although a focus does apply to laboratory activities. When you cast a spell or generate a Lab Total within your focus, add the lowest applicable Art score twice. If a spell has requisites, the lowest applicable score may be one of the requisites, rather than one of the primary Arts.
Thus, if a magus with a focus on birds was casting a spell to turn a bird into pure flame, MuAn (Ig), with Muto 14, An 18, and Ig 10, his final total would be 34 + other modifiers: 14 from Muto, and 20 from adding Ignem twice. If he was casting a spell to turn a bird into another sort of bird, MuAn with no requisites, his total would be 46 + other modifiers, 18 from Animal and 28 from adding Muto twice.
A character can have only one Magical Focus, either major or minor, regardless of the source of the focus.

Ars Magica 5th Edition Core rulebook p45 - VirtueFlaw_major_magical_focus

Major Rune Focus

(Major Virtue , Supernatural )

The vitki has a magical focus in a type of rune magic, which is also associated with a particular material. Whenever the vitki inscribes runes into the proper material for an effect associated with the focus, you may double his score in the rune used for the script. (See the Vitkar Magic Foci sidebar for a list of these types and the materials associated with them.)

Restricted access : vitkir

Hedge Magic : Revised Edition p121 - VirtueFlaw_major_rune_focus

Male Guild Sponsor

(Free Virtue , General , Social Status )

The character's father or husband is a guild craftsman and she has been allowed entry into his field of work, which is otherwise restricted to men. The character may work at her trade, following the same procedures as the regular male workers. Every guild allows such members, so she may practice any craft she desires. The character must select a separate guild Social Virtue as well as this free General Virtue to represent her status in the guild system.

City & Guild p53 - VirtueFlaw_male_guild_sponsor

Malediction

(Major Virtue , Unholy Power )

This Virtue gives the character the Supernatural Ability of Malediction at 1. See Chapter 10: The Maleficia for more information on this Unholy Power.

Realms of Power : The Infernal p86 - VirtueFlaw_malediction

Malignant Magus

(Minor Flaw , Story , Supernatural )

A piece of the magus’s psyche has been broken loose by a Twilight experience, and now manifests physically as an adulteration. This allows the magus to be a pleasant and upstanding person, because his negative impulses do terrible things out of the magus’s sight. Eventually the character’s adulteration must be resolved, but in the interim, his enemies are attacked be a magical monster of mysterious origin, without the magus’s conscious consent or approval.

Houses of Hermes : Mystery Cults p73 - VirtueFlaw_malignant_magus

MANIFEST SIN

(Minor Flaw , Supernatural )

A sin or crime this character has committed in the past stains his spirit and is manifest to those who can perceive things hidden to mortal senses. Characters with Second Sight, Sense Holiness & Unholiness, or similar Supernatural Powers or Abilities perceive the sin through one or more senses. See ArM5, page 67, for these Abilities. The manifestation of the sin or crime should be chosen by you and the storyguide together, and should always be appropriate to the sin or crime in question. For instance, the perpetrator of a violent crime may appear to have blood on his hands, or be accompanied by the sobbing of his victim, while lustful sins may be seen to play across the sinner’s leering face. In addition, the character suffer a –1 penalty to all social interaction rolls or totals as the intangible aura of their past sins affects those with whom they interact. While his spirit is tainted and the manifestation will always be with him, he may spend a Faith Point, including Faith Points gained from taking Holy Communion and from relics, to banish the manifestation for Sun duration. While banished, the sin cannot be perceived and the social penalty is also suspended. This Flaw originates from either the Divine or the Infernal Realm, as a mark of punishment, penitence, or temptation.

Grogs p81 - VirtueFlaw_manifest_sin

Manufactured Ignorance

(Minor Flaw , Story , Tainted )

The tainted person has a Delusion, just like the Flaw given in the core rulebook, but his mistaken belief is sustained by a group of minor demons that provide a stream of supporting evidence. Different groups of demons create varying delusions for tainted people. Many such people believe they have a glorious destiny, and the world smiles at their efforts, because the demons make it appear so. Hermetic demon hunters have found more than one child who believed he was the final scion of a noble house. In each story, the character receives one minor, fortunate occurrence that confirms his rosy view of life. Minor fortunate occurrences are situations demons can arrange surreptitiously ahead of time. They may include a character arriving at an inn where the last room is available, finding an important door unlocked, or a coal from the fireplace mysteriously extinguishing itself on the floor rushes.

Realms of Power : The Infernal p89 - VirtueFlaw_manufactured_ignorance

Many Marriageable Daughters

(Major Flaw , Story )

The character has a lot of daughters and needs to participate in stories to marry them off suitably. Information on dowries is included in the Marriage and Dowries section, below.

City & Guild p109 - VirtueFlaw_many_marriageable_daughters

Marshal

(Minor Virtue , Social Status )

As well as their non-specialist staff, superior stables and above require a specialist to coordinate the care, feeding, and welfare of the animals. This person is called a marshal, and the title holds considerable honor. The Marshal of England is the king’s official in charge of his cavalry, but even the marshal of a baron is an important personage, given the vital roles played by horses in warfare and hunting, as well as routine travel. A marshal should take the Ability Profession Marshal, which deals with understanding, purchasing, and caring for horses. It functions as the Ability Medicine for the purpose of treating veterinary diseases, and for surgery involving these animals. A marshal receives 50 extra experience points at character generation to spend on the abilities Animal Handling, Etiquette, Hunt, Latin, Profession Marshal and Ride, and may take Martial Abilities freely. A marshal may overseen other specialists, including farriers who make horseshoes; leatherworkers who produce tack, harness, and saddles; and the trained staff who administer day-to-day grooming and mucking out of the stables.

Lords of Men p61 - VirtueFlaw_marshal

Master (Rhine Tribunal)

(Free Virtue , Social Status )

You have acquired the status of magister, and may train apprentices without social stigma. You have a Hermetic Reputation of level 2, which pertains to your acceptance as a master. The voting sigil of a retired magus is placed in your care; you may use this at any meeting of the Rhine Tribunal, although it is expected that you will cast it according to the interests of its original owner. This Status Virtue is specifically a feature of the Rhine Tribunal.

Restricted access : Rhine Tribunal

Guardians of the Forests : The Rhine Tribunal p20 - VirtueFlaw_master_rhine_tribunal

MASTER OF (FORM) CREATURES

(Minor Virtue , General )

The character is able to tame animals and other unintelligent beings that have a Magic Might aligned with a particular Form. During character creation, the character may take Magic Lore, and this Virtue may be taken multiple times, once for each Form. (This Virtue was originally presented in Realms of Power: Magic.)

Grogs p75 - VirtueFlaw_master_of_form_creatures

MASTER OF KENNELS

(Minor Virtue , Social Status )

The character manages the kennels for a noble patron, and is responsible for the training, breeding, and health of the animals. He employs additional staff appropriate to the size of the kennels. He is a commoner, yet treated with considerable respect by the household. If he has the privilege of riding with the hunt, then he may well be a skilled bowman. He is expected to organize the houndsmen, that is the dog handlers, as well as instructing servants or locals to perform that role. The Master of Kennels may learn Martial Abilities, and has 50 additional experience points at character generation to spend on the Abilities Animal Handling, Etiquette, Hunt, Latin, an appropriate Profession Ability (such as Feuterer or Farrier), and Ride. (Paraphrased from Lords of Men.)

Grogs p76 - VirtueFlaw_master_of_kennels

MASTER OF NONE

(Minor Flaw , General )

Either by choice or circumstance, this character never seems to be able to stick at a task or job for longer than a season, usually following the work as it moves through the year. As a result, this character can’t apply any experience points earned to an Ability or Art that they have already applied experience points to this year. Where they can’t be applied to a different Ability or Art, the experience points are lost. Experience points gained through other virtues, such as Secondary Insight, are unaffected and may be applied normally.

Grogs p81 - VirtueFlaw_master_of_none

Mastered Rune

(Minor Virtue , Supernatural )

The character has mastered a single rune, reducing the frequency of magical accidents. Whenever he inscribes this rune in a rune script, your botch dice are reduced by three (to a minimum of one die), and all penalties to your casting rolls are halved. You may take this Virtue more than once, each time with a different rune.

Restricted access : vitkir

Hedge Magic : Revised Edition p121 - VirtueFlaw_mastered_rune

MASTERED SPELLS

(Minor Virtue , Hermetic )

You have fifty experience points to spend on mastering spells that you know. (See page 86 for rules on mastering spells.) You may take this Virtue if you also have Flawless Magic, to give you more experience points to spend on mastering your spells. You may take this Virtue multiple times.

Ars Magica 5th Edition Core rulebook p46 - VirtueFlaw_mastered_spells

MasterPiece

(Minor Virtue , Hermetic )

For some benevolent reason, the magus’s parens has allowed him to keep the lesser enchanted item he made to prove himself a magus and pass his Gauntlet. This masterpiece must be a lesser enchanted item. You may design a lesser enchanted item that your character could make based on his Lab Totals at character generation, following the regular rules for construction of such a device. You ignore vis costs, as the magus’s parens provided those from his laboratory stores.

Houses of Hermes : Mystery Cults p135 - VirtueFlaw_masterpiece

Mathematicus of Bologna

(Free Virtue , Social Status )

The character is a member of the magical tradition of the Mathematici of Bologna. The character may cast charms and perform laboratory activities according to the rules of this chapter. To possess this Social Status, the character must have at least one Hedge Technique and Form from this chapter. A mathematicus must also possess a Social Status that defines his role in mundane society, suitable examples include: Clerk, Gentleman, Landed Noble, Magister in Artibus, Mendicant Friar, or Priest. The Social Statuses listed in the Universities and Medicine chapters of Art & Academe are very appropriate, as are those listed in Realms of Power: The Divine, pages 92-93. These lists are not exhaustive, and the troupe may include additional Social Statuses that are appropriate to the learned magician character. The amount of freedom a mathematicus has to study is based on his other Social Status, or whether he possesses the Wealthy Virtue or Poor Flaw.

Restricted access : learned magician characters or characters from a related magical tradition

Hedge Magic : Revised Edition p80 - VirtueFlaw_mathematicus_of_bologna

Mechanica of Heron

(Major Virtue , Supernatural )

Heron’s disciples used this Virtue to create and animate magicalmechanical devices called mechanica. The character with this Virtue must have The Gift and possess a Virtue that allows access to Academic Abilities. He begins with a score of 1 in the Ability Mechanica of Heron. The Ability can be improved by study, practice, or teaching. Mechanica can simulate any Creo, Rego, Perdo, or Muto effect on Auram, Aquam, Ignem, Mentem, or Terram. Ordinary mechanica may not have more than one effect, but awakened mechanica (see below) may have several.

Restricted access : Ancient magic

Ancient Magic p77 - VirtueFlaw_mechanica_of_heron

MEDDLER (Major)

(Major Flaw , Personality )

You want to fix other peoples’ lives: arrange matches, teach children to sew “properly,” or tend the sick. You waste a lot of time and energy on such endeavors, and people usually resent it.

Ars Magica 5th Edition Core rulebook p56 - VirtueFlaw_meddler_major

MEDDLER (Minor)

(Minor Flaw , Personality )

You want to fix other peoples’ lives: arrange matches, teach children to sew “properly,” or tend the sick. You waste a lot of time and energy on such endeavors, and people usually resent it.

Ars Magica 5th Edition Core rulebook p56 - VirtueFlaw_meddler_minor

MENDICANT FRIAR

(Minor Virtue , Social Status )

You are a follower of St. Francis or St. Dominic, going among the rich and poor, spreading the word of God and giving comfort to the sick, homeless, hungry, or dying. You are sworn to serve the Church for the rest of your life, but your wandering habits are considered suspect by the local bishop and parish clergy, and you lack political influence within the organization. Like all clerics, however, you are only subject to canon law.
Due to your training, you may take Academic Abilities during character generation. If you wish, you may be an ordained priest and may officiate at marriages, baptisms, funerals, and the Mass, though the parish clergy may resent your interfering on their “turf.” You do not need to take the Priest Virtue in addition to this one if you do want to be ordained.
You have sworn vows of poverty, chastity, and obedience, which together constitute a Major Story Flaw (Monastic Vows, see page 56) which you must take if you take this Virtue (this Flaw balances other Virtues as normal). You may not take the Wealthy Virtue or Poor Flaw. This Virtue is only available to male characters, and is compatible with the Magister in Artibus Major Virtue.

Ars Magica 5th Edition Core rulebook p46 - VirtueFlaw_mendicant_friar

MENTOR

(Minor Flaw , Story )

A person of some importance, wealth, or wisdom has taken an interest in your life, and at times provides you with minor material aid and advice. However, at some point your mentor will have a small favor or two to ask of you. He might not necessarily like your relationship with the covenant — perhaps you must keep it a secret. The Mentor must be an NPC.

Ars Magica 5th Edition Core rulebook p56 - VirtueFlaw_mentor

Mentored by Demons

(Minor Virtue , General , Tainted )

A character mentored by demons learns faster than is possible for those studying with human teachers, but demons only teach those Abilities that suit their plans for the character. Characters trained by demons may exceed the maximum skill level for a given age provided by the character creation rules. Students of demons may also have Abilities that are usually restricted to opportune backgrounds. People mentored by demons do not recognize the supernatural nature of their teachers — many consider their exceptional skills an expression of their innate superiority to others. This attitude is particularly common in children afflicted with Pride. Mentored characters have an additional 50 experience points to spend on any Ability. Characters may purchase this Virtue multiple times, and gain 50 further experience points each time. Characters trained to this extreme know that their teachers are supernatural figures, but often have the Manufactured Ignorance Flaw.

Realms of Power : The Infernal p86 - VirtueFlaw_mentored_by_demons

MERCENARY CAPTAIN

(Minor Virtue , Social Status )

You lead a small company of mercenaries (5 to 10), for hire to the highest bidder. You are much like a knight-errant, only without the prestige. During your travels you have gained great wealth — and squandered it — several times over. You may take Martial Abilities during character generation.
If you are Poor, you lead only a couple of other mercenaries, but you and they may have armor and weapons available to normal characters. If you are Wealthy you lead about twenty mercenaries, and can delegate some of the work to sergeants. This Virtue is available to male and female characters.

Ars Magica 5th Edition Core rulebook p46 - VirtueFlaw_mercenary_captain

MERCHANT

(Free Virtue , Social Status )

You live from the buying and selling of goods. You may be a peddler, if you are relatively poor, a shopkeeper, or a traveling merchant. The Wealthy Major Virtue and Poor Major Flaw affect you normally.

Ars Magica 5th Edition Core rulebook p46 - VirtueFlaw_merchant

Merchant Adventurer

(Minor Virtue , Social Status )

The character is in command of a ship, and a crew. The character has sufficient capital for a cargo, but may have substancial debts, which may be represented by the Favors Flaw. Further details are given in the main body of this chapter. A merchant adventurer who owns a share of the company he works for should select the Partner Virtue instead of this one.

City & Guild p108 - VirtueFlaw_merchant_adventurer

Mercurian magic

(Major Virtue , Hermetic )

Your magical lineage and traditions are from the Roman priests of Mercury, which predate the Order of Hermes, making you especially skilled with Ritual Magic and magic used in conjunction with others. In addition to your standard spell allocation, you also know Wizard’s Vigil (page 160) at a level equal to the highest level of Ritual spell that you know, and should you invent or learn a Ritual spell of higher level, you automatically invent a Wizard’s Vigil spell of the same level, without needing to spend extra time.
When casting a spell using Wizard’s Vigil, you may add your Mastery score (page 86) in the spell being cast and your Mastery score in Wizard’s Vigil to the effective level of the Wizard’s Vigil. Finally, any Ritual spells which you cast have only half the usual vis requirement. If cast as part of a Wizard’s Vigil, all the participants need to have this Virtue to gain this benefit.
All known members of the Mercurian lineage also have the Minor Flaw Ceremonial Spontaneous Magic.

Ars Magica 5th Edition Core rulebook p46 - VirtueFlaw_mercurian_magic

MESSENGER’S MEMORY

(Minor Virtue , Heroic )

You can remember, word for word, any short messages you have heard or read in the last year. You must concentrate when you first read or hear the message, but afterwards you can recite or copy it exactly, and you can even recall personalized details like inflection and handwriting, though you may not be able to perfectly reproduce these nuances. While you might recall excerpts of longer works, like an hour-long speech or a book, it is impossible for you to memorize more than a few choice passages.

Houses of Hermes : True Lineages p106 - VirtueFlaw_messengeraos_memory

METHOD CASTER

(Minor Virtue , Hermetic )

You are excellent at formulaic spells, as you have perfected a consistent and precise method for casting them. You gain a +3 bonus to any formulaic spell you cast. However, if you vary at all from your precise method (by altering your gestures or voicing), you do not get this bonus. This bonus also applies to Ritual spells

Ars Magica 5th Edition Core rulebook p46 - VirtueFlaw_method_caster

MILD AGING

(Minor Virtue , General )

The character’s aging rolls benefit from a +1 bonus to the Living Conditions Modifier, in addition to whatever his social standing normally offers him (ArM5, page 170). Furthermore, he receives a +3 bonus to rolls to survive an aging crisis. He may be dedicated to living a healthy life, or else have been blessed by some supernatural being.

Grogs p76 - VirtueFlaw_mild_aging

Miles

(Minor Flaw , Story )

The character, who must be a member of House Flambeau, is a member of the milites (see “The Milites” earlier in this chapter). She has made a public oath to uphold the Code of Garus or some similar code of honor. This carries both benefits and obligations. The character gains 5 experience points in House Acclaim for House Flambeau. Other milites regard the character as a brother-in-arms and can be relied upon to provide support and assistance. However, the character may lose respect (represented by House Acclaim points) if he relies too heavily on their assistance and seems unable to accomplish tasks on his own.

Other milites may occasionally ask the character for assistance as well. The character has sworn an oath to obey the Primus of House Flambeau and may receive orders from the Primus at any time. (The Primus cannot give orders that affect how a magus uses his vote or what he says at Tribunal.) Successfully fulfilling a direct order from the Primus grants experience points in House Acclaim. This Flaw covers the relationship of the miles to other Flambeau magi. How the character views the rest of the Code of Garus _ the parts about honesty, courage, and so on _ is up to the player to decide. The player may wish to choose additional Personality Flaws (for example, Higher Purpose or Dutybound) if the character intends to strictly follow the milites’ code of conduct. If the storyguide approves, player characters may acquire this Flaw after character creation by joining House Flambeau and publicly swearing the milites’ oath.

Houses of Hermes : Societates p31 - VirtueFlaw_miles

MINOR ENCHANTMENTS

(Minor Virtue , Supernatural )

The character has one or more items in his possession that have magical powers. These should be designed as Hermetic enchantments, and the total levels of powers in all the items, after adjustment for uses per day and so forth, must be 25 or less. The character may have this Virtue Virtue more than once: add the total levels together, but no single power can be greater than 30th level. If he loses the item or it is destroyed, then it is gone for good.

Grogs p76 - VirtueFlaw_minor_enchantments

Minor Magical Deficiency

(Minor Virtue , Supernatural )

The vitki has a deficiency with three of the runes. Whenever one of his rune scripts includes these runes, his casting total is halved. Or, the vitki may have a grave deficiency with a single rune, such that he cannot use it in any of his spells.

Restricted access : vitkir

Hedge Magic : Revised Edition p123 - VirtueFlaw_minor_magical_deficiency

MINOR MAGICAL FOCUS

(Minor Virtue , Hermetic )

Your magic is particularly attuned to some narrow field, such as self-transformation, birds of prey, or healing. In general, the field should be slightly narrower than a single Technique and Form combination, although it may include restricted areas of several such combinations. Healing, for example, is a part of Creo Corpus, Creo Animal, and possibly Creo Herbam. You cannot be focused on a laboratory activity, such as creating charged items, although a focus does apply to laboratory activities.
When you cast a spell or generate a Lab Total within your focus, add the lowest applicable Art score twice, as for a Major Magical Focus (page 45).
A magus may only have one Magical Focus, whether major or minor, regardless of the source of the focus.

Ars Magica 5th Edition Core rulebook p46 - VirtueFlaw_minor_magical_focus

Minor Rune Focus

(Minor Virtue , Supernatural )

The vitki has a magical focus with a single rune used in a particular type of rune magic (see the Vitkar Magic Foci sidebar). Whenever the vitki casts a rune spell with an effect appropriate to the focus and the chosen rune, and inscribes this rune into the material associated with the focus, you may double the vitki’s score in the rune used for the formula.

Restricted access : vitkir

Hedge Magic : Revised Edition p121 - VirtueFlaw_minor_rune_focus

MISSING EAR

(Minor Flaw , General )

You cannot accurately locate the direction of sounds, and suffer a penalty of –3 to hearing rolls.

Ars Magica 5th Edition Core rulebook p56 - VirtueFlaw_missing_ear

MISSING EYE

(Minor Flaw , General )

You cannot judge close distances easily and get –3 on Attack rolls for missiles and targeting rolls for spells. In melee combat you suffer –1 on Attack rolls because your field of vision is limited. You also have a blind side from which people can approach unseen. This Flaw can be combined with Poor Eyesight (below), but the penalties are cumulative.

Ars Magica 5th Edition Core rulebook p56 - VirtueFlaw_missing_eye

MISSING HAND

(Minor Flaw , General )

Perhaps it was an accident or a punishment in your past that cost you one of your hands. Climbing, combat, and other activities normally requiring both hands are at a penalty of –3 or greater.

Ars Magica 5th Edition Core rulebook p56 - VirtueFlaw_missing_hand

MISTAKEN IDENTITY

(Major Flaw , Story )

Someone, who looks exactly like you and whom you and your companions will most likely never meet, lives near you, and is responsible for an ongoing variety of violent, illegal, obscene, or embarrassing acts. You often have to explain who you are, and sometimes have to deal with the consequences of the other person’s acts.

Ars Magica 5th Edition Core rulebook p56 - VirtueFlaw_mistaken_identity

MONASTIC VOWS

(Major Flaw , Story )

You have taken vows of poverty, chastity, and obedience to a religious superior. This covers the vows taken by mendicant friars, as well as those taken by monks and nuns strictly speaking.

Ars Magica 5th Edition Core rulebook p56 - VirtueFlaw_monastic_vows

MOTION SICKNESS

(Minor Flaw , General )

Riding a horse, in a cart, or sailing on a ship makes you violently ill. When not traveling on foot, you suffer double the fatigue loss on long journeys specified on page 185, with a minimum loss of two Fatigue levels. Violent jostling over a period of a few hours could conceivably lead to unconsciousness.

Ars Magica 5th Edition Core rulebook p56 - VirtueFlaw_motion_sickness

Muse

(Minor Virtue , Supernatural )

A muse possesses that rare beauty that encourages others to rise to worthiness. A character with this Virtue may grant Free Expression to a single other character, or can double the effect of Free Expression that a single character already possesses, while the muse is with him. The artist typically holds the muse in such high regard that he feels the need to continually improve, both in artistic technique and as a person, to be worthy of the muse’s attention. Muses may be of either sex, and need not have beautiful bodies.

Houses of Hermes : Societates p56 - VirtueFlaw_muse

Mustajib

(Free Virtue , Social Status )

This Virtue is the Nizari equivalent of the Sahir Virtue. The character has been initiated into the magical traditions of the Nizaris, and must take Solomonic Sihr as his Summoning Power. If a mustajib has The Gift, he has been Opened to all of the Solomonic Arts; if he is unGifted, then the Solomonic Arts must be bought as Virtues or else be Initiated after character creation. Un- Gifted characters should also take the Necessary Condition and Prohibition Flaws to represent Initiation by the Nizaris. Mustajib may take Academic and Arcane Abilities at character creation. Most mustajibs started their careers as fida’is, and typically have this Virtue (or the Lasiq Virtue) to represent their social status among non-magical folk. However, if he joined the sect later in life he may choose different Social Status Virtue.

The Cradle and The Crescent p164 - VirtueFlaw_mustajib

MUTANTUM MAGIC

(Minor Virtue , Hermetic )

You are descended from the Mutantum lineage, and can thus invent formulaic spells and magic items that take advantage of Boosting, Harnessing and Tethering (see Mutantum Magic, under Magic, above). You may also take the Tamed Magic virtue, and half of your starting spells may be “tamed” versions of common spells. Most characters with Mutantum Magic belong to House Mercere and consider themselves Mutantes, and all of them must be descended by blood from the Founder or one of his ancestors.

Houses of Hermes : True Lineages p107 - VirtueFlaw_mutantum_magic

MUTE

(Major Flaw , General )

You cannot speak; perhaps your tongue was cut out. You probably use rudimentary hand gestures and grunts to communicate your needs. You can still understand languages perfectly well, and may learn to read and write if you have an appropriate Virtue. Note that magi with this Flaw get a –10 penalty to all spellcasting, although this may be offset by taking the Quiet Magic Virtue (page 48). A magus with this Flaw can be assumed to be able to make sounds, which are sufficient to allow normal use of the Voice Range.

Ars Magica 5th Edition Core rulebook p56 - VirtueFlaw_mute

Mystical Choreography

(Minor Virtue , Hermetic )

The magus’s skill at manipulating the shape and movement of the body allows him to reduce the amount of time required to perform Ceremonial Magic. The character performs ceremonies as per page 83 of ArM5, but requires only five minutes per magnitude. If the character has a prepared space, used frequently for ceremonial casting, this falls to one minute per magnitude.

This Virtue is particularly important to those Jerbiton magi who use ceremonial casting to overcome the penalties associated with the Dominion.

Houses of Hermes : Societates p56 - VirtueFlaw_mystical_choreography

MYTHIC (CHARACTERISTIC)

(Minor Virtue , Heroic )

Because of your great innate potential, you may take a specialty for one of your positive Characteristics, similar to an Ability specialty. Whenever this specific circumstance applies to one of your rolls for that Characteristic, you may treat your score as if it were one greater, and if you roll a potential botch, you reduce the number of dice by one. You may take this virtue more than once, though not for the same Characteristic. Here are some specialty suggestions for each Characteristic.

  • Intelligence: brilliant ideas, quick thinker, great knowledge
  • Perception: notices details, big picture, attuned to change
  • Strength: killing blows, athletic prowess, brute strength
  • Stamina: tireless will, iron constitution, Bacchus’s endurance
  • Presence: alluring eyes, commanding presence, terrifying visage
  • Communication: prolific author, stirring speaker, strong leader
  • Dexterity: nimble fingers, legendary aim, relentless attacker
  • Quickness: lightning-fast defense, sudden strikes, short-distance runner

Houses of Hermes : True Lineages p107 - VirtueFlaw_mythic_characteristic

Mythic Alchemy

(Major Virtue , Supernatural )

This Virtue grants the character a score of 1 in the Mythic Alchemy Supernatural Ability. Mythic alchemists can actually transmute types of atoms into other types of atoms through the application of magical rather than philosophical techniques. This Ability always requires at least one season of activity in a properly outfitted alchemical laboratory. The rules described here depend on the rules for alchemists given in Art & Academe, Chapter 5: Experimental Philosophy.

Hedge Magic : Revised Edition p81 - VirtueFlaw_mythic_alchemy

Mythic blood

(Major Virtue , Hermetic )

You are a blood descendant of either a wizard of legend (possibly one of the Twelve Founders, or some other ancient and powerful sorcerer) or a supernatural being (such as a dragon).
Your potent Gift means that you do not lose Fatigue levels if your Casting Total falls short of the level of a formulaic spell by ten points or less, although you do lose Fatigue if the spell fails completely. When casting Ritual spells, lose three fewer Fatigue levels than normal. This means that you lose no Fatigue levels if you succeed or fail by ten points or less. You must expend Fatigue normally to cast spontaneous magic, and if you fail to cast a formulaic spell you lose the normal number of Fatigue levels. Additionally, you may choose one special magic feat which you can invoke at will and cancel at will, as often as you like. Invoking this feat takes as long as fast-casting a mastered formulaic spell (see page 87), and requires the same level of concentration. The effect should be designed as a non-Ritual Hermetic effect, with a level + Penetration limited as below. The Penetration of the effect is not modified by the magus’s Penetration Ability score, and cannot be negative, so that the highest possible level of the effect is 30.
Invocation: Level + Penetration
Speak and Gesture: 30
Speak: 25
Gesture: 20
Nither Speak nor Gesture: 15
This Virtue includes a Minor Magical Focus in an area related to your legendary ancestor and a hereditary Minor Personality Flaw (both at no extra cost). Mythic Blood is not particularly uncommon in the Order of Hermes, so this Virtue does not grant any Reputation.

Ars Magica 5th Edition Core rulebook p47 - VirtueFlaw_mythic_blood

Mythic Blood (Balthazarine)

(Major Virtue , Hermetic )

Balthazarine descent grants a Minor Magical Focus with Fear or Obedience, and the associated Minor Personality Flaw tends to be one of Cruel or Proud. Their granted power is usually a version of Aura of Rightful Authority (ArM5, page 151) but with Duration Sun and no Penetration, invoked without words by adopting an overly haughty pose. See ArM5, page 47 for further details on the Mythic Blood Virtue.

Faith and Flame : The Provencal Tribunal p122 - VirtueFlaw_mythic_blood_balthazarine

MYTHIC BLOOD (ZMEY)

(Major Virtue , Hermetic )

Zmey are a variety of dragon native to the Transylvania Tribunal. Each village has a zmey, which rouses itself to fight evil spirits that attempt to enter its territory to cause hail or drought. This creates storms. Zmey have many powers. They fly by controlling the wind. Their natural form glows when they fly, but they can become invisible at will. They can change shape, into dogs or humans, but can also impersonate manufactured objects, like necklaces and garlands of flowers. Some play enchanting music on shepherd’s pipes. Female zmey, zmeyitsas, can take ursine form. Zmey often charm young women, which usually leads to their death. Sometimes the zmey leaves, and the woman pines away. Local herbalists have a concoction that sometimes restores the desire to live. The zmey often asks the woman to elope, taking her away to his chthonic home. Occasionally, women survive relationships with zmey, and bear children. The children of zmey look human, except for small membranous wings that connect their torso and underarms. These wings are useless vestiges. A human who eats the heart of a zmey gains many of its powers, including supernatural strength. Humans can become zmey through spells or herbal preparations. Descent from a zmey grants a Minor Magical Focus with Storms, and the Minor Personality Flaw tends to be one of Lecherous, Meddler, or Proud. The granted power may be invisibility (as Veil of Invisibility (ArM5 page 146), but with Personal Range and no Penetration, castable without words or gestures), the ability to fly on the wind (as Wings of the Soaring Wind (ArM5 page 126), requires words and gestures), or the ability to turn into a dog or bear (like Shape of the Woodland Prowler (ArM5 page 131), but with Personal Range, and requiring only a gesture).

Houses of Hermes : True Lineages p143 - VirtueFlaw_mythic_blood_zmey

MYTHIC FARRIER

(Minor Virtue , Supernatural )

The character may use the Touched by (Realm) Virtue (City & Guild, page 71), to a limited extent. He may craft horseshoes with magical effects, using Hermetic guidelines for a single Hermetic Form, chosen at character creation. Animal is a popular choice. The powers of the horseshoes can only affect the horse itself, or its immediate environment. A Terram effect, for instance, to make the ground which the horse touches stable is permissible, but an Auram power to change the weather isn’t. To calculate the Craft Total, add the controlling characteristic to the Craft: Farrier Ability. As this field of work requires wit as well as deftness of hand, either Intelligence or Dexterity may be used; this is a permanent choice which must be made at character creation. This ability is most likely aligned with the Magical or Faerie Realm, but an Infernal farrier is a possibility. You may take this Virtue twice, but no more. Taking the Virtue a second time adds either a second Form to use while enchanting, or allows the character to use it with another Ability, but not both. For variations on this Virtue, simply rename it Mythic (Professional), and replace Craft: Farrier with another Craft Ability. Retain the limit of a single Ability and a single Hermetic Form.

Grogs p76 - VirtueFlaw_mythic_farrier

Mythic Herbalism

(Major Virtue , Supernatural )

Supernatural Virtue that grants a score of 1 in the Mythic Herbalism Ability. Mythic Herbalism permits a character to create unguents and poultices that can heal the wounded, cure the diseased, or assist the poisoned. The Ability also allows a character to create especially virulent poisons. Finally, the Mythic Herbalist may create potions that grant temporary bonuses to various physical characteristics. The effects of the concoctions are detailed in the nearby chart.

Hedge Magic : Revised Edition p81 - VirtueFlaw_mythic_herbalism

MYTHIC MIMICRY

(Major Virtue , Heroic )

This Virtues grants all the abilities of Messenger’s Memory (see above), but in addition you are so accomplished at memorizing and reciting messages that you can recall accounts of any length, and perfectly recreate the voice or handwriting of the author, so much that it is indistinguishable from the original. Once you have heard or read something from a person, you can easily mimic their voice or writing style, creating perfect imitations if you are so inclined. With a season of effort you can even memorize an entire book, and reproduce it in another season afterwards, though you must have been able to comprehend the contents to do this accurately.

Houses of Hermes : True Lineages p107 - VirtueFlaw_mythic_mimicry

Nameless Runes

(Minor Virtue , Supernatural )

The character may cast rune spells without inscribing his name into the script at no penalty, though he receives no benefit when he does. The runes still form a magical connection to him that other magic characters can detect with their spells and use to identify him, but it is not obvious to those who can read the writing on the stone.

Restricted access : vitkir

Hedge Magic : Revised Edition p122 - VirtueFlaw_nameless_runes

Names of Power

(Minor Virtue , Hermetic , Supernatural )

The maga may invoke names of the great powers (angels, planets, pagan gods, faerie lords, and such) in her magic, even if she cannot summon and bind them directly. Hermetic magi can learn to use the names of the great powers as metamagic — Muto Vim acting on other spells. Most great powers have many names, each applying to different Aspects of magic, and a maga can learn each of them separately. All uses of Names of Power require that the maga speak the names out loud in a firm (or loud) voice, so that the powers’ attention is drawn to her. She may not use quiet or silent casting combined with Names of Power. In game terms, a Name of Power is learned as a Muto Vim spell that provides a magical bonus equal to the Name’s spell magnitude. Once learned, the Name of Power may be used in other specific magical methods, requiring other Mystery Virtues — it is no use on its own; however, with those Virtues, Names of Power are of great value.

Restricted access : Mystery

The Mysteries, Revised Edition p76 - VirtueFlaw_names_of_power

Nátt-thel Prone

(Major Flaw , Supernatural )

The vitki is particularly susceptible to being overwhelmed by the power of magic, and suffers the effects of Nátt-thel (described later) any time you roll a single supernatural botch, rather than a double botch.

Restricted access : vitkir

Hedge Magic : Revised Edition p123 - VirtueFlaw_nyttthel_prone

Natural Magician

(Minor Virtue , Supernatural )

This Virtue allows the character to utilize natural magic principles — such as elemental forces, natural affinities, magical contagion, and sympathetic connections — in performing any Magic-aligned Supernatural Ability to limit or eliminate the negative realm interaction effects of Divine or Infernal realms. Because of the time and materials required to utilize all of the natural magical principles, this ability may only aid activities that take a season or longer to perform. The player adds his character’s Philosophiae score to the Casting Total, Laboratory Total, or Supernatural Ability roll. The Philosophiae score may never be greater than the absolute amount of the negative realm interaction modifier. It is only useful in overcoming the negative realm interaction effects of an aura. The use of this Virtue never assists the character in achieving the initial effect total, and cannot aid in Penetration. This Virtue provides no benefit for activities performed in Faerie or Magic realms. This Virtue may be used in conjunction with Entreat the Powers.

Hedge Magic : Revised Edition p83 - VirtueFlaw_natural_magician

NECESSARY (REALM) AURA FOR (ABILITY)

(Minor Flaw , Supernatural )

Due to some connection with a given supernatural realm, the absence of a given supernatural aura has a pronounced effect upon the character’s ability to focus on certain tasks. The character has a –3 penalty to any totals he generates with a particular Ability when not in the right aura. A character may take this Flaw once for any particular Ability. The chosen Ability should be one which the character is likely to use frequently, such as in service to the covenant or to support his day-to-day activities. When applied to Craft or Profession Abilities, this Flaw also reduces the character’s capability to support himself by reducing the number of Labor Points he accumulates each season when not working within the appropriate aura. Troupes should think carefully about how a character would be limited by taking Magic (which covers most covenants) or Dominion (which covers most other human settlements) aura. If the character would not be limited, the Flaw should not be allowed.

Grogs p82 - VirtueFlaw_necessary_realm_aura_for_ability

NECESSARY CONDITION

(Major Flaw , Hermetic )

In order for your magic to work, you must perform a specific action while casting any spell. This should be something simple, such as singing or spinning around three times. If you cannot perform the action, you cannot cast spells at all.

Ars Magica 5th Edition Core rulebook p56 - VirtueFlaw_necessary_condition

NIGHT TERRORS

(Minor Flaw , General )

This character is plagued far too often by horrible nightmares and fits of screaming in his sleep. The character must make a Stress Roll against an Ease Factor of 9 in order to avoid suffering terrors. The storyguide may call for modifiers of –1 to –3 if he has faced eerie or terrifying events recently, like meeting a demon or battling the undead. Suffering from terrors means that the character wakes up often and in a panic during the night. Situations might occur where he overreacts or reacts in unfortunate ways, if forced awake during such nights. The morning leaves him with a Long Term Fatigue Level lost. These Long Term Fatigue Levels are cumulative, so several bad nights leave him in bad shape. Subtract the character’s Fatigue penalty from the Ease Factor to avoid night terrors, to represent how a truly exhausted victim will at some point sleep through the nightmares due to sheer exhaustion. If a night of terrors renders the character Unconscious, he slips into deep, dreamless sleep. He sleeps for an entire day and night, and wakes up at Winded, ending the string of Night Terrors. A character with this Flaw may not also take the Sleep Disorder Flaw This Flaw normally makes seasonal Laboratory work impossible, and so is not suitable for magi.

Grogs p82 - VirtueFlaw_night_terrors

Nightwalker

(Major Virtue , Supernatural )

A character with this virtue is able to stray; that is, he may send his spirit away from his body, and have it take material form at a distant place. This separated spirit, in solid or immaterial form, is called a phantasticum. The ability to generate a phantasticum allows the character to accept responsibilities, and perform acts, that are described in greater detail in the following sections.

Hedge Magic : Revised Edition p104 - VirtueFlaw_nightwalker

No Chartae Making

(Minor Flaw , Supernatural )

The character cannot create chartae, but may create amulets. The character may possess this Virtue in conjunction with the Charm Magician Flaw, which prevents him from creating any amulets or chartae.

Restricted access : learned magician characters or characters from a related magical tradition

Hedge Magic : Revised Edition p83 - VirtueFlaw_no_chartae_making

NO HANDS

(Major Flaw , General )

You have no hands. Any activity requiring hands is impossible, and magi with this Flaw take a -5 penalty to all Casting Scores. This may be offset by taking the Subtle Magic Virtue.

Ars Magica 5th Edition Core rulebook p56 - VirtueFlaw_no_hands

NO SENSE OF DIRECTION

(Minor Flaw , General )

You are completely unable to follow directions. North, south, east, and west have no meaning to you, and you often confuse right and left. You frequently get lost while traveling unfamiliar paths by yourself, or with others following your lead, and often have to reason your way home or to your destination from first principles. This Flaw is incompatible with the Well-Traveled Virtue.

Ars Magica 5th Edition Core rulebook p56 - VirtueFlaw_no_sense_of_direction

No Tattoo Magic

(Major Flaw , Supernatural )

The gruagach is unable to understand tattoo creation. The character may not create or investigate a gruagach tattoo.

Restricted access : gruagach characters or characters from a related magical tradition.

Hedge Magic : Revised Edition p57 - VirtueFlaw_no_tattoo_magic

No Text Casting

(Minor Flaw , Supernatural )

The character can’t cast charms from texts. The character may possess this Virtue in conjunction with the Laboratory Magician Flaw, which prevents him from casting any charms.

Restricted access : learned magician characters or characters from a related magical tradition

Hedge Magic : Revised Edition p83 - VirtueFlaw_no_text_casting

No Tradition

(Minor Flaw , General )

The character is an infernalist who does not belong to an Infernal tradition (see Chapter 13: Infernal Traditions), as her beliefs are too unusual to be classified by an overarching philosophy. She may still learn Infernal Supernatural Abilities from other characters who are willing to teach them to her, though always with a penalty to her Advancement Total — essentially, she does not have any favored Abilities.

Realms of Power : The Infernal p89 - VirtueFlaw_no_tradition

NOCTURNAL

(Minor Flaw , General )

Your natural body rhythms try to keep you sleeping until noon. You are at –1 on all rolls made between dawn and midday. Conversely, you have little difficulty staying up at night. Though you enjoy no special benefits in the dark, your companions may decide to saddle you with night guard duty on a regular basis to use your attributes to best effect.

Ars Magica 5th Edition Core rulebook p56 - VirtueFlaw_nocturnal

NONCOMBATANT

(Minor Flaw , Personality )

You have no interest in combat, nor do you have any ability with it. You might be unreasonably afraid of combat, or a complete pacifist, or prone to freezing and doing nothing.

Ars Magica 5th Edition Core rulebook p56 - VirtueFlaw_noncombatant

Notary

(Minor Virtue , Social Status )

Due to your training, you may take Academic Abilities during character creation; however, notaries may not be members of the clergy and are subject to secular law. Your responsibilities include drawing contracts, witnessing charters, verifying transactions and documents, and affixing a specially designed seal. Notaries generally receive their salary from their employer on Christmas. Notaries only have jurisdiction in specific realms or towns, such as the County of Nimes or the city of Montpellier. The Wealthy Virtue and Poor Flaw affect you normally.

Faith and Flame : The Provencal Tribunal p13 - VirtueFlaw_notary

Nuntius

(Free Virtue , Social Status )

The character is a nuntius (messenger), charged with delivering messages, mail, and monetary donations between students and their families. He is employed by a university nation and is not necessarily educated. He is affected by the Wealthy Virtue and Poor Flaw as normal. The character can be either male or female, although travel is obviously more dangerous for a lone female.

Art & Academe p91 - VirtueFlaw_nuntius

NYKTOPHYLAX

(Minor Virtue , Hermetic )

Nyktophylaxes, “night guards,” are magi whose magic of Sun duration fails at noon and midnight, rather than dawn and dusk. Their name comes from their role as sentries during the Schism War.

Houses of Hermes : True Lineages p143 - VirtueFlaw_nyktophylax

OATH OF FEALTY

(Major Flaw , Story )

You have sworn an oath of loyalty and support to someone outside the covenant, and sometimes they call on you to uphold your vow. Magi are forbidden from taking Oaths of Fealty by the Hermetic Code. Some don’t let that stop them.

Ars Magica 5th Edition Core rulebook p56 - VirtueFlaw_oath_of_fealty

OBESE

(Minor Flaw , General )

You are large because of fat, not muscle. You are at –1 to all rolls that involve moving quickly or gracefully and at –3 to all Fatigue rolls. You are not so large that your Size is increased, and you may take this Flaw along with the Virtues and Flaws that change your Size.

Ars Magica 5th Edition Core rulebook p57 - VirtueFlaw_obese

OBSESSED

(Minor Flaw , Personality )

You are fixated on some prized object, action, or ideal. This interferes with your accomplishment of more immediate tasks. Examples might include obsessive protection of magi to the point that you attack those who insult them, or obsessive neatness where you keep yourself spotless and deride those who do not.

Ars Magica 5th Edition Core rulebook p57 - VirtueFlaw_obsessed

Offensive to (Beings)

(Minor Flaw , General )

This Flaw is associated with one of three classes of beings: mundane humans, demons, or divine beings. These last two include characters associated with the Divine or the Infernal realm, respectively, through Supernatural Virtues or Flaws, as well as beings with Divine or Infernal Might. Beings of the chosen category react badly to the character, as if he had The Gift, which makes them very uncomfortable around him and gives him a –3 to all social interaction rolls with them. You may not take this Flaw more than once; characters who are Offensive to more than one kind of being should take Magical Air instead. Characters with The Gift may take this Flaw only if they have the Gentle Gift, which makes this type of being react to them negatively while others are unaffected.

Houses of Hermes : Mystery Cults p87 - VirtueFlaw_offensive_to_beings

OFFENSIVE TO ANIMALS

(Minor Flaw , General , Hermetic )

Animals react to you as if you had The Gift, although people still do not. You may not take this Flaw and Magical Air. Characters with The Gift may only take this Flaw if they have the Gentle Gift, in which case only humans react to them as if they didn’t have The Gift. Animals with a Might score react in different ways. In general, those that react negatively to The Gift react negatively to you, while those that react positively do not, unless you actually have The Gift.

Ars Magica 5th Edition Core rulebook p57 - VirtueFlaw_offensive_to_animals

Office Holder

(Minor Virtue , Social Status )

The character holds a position within the local hierarchy of the Poor Knights of the Temple of Solomon, such as the deputy commander, marshal, or infirmarer. He may give orders to brothers in his region, is accorded the considerable respect due to his position, and has the power to enforce the rule and its various laws, although he answers to the local commander. Because of his high position, he is a well-known figure and has a Reputation of level 2 in his region. You may take this Virtue with any of the Templar Status Virtues, as your character may be a senior brother-sergeant or senior Templar chaplain. This Virtue is compatible with the Temporal Influence Minor Virtue. If you take this virtue with the Commander Major Virtue, then your character holds one of the few exalted ranks within the Templars, such as grand commander or grand marshal, or a rank that has authority over the Eastern or Western region of the order, in which case you likely reside in Acre, Paris, or London.

The Church p125 - VirtueFlaw_office_holder

OPTIMISTIC (Major)

(Major Flaw , Personality )

You are convinced that everything will turn out for the best. This is not overconfidence, as you accept that you might well fail. Even if you do, however, you are sure that circumstances will mean that everything works to your benefit.

Ars Magica 5th Edition Core rulebook p57 - VirtueFlaw_optimistic_major

OPTIMISTIC (Minor)

(Minor Flaw , Personality )

You are convinced that everything will turn out for the best. This is not overconfidence, as you accept that you might well fail. Even if you do, however, you are sure that circumstances will mean that everything works to your benefit.

Ars Magica 5th Edition Core rulebook p57 - VirtueFlaw_optimistic_minor

Orphic Magic

(Minor Virtue , Hermetic )

Orphic magoi gain access to the additional Range Adelphixis. Spells with this Range may target anyone connected to the magos via a Story Flaw that indicates emotion, such as True Love (NPC) or Close Family Ties. At the storyguide’s discretion, some Virtues may allow the use of Adelphixis as well — for example, True Love (PC). This range is equivalent to Arcane Connection for determining spell level. In essence, the magos is using himself as the Arcane Connection required for the spell.

Houses of Hermes : Societates p122 - VirtueFlaw_orphic_magic

OUTCAST

(Minor Flaw , Social Status )

You have the rough task of making it on your own — normal society rejects you and you are not attached to a covenant. Perhaps you have a magical nature, a supernatural background, some disfigurement, or a tremendous scandal in your past. You may not take the Wealthy Virtue.

Ars Magica 5th Edition Core rulebook p57 - VirtueFlaw_outcast

OUTLAW

(Major Flaw , Social Status )

You have been outlawed, and must live by your wits outside society. You may take Martial Abilities at character generation, and have a Reputation at level 2 for whatever got you outlawed.

Ars Magica 5th Edition Core rulebook p57 - VirtueFlaw_outlaw

Outlaw leader

(Minor Flaw , Social Status )

You command a small group (three to six persons) of outlaws. Your followers look up to you and do what you tell them — within reason. However, you must occasionally stick up for the group or one of its members, as well as provide for them. You often have to deal with challenges to your leadership in one form or another. You are well known as an outlaw in the local area, with a Reputation level of 3. You are actively sought by the local lord, sheriff, or other such official. You may take Martial Abilities at character generation. Grogs may not take this Flaw. Outlaw followers created as grogs should take the Branded Criminal, Outcast or Wanderer social status.

Ars Magica 5th Edition Core rulebook p57 - VirtueFlaw_outlaw_leader

OUTSIDER

(Major Flaw , Social Status )

You belong to a group that is both readily identifiable and distrusted or disliked. Examples include Saracens, Jews, and Moors. You are shunned and often persecuted because of this, and your life and freedom may occasionally be in peril. You have a bad Reputation of level 1 to 3 (depending upon how easy it is to identify you) among members of the dominant social group of your area. There is no way for you to ever remove that stain, and you are marked by it wherever you go.

Ars Magica 5th Edition Core rulebook p57 - VirtueFlaw_outsider

OVERCONFIDENT (Major)

(Major Flaw , Personality )

You have a completely unshakable faith in your own abilities. You believe that you will always perform at, or slightly above, the peak of your abilities, and cannot imagine failure. If you actually botch, you come up with some rationalization as to what “really” happened.

Ars Magica 5th Edition Core rulebook p57 - VirtueFlaw_overconfident_major

OVERCONFIDENT (Minor)

(Minor Flaw , Personality )

You have a completely unshakable faith in your own abilities. You believe that you will always perform at, or slightly above, the peak of your abilities, and cannot imagine failure. If you actually botch, you come up with some rationalization as to what “really” happened.

Ars Magica 5th Edition Core rulebook p57 - VirtueFlaw_overconfident_minor

OVERSENSITIVE

(Minor Flaw , Personality )

Something that others find merely unpleasant you consider intolerable. Examples might include an oversensitivity to disrespect, to slovenliness, or to impiety. If you are the violent type, you may start fights with those who offend you.

Ars Magica 5th Edition Core rulebook p57 - VirtueFlaw_oversensitive

Pack leader / natural leader

(Minor Virtue , General )

The character is a dominant person with a demeanor that encourages others to do what he says. His self-assured manner gives him a +3 bonus to social situations in which he takes the lead; people are more likely to follow his orders or do as he suggests. If he is Gifted, this bonus can temporarily help to overcome the social penalty of The Gift, due to the strength of his domineering personality. Members of House Bjornaer who were Initiated early in their apprenticeship often have this Virtue.

Houses of Hermes : Mystery Cults p37 - VirtueFlaw_pack_leader__natural_leader

PACK MENTALITY

(Minor Flaw , Personality )

The character is a follower, not a leader. He rarely takes the initiative, but is usually happy to follow the direction of a forthright and decisive person. If he finds a leader, he tends to stick with him.

Grogs p82 - VirtueFlaw_pack_mentality

Pack Mentality / follower

(Minor Flaw , Personality )

The character is a follower, not a leader. He rarely takes the initiative, but is usually happy to follow the direction of a forthright and decisive person. If he fi nds a leader, he tends to stick with her.

Houses of Hermes : Mystery Cults p38 - VirtueFlaw_pack_mentality__follower

PAGAN

(Major Flaw , Story )

You do not follow the teachings of the Church, and have never been baptized. This tends to upset those in authority in Mythic Europe and frighten common people who learn of it. You do not observe Christian holidays, and you try to avoid churchmen and the Dominion. You cannot pretend to go along with society, however, because you believe that it would displease your gods and incur their wrath — you might suffer grave supernatural consequences if you take Communion or appear to worship gods other than your own. You may begin with Magic Lore or Faerie Lore, depending on the specifics of your faith. (This is not a Flaw in areas of Mythic Europe with substantial pagan populations, but by 1220 the only such areas are in parts of the Novgorod Tribunal.)

Houses of Hermes : True Lineages p109 - VirtueFlaw_pagan

PAINFUL MAGIC

(Major Flaw , Hermetic )

Casting spells causes you to suffer the equivalent of one Fatigue level in pain for each spell you cast. This reduces all your actions by the appropriate Fatigue penalty, which is cumulative with any from actual fatigue or injuries (though you do not suffer any physical damage from pain). You recover these “pain levels” just like Fatigue levels.

Ars Magica 5th Edition Core rulebook p57 - VirtueFlaw_painful_magic

Painless Moon

(Minor Virtue , Supernatural )

The folk witch does not suffer a Medium Wound during each month of her Witch’s Moon (see later).

Restricted access : folk witch characters

Hedge Magic : Revised Edition p35 - VirtueFlaw_painless_moon

PALSIED HANDS

(Minor Flaw , General )

Your hands shake uncontrollably, which makes casting spells or holding objects difficult. All rolls involving holding or wielding an object are made at –2, including weapon skills. Magi and others who rely on hand gestures to work magic must roll an extra botch die when casting a spell.

Ars Magica 5th Edition Core rulebook p57 - VirtueFlaw_palsied_hands

Partner

(Major Virtue , Social Status )

The character has a large financial stake in a wealthy company. This provides sufficient income for the character to live as well as a minor member of the nobility, but without military trappings. The company's capo is answerable to his partners, and they are permitted, when practicable, to take their profits in service from the house's captains and factors, if they wish. A partner may act in any of the roles of the house without taking the Virtue that corresponds to that role, save the role of capo, with the permission of the troupe. That is, a partner who is also a factor, merchant adventurer, local carrier, or urban merchant need not purchase that Virtue if she has this one.

City & Guild p109 - VirtueFlaw_partner

PEASANT

(Free Virtue , Social Status )

You live by working the land. You may control quite a lot of land and hire people to work it, if you are wealthy, or be one of the people who is hired, if you are poor. You are free, rather than a serf. The Wealthy Major Virtue and Poor Major Flaw affect you normally.

Ars Magica 5th Edition Core rulebook p47 - VirtueFlaw_peasant

PERFECT BALANCE

(Minor Virtue , General )

You are skilled at keeping your balance, especially on narrow ledges or tightropes. Add +6 to any roll to avoid falling or tripping.

Ars Magica 5th Edition Core rulebook p47 - VirtueFlaw_perfect_balance

Perfect Eye for (Commodity)

(Minor Virtue , General )

For one commodity, and products manufactured from it, the character never fails to make an accurate assessment of value. A character who has a perfect eye for wool, for example, can class wool by touch and always estimate its price accurately. The character can also price woolen cloth and woolen embroidery. A character with a perfect eye for gemstones can always spot fake, cracked, and illusory sones. Characters with this Virtue are prized employees, and are occasionally paid as constultants by other merchants. So long as they trade exclusively in the commodity that matches this Virtue, the character gains an extra (3 x Wealth Multiplier) Labor points per year.

City & Guild p109 - VirtueFlaw_perfect_eye_for_commodity

Perfectus

(Minor Virtue , Social Status )

Due to your training, you may take Academic Abilities during character creation. Your responsibilities include preaching the Gospel, abstaining from eating meat and dairy produce, from sex and romance, and from other acts that ensnare you in the sinful world. You should take the Flaw: Vow to represent your solemn religious obligations. You may not take the Wealthy Virtue, as you are supported by the tithes and contributions of your congregations. As a heretic you are currently at great risk from the Crusade, which will execute you if you are caught and refuse to recant your beliefs. You may take the Purity and Transcendence Supernatural Abilities from Realms of Power: The Divine Revised Edition if your character has the True Faith Virtue, but these are not free Virtues. You may, however, take them as Virtues, as normal.

Faith and Flame : The Provencal Tribunal p16 - VirtueFlaw_perfectus

Performance Magic

(Minor Virtue , Hermetic )

In Mythic Europe, many Hermetic magi have learned how to disguise their magical practices by incorporating them fully into a mundane task or action at which they excel. This Virtue lets the magus conceal spellcasting by using the actions and/or words of some Ability to replace the normal Hermetic gestures and words, and lets him maintain a spell without needing Concentration rolls.

The Mysteries, Revised Edition p29 - VirtueFlaw_performance_magic

Periapt

(Minor Virtue , Mystery )

A periapt was originally a small amulet with astrological symbols, which contained a simple one-use enchantment; Hermetic theory has allowed magi to generalize this to make astrological amulets as any form of Hermetic charged device. By creating a special Horoscope for the season, the magus is able to infer the correct aspects of the heavens to create amulets with greater efficiency than normal: the charges resulting equal those that the magus would produce if he already had a Lab Text for the enchantment.

Restricted access : Mystery

The Mysteries, Revised Edition p48 - VirtueFlaw_periapt

Persona

(Minor Virtue , Supernatural )

The character may adopt one or more flawless disguises, changing both his physical appearance and mannerisms. Choosing this Virtue confers the Supernatural Ability Persona 1 (see Personae, above).

Houses of Hermes : Societates p94 - VirtueFlaw_persona

PERSONAL VIS SOURCE

(Minor Virtue , Hermetic )

You have exclusive access to a supply of raw vis. Determine the amount and type with the help of your troupe; the yield should be about one tenth as much as the player covenant expects to gather per year at the beginning of the saga. The yield of your source does not normally change over the course of time, even if the covenant uncovers new sources.

Ars Magica 5th Edition Core rulebook p47 - VirtueFlaw_personal_vis_source

PESSIMISTIC

(Minor Flaw , Personality )

You always expect the worst. You may try to enjoy yourself, but you are sure that anything that can go wrong, will, and will pick on you.

Ars Magica 5th Edition Core rulebook p57 - VirtueFlaw_pessimistic

Phantasm

(Major Virtue , Unholy Power )

This Virtue gives the character the Supernatural Ability of Phantasm at 1. See Chapter 10: The Maleficia for more information on this Unholy Power.

Realms of Power : The Infernal p86 - VirtueFlaw_phantasm

Philosophic Alchemy (Major)

(Major Virtue , Mystery )

Philosophic Alchemy builds on Hermetic Alchemy and lets the magus settle the alchemical object into the process so that it digests and ferments on its own, and extract Vim or Form-specific vis from the aura (by Hermetic Alchemy) with little attention from the magus. (This Virtue requires Hermetic Alchemy as a prerequisite.) Alternatively, the magus may process the object to create ready-opened enchantment spaces instead of raw vis. The decision whether to extract vis or create ready-opened spaces is made at the start of the process.

Restricted access : Mystery

The Mysteries, Revised Edition p40 - VirtueFlaw_philosophic_alchemy_major

Philosophic Alchemy (Minor)

(Minor Virtue , Mystery )

Philosophic Alchemy builds on Hermetic Alchemy and lets the magus settle the alchemical object into the process so that it digests and ferments on its own, and extract Vim or Form-specific vis from the aura (by Hermetic Alchemy) with little attention from the magus. (This Virtue requires Hermetic Alchemy as a prerequisite.) Alternatively, the magus may process the object to create ready-opened enchantment spaces instead of raw vis. The decision whether to extract vis or create ready-opened spaces is made at the start of the process.

Restricted access : Mystery

The Mysteries, Revised Edition p40 - VirtueFlaw_philosophic_alchemy_minor

Physician of Salerno

(Minor Virtue , General )

The character has attended the famed School of Salerno, the pre-eminent source of medical learning. Not only does he carry the reputation of the school with him (granting a Reputation of Physician of Salerno 2), but he has also learned some unique medical procedures such as the preparation of anesthetics. This Virtue grants an additional 50 experience points to spend on Medicine, Philosophiae, and medical formulae (see Chapter Five: Experimental Philosophy). To take this Virtue, you must be able to take Academic Abilities.

Art & Academe p55 - VirtueFlaw_physician_of_salerno

PIERCING GAZE

(Minor Virtue , General )

By staring intently at people you make them feel uneasy, as if you are peering into their souls. Those with ulterior motives, uneasy consciences, or lying tongues must make rolls against an appropriate Personality Trait, Guile, or whatever the storyguide deems appropriate, to remain calm. Furthermore, you gain a +3 to rolls involving intimidation. Faeries and demons are unfazed by your power.

Ars Magica 5th Edition Core rulebook p47 - VirtueFlaw_piercing_gaze

PIOUS (Major)

(Major Flaw , Personality )

You are a fervent follower of your religion. You avoid the things it prohibits, and enthusiastically do the things it commands.

Ars Magica 5th Edition Core rulebook p58 - VirtueFlaw_pious_major

PIOUS (Minor)

(Minor Flaw , Personality )

You are a fervent follower of your religion. You avoid the things it prohibits, and enthusiastically do the things it commands.

Ars Magica 5th Edition Core rulebook p58 - VirtueFlaw_pious_minor

PLAGUED BY SUPERNATURAL ENTITY

(Major Flaw , Story )

Some supernatural being interferes in your life on a fairly regular basis. It may even have your best interests at heart, but the result is that you get dragged into stories. Suitable examples would be a demon trying to corrupt you, an angel trying to save you, a faerie playing games with you, or a ghost continuing the agenda she had while alive.

Ars Magica 5th Edition Core rulebook p58 - VirtueFlaw_plagued_by_supernatural_entity

Planetary Magic

(Minor Virtue , Hermetic )

Hermetic magi have developed their own understanding of the subtle astral influences of the stars. Using Planetary Magic it is possible to select an appropriate governing planet for most effects instilled in enchanted devices. The magus should select the most appropriate planet for the nature of the enchantment, and invoke its influence when casting.

The Mysteries, Revised Edition p30 - VirtueFlaw_planetary_magic

POOR

(Major Flaw , General )

You are a poor member of your social class. You must work three seasons per year in order to make ends meet, and can afford only the necessities of life, as measured by your status. This also means that you have one fewer season available for any form of advancement other than exposure, which is a major hindrance. You cannot take this Flaw if you are supported by the covenant. In particular, this Flaw is not available to magi.

Ars Magica 5th Edition Core rulebook p58 - VirtueFlaw_poor

POOR (CHARACTERISTIC)

(Minor Flaw , General )

You have an exceedingly bad Characteristic — lower one which is already –3 or lower by one point. Describe what it is about you that makes this obvious, such as a feeble stature, hideous visage, or slack-jawed stupidity. You may take this Flaw twice for a single Characteristic, lowering it to –5, and multiple times for different Characteristics.

Ars Magica 5th Edition Core rulebook p58 - VirtueFlaw_poor_characteristic

Poor Disputer

(Minor Flaw , General )

The character has a difficult time with disputationes and suffers a –3 penalty on disputatio die rolls.

Art & Academe p92 - VirtueFlaw_poor_disputer

POOR EYESIGHT

(Minor Flaw , General )

Bleary vision impedes your performance. Rolls involving sight, including rolls to attack and defend, are at –3. New environments are disorienting and perhaps frightening for you. This Flaw can be combined with Missing Eye (above), but the penalties are cumulative.

Ars Magica 5th Edition Core rulebook p58 - VirtueFlaw_poor_eyesight

POOR FORMULAIC MAGIC

(Minor Flaw , Hermetic )

You are simply not very good at formulaic magic. Subtract five from every roll that you make to cast formulaic spells. This does not apply to Ritual spells.

Ars Magica 5th Edition Core rulebook p58 - VirtueFlaw_poor_formulaic_magic

POOR HEARING

(Minor Flaw , General )

Subtract 3 from rolls involving hearing. Speech that is hard for others to understand because of language, dialect, or accent is almost impossible for you to follow. You often pretend to be listening to people when in fact you are not.

Ars Magica 5th Edition Core rulebook p58 - VirtueFlaw_poor_hearing

POOR LIVING CONDITIONS

(Minor Flaw , General )

Either because of this character’s own poor living conditions, or those of people he is in frequent contact with, he is more susceptible to the rigors of daily life. The character has an additional –1 Living Conditions Modifier. This is cumulative with the character’s base Living Conditions Modifier, as per ArM5, page 170.

Grogs p83 - VirtueFlaw_poor_living_conditions

POOR MEMORY

(Minor Flaw , Personality )

You have a very hard time recalling one type of thing, such as names, faces, or places.

Ars Magica 5th Edition Core rulebook p58 - VirtueFlaw_poor_memory

POOR STUDENT

(Minor Flaw , General )

You are bad at learning new things. Subtract three from all Advancement Totals derived from teaching and books (that is, you have no penalty to adventure experience, exposure, practice, or training), but do not reduce a total below one. If you could learn something without this Flaw, you still learn a bit.

Ars Magica 5th Edition Core rulebook p58 - VirtueFlaw_poor_student

Poorly Trained Folk Witch

(Minor Flaw , General )

The folk witch was not well trained; she receives 50 fewer experience points to spend during her apprenticeship.

Restricted access : folk witch characters

Hedge Magic : Revised Edition p35 - VirtueFlaw_poorly_trained_folk_witch

Poorly Trained Gruagach

(Minor Flaw , Supernatural )

Due to the incompetence or negligence of the gruagach’s master, the character must spend 50 fewer experience points on gruagach Arts and take 25 fewer levels of spells than normal. This Flaw may be taken multiple times, but may not reduce the gained experience to 0.

Restricted access : gruagach characters or characters from a related magical tradition.

Hedge Magic : Revised Edition p58 - VirtueFlaw_poorly_trained_gruagach

Poorly Trained Magician

(Minor Flaw , Supernatural )

Due to the incompetence or negligence of the learned magician’s master, the character may spend 50 fewer experience points on his Arts and charms than normal. This Flaw may be taken multiple times, but may not reduce the available experience points to zero.

Restricted access : learned magician characters or characters from a related magical tradition

Hedge Magic : Revised Edition p83 - VirtueFlaw_poorly_trained_magician

Potent Magic (Major)

(Major Virtue , Hermetic )

The maga’s magic can be particularly attuned to a narrow field, much as in a Magical Focus. The benefits of Potent Magic are compatible with a Magical Focus; unlike a Magical Focus, a magus may have more than one area of Potent Magic, although only one Potent Magic Virtue applies to any single activity. Potent Magic provides the maga with a bonus in her field of magic, and permits her to devise Potent spells that gain a casting bonus from the sympathetic magic in shapes and materials. Potent Magic can be taught as an alternative to a Magical Focus. Although this is a Mystery Virtue, it is common for parentes to teach this to their filii, without deeper involvement in Mysteries, and therefore it is classified among the common magics.

The Mysteries, Revised Edition p31 - VirtueFlaw_potent_magic_major

Potent Magic (Minor)

(Minor Virtue , Hermetic )

The maga’s magic can be particularly attuned to a narrow field, much as in a Magical Focus. The benefits of Potent Magic are compatible with a Magical Focus; unlike a Magical Focus, a magus may have more than one area of Potent Magic, although only one Potent Magic Virtue applies to any single activity. Potent Magic provides the maga with a bonus in her field of magic, and permits her to devise Potent spells that gain a casting bonus from the sympathetic magic in shapes and materials. Potent Magic can be taught as an alternative to a Magical Focus. Although this is a Mystery Virtue, it is common for parentes to teach this to their filii, without deeper involvement in Mysteries, and therefore it is classified among the common magics.

The Mysteries, Revised Edition p31 - VirtueFlaw_potent_magic_minor

Predictive stigmata

(Minor Flaw , Story , Supernatural )

The character’s stigmata predict future challenges in symbolic form. They move unpredictably, and if ignored may fl ee the magus’s body and become adulterations.

Houses of Hermes : Mystery Cults p73 - VirtueFlaw_predictive_stigmata

PREMONITIONS

(Minor Virtue , General )

You intuitively sense when something is wrong, or is likely to go wrong soon. This Virtue confers the Ability Premonitions 1 (page 67).

Ars Magica 5th Edition Core rulebook p47 - VirtueFlaw_premonitions

Prestigious Student

(Minor Virtue , General )

The character is a son of a nobleman or a prosperous merchant, matriculated in a university that specializes in either Civil Law or Medicine. He has a small group of retainers with him, two or three servants who attend to his needs while at the university. He was trained in Artes Liberales and Latin by a private tutor, and may purchase Academic Abilities at character generation. The character must take a Social Status Virtue to reflect where he is in the educational process.

Art & Academe p91 - VirtueFlaw_prestigious_student

PRIEST

(Minor Virtue , Social Status )

You have been ordained a priest, which means that you can carry out the sacraments of the Mass, Penance, and Extreme Unction. By your words, you can cause the Son of God to manifest in bread and wine. As a priest you come under the protection of canon law, meaning that you cannot be prosecuted by secular authorities. You are accorded considerable respect due to your position, and few people are willing to insult you.
You may be a parish priest. If you are, you cannot take the Poor Flaw. Your normal duties involve hearing confession, preaching to your flock, and ministering to their spiritual needs. If you are Wealthy, your parish is rich enough to pay for a curate to do some of the work for you, and you may be a pluralist, holding the benefices of several parishes. Reform-minded churchmen do not approve of pluralism. If you are not a parish priest, the Wealthy Virtue and Poor Flaw affect you normally. You may be employed as a curate to a parish priest, or a chaplain to a wealthy individual, or in any other capacity requiring education.
You may purchase Academic Abilities during character generation. You must take the Minor Personality Flaw Vow as one of your normal Flaws, for your vow of celibacy. This Virtue is only available to male characters, and is compatible with the Magister in Artibus Major Virtue.

Ars Magica 5th Edition Core rulebook p47 - VirtueFlaw_priest

PRIMITIVE EQUIPMENT

(Minor Flaw , General )

The character is capable of using only the simplest tools and equipment. Perhaps her training was incomplete, or she has been affected by some sort of curse, or maybe she originates from a less technologically- capable society and refuses to adapt. She is restricted to Inexpensive weapons and armor only, regardless of what is made available to her. If forced by order or necessity to use other equipment, her Burden is one point higher when she uses anything other than Inexpensive weapons, and one point higher when she uses anything other than Inexpensive armor. She suffers a –1 penalty to Attack and Defense if using inappropriate weapons, and a –1 penalty to Initiative and Protection if using inappropriate armor. If the character works as a laborer or craftsman, she uses simple tools and primitive procedures. Unless working with simple tasks, the base Craft Value (see City & Guild, page 67) is raised by 1–3 at the storyguide’s discretion, based on complexity. Further, her workshop may not be improved with regards to Innovation (City & Guild, page 65). Other Profession Abilities dependent on tools and equipment suffer a similar penalty for complex tasks. You should only take this Flaw if the character belongs to a profession that relies heavily on equipment, such as a smith, mason, or soldier.

Grogs p83 - VirtueFlaw_primitive_equipment

Primitive Tradition

(Major Flaw , Supernatural )

The folk witch is incapable of brewing potions (see later).

Restricted access : folk witch characters

Hedge Magic : Revised Edition p35 - VirtueFlaw_primitive_tradition

Primogeniture lineage

(Minor Flaw , Story )

The character is in line for Primus of House Verditius. Either her parens, or her parens’s parens, is the Primus, and she is one of his descendents. She is at least three places removed from the Primus. She receives undue attention from the House, as they eye her as a prospective Primus. The other magi in the same line may also regard her poorly, hoping to somehow remove her from her heritage. Her ascension to Primus is far from guaranteed, and many events may transpire to prevent her from claiming the title. This should foster very political stories for her.

Houses of Hermes : Mystery Cults p136 - VirtueFlaw_primogeniture_lineage

PRIVILEGED UPBRINGING

(Minor Virtue , General )

You grew up in an environment where you had access to teachers and free time for study. You have an additional 50 experience points, which may be spent on General, Academic, or Martial Abilities. You may not, however, buy Academic or Martial Abilities with your normal pool of experience points unless you have another Virtue or Flaw permitting that. The most common reason for this Virtue is that your family was wealthy while you were a child, but if you are wealthy now, you should take the Wealthy Virtue.

Ars Magica 5th Edition Core rulebook p47 - VirtueFlaw_privileged_upbringing

PROHIBITION

(Minor Flaw , Supernatural )

You have had a Conditional Curse (also known as a “Geas”) cast upon you and must obey the restrictions of your prohibition or be penalized by the curse. If you fail to adhere to the restrictions, you will suffer the curse in full force. The troupe must agree on both the restriction, and the curse that strikes you if you break it.

Ars Magica 5th Edition Core rulebook p58 - VirtueFlaw_prohibition

Prolific Artist

(Minor Virtue , Supernatural )

The character is extremely quick when creating art, and may reduce the time it takes to make a piece of artwork by 1/4. Thus, a piece of art that regularly takes a season to create can be produced in nine weeks. He works too quickly for assistants to keep up, and may not use assistants to reduce the amount of time it takes to create art.

Art & Academe p134 - VirtueFlaw_prolific_artist

PROTECTION

(Minor Virtue , General )

You are under the aegis of a powerful person, usually a noble or high-ranking Church official (though other options are possible, if the storyguide approves). Those who know of your favored status treat you carefully; those who do not often pay the price. You have a Reputation (good or bad, your choice) of level 3, which could be higher if your protector is particularly great or well-known.

Ars Magica 5th Edition Core rulebook p47 - VirtueFlaw_protection

PROUD (Major)

(Major Flaw , Personality )

You believe that you are more important than just about everybody, and expect the appropriate respect. Magi may admit one or two equals, but do not believe that they have any superiors. Mundanes will admit social superiors, but still believe themselves to be fundamentally better than, say, the king.

Ars Magica 5th Edition Core rulebook p58 - VirtueFlaw_proud_major

PROUD (Minor)

(Minor Flaw , Personality )

You believe that you are more important than just about everybody, and expect the appropriate respect. Magi may admit one or two equals, but do not believe that they have any superiors. Mundanes will admit social superiors, but still believe themselves to be fundamentally better than, say, the king.

Ars Magica 5th Edition Core rulebook p58 - VirtueFlaw_proud_minor

Psychomachia

(Major Virtue , Unholy Power )

This Virtue gives the character the Supernatural Ability of Psychomachia at 1. See Chapter 10: The Maleficia for more information on this Unholy Power.

Realms of Power : The Infernal p86 - VirtueFlaw_psychomachia

PUISSANT (ABILITY)

(Minor Virtue , General )

You are particularly adept with one Ability, and add 2 to its value whenever you use it. Note that you do not, in general, use an Ability when learning it, teaching it, or writing about it. You may only take this Virtue once for a given Ability, but may take it more than once for different Abilities.

Ars Magica 5th Edition Core rulebook p48 - VirtueFlaw_puissant_ability

PUISSANT (ART)

(Minor Virtue , Hermetic )

You add 3 to the value of one Art whenever you use it. This means all totals in which the score of the Art is part of the total. It does not apply when learning, teaching, or writing about the Art. You may take this Virtue twice, for two different Arts. If a spell has requisites, include the bonus from Puissant Art with that Art when calculating which Art is higher. If the Puissant Art is higher, the bonus does not apply to the requisite.

Ars Magica 5th Edition Core rulebook p48 - VirtueFlaw_puissant_art

Quick Charged Items

(Minor Virtue , Hermetic )

The magus is able to create singleuse charged items. The level of the effect of the charged item must be less than or equal to the magus’ Lab Total. The magus must spend one hour per magnitude of the effect of the item. At the end of that period, the magus creates a charged item with a single charge. All other restrictions on the creation of charged items must be followed.

Restricted access : Breakthrough : incorporating the chartae creation ability of the learned magicians

Art & Academe p102 - VirtueFlaw_quick_charged_items

QUIET MAGIC

(Minor Virtue , Hermetic )

You can cast spells using only a soft voice at no penalty, and at only a –5 penalty if you do not speak at all. You gain no benefits from using your voice normally but gain the normal benefit for using a booming voice. The range of Voice Range spells is determined normally, based on how loud your voice is.
You may take this Virtue twice, and eliminate the penalty altogether.

Ars Magica 5th Edition Core rulebook p48 - VirtueFlaw_quiet_magic

RAISED IN THE GUTTER

(Minor Flaw , General )

This character was raised on the margins of society. She is able to use her social abilities normally with those of the lower and middle classes, but doesn’t know how to act among her “betters.” When using Charm or Guile, it is obvious that she’s from the bad part of town, and this makes convincing people to do what she wants harder (–3 on rolls). She can use Etiquette normally if she’s holding her social place (which means staying silent and doing exactly what she’s told) but suffers a –3 penalty if she tries to go beyond this.

Grogs p83 - VirtueFlaw_raised_in_the_gutter

RAPID CONVALESCENCE

(Minor Virtue , General )

Your body can heal quickly. You get a +3 bonus on all rolls to recover from wounds.

Ars Magica 5th Edition Core rulebook p48 - VirtueFlaw_rapid_convalescence

Rarefied Tradition

(Major Flaw , Supernatural )

The folk witch may only use her Supernatural Abilities via potions. That is, she must brew and drink a suitable potion when she uses her Supernatural Abilities; she cannot use the other folk witch casting methods.

Restricted access : folk witch characters

Hedge Magic : Revised Edition p35 - VirtueFlaw_rarefied_tradition

Reckless (Major)

(Major Flaw , Personality )

You tend not to notice that situations are threatening. You start with a Personality Trait of Reckless +3, and can never have a positive Personality Trait reflecting care or patience. Whenever the storyguide deems it necessary for you to check bravery or a similar Personality Trait, make a roll against your Reckless score instead. A success means you do not realize your danger, and can act immediately without further checks.

Ars Magica 5th Edition Core rulebook p52 - VirtueFlaw_reckless_major

RECKLESS (Minor)

(Minor Flaw , Personality )

You tend not to notice that situations are threatening. You start with a Personality Trait of Reckless +3, and can never have a positive Personality Trait reflecting care or patience. Whenever the storyguide deems it necessary for you to check bravery or a similar Personality Trait, make a roll against your Reckless score instead. A success means you do not realize your danger, and can act immediately without further checks.

Ars Magica 5th Edition Core rulebook p58 - VirtueFlaw_reckless

RECLUSIVE

(Minor Flaw , Personality )

You do not like being disturbed or interrupted. You feel that an intrusion by another upon your time is unnecessary at best, and an insult at worst. You are very reluctant to be dragged into public places, or group activities, and generally complain when you must participate. Note that this is often a bad Flaw for a player character, unless there is a good reason why that character needs to stay out of play most of the time (for example, he is played by the alpha storyguide).

Ars Magica 5th Edition Core rulebook p58 - VirtueFlaw_reclusive

Rector/Proctor

(Major Flaw , Story )

The character is the representative leader of his faculty or nation, depending on whether he is a master or a student. He is responsible for his colleagues’ behavior and is obliged to deal with their academic concerns. The character must have a Social Status Virtue dictating his place within the university. The character can expect to spend considerable time sorting out his fellows’ affairs.

Art & Academe p92 - VirtueFlaw_rectorproctor

REDCAP

(Major Virtue , Social Status )

Although you do not have The Gift and cannot work Hermetic magic, you are a full member of the Order of Hermes and of House Mercere (see page 12). There are Gifted members of House Mercere, but they do not take this Virtue, taking the Hermetic Magus Social Status (page 43) instead.
You deliver messages for the Order, and you possess a number of enchanted devices to help you do this. A newly-Gauntleted Redcap has enchanted devices with fifty levels of effect, including modifications to the level due to factors such as the number of uses per day (see “Magical Enchantments,” page 95, for details). These levels are invariably split between two or more effects useful for delivering messages. New Redcaps are never given items capable of killing, wounding, or ensorcelling large numbers of mundanes; the risk of abuse bringing trouble on the Order is too great. These will be upgraded and replaced in return for good service, on average an extra two levels per year. You are trained in a similar manner to magi, and may take Academic, Arcane, and Martial Abilities during character generation. You have spent fifteen years as an apprentice, and gained a total of 300 experience points in those fifteen years. (See “Detailed Character Creation,” page 28.) In addition, you have the Well Traveled Virtue at no cost. When you start to age, a magus with a Lab Total of at least fifty will devise a Longevity Ritual (see page 101) for you free of charge, if you wish. If you make suitable contacts in the course of the saga, this ritual may be devised by a more powerful magus. You are supported by your covenant, so you cannot take the Wealthy Virtue or Poor Flaw. You may not take The Gift. You must spend two seasons per year delivering messages for the Order. Your other two seasons are, however, genuinely free, and you may do whatever you wish. This Virtue is available to male and female characters. Redcaps created some years past Gauntlet get improved enchanted devices, as described above, and, if applicable, a Longevity Ritual.

Ars Magica 5th Edition Core rulebook p48 - VirtueFlaw_redcap

Regular

(Minor Flaw , General )

The character lives according to a strict religious rule, which leaves little time for other activities. The character must spend one of his free seasons on the seasonal activity of worship (see later in this chapter). This is particularly suitable for monk and canon characters, but it is not compulsory. The Regular Flaw is compatible with Wealthy/Poor, but a Poor Regular character effectively has no free seasons and may be unsuitable as a player character. Magi can be Regular.

The Church p27 - VirtueFlaw_regular

RELIC

(Minor Virtue , General )

You own a holy relic, such as the finger bone of a saint, with a True Faith Score of one. This can be built into any other item you possess (a sword, for instance). The relic does not have any additional powers.

Ars Magica 5th Edition Core rulebook p48 - VirtueFlaw_relic

Religious

(Minor Virtue , Social Status )

The character is a monk, a nun, a beguine, an anchoress or anchorite, a holy hermit, or similar. You may take Academic Abilities for the character during character generation. The Wealthy Virtue and Poor Flaw are unlikely to be appropriate. Note that for a friar character you should take the Mendicant Friar Virtue instead (see ArM5, page 46). Monks ordained as priests should instead take the Priest Social Status. Senior monks and nuns should instead have the Senior Clergy Social Status.

The Church p26 - VirtueFlaw_religious

Repellent

(Major Flaw , General , Tainted )

The character has developed one of the physical characteristics of his demonic creator, which causes fear and revulsion among normal humans. The character makes all rolls requiring trust with a –6 penalty. The character also gains a minor advantage from the repellent feature. As examples, a character with horns, claws, or fangs could learn to use them in melee, a scaled character might have a Soak bonus of +3, and a character with demonic eyes might see in the dark.

Realms of Power : The Infernal p89 - VirtueFlaw_repellent

RESERVES OF STRENGTH

(Minor Virtue , General )

Once per day, when in need, you can perform an incredible feat of strength. For the duration of the action, add +3 to your effective Strength score. Afterwards, though, you must make two Fatigue rolls.

Ars Magica 5th Edition Core rulebook p48 - VirtueFlaw_reserves_of_strength

RESTRICTION

(Major Flaw , Hermetic )

You cannot cast spells at all under certain uncommon conditions. These might refer to your state, such as touching the earth directly or having no beard, or to the target, such as birds or glass, or to your location when you use the magic, such as on a small boat or in a storm. The Restriction also applies to effects generated by any enchanted items you create. Spells cast remain in effect even if the Restriction comes into play. Thus, if your Restriction is that you must not have a beard, you cast a spell with Year duration, and then grow a beard, the spell does not fail.

Ars Magica 5th Edition Core rulebook p58 - VirtueFlaw_restriction

Restriction (True Feeling)

(Major Flaw , Hermetic )

The magic of the Cult of Orpheus ties into feelings for others such that, should those dissolve, the magos is unable to use magic. Note that the death of other party does not necessarily invalidate the feeling; in the case of Orpheus, he retained his True Love long after Eurydice had died. However, if the character at any time has no Virtue or Flaw representing a strong, emotional connection to another, he loses access to his magic until another such feeling is stirred. In general, Orphic magoi have a Flaw appropriate to Sanguine Humor’s Blessing, which fulfills this condition as well. However, this Flaw is broader than Sanguine Humor’s Blessing, and many Virtues are appropriate, e.g., True Love (NPC) or True Faith.

Houses of Hermes : Societates p122 - VirtueFlaw_restriction_true_feeling

RIGID MAGIC

(Major Flaw , Hermetic )

You cannot use vis when you cast spells. Thus, you cannot increase your spell rolls or cast Ritual magic. You can use vis in the laboratory.

Ars Magica 5th Edition Core rulebook p58 - VirtueFlaw_rigid_magic

Ritual Items

(Minor Virtue , Hermetic )

The magus may make charged items that incorporate ritual effects. Each charge requires the same number of pawns of vis that casting the effect normally would otherwise cost. For example, a wand that produced an effect similar to Curse of the Unportended Plague (PeCo 55; ArM5, page 133) would require 11 pawns of Perdo or Corpus vis per charge. The number of pawns of vis that the magus may use in a season is limited in the usual way, and the number of charges is also calculated in the normal manner.

Restricted access : Breakthrough : folk witch potions

Hedge Magic : Revised Edition p54 - VirtueFlaw_ritual_items

ROLLING STONE

(Minor Flaw , General )

The rolling stone gathers no moss, and neither does this character. She has moved from village to village so often that she finds it difficult to create attachments in the community. All social rolls have a –1 penalty within the community.

Grogs p83 - VirtueFlaw_rolling_stone

Root-Cutter

(Minor Virtue , Hermetic )

The Root-Cutter Virtue is a Minor, Hermetic Virtue. A character with the Root- Cutter Virtue is able to collect and prepare magical ingredients from plant, animal, and mineral components that reduce the vis cost of healing Rituals. The magus may reduce the vis cost of a healing Ritual by his score in Mythic Herbalism, but the cost may never be reduced by more than half. Specialties: healing wounds, curing diseases, resolving aging crises. (Hermetic)

Houses of Hermes : Societates p126 - VirtueFlaw_rootcutter

Saint’s Aid

(Major Virtue , Supernatural )

This Virtue grants the Ability Saint’s Aid at a score of 1. By beseeching St. Valerie (or another saint with a particular interest in the character) for help when performing Divine Powers and Methods or Holy Magic, the character may ignore the necessary Fatigue or Confidence cost. This blessing may be used a number of times between confessions equal to the character’s score in Saint’s Aid. This Virtue is always associated with the Divine realm.

Faith and Flame : The Provencal Tribunal p61 - VirtueFlaw_saintaos_aid

Salutem

(Minor Virtue , Supernatural )

This Virtue gives the character the Form of Salutem. The Form advances as an Art. It is described more fully later and is useless unless the character also possesses a Technique from this chapter.

Restricted access : learned magician characters or characters from a related magical tradition

Hedge Magic : Revised Edition p83 - VirtueFlaw_salutem

SAMOVILY BLOOD

(Minor Virtue , Supernatural )

Bulgarians use the term “Samovily” for several different types of mystical maiden. Most are faeries, but at least one is an infernal spirit. The blood that runs in characters is of the faerie kind, however. Some samovily are maidens of the woodland, who ride deer, are archers, and can milk the moon like a cow. They love music, and kidnap shepherds to force them to play their pipes. These maidens bathe at dusk and can be forced into servitude by those who steal their clothing. They make poor mothers and flee when they find their clothes. Other samovily are spirits of the waters, or winged spirits the air. Some are spirits of the waters in Spring and Summer, but spirits of the Air in Autumn and Winter. Spirits of the air are sometimes young women doing penance for frivolous lives. Others are ghosts of women who died on their wedding day. This last type is able to suck the breath out of young men (see Wili, above). Characters with samovily blood gain the usual bonuses for Faerie Blood, and one bonus from the list below:

  • +1 on all archery rolls
  • +2 on all riding rolls
  • +1 on all rolls involving music, including dancing and carousing
  • +1 on all Presence rolls for characters that find young, blonde women attractive.
  • +2 on all activities undertaken underwater.

Houses of Hermes : True Lineages p142 - VirtueFlaw_samovily_blood

SAVANTISM

(Minor Flaw , General )

The character’s family was cursed by faeries; his mother tripped over a hare while pregnant with him; or he was born on horseback. He is physically capable, but simple-minded and slow-witted. He has half the standard experience points at character generation, all future Advancement Totals are halved, and he may not begin with an Ability above 3. However, with one favored Ability, he is exceptionally gifted. This Ability can improve normally, is limited to a score of 6 as a starting character, and has +3 to all rolls related to its specialization rather than just +1. The Ability must be something he could reasonably have access to learn; there would need to be an extraordinary background story for a savant who is a master of the longsword! Most savants will be like the tragic fool whose precocious skill with horses has gone forever unnoticed, but some may have more esoteric talents. If the favored Ability requires a Virtue, such as Academic or Martial Abilities, then he must have that Virtue as normal; a mathematical savant would need Educated to learn Artes Liberales. Magi may well desire the company of certain specialists: a Jerbiton maga would appreciate an artistic savant, for example. Similarly, a Failed Apprentice may have been left stricken with savantism when his Gift abandoned him, but he retained remarkable clarity on the Code of Hermes, becoming a valued clerk to a Quaesitor.

Grogs p84 - VirtueFlaw_savantism

SECOND SIGHT

(Minor Virtue , Supernatural )

You are able to see through illusionary concealment and disguise, including invisibility, and can also see naturally invisible things such as spirits and the boundaries between regio levels (see page 189). Choosing this Virtue confers the Ability Second Sight 1 (page 67).

Ars Magica 5th Edition Core rulebook p48 - VirtueFlaw_second_sight

SECONDARY INSIGHT

(Minor Virtue , Hermetic )

Your method of magical study is especially versatile. When you spend a season studying one of the magical Techniques from a book, a teacher, or raw vis, you also gain a single experience point in any 4 Forms of your choosing. When studying one of the magical Forms, you also gain a single experience point in any 2 separate Techniques of your choosing. You may not put more than one bonus experience point into a single Art, and may choose different Arts to receive the bonus experience points in each season, even when continuing to study the same Art from the same source. These bonus experience points are not increased by Affinities or any other factors.

Ars Magica 5th Edition Core rulebook p48 - VirtueFlaw_secondary_insight

Secondary Insight (Vitki)

(Major Virtue , Supernatural )

When the vitki is studying any of the runes, he also gains a single experience point in all of the other runes in that same aett. He may not put more than one bonus experience point into a single rune during the same season, even if he studies multiple runes, and if he studies runes from multiple aetts, he must choose which group of seven runes receives the bonus.

Restricted access : vitkir

Hedge Magic : Revised Edition p122 - VirtueFlaw_secondary_insight_vitki

Secret Runes

(Minor Virtue , Supernatural )

The character may hide the runes that describe the effect of his rune scripts without suffering a penalty to his Casting Total, and taking only a –5 penalty when he does not describe the effect at all. He gains no benefit from inscribing the runes normally, but does receive a bonus when he exaggerates the runes. He may take this Virtue twice to eliminate the penalty altogether.

Restricted access : vitkir

Hedge Magic : Revised Edition p122 - VirtueFlaw_secret_runes

Secretive

(Minor Flaw , Personality )

The character is prone to keeping secrets from his sodales. He rarely explains what he is doing or why he is doing it, which can frustrate those around him.

Houses of Hermes : Mystery Cults p38 - VirtueFlaw_secretive

See In Darkness

(Minor Virtue , Supernatural )

You can see in complete darkness much the same as those with Strong Faerie Blood. Other than that, your eyesight is not more acute than ordinary people’s, and you do not see farther than normal people would see in daylight.

Magi of Hermes p128 - VirtueFlaw_see_in_darkness

Seeker

(Minor Flaw , Personality )

You are a self-proclaimed member of the Seekers, a loose organization of competitive magi searching for ancient magic and arcane artifacts. Much of your life is spent in pursuit of these items. Your interests may occasionally clash with other interests of your House.

Houses of Hermes : True Lineages p25 - VirtueFlaw_seeker

SELF-CONFIDENT

(Minor Virtue , General )

You have firm confidence in your own abilities, and have a Confidence Score of two. You also start with five Confidence Points, rather than the usual three. (See page 19 for Confidence rules.)

Ars Magica 5th Edition Core rulebook p48 - VirtueFlaw_selfconfident

Senior Clergy

(Major Virtue , Social Status )

The character is an archbishop, bishop, abbot, abbess, or another senior member of the Church. He has access to the resources of the Church and may have additional duties and powers according to his office. You may make take either the Wealthy or Poor Virtue/Flaw for the character. This does not necessarily represent the status of the character’s diocese, instead it represents the personal wealth of the character. Senior clergy can amass wealth by receiving the benefice of several offices. Indeed, it is not unusual for a character to receive the benefice from various parishes scattered throughout Mythic Europe. He may never even visit some of the dioceses in which his parishes are located, although obviously the character needs to employ a curate to discharge the actual priestly duties in these remote parishes. The character has a Reputation of level 4, either good or bad, in both the local community and the Church. You may purchase Academic Abilities for the character during character generation. Senior clergy are subject to canon law, and must be celibate and tonsured (if male). Note whether the character has been ordained as a deacon, priest, bishop, etc. This replaces the version of this Social Status that was printed in Realms of Power: The Divine, page 93.

The Church p26 - VirtueFlaw_senior_clergy

Senior Master

(Major Virtue , Social Status )

The character has been a prosperous guild master for a number of years and has risen to a position of authority in his guild. He has knowledge of guild affairs and participate in the self-governing of the guild. He may own multiple workshops and employ a large number of workers. You may select Academic Abilities at character generation.

City & Guild p53 - VirtueFlaw_senior_master

SENSE HOLINESS AND UNHOLINESS

(Minor Virtue , Supernatural )

You are able to feel the presence of good and evil. In auras of particularly strong divine or infernal influence, your sensitivity may overwhelm you. Choosing this Virtue confers the Ability Sense Holiness and Unholiness 1 (page 67).

Ars Magica 5th Edition Core rulebook p48 - VirtueFlaw_sense_holiness_and_unholiness

Sense of the Mystic

(Major Virtue , Hermetic )

Intellego effects cast or invented by this magus that grant magic senses (see ArM5, page 113) do not need to penetrate the Magic Resistance of the sensed creatures. The effect must still penetrate the Magic Resistance (if any) of the person who is granted the sense. Note that this only applies to effects that have a Sense Target.

Restricted access : Breakthrough : a new Hermetic Virtue that improves how he may use Intellego magics

Hedge Magic : Revised Edition p53 - VirtueFlaw_sense_of_the_mystic

Sense Passions

(Major Virtue , Supernatural )

The character can see into the hearts and minds of others, learning their weaknesses, fears, and evil thoughts. This gives her the Supernatural Ability Sense Passions at 1, described in more detail under New Abilities, below.

Realms of Power : The Infernal p86 - VirtueFlaw_sense_passions

Sensory Magic

(Minor Virtue , Mystery )

House Bjornaer know spells which affect all those who hear a lion’s roar, get caught in the gaze of a wolf, or smell the musk of a stag. They can attach a magical scent to an area to create a ward and coopt a target’s hearing to spread Mentem effects. These are all special categories of Targets, invented by Birna and Bonisagus together, but the work was never completed, and they were imperfectly melded to Hermetic Theory, remaining a Mystery of House Bjornaer.

Restricted access : Mystery

Houses of Hermes : Mystery Cults p27 - VirtueFlaw_sensory_magic

Shape

(Minor Virtue , Supernatural )

This Virtue gives the character the Form of Shape. The Form advances as an Art. It is described more fully later in this chapter and is useless unless the character also possesses a Technique from this chapter.

Restricted access : gruagach characters or characters from a related magical tradition.

Hedge Magic : Revised Edition p57 - VirtueFlaw_shape

SHAPESHIFTER

(Major Virtue , Supernatural )

You may change your shape into that of one or more mundane animals. Choosing this Virtue confers the Ability Shapeshift 1 (page 67).

Ars Magica 5th Edition Core rulebook p48 - VirtueFlaw_shapeshifter

SHARP EARS

(Minor Virtue , General )

You hear better than most. You get a +3 bonus to all rolls involving hearing.

Ars Magica 5th Edition Core rulebook p48 - VirtueFlaw_sharp_ears

SHELTERED UPBRINGING

(Minor Flaw , Personality )

You grew up completely separated from society, knowing only your parents or mentor. Recently you have been introduced to a wondrous new world of strangers, and you are overwhelmed. Depending on your personality, you might react with contempt, fear, or wonder. You are unable to function normally because you cannot understand most human customs. You may not take Bargain, Charm, Etiquette, Folk Ken, Guile, Intrigue, or Leadership as beginning Abilities, but you may learn them in play.

Ars Magica 5th Edition Core rulebook p58 - VirtueFlaw_sheltered_upbringing

SHORT ATTENTION SPAN

(Minor Flaw , Personality )

You have trouble concentrating. Keeping watch, listening to complex orders, following the plot of a story, or performing other such tasks that require continued attention are usually not within your ability.

Ars Magica 5th Edition Core rulebook p58 - VirtueFlaw_short_attention_span

SHORT-LIVED MAGIC

(Minor Flaw , Hermetic )

Your spells do not last as long as they should. Spells that should last a year, last a moon; those of a moon, only to the next sunrise or sundown; and those of a sun, merely Diameter. Diameter, Concentration, Ring, and Momentary spells are not affected.

Ars Magica 5th Edition Core rulebook p59 - VirtueFlaw_shortlived_magic

Short-Lived Runes

(Major Flaw , Supernatural )

The magic in the vitki’s runes naturally fades, and unlike other rune spells is not permanent as long as the rune is not damaged. The storyguide should secretly roll a stress die (no botch) on the Nátt-thel Duration Chart to determine how long any given effect lasts. The vitki can spend Confidence or vis to lengthen the duration, as well as to increase his casting total. The storyguide should add 1 to this duration roll for each pawn or Point spent for this purpose during the casting.

Restricted access : vitkir

Hedge Magic : Revised Edition p123 - VirtueFlaw_shortlived_runes

Short-Ranged Curses

(Minor Flaw , Supernatural )

Curses cast by the folk witch are only effective if the curse fetish is within 100 yards of the target. The curse takes effect at the moment that the target moves within range of the completed fetish. Once a disease, aging, or miscarriage curse fetish has thus activated, removing the target from the vicinity of the fetish has no effect on the curse. On the other hand, if a target is removed from the range of an emotion, tongue, paralysis, reduction, or beast curse fetish the effect ceases, but resumes again if the target moves back into range (and the effect manages to Penetrate again) — this continues until either the Arcane Connection powering the fetish expires or the fetish is destroyed. This Flaw has no effect on curse potions brewed by the witch. This Flaw is only available if the character is a Gifted Folk Witch or has the Minor Supernatural Virtue Cursing. This Flaw is suitable for a Gifted character whose Opening of The Gift was flawed.

Restricted access : folk witch characters

Hedge Magic : Revised Edition p35 - VirtueFlaw_shortranged_curses

SHORT-RANGED MAGIC

(Major Flaw , Hermetic )

Halve your Casting Totals whenever you are not touching the target of the spell. Halve your Lab Total when designing an effect or spell that has a range greater than Touch.

Ars Magica 5th Edition Core rulebook p59 - VirtueFlaw_shortranged_magic

SIDE EFFECT

(Minor Virtue , Hermetic )

Your magic has some incidental feature that is generally useful, though occasionally annoying. The intensity of the side effect increases with the level of the spell. Examples include a commanding presence when casting that translates into a temporary +1 Presence bonus for a short time after casting, or a calm state of mind derived from casting which allows a bonus on Concentration rolls for a short time after casting.

Ars Magica 5th Edition Core rulebook p48 - VirtueFlaw_side_effect

Sihr

(Major Virtue , Supernatural )

Sihr is used to summon a jinni, and provide mystic power to the bargain that places the jinni in the service of the sahir. This Virtue confers the Supernatural Accelerated Ability of Sihr, which begins at a score of 1. Discerning Jinn: Before a jinni can be summoned, it is wise for the sahir to study it to determine its relative power. If the sahir has the Second Sight Virtue, or a spell that allows him to see spirits (see House Tytalus, Magic of the Titanoi), then he can directly observe the jinni in its native habitat, and it takes just a single round to make the necessary assessment. Without magical help, the sahir must use his knowledge of the local area to gather sufficient information about the spirit who dwells there; make an Intelligence + Area Lore roll against an Ease Factor of 6 to discover the center of its power, the form that the jinni takes, and its likely powers. It takes about an hour to make this assessment. Once this preliminary research has been performed, the sahir can attempt to discern the jinni’s approximate Might, based on its appearance (if seen), its abode, and the sahir’s own knowledge. He must first decide whether the jinn is Faerie, Magic, or Infernal (based on its behavior and attitude; only experience can help him here), and make an Intelligence roll modified by the appropriate Realm Lore. Success reveals the magnitude of the jinni’s Might. A failure indicates the sahir is unable to guess the Might of the jinni, thus summoning it would be dangerous. On a botch, the magnitude discerned should be determined by the roll of a simple die. The decision as to which Realm Lore to use is vital; if the player guesses wrongly, then this becomes a straight Intelligence roll. However, since the player has no experience with jinn, the storyguide should make the distinction between different types of jinn clear. Discern M ight: Intelligence + Realm Lore + stress die vs. Ease Factor 9 Summoning Jinn: Once discerned, the sahir may summon the jinni and bind it into service. This summons must take place in the physical presence of the jinni or at its home; the latter is most common because it provides an Arcane Connection to the spirit. Once begun, the jinni may attempt to interfere with the summons (although most do not), so it is wise to erect a Hermetic ward to keep the spirit at bay. The summons makes the spirit assume its material form, and takes at least 15 minutes to perform. The sahir chants the words of command encoded by Solomon, while making the prescribed ritual motions and drawing Arabic figures on the ground. The summons also requires vis of a Form appropriate to the jinni being summoned. The standard cost of a summons is one pawn for every magnitude of Might of the jinni, but the sahir can chose to spend less (with a minimum of 1 pawn) or more (with a maximum equal to the Sihr score). Note that the sahir only has his estimate of the jinni’s Might (assuming he has attempted to discern the jinni prior to the summons), so may unwittingly spend less or more than the standard amount. The amount of vis spent does not affect the summoning, but plays an important role in the bargaining that follows. The sahir generates a Summoning Total based on his Sihr Ability . A successful summons that manages to penetrate the jinni’s Magic Resistance forces the jinni to take physical form before the sahir. Calculate the Summoning Strength, which is the amount by which the sahir’s Casting Total exceeds the Ease Factor. A botched Sihr roll results in the appearance of an infuriated jinni, or a spirit wholly different to than the one intended. Summoning T otal: Presence + Sihr + Aura + stress die Ease Factor: jinni’s Might Summoning Penetration: Summoning Total + Penetration bonus – jinni’s Might Summoning S trength: Summoning Total – Ease Factor A sahir can spend extra time on his summons; every extra 15 minutes causes a loss of a Fatigue level after the summons and adds another botch die to the summoning roll, but also provides a +2 bonus to the Penetration Total. A sahir uses extra time to summon a jinni whose Might is close to his maximum ability. Example: Hachim is a sahir with Presence +2 and Sihr 12, who is trying to summon Wahhab in a Magic aura of 2. Including a stress die of 5, his Summoning Total is 21. This is sufficient to summon Wahhab (Might 15). Hachim’s Penetration Ability is 3; he is standing in Wahhab’s haunt and knows the jinni’s nickname, giving him a Penetration Multiplier of 3 overall. His Penetration Total is therefore (21 + [3 x 3] – 15), or 15. Since this equals Wahhab’s Might, the summons penetrates, and Hachim has a Summoning Strength of (21 – 15), or +6. Bargaining with the Jinni: Once the jinni arrives, the sahir must bargain with it to gain its services. The power of Sihr means that the jinni cannot depart or attack until a bargain has been struck between magus and spirit, or they have mutually decided that no bargain can be achieved. However, a sahir who refuses to make a bargain releases the jinni from making a pact. “Bargain” may be a misleading word; a skilled sahir can obtain the services of a weak jinn without offering anything in return. This bargain is magically enforced: the jinni cannot break the word of the bargain unless the sahir reneges on the terms of the deal, and most also obey the spirit of the bargain if the sahir treats him well. A sahir can attempt to strike a bargain with any jinni, not just those he has summoned — for example, re-negotiation following the elapsing of a previous bargain — although Summoning Strength gives an oft-needed advantage. Bargain T otal: Communication + Bargain + Summoning Strength + stress die Ease Factor: 18 + Bargain Modifiers The Ease Factor has a Bargain Modifier, which depends on what the sahir is asking from the jinni, and what he offers in return. A failed bargain roll results in a failure to make a bargain, and the jinni is not compelled to remain. A botch results in the sahir acquiring either Supernatural Nuisance (for a weak jinni) or Plagued by Jinni (for a moderate or powerful jinni) for at least a month. A successful bargain binds the jinni to the beck and call of the sahir for the duration of the bargain. He can ask it to perform any task within its power, although when a jinni expends its last Might point in the service of the sahir, then the bargain ends, regardless of the length of service remaining. The jinni cannot renege on any solemn oaths it has made prior to the summons; this includes, for jinni who have adopted a religion, disobeying the tenets of that faith. The jinni cannot swear any new oaths during its service without permission from the sahir. A jinni who is in service for a season or more may be used as a source of knowledge on Sihr, the appropriate Hermetic Form, or either Faerie, Magic, or Infernal Lore (as appropriate). A jinni can only instruct a sahir once for each Ability or Art. A sahir can have a number of jinn in service to him at any one time equal to his Leadership score, although all sahirs can command at least one jinni. Source Q uality of a Jinni: 3 x magnitude of Might Maximum N umber of Jinni: equal to Leadership (minimum 1)

Houses of Hermes : Societates p135 - VirtueFlaw_sihr

Silent Tradition

(Minor Flaw , Supernatural )

The folk witch cannot use the incantation casting method. This Flaw cannot be taken if the folk witch has the Rarefied Tradition Major Flaw.

Restricted access : folk witch characters

Hedge Magic : Revised Edition p35 - VirtueFlaw_silent_tradition

Simple Student

(Minor Virtue , Social Status )

The character is a university student who is has not yet taken a degree. He is typically between 14 and 16 years old and somewhere along his university program. He receives 30 experience points per finished year that he can apply to Latin or Artes Liberales. If he has finished his second year of studies, he is in the liminal position of either applying for work or continuing his education. More than half of all university students are Simple Students.

Art & Academe p92 - VirtueFlaw_simple_student

SIMPLE-MINDED

(Minor Flaw , Personality )

You can only think about one thing at a time — guarding the bridge, hunting for a missing ring, or hiding in the trees for example. You become easily confused unless others give you very clear instructions. When unexpected circumstances pop up, you find them difficult to deal with.

Ars Magica 5th Edition Core rulebook p59 - VirtueFlaw_simpleminded

Skilled Master

(Minor Virtue , General )

Due to the skill of the learned magician’s master or his extensive time studying under his master, the character may spend an extra 50 experience points on Arts, Abilities, and charms. This Virtue may be taken multiple times.

Restricted access : learned magician characters or characters from a related magical tradition

Hedge Magic : Revised Edition p83 - VirtueFlaw_skilled_master

SKILLED PARENS

(Minor Virtue , Hermetic )

Your parens was more powerful, and a better teacher, than is common. You gain an additional 60 experience points and 30 spell levels during apprenticeship. This Virtue has no effect on your study after apprenticeship, but you still have a close relationship with a powerful magus.

Ars Magica 5th Edition Core rulebook p48 - VirtueFlaw_skilled_parens

SKINCHANGER

(Minor Virtue , Supernatural )

You have a magical cloak, animal skin or similar item made from an animal. While in physical contact with it, you may transform into the form of the animal represented by the item. The transformation takes one full round, and you retain both intelligence and sentience while in animal form. Clothing and possessions (save the animal item) do not transform, and you may be seen as a transformed human with InAn or InCo, or similar spells. If the item is stolen, the new owner has an Arcane Connection to you, and you may not transform until the item is retrieved. If the item is destroyed, you can make a new one over the course of a season, although the method varies depending on what the item is. Skinchangers may transform into any non-magical animal between Size -10 (robin) and Size +2 (bear). The character has the normal physical characteristics of the animal, except that +3 is added to the character’s Soak score (in animal form only).

Ars Magica 5th Edition Core rulebook p48 - VirtueFlaw_skinchanger

SLAVE

(Major Flaw , Social Status )

Likely of Slavic origin, you have at some time in your past been sold into captivity and transported to a land beyond your original home. As a possession of your master, you are beholden to his or her will completely, and are only likely to earn your freedom through some exceptional act of service, if ever. Disobedience, on the other hand, will earn you very severe punishment, possibly even death. You have no belongings of consequence, except that which is given to you by your master. Playing a slave will prove to be challenging, and may be difficult unless your master is another player character.

Guardians of the Forests : The Rhine Tribunal p102 - VirtueFlaw_slave

SLAVE-OWNER

(Minor Virtue , General )

You are the owner of one slave. Unless the slave is another player character, your slave will be largely unskilled, and be suitable only as a personal servant. While it is legal to own a slave in Germany, it is frowned upon by the Church and you are likely to receive negative attention in most major cities. You may free your slave at any time, in which case you lose this Virtue. You also lose this Virtue if your slave is killed. You may take this Virtue multiple times.

Guardians of the Forests : The Rhine Tribunal p102 - VirtueFlaw_slaveowner

SLEEP DISORDER

(Minor Flaw , General )

More often than not, this character is unable to sleep soundly during the night. The resulting deprivation means that he is likely to nod off in periods of quiet and boredom. When the character is alone, comfortable, bored, or otherwise at risk of falling asleep, he needs to make a suitable Personality roll to avoid nodding off. Loyal, Reliable, and Lazy (for a penalty in the last case) are all appropriate. The character’s current Fatigue penalty applies to the roll. Regardless of whether he manages to stay awake, the following night you must make a stress roll (no botch) against an Ease Factor of 6 to see if the character sleeps well. Every night he has slept poorly, he loses a Long Term Fatigue Level. Continue this until he sleeps soundly for a whole night. Once he has lost 3 Long Term Fatigue Levels, he automatically sleeps through the night, due to sheer exhaustion. This Flaw is not compatible with the Night Terrors Flaw.

Grogs p84 - VirtueFlaw_sleep_disorder

Sleepwa lker

(Minor Virtue , Supernatural )

Hermetic magi prone to speculation on these things, particularly from the Houses of Bjornaer and Tremere, have noted that there is a class of hedge magicians who sleepwalk within their hamr, rather than entering a trance hidden away from the battlefield. The hamr is larger than a human is, and may appear to be a hybrid of human and animal forms. The magician is cloaked within the phantasticum, the more durable and combatworthy form. In battle, a Heavy Wound may cut the hamr so deeply that the skin of the human within is visible through the laceration. Sleepwalkers are unable to stray, in the sense of their phantasticum losing physical contact with the body, so lack virtually all of the powers of nightwalkers. Sleepwalkers, like magicians with a hamr, require props and are likely to arrive at tense situations almost out of their minds. It often occurs that those sleepwalking in their hamr act with the ferocity of their animal form, and fail to recognize friends and family who are dear to them in the waking state.

Hedge Magic : Revised Edition p105 - VirtueFlaw_sleepwa_lker

Slothful

(Minor Flaw , Personality )

The character is lazy and indolent, and enjoys nothing better than doing as little as possible. He is very good at coming up with excuses as to why things need not be done right now. When roused into action, he works as hard as any other, but is constantly looking for opportunities to lapse into sloth again.

Houses of Hermes : Mystery Cults p38 - VirtueFlaw_slothful

SLOW CASTER

(Minor Flaw , Hermetic )

Your magic requires more time to prepare and execute than that of other magi. Your formulaic spells take two rounds to cast; spontaneous spells also take two rounds unless you fast-cast, in which case they take one round casting time. Fast-cast mastered spells also take the normal one-round time. Ritual spells are performed as normal, since all magi must cast them slowly and carefully.

Ars Magica 5th Edition Core rulebook p59 - VirtueFlaw_slow_caster

Slow Caster (Viktir)

(Minor Flaw , Supernatural )

The vitki’s rune scripts require much more time to prepare and execute than that of other vitki, taking him twice as long to carve. It is impossible for him to produce an effect in a single round, though he can manage a hasty spell in two rounds if he takes the –15 penalty and leaves off his name and the description of the effect.

Restricted access : vitkir

Hedge Magic : Revised Edition p123 - VirtueFlaw_slow_caster_viktir

SMALL FRAME

(Minor Flaw , General )

You are of a lighter-than-average build. Your Size is reduced to –1. This means that the severity of wounds you take increases in four point increments, rather than five point. (See page 171). You cannot take this Flaw and Giant Blood, Large, or Dwarf.

Ars Magica 5th Edition Core rulebook p59 - VirtueFlaw_small_frame

SOCIAL CONTACTS

(Minor Virtue , General )

You have a broad range of acquaintances in a specific social circle (specified when this Virtue is purchased), accumulated over years of travel and socializing. Almost everywhere you go, you meet someone you know, or can get in touch with someone who can help you. Whenever you are somewhere new, you can contact someone on a simple Presence roll against an Ease Factor of 6. The storyguide may modify this target number upward for very small areas or areas where it is extremely unlikely that you would know someone. You may purchase this Virtue more than once, each time specifying a different social group.

Ars Magica 5th Edition Core rulebook p49 - VirtueFlaw_social_contacts

SOCIAL HANDICAP

(Minor Flaw , General )

You have some trait that keeps you from interacting easily with other people. This impairs your dealings with most of society, causing penalties of –3 on appropriate rolls. Examples include morose temperament, unworldliness, an unpleasant odor, or outspoken atheism.

Ars Magica 5th Edition Core rulebook p59 - VirtueFlaw_social_handicap

SOFT-HEARTED

(Minor Flaw , Personality )

You cannot bear to witness suffering, and causing it brings you sleepless nights. Even the deaths of enemies are painful for you. You avoid danger and try to keep your friends out of it as well. Life and health mean so much that you would rather give up important goals than let another person risk combat. You are easily moved by song and story.

Ars Magica 5th Edition Core rulebook p59 - VirtueFlaw_softhearted

Sorgina

(Free Virtue , Social Status )

The character is a member of the folk witch tradition of the Pyrenees, with members in Provence and Iberia. Basque villagers respect or fear the character, but members of the Church might persecute a sorgina for heretical behavior. This Virtue is equivalent with the Folk Witch Social Status (See Hedge Magic, page 34) and may be taken in addition to the Hermetic Magus Social Status Virtue. It is also compatible with many other Social Status Virtues and Flaws, and with Wealthy and Poor. The character has been trained as a sorgina. She may perform folk witch laboratory activities such as brewing potions, she uses sorgina casting methods with her Supernatural Virtues and gains the associated magical defenses, and she is a member of a coven who attends akelarre meetings. As she is not supported by a covenant, like a magus is, she must spend two seasons each year supporting herself– normally by performing magical services for the local community. She may not take Virtues and Flaws associated with Witch’s Moon. (Hedge Magic Revised Edition, page 42)

Faith and Flame : The Provencal Tribunal p94 - VirtueFlaw_sorgina

SPECIAL CIRCUMSTANCES

(Minor Virtue , Hermetic )

You are able to perform magic better in certain uncommon situations (such as during a storm or while touching the target), gaining a +3 bonus to your Casting Scores and Magic Resistance. (A character only gains a bonus to Magic Resistance if she has Magic Resistance from another source.). You may take this Virtue more than once, but you only gain a +3 bonus even if more than one set of circumstances applies.

Ars Magica 5th Edition Core rulebook p49 - VirtueFlaw_special_circumstances

Speech With the silent

(Major Virtue , Supernatural )

The character has the ability to charm elemental objects into assisting him, as magi on the Path of Strife do.

Houses of Hermes : Mystery Cults p73 - VirtueFlaw_speech_with_the_silent

Spell Binding

(Minor Virtue , Hermetic )

Spell Binding teaches the secret of binding spells into containers, within which a spirit may be confined and compelled to sustain the spell indefinitely.

The Mysteries, Revised Edition p27 - VirtueFlaw_spell_binding

Spell Foci

(Minor Virtue , Hermetic )

Rustic magi are particularly good at harnessing the magical properties of physical objects. For this reason, a rustic magus may incorporate a small casting tool called a spell focus into his spells, which allows him to add a bonus to his Casting Total. This is one of the bonuses that such an object typically provides for its shape or material, from the Shape and Material Bonuses table. Only one spell focus may be associated with a spell, and only one of that object’s properties may be harnessed in this way — this is essentially the same bonus that a character with Craft Magic receives when he crafts the object into a spell. The bonus cannot exceed the caster’s score in Magic Theory, or his Craft score when a rustic magus crafts the spell using Craft Magic. In these circumstances, the spell focus must be appropriate to the type of craft practiced by the rustic magus; if he is a carpenter, he must use a certain type of wood to receive the material bonus, or carve it into a particular shape for the shape bonus. Any spell can be designed to include a spell focus by a magus with this Virtue, though once it is incorporated into the spell, it cannot be cast without it, and casting a spell with a spell focus that is not somehow applicable to the spell’s effect provides no bonus at all. For example, a rustic magus might invent a formulaic healing spell to incorporate a ruby, giving him a +3 casting bonus when affecting blood, but from then on he must always have a ruby on hand to cast that spell, even if the effect does not involve blood and so does not receive the casting bonus — the ruby becomes a necessary component of the spell. Rustic magi usually carry many small tools and arcane objects that can be used as spell foci to boost their spontaneous spells in this way, and that are often required for formulaic spells they have invented or learned from other Rusticani. However, these spell foci help them overcome the effect of the Dominion and the difficulties they have with spontaneous magic, and as such they almost always use them whenever they can.

Houses of Hermes : Societates p132 - VirtueFlaw_spell_foci

Spell improvisation

(Minor Virtue , Hermetic )

The magus may add the magnitude of a formulaic spell he knows as a bonus to his Casting Total when spontaneously casting a spell that is similar to it (see Similar Spells, ArM5 page 101). This includes fast-casting a spell that is the same as or very similar to one of his formulaic spells, though he does not get this bonus if he has the Fast Cast Ability for a mastered spell, since in that case you add his Mastery Ability instead. This bonus does not stack with other bonuses to his Casting Total, nor does it stack with itself if the magus happens to know several similar spells.

Houses of Hermes : Mystery Cults p87 - VirtueFlaw_spell_improvisation

Spirit Familiar

(Minor Virtue , Mystery )

This Virtue lets the magus ally himself with a ghost or other incorporeal spirit as a spirit familiar, using rules similar to those for binding an animal familiar. A magus may only have one familiar, be it animal or spirit — he cannot ally with a spirit if he has a familiar already. If he had, but lost, a familiar, he can later ally with a spirit as his spirit familiar. Spirit familiar is also known as genius umbrae (shadowy guardian spirit) or (by those with knowledge of ancient traditions) the Greek name parhedros. The Lab Total for binding a spirit familiar is the same as an animal familiar: any appropriate Technique and any appropriate Form. As with animal familiars, a Technique or Form is appropriate if it corresponds with the spirit desired as spirit familiar. The Technique of a spirit matches the Hermetic Technique of their best powers. The Form of spirits is usually obvious, as most spirits have powers with effects similar to Hermetic Forms: almost any spirit corresponds to Vim; ghosts may correspond to Mentem or Imaginem, or even Corpus; elementals correspond to their elemental Form; plant and animal spirits are often tied to living bodies, but there are some that are incorporeal, perhaps inhabiting a sacred grove.

Restricted access : Mystery

The Mysteries, Revised Edition p66 - VirtueFlaw_spirit_familiar

Spontaneous casting tools

(Minor Flaw , Hermetic )

The character must use casting tools to cast spontaneous spells just as he does for casting formulaic spells. He has 15 individual tools, one for each Art, which he must use in various combinations to cast spontaneous spells.

Houses of Hermes : Mystery Cults p136 - VirtueFlaw_spontaneous_casting_tools

Stigmatic catalyst

(Minor Flaw , Supernatural )

The character’s presence causes symbolic marks to appear on the bodies of people without magic resistance nearby. The magus cannot control this process, but may make Intelligence + Enigmatic Wisdom rolls of 6 or more to tell those so affl icted what form or spiritual purifi cation they must undergo for the stigma to disappear. Characters who are stigmatized may react violently toward the magus.

Houses of Hermes : Mystery Cults p73 - VirtueFlaw_stigmatic_catalyst

Stockade Parma Magica

(Minor Flaw , Hermetic )

Because of your restricted understanding of Parma Magica, you cannot suppress your Parma once it is erected. Any friendly spell or magical affect must penetrate your Parma Magica to affect you, just as if it were a hostile spell.

Houses of Hermes : True Lineages p25 - VirtueFlaw_stockade_parma_magica

Strong Amulet Magic

(Major Virtue , Supernatural )

The character is especially adept at creating chartae and amulets. When creating either, the character receives a +10 bonus to all Lab Totals.

Restricted access : learned magician characters or characters from a related magical tradition

Hedge Magic : Revised Edition p82 - VirtueFlaw_strong_amulet_magic

STRONG FAERIE BLOOD

(Major Virtue , Supernatural )

The blood of the fay is strong in you. Perhaps one of your parents was actually a faerie, or maybe you were conceived or born in a place of great faerie power. This ancestry grants you several abilities.
First, you have natural longevity. You start making aging rolls at the age of fifty, rather than the normal 35, and get –3 to Aging Rolls, cumulative with any other bonuses.
Second, you have faerie eyes. This gives you the Virtue Second Sight (see page 48) at no cost, and you can see normally in darkness or semi-darkness, such as in deep woods or at night. Your eyes look mostly normal, but are an unusual and vivid color.
Third, you may learn Faerie Lore during character generation. Finally, you get the benefits of a particular type of fay heritage, as given in the Virtue Faerie Blood (page 42). Your specific fay heritage is clearly visible. Choose one physical quirk, such as small horns, literally blue blood, or eyes without irises and pupils, appropriate to the faeries from which you are descended. You may not have both Faerie Blood and Strong Faerie Blood.
This is a Supernatural Virtue, and you cannot lose it when being trained as a magus (see page 106). If your master cannot preserve the ability, you cannot be trained.

Ars Magica 5th Edition Core rulebook p49 - VirtueFlaw_strong_faerie_blood

Strong Faerie Blood : Bee King

(Major Virtue , Supernatural )

Bee Kingship is a variety of the Strong Faerie Blood Virtue. It grants the following advantages: Bee Kings do not appear to age, but every Bee King not killed by circumstances dies of a rapid illness precisely a century after birth. Any Bee King may command any group of bees to perform any action of which they are physically capable, even if it will lead to their deaths. Usual instructions like attacking people, increasing the population of the hive, or constructing objects from wax continue to be performed until the instruction is countermanded (Penetration 50). Simple commands of a sentence or less long can be given orally. Bee Kings may communicate complex messages to bees by having a single bee land on the Bee King’s tongue. This bee then acts as the king’s representative to the hive. Bee Kings can understand the speech of hives, and can read the minds of bees that they are touching. Bee Kings are never stung by any variety of biting insect. An attacking bee swarm is treated as an environmental effect, rather than an opposing mêlée group. The swarm does +10 damage automatically each round. This damage may be Soaked normally.

The Lion and the Lily : The Normandy Tribunal p75 - VirtueFlaw_strong_faerie_blood__bee_king

Strong Verbal Charms

(Major Virtue , Supernatural )

The character is especially proficient in verbal charms. When casting a verbal charm, the character’s casting total plus die roll is used to determine the spell level; the sum is not divided by two. When casting a charm from a text, the sum of the character’s casting total and his die roll is divided by two rather than the normal five.

Restricted access : learned magician characters or characters from a related magical tradition

Hedge Magic : Revised Edition p82 - VirtueFlaw_strong_verbal_charms

STRONG-WILLED

(Minor Virtue , General )

You cannot easily be coerced into activities, beliefs, or feelings. You get +3 on any roll which may require strength of will.

Ars Magica 5th Edition Core rulebook p49 - VirtueFlaw_strongwilled

STUCK IN HIS WAYS

(Minor Flaw , General )

Having come from a covenant, this character knows how things must be done to best serve the needs of covenfolk and magi alike. Only, his new home does things differently. And they’re wrong. When making Stress Rolls against his Profession Abilities or any Ability concerning his new covenant, such as Leadership or Folk Ken, this character uses the lower of that Ability score and his current Covenant Lore Ability for his current covenant. Note that bonuses from Puissance or other Virtues still apply to the roll. This Flaw can also be applied to organizations other than covenants, such as abbeys, universities, guilds, or churches.

Grogs p84 - VirtueFlaw_stuck_in_his_ways

STUDENT OF (REALM)

(Minor Virtue , General )

You have been trained in the mystical aspects of one of the four realms of power (Divine, Faerie, Infernal, or Magic), and you have a +2 bonus on all uses of the appropriate Lore. You may take that Lore at character generation even if you cannot learn other Arcane Abilities. You may take this Virtue multiple times, for a different realm each time. You may not take Student of (Realm) and Puissant Ability for the same Lore.

Ars Magica 5th Edition Core rulebook p49 - VirtueFlaw_student_of_realm

STUDY BONUS

(Minor Virtue , Hermetic )

When given the opportunity to study an Art from books or raw vis in the presence of the Form or Technique, your surroundings give you new insights into your studies. Add two to die rolls to study from vis, or two to the Quality of any text you study from. Your current Art score determines the magnitude of the surroundings you require to get the bonus. See the table for some guidelines.

Ars Magica 5th Edition Core rulebook p49 - VirtueFlaw_study_bonus

STUDY REQUIREMENT

(Major Flaw , Hermetic )

You are unable to study magic from books or vis alone. You must study in the presence of the appropriate Art. For example, you need to sit next to a brook or pond to study Aquam, or a large fire to study Ignem. Growing things are good for Creo, decaying ones good for Perdo. As your knowledge grows, you need to work with larger and larger quantities. See “Study Bonus Virtue” on page 49 for a list of examples. You may take Study Bonus and Study Requirement.

Ars Magica 5th Edition Core rulebook p59 - VirtueFlaw_study_requirement

SUBTLE MAGIC

(Minor Virtue , Hermetic )

You may cast spells without using gestures at no penalty. You gain no benefits from using normal gestures but gain the normal benefit for exaggerated gestures.

Ars Magica 5th Edition Core rulebook p49 - VirtueFlaw_subtle_magic

Subtle Opening

(Minor Virtue , Hermetic )

The magus had his Arts Opened using a more-subtle and flexible technique than normal. Consequently, he does not suffer a penalty to the study Source Quality for his Arts scores when learning Supernatural Abilities (see ArM5, page 166). The magus is still penalized for scores in other Supernatural Abilities.

Restricted access : Breakthrough : incorporating the Gifted folk witch Opening The Gift ritual into the Hermetic

Hedge Magic : Revised Edition p51 - VirtueFlaw_subtle_opening

Succurro

(Major Virtue , Supernatural )

This Virtue gives the character the Technique of Succurro. It is a Difficult Art that advances as an Ability. It is described more fully later and is useless unless the character also possesses one of the Forms in this chapter.

Restricted access : learned magician characters or characters from a related magical tradition

Hedge Magic : Revised Edition p82 - VirtueFlaw_succurro

Summoner

(Free Virtue , Special )

This Virtue has no cost, and can only be taken for a Mythic Companion who has been trained as a sorcerer’s apprentice. See Chapter 11: Ars Goetia for details.

Realms of Power : The Infernal p86 - VirtueFlaw_summoner

Summoning

(Major Virtue , Goetic Art )

This Virtue gives the character the primary Art of the Ars Goetia, Summoning. She begins with this Art at 0, and may increase it through study and practice. When combined with the other Goetic Arts, she can bind, destroy, and control demons and other spirits, as described in Chapter 11: Ars Goetia.

Realms of Power : The Infernal p87 - VirtueFlaw_summoning

Supernatural Beauty

(Major Virtue , Supernatural )

The character possesses that style of mystical beauty that, when threatened, calls royal power, folk magic, and heroism to its defense. A player may use this Virtue, once per story, to ask a storyguide to insert a fortunate coincidence, of the storyguide’s choice, into a scene. The troupe may veto the use of the Virtue in any situation where supernatural aid seems profoundly unlikely. Characters with this Virtue are frequently assisted by passing knights of chivalrous inclination, often find magic weapons, and frequently have their jailers, or their jailers’ daughters, fall in love with them. Faeries frequently assist characters with this Virtue. Faeries understand the classic forms of aid that beauty evokes in stories, and so many of the magical steeds and wandering princes the character encounters are actually faeries, watching the story unfold from the inside. A character lacking a positive Presence score may not have this Virtue.

Houses of Hermes : Societates p56 - VirtueFlaw_supernatural_beauty

SUPERNATURAL NUISANCE

(Major Flaw , Story )

Supernatural entities of a certain kind interfere in your life in minor ways whenever you are around them. This differs from Plagued by Supernatural Entity in that the nuisances do not have any long-term plans. This could represent a ghost that haunts you, or general enmity from faeries towards you.

Ars Magica 5th Edition Core rulebook p59 - VirtueFlaw_supernatural_nuisance

SURE TRAVELER

(Minor Virtue , Heroic )

As long as you have traveled the route before, you never become lost on a journey, and you may add +3 to any Survival rolls based on finding your way through unfamiliar terrain. You are never adversely affected by weather, bad roads, or other negative travel conditions; you can muddle through no matter what, making nearly the same time as you would in ideal circumstances. If you are leading other travelers you can speed the journey for all of you by encouraging them to match your pace. This does not apply when you do not control of the means of travel (riding in a cart, traveling by ship); then you are at the mercy of your driver.

Houses of Hermes : True Lineages p107 - VirtueFlaw_sure_traveler

SUSCEPTIBILITY TO DIVINE POWER

(Minor Flaw , Hermetic )

You are especially sensitive to the Dominion and suffer twice the normal penalties (such as spellcasting modifiers and botch rolls) to your magic when in a divine aura.

Ars Magica 5th Edition Core rulebook p59 - VirtueFlaw_susceptibility_to_divine_power

SUSCEPTIBILITY TO FAERIE POWER

(Minor Flaw , Hermetic )

You are especially susceptible to the fay and their magic. Whenever you enter a faerie area, you must make a Stamina roll equal to or greater than its aura rating to avoid becoming disoriented. In addition, your Magic Resistance score, including Parma Magica, against faerie magic is halved. If someone else uses their Parma Magica to protect you, their resistance is not affected and you benefit normally.

Ars Magica 5th Edition Core rulebook p59 - VirtueFlaw_susceptibility_to_faerie_power

SUSCEPTIBILITY TO INFERNAL POWER

(Minor Flaw , Hermetic )

You are especially vulnerable to the dark powers. Whenever you enter an area of infernal influence, you must make a Stamina roll equal to or greater than the aura rating or become ill (–1 on all rolls). You get only half your normal Magic Resistance score against infernal magic, though if someone else’s Parma Magica is protecting you, it counts normally.

Ars Magica 5th Edition Core rulebook p59 - VirtueFlaw_susceptibility_to_infernal_power

Susceptibility To Sunlight

(Minor Flaw , Supernatural )

Direct, bright sunlight causes you noticeable pain and exhausts you. Attuned to darkness, your eyes are very sensitive, and you suffer from a –2 penalty to all rolls involving sight in bright environments such as a cloudless day. Due to your malediction, you lose one Fatigue level per Diameter if outdoors at noon on a hot summer day, and lose levels more slowly in less-intense light and warmth from the sun.

Magi of Hermes p128 - VirtueFlaw_susceptibility_to_sunlight

SUSCEPTIBLE TO WARPING

(Minor Flaw , Supernatural )

Your character’s constant exposure to magic at the side of his magus has made him more susceptible to supernatural Warping than he might otherwise be. In any year in which the character gains a Warping Point from any Realm or any source (including Longevity Rituals, living within an aura, and powerful supernatural effects), the character gains one additional Warping Point associated with that same Realm. This means that if he gains a single Warping Point from each Realm in a year, he gains four additional Warping Points, one from each Realm, at the end of that year. These additional points do not contribute to Wizard’s Twilight or to other events caused by the acquisition of Warping Points as they accrete slowly over the course of the year.

Grogs p84 - VirtueFlaw_susceptible_to_warping

Synthemata Magia

(Major Virtue , Mystery , Supernatural )

This is a non-Hermetic method, the predecessor of Hermetic Synthemata research, but still of considerable value to Hermetic magi. The Hermetic method is slow, but very powerful, while the non- Hermetic method is much weaker, but might let a magus intuit synthemata at a glance. The Virtue uses the (Realm) Lore Abilities.

Restricted access : Mystery

The Mysteries, Revised Edition p87 - VirtueFlaw_synthemata_magia

Tainted Offspring

(Major Flaw , Story , Tainted )

The character has a child who has been marked for great, but unpleasant, things by a powerful demon. The character must struggle not only with the servants the demon sends to subvert the child, but the child’s own tendency toward evil.

Realms of Power : The Infernal p89 - VirtueFlaw_tainted_offspring

Tainted Treasure

(Minor Virtue , General , Tainted )

The character has inherited or acquired a vast amount of treasure, but it is cursed to cause harm. This treasure might come from an ancestor who made a deal with demons, or tricked them out of money. It might have been stolen from one of the secret caches that demons maintain, so that they have wealth nearby to tempt humans. A tainted person who rebels, and swaps the Tragic Life Flaw for the Plagued by Supernatural Entity Flaw, might be tempted to retain some of the valuable props provided for their role. The treasure is sufficient that the character could transform it into a source of the Wealthy Virtue. As examples, the character could buy a ship and become a trader, or buy land in a city and become a landlord. The difficulty is that the wealth is cursed, so it lacks the natural increase in bounty that is a gift from God. If traded for other items of value, the curse moves to these items. Any venture into which it is invested will, eventually, fail. Any building it is used to purchase will, eventually, burn down. If it is used for a non-sinful purpose, the treasure destroys itself: gold given to charity turns to sand, ships used to ferry supplies to the starving steer themselves onto rocks. The wealth may be used to purchase the services of people, who, because they have souls, choose their own fates. The limitation that the wealth only allows itself to be spent sinfully remains, however, so it is likely to be given to amoral, covetous, envious, dangerous people.

Realms of Power : The Infernal p87 - VirtueFlaw_tainted_treasure

TAINTED WITH EVIL

(Minor Flaw , General )

An air of corruption surrounds you as a result of something you, your parens, or your ancestors did. Others naturally feel very ill at ease around you, and can easily grow to hate you. Gaining a positive Reputation is impossible. Magi do not react as strongly to this attribute as normal people.

Ars Magica 5th Edition Core rulebook p59 - VirtueFlaw_tainted_with_evil

Take

(Major Virtue , Supernatural )

This Virtue gives the character the Technique of Take. It is a Difficult Art that advances as an Ability. It is described more fully later in this chapter and is useless unless the character also possesses one of the Forms in this chapter.

Restricted access : gruagach characters or characters from a related magical tradition.

Hedge Magic : Revised Edition p57 - VirtueFlaw_take

TAMED MAGIC

(Major Virtue , Hermetic )

You have the equivalent of both Harnessed Magic and Tethered Magic, but do not suffer the inherent flaws of those Virtues. That is, you can also use the principles of Mutantum Magic to change any of your spontaneous or formulaic spells or effects of magic items that you activate, but your spells and effects are not arcane connections to you and do not sputter out when you die. This virtue may only be taken by characters who also begin with Mutantum Magic (see above).

Houses of Hermes : True Lineages p107 - VirtueFlaw_tamed_magic

Tattoo Mastery

(Minor Virtue , Supernatural )

A character with the Tattoo Mastery Virtue is more adept at creating gruagach tattoos than others. The gruagach may reduce the vis cost of a tattoo by his score in Pictish, but the cost may never be less than half the usual cost.

Restricted access : gruagach characters or characters from a related magical tradition.

Hedge Magic : Revised Edition p57 - VirtueFlaw_tattoo_mastery

TEMPERATE

(Minor Flaw , Personality )

You do not over-indulge in any sensual pleasures.

Ars Magica 5th Edition Core rulebook p59 - VirtueFlaw_temperate

Templar Administrator

(Minor Virtue , Social Status )

The character is technically a brotherknight or brother-sergeant for the Poor Knights of the Temple of Solomon, but is really an administrator for the order’s many holdings and activities. While he has sworn the Templar oath and vows, and lives a monastic life, his many duties means he is likely to never see active combat. He is answerable only to his superiors in the order and to the pope. He may have considerable influence and access to enormous resources, but no additional time. You may take Academic Abilities during character creation. This Virtue can replace the Brother-Knight, Brother-Sergeant, and Brother-Priest Status Virtues. This Virtue is only available to male characters.

The Church p125 - VirtueFlaw_templar_administrator

Templar Confrere or Consoeur

(Free Virtue , Social Status )

The character is an associate member of the Poor Knights of the Temple of Solomon, and has taken one or two of the Templar vows. His membership is generally temporary (although it need not be), and he may possess other Social Status Virtues or Flaws to reflect his true station, such as Clerk, Knight, Landed Noble, Peasant, or even Hermetic Magus. His former outside status affects his treatment in the order — knights and nobles receive more respect than commoners. Women may also become associate members (consoeurs), although they are housed separately from the men. Associates are governed by the same rule as full members, although they have fewer rights. Some associates may hold important positions within a particular Templar commandery, especially if they possess a valuable skill.

The Church p124 - VirtueFlaw_templar_confrere_or_consoeur

Templar Prestige

(Minor Virtue , General )

A member of the Poor Knights of the Temple of Solomon, the character enjoys great respect and admiration among his fellow brothers. This may be because of a great act of heroism or piety, or because of the rank or station he possessed before he joined the order. He starts with a Reputation of level 3 within the Templars.

The Church p125 - VirtueFlaw_templar_prestige

Templar Servant

(Free Virtue , Social Status )

The character is a servant working at a commandery of the Poor Knights of the Temple of Solomon. He is supported by the Templars, and probably lives in the commandery itself or close by. He also receives payment as befits his profession. As a servant of the Templars, he is covered by the papal bull exempting him from secular and lay authority, and is generally accorded some respect by non-Templars.

The Church p124 - VirtueFlaw_templar_servant

Templar Specialist

(Minor Virtue , Social Status )

The character works as a skilled employee of the Poor Knights of the Temple of Solomon, filling a crucial role for which the Templars have no full or associate member, such as craftsmen, blacksmiths, artisans, notaries, squires, soldiers, scribes, or translators. You may take one restricted group of Abilities during character creation, such as Academic or Martial Abilities. As a servant of the Templars, the character is covered by the papal bull exempting him from secular and lay authority, and is generally accorded some respect. This Virtue may be taken by Muslim characters, who will typically act as translators (and who should also take the Outsider Flaw or similar).

The Church p124 - VirtueFlaw_templar_specialist

TEMPORAL INFLUENCE

(Minor Virtue , General )

Through blood or a position of trust, you enjoy some political weight in society. You have the ear of a leader and may yourself lead common folk at times, if they respect your position. The more influence you have, the more responsibility, and the harder it is to work unopposed with magi. Grogs may not take this Virtue.

Ars Magica 5th Edition Core rulebook p49 - VirtueFlaw_temporal_influence

Tenens Occultorum

(Minor Virtue , Hermetic )

You are a member of one of the inner circles of House Bonisagus, the Tenders of Secret Knowledge. You have been chosen by the Primus to occupy one of the four Tenentes Occultorum positions. Your exact position is depending on your experience, judged by the numbers of seasons since your gauntlet. If you are a younger magus you will be the Spring Tenens. Certain responsibilities accompany this Virtue.

Restricted access : House Bonisagus only

Houses of Hermes : True Lineages p25 - VirtueFlaw_tenens_occultorum

TETHERED MAGIC

(Minor Virtue , Hermetic )

You can pass control of your non-Ritual spells to others, just as if they were the caster, “tethering” the magic to them for the spell’s duration. You may also tether a spell to an object, which can then transfer the spell to an appropriate target when it comes into range. This can even be done whenever you activate an effect in a magic item. However, a side effect of this sort of magic is that all of your spells and the effects of any magic items you activate are arcane connections to you.

Houses of Hermes : True Lineages p107 - VirtueFlaw_tethered_magic

The Constant Expression

(Major Flaw , Hermetic )

The maga forms the center of a magical maelstrom, perpetually casting nonfatiguing Spontaneous magic effects. The resulting effects are minor due to the nature of non-fatiguing Spontaneous magic but are likely to cause distraction and/or other problems. Though nonfatiguing, the effort of marshaling the magic into less dangerous forms is tiring and the maga is considered to have lost one long-term Fatigue level which cannot be regained through sleep. The effects produced by the constant expression may target anything that the maga could normally target with spontaneous spell, including herself, though are more likely to target things touched by or seen by the maga. The maga may actively concentrate in order to suppress this automatic magic entirely, making an initial Stamina + Concentration simple roll against Ease Factor 3 + (Warping Score). On a failure, a further roll is allowed every two minutes after the maga has composed herself. If the magic has been suppressed, the maga may cast spontaneous and formulaic spells normally. In order to cast ceremonial or ritual magic the maga must make a concentration roll as described above. One attempt can be made every 15 minutes, a successful attempt sufficient to cover the duration of the casting. But the maga suffers a number of additional botch dice equal to her Warping Score. The constant expression of magic also makes laboratory work inherently risky. Any laboratory the maga works in is treated as having a free flaw providing a Safety penalty of –3 (see Covenants, page 111). Penalties from foreign auras, or from effects such as Aegis of the Hearth, may dampen the constant expression. Where the penalty reduces the casting total to 0, no magic is expressed. The player should decide, based on personality, sigil, and favored arts, how the constant expression most often manifests, though the storyguide may vary the actual effect scene-by-scene.

Legends of Hermes p16 - VirtueFlaw_the_constant_expression

THE ENIGMA

(Minor Virtue , Hermetic )

You have been initiated into the Outer Mystery of The Enigma (see page 92), and thus are a member of House Criamon. Note that all Criamon magi get this Virtue free at character creation.

Ars Magica 5th Edition Core rulebook p41 - VirtueFlaw_the_enigma

THE FALLING EVIL

(Major Flaw , General )

The character occasionally suffers convulsions and blackouts. Convulsions occur randomly and infrequently; for any given event, the storyguide should secretly roll a stress die, and if the result is 9 or more then a convulsion will occur at some point during that event, as chosen by the storyguide. This spasm causes random movements and hallucinations, leaving the character temporarily Incapacitated. She collapses to the ground and twitches, and you can make a Stamina roll against an Ease Factor of 9 every round; success means that the convulsion ends, although the character is reduced to the Dazed Fatigue level following a fit. The Falling Evil is usually caused by possession by demons (Art & Academe, page 48), but that form of the illness is usually temporary in nature. The character does not seem to have a disease, and cannot naturally recover from this affliction. It may be that it stems from a different source. In Ancient Greece and Rome, it was called the “divine illness,” as it was believed that the gods spoke to those who had such fits.

Grogs p79 - VirtueFlaw_the_falling_evil

The Feminine Gift

(Minor Virtue , Hermetic , Supernatural )

This Minor Hermetic or Supernatural Virtue gives a normally-Gifted character the Gentle Gift with respect to female humans, the Blatant Gift with respect to male humans, and leaves the Gift unaffected for all others, including animals and any creature with supernatural Might. It takes men as long to get used to her as it takes them to get used to someone with the Blatant Gift.

Faith and Flame : The Provencal Tribunal p29 - VirtueFlaw_the_feminine_gift

THE GIFT

(Free Virtue , Special )

You have the ability to work magic. See “The Gift” on page 36 for full details.

Ars Magica 5th Edition Core rulebook p43 - VirtueFlaw_the_gift

The Great Elixir

(Major Virtue , Mystery )

The ultimate goal — the Elixir of Life — achieved so far by very few alchemists is to transform themselves into beings of magic, truly immortal, although at the cost of the loss of their humanity. This Virtue teaches a method that is itself a form of Mystery Ordeal, creating and consuming a Great Elixir potion. The magus must have both the Virtues Unaging and the Lesser Elixir.

Restricted access : Mystery

The Mysteries, Revised Edition p43 - VirtueFlaw_the_great_elixir

The Greater Dream Grimoire

(Minor Virtue , Mystery )

This Virtue requires the Dream Magic Virtue. It teaches how to enter physically into another’s dream, and how to extract real items from dream into the waking world, giving them substance. Few are ever taught this dangerous magic. Traveling physically into dreams is like crossing into a Regio, unlike spiritual travel. A portal is created in the dream that permits the traveler to cross out again.

Restricted access : Mystery

The Mysteries, Revised Edition p107 - VirtueFlaw_the_greater_dream_grimoire

The Lesser Elixir

(Minor Virtue , Mystery )

Alchemists quest for eternal life. Some believe that if only they can create the perfect Longevity Ritual, they can live forever. As a stage along this path they have discovered an improved formula known as the Lesser Elixir of Life. The Lesser Elixir increases the aging bonus of a Longevity Ritual by incorporating additional ingredients. The Lesser Elixir is a personal formula, unique to the magus; unlike a Longevity Ritual, it cannot be created for another. Most magi choose a consumable formula for their Elixir, such as a potion, as they are probably working toward the Great Elixir. The Lesser Elixir requires Hermetic Alchemy. Magi questing for eternal life often also seek to gain the Virtue Unaging (possibly through cult Initiation), as this adds to the seeming of immortality.

Restricted access : Mystery

The Mysteries, Revised Edition p42 - VirtueFlaw_the_lesser_elixir

Theurgic Spirit Familiar

(Minor Virtue , Hermetic , Mystery )

This is essentially identical to the Virtue Spirit Familiar described in Chapter 8: Spirit Magic, except insofar as Theurgic Spirit Familiar is part of the school of name magic rather than spirit magic. Also, if powerful enough, a maga may seek to ally with a Daimon spirit as her familiar. If a maga binds a Daimon, she only binds a single Aspect of the Daimon, not the entire spirit — others may still summon Aspects of the Daimon, and the greater part of the spirit will not usually inform her of this (as it does not concern its relationship with her). Her Daimon Aspect does retain the ability to manifest in more than one place, and it can use this in cooperation with the maga. Note that, while a single Aspect attends the maga, her bond is with the Daimon itself, and the attending Aspect may be reunited with the Daimon, which sends another Aspect to fulfil the bond.

Restricted access : Mystery

The Mysteries, Revised Edition p81 - VirtueFlaw_theurgic_spirit_familiar

THIEF OF EMOTIONS

(Major Virtue , Supernatural )

You are able to manipulate the emotions of others. You gain a Supernatural Ability called Emotion Theft, at a score of 1. To use this ability, you must first find a person expressing the emotion you wish to instill in another. You may then make a Presence + Emotion Theft roll against an Ease Factor of 6 + the target’s Personality Trait for that emotion. If successful, the emotion is removed from the target, leaving them devoid of it (although it may naturally reoccur, over time). You can then transfer the emotion to another by touching him; and he will feel the emotion as strongly as the original “donor.” You can even transfer feelings of true love and true friendship (although the Ease Factor to steal such emotions is raised by 3), but not true faith.

Restricted access : The Arcadian Path

Guardians of the Forests : The Rhine Tribunal p40 - VirtueFlaw_thief_of_emotions

TORMENTING MASTER

(Major Flaw , Story )

Your master does not believe you have successfully passed the apprentice’s gauntlet (the test of becoming a magus). He periodically troubles you with political moves and indirect attacks. This Flaw is only applicable to magi, although other characters could take an analogous Story Hook.

Ars Magica 5th Edition Core rulebook p59 - VirtueFlaw_tormenting_master

Touched by (Realm)

(Major Virtue , Supernatural )

Through ancestry, accident, or supernatural intervention, the character has a small amount of magic in his blood and may make wondrous items through his craft. Unlike The Gift, this supernatural ability does not interfere in any type of social interaction. You must determine the source of this power, either Divine, Faerie, Infernal, or Magic. He is considered to be affiliated with the realm, you choose and thus immune to Warping due to prolonged exposure to auras of that realm.

City & Guild p71 - VirtueFlaw_touched_by_realm

TOUGH

(Minor Virtue , General )

You can take physical punishment better than most people. You get a +3 bonus on your Soak score.

Ars Magica 5th Edition Core rulebook p49 - VirtueFlaw_tough

Town Magistrate

(Minor Virtue , Social Status )

The character has a position of judicial responsibilty in the town, with a small staff of minor officials (up to five individuals). The character must be a citizen, have a score of 3 in the Civil and Canon Law (or Common Law) Ability, and is paid a wage or gains special privileges in return for his services. Being a magistrate occuppies the character for two seasons each year, but he is free for the remaining two seasons. Academic Abilities may be bought for the character, during character generation.

City & Guild p29 - VirtueFlaw_town_magistrate

TRAGIC (CHARACTERISTIC)

(Minor Flaw , Heroic )

You must take a specialty for one of your negative Characteristics, similar to an Ability specialty. Whenever this specific circumstance applies to one of your rolls for that Characteristic, subtract three from your total and roll one additional botch die. You should roleplay this failing whenever you attempt this sort of action. Here are some examples of negative Characteristic specialties.

  • Intelligence: easily tricked, confused by magic, horrible memory
  • Perception: overlook the obvious, poor face recognition, often gets lost
  • Strength: weak back, not grounded, no follow-through
  • Stamina: glass jaw, fainting spells, sensitive to cold
  • Presence: awful odor, monstrous reputation, face curdles milk
  • Communication: nervous speaker, unintentionally insulting, unintelligible
  • Dexterity: easily unbalanced, all thumbs, bad aim
  • Quickness: often surprised, lumbering run, easy target

Houses of Hermes : True Lineages p109 - VirtueFlaw_tragic_characteristic

Tragic Life

(Major Flaw , Story )

The character’s life has been manipulated by demons to ensure that she will act in a certain way in response to important events, usually to her own detriment and in such a way as to further a particular demon’s aims. This means that she is a tainted character (see Tainted Characters, below). Tainted characters are produced as tools, to influence pivotal events. This Flaw represents two factors: the events that the demons have designed the person to influence are likely to happen, and the person has been designed and conditioned to behave predictably when her moment of destiny arrives. Tainted people are likely, at their point of destiny, to choose to sin, and so cause terrible events. The repercussions of the tragedy they create often harm the tainted person. The predisposition toward sin at the character’s pivotal moment should be represented with a sinful Personality Trait. Tainted people have difficult lives, but are not doomed from the moment of their conception. They have five sources of hope. Demons do not foresee the future, they simply predict it through extremely skilled judgments. Arbitrary occurrences can ruin their schemes. The process of creating and training tainted people contains random factors. These include inherited Flaws, like Tainted with Evil or Disfigured, which are personally painful, but might distance the character from her designed destiny. The character’s relationships with other humans also provide • • • unpredictable elements. Most significantly, virtuous humans may notice the tainted person’s tendency toward a certain type of sin, and teach them to resist it. Humans have free will. All deception aside, the tainted person still has the power to choose not to perform sins. The tainted person may not understand this, or may feel that the sin she performed is minor and justified given the situation in which she is presented her choice, but the choice is still entirely and absolutely hers. Finally, the agents of the Divine meddle in the plans of Infernal lords. Tainted characters are designed for specific situations. Characters who struggle successfully against their destiny find that their creator cannot usually fashion an alternative situation to which the tainted person is perfectly suited. The tainted character loses the Tragic Life Flaw, but usually gains the Plagued by Supernatural Entity Flaw instead, as the demonic lord vents his spite on the character.

Realms of Power : The Infernal p90 - VirtueFlaw_tragic_life

Trained Assassin

(Minor Virtue , General )

This Virtue is only available to characters with one of the three Social Status Virtues of the Nizaris. He has completed several missions on behalf of his masters, giving him 50 additional experience points that may be spent on any Martial Abilities as well as Athletics, Guile, or Stealth.

Restricted access : Nizaris

The Cradle and The Crescent p164 - VirtueFlaw_trained_assassin

Transformation Prone

(Major Flaw , Supernatural )

The character is especially prone to undergoing transformation, the gruagach equivalent of Twilight. The player must roll to resist transformation on a single magical botch, rather than on a double botch like most gruagachan.

Restricted access : gruagach characters or characters from a related magical tradition.

Hedge Magic : Revised Edition p57 - VirtueFlaw_transformation_prone

Troubadour/Trobairitz

(Minor Virtue , Social Status )

You are not tied to any community and survive by performing, entertaining, or doing other casual work. You may take Academic skills during character creation and should have a reputation regarding the sort of material you produce and your adherence to the tenets of courtly love. The Wealthy Virtue and Poor Flaw affect you normally, although if you are wealthy, you are supported by someone. Your supporter does not question your activities in any way, however. Troubadour characters often possess virtues such as Famous, Free Expression, Inspirational, Puissant Performance, Social Contacts, True Love, and Well-Traveled.

Faith and Flame : The Provencal Tribunal p13 - VirtueFlaw_troubadourtrobairitz

TROUPE UPBRINGING

(Minor Virtue , General )

You were raised among a group of entertainers, spending much of your childhood traveling from town to town. Rolls involving Abilities in a selected area (which you should have approved by the storyguide) receive a +2 modifier. Examples might include tumbling and acrobatics, knife throwing and juggling, or storytelling and acting.

Ars Magica 5th Edition Core rulebook p50 - VirtueFlaw_troupe_upbringing

TRUE FAITH

(Major Virtue , General )

Through piety and holy devotion you have faith that can move mountains. You have one Faith point and can gain more. For more about Faith points, see page 189.

Ars Magica 5th Edition Core rulebook p50 - VirtueFlaw_true_faith

True Friend

(Minor Virtue )

You have found the one person meant for you in all of creation, and the bond between the two of you cannot be sundered. Whenever you are suffering, in danger, or dejected, the thought of your love will give you strength to persevere. Thus, you may add +3 to appropriate Personality Trait rolls, and add additional bonuses as allowed by the storyguide (never in excess of +3) to activities that will return you to your love, or save her life. In dire need, she may even come to rescue you. On the other hand, you are tied to your lover, to whom you must return frequently. If you do not, you may suffer penalties to most actions requiring spirit due to melancholy. If any enchantment keeps you from your true love’s side, the power of your devotion can probably break it. Your True Love is another player character, who must also have this Virtue. True Love is never one-sided. This Virtue may be renamed “True Friend” to cover equally close attachments which are not romantic.

Ars Magica 5th Edition Core rulebook p50 - VirtueFlaw_true_friend

TRUE LOVE (Major)

(Major Flaw , Story )

You have found the one person meant for you in all of creation, and the bond between the two of you cannot be sundered. Whenever you are suffering, in danger, or dejected, the thought of your love will give you strength to persevere. In dire need, he may even come to rescue you. More often, he will be in trouble and need rescuing. If any enchantment keeps you from your true love’s side, the power of your devotion can probably break it. Your love is higher than mortal magic, and no magic can make you hate your love, or make you truly betray him. Your True Love must be a non-player character. To have another player character as your True Love, see the True Love Virtue on page 50. This Story Hook may be renamed “True Friend” to cover characters with whom you are very closely linked, but not in a romantic way. If the True Love is significantly weaker than the player character, and not able to provide useful assistance in most cases, this is a Major Flaw. If the True Love is competent, equal to or better than the player character, then this is only a Minor Flaw. The True Love may need rescuing occasionally, but more often he will involve the player character in his plans.

Ars Magica 5th Edition Core rulebook p59 - VirtueFlaw_true_love_major

TRUE LOVE (Minor)

(Minor Flaw , Story )

You have found the one person meant for you in all of creation, and the bond between the two of you cannot be sundered. Whenever you are suffering, in danger, or dejected, the thought of your love will give you strength to persevere. In dire need, he may even come to rescue you. More often, he will be in trouble and need rescuing. If any enchantment keeps you from your true love’s side, the power of your devotion can probably break it. Your love is higher than mortal magic, and no magic can make you hate your love, or make you truly betray him. Your True Love must be a non-player character. To have another player character as your True Love, see the True Love Virtue on page 50. This Story Hook may be renamed “True Friend” to cover characters with whom you are very closely linked, but not in a romantic way. If the True Love is significantly weaker than the player character, and not able to provide useful assistance in most cases, this is a Major Flaw. If the True Love is competent, equal to or better than the player character, then this is only a Minor Flaw. The True Love may need rescuing occasionally, but more often he will involve the player character in his plans.

Ars Magica 5th Edition Core rulebook p59 - VirtueFlaw_true_love_minor

TRUE LOVE (PC)

(Minor Virtue , General )

You have found the one person meant for you in all of creation, and the bond between the two of you cannot be sundered. Whenever you are suffering, in danger, or dejected, the thought of your love will give you strength to persevere. Thus, you may add +3 to appropriate Personality Trait rolls, and add additional bonuses as allowed by the storyguide (never in excess of +3) to activities that will return you to your love, or save her life. In dire need, she may even come to rescue you. On the other hand, you are tied to your lover, to whom you must return frequently. If you do not, you may suffer penalties to most actions requiring spirit due to melancholy. If any enchantment keeps you from your true love’s side, the power of your devotion can probably break it. Your True Love is another player character, who must also have this Virtue. True Love is never one-sided. This Virtue may be renamed “True Friend” to cover equally close attachments which are not romantic.

Ars Magica 5th Edition Core rulebook p50 - VirtueFlaw_true_love_pc

True Understanding of the Realms

(Major Virtue , Hermetic )

When the maga achieves true understanding of the realms, represented by this Virtue and through the four Realm Lore Abilities, she is able to manipulate and use auras to better serve her magic. On entering a supernatural aura foreign to the maga, the effective level of that aura is reduced by the score in the appropriate Realm Lore Ability to a minimum of 0. This reduces both the penalty associated with that aura and the number of additional botch dice activities are subject to. Note that some auras provide a bonus to spells and powers. In such cases, the bonus is retained but the number of botch dice is reduced. A foreign aura is one that imposes some penalty to the maga’s supernatural powers or spell casting. The standard realm interaction table on ArM5, page 183, applies as normal. The associated effects of any aura are also affected by the level of the appropriate Realm Lore ability. While the maga gains full magical benefit from a Magical aura aligned with aggressive emotions, she may use her knowledge of the Magic Realm to reduce the aura’s effect (as per the table in Realms of Power: Magic, page 15). Similarly, the penalty to statistics imposed by Abyssal Infernal auras (Realms of Power: The Infernal, page 16) is reduced. This Virtue manifests as an integral part of the character’s Gift, on the same level as the maga’s own magical sigil. As with the sigil, it cannot be suspended and it influences all spells cast by the maga and all enchanted items created after the maga acquires this Virtue. While not directly affecting the use of enchanted devices, auras do affect their penetration. Just as a maga’s sigil manifests in the effect, so does her understanding of the realms. On acquiring this Virtue, the maga’s score in the Realm Lore abilities should be recorded when she creates a new enchanted device effect. When the device is used in a foreign aura, the effective level of that aura, for penetration purposes, is reduced by the maga’s Realm Lore ability at the time the effect was instilled. This is a function of the maga’s personal enchantment process and is not described by the Laboratory Text and can not be reproduced by another magus following the text. The maga’s talisman always uses her current Realm Lore when used by the maga regardless of when the effects were enchanted into it. If either Confluence or Insight of the Realms have been integrated, it takes 30 points to integrate or research this virtue, otherwise it takes 45 points. Exempli Gratia: The magus Zebulon has a Faerie Lore of 2 and an Infernal Lore of 4. On entering an Infernal Abyssal regio of level 3, his Infernal Lore reduces the effective level of the aura to 0 for all non-Infernal powers and spells. This reduces the realm interaction penalty and botch dice to 0 and negates the Abyssal aura’s deleterious effects on his characteristics. Even after a day spent within the regio, the Intelligence stress roll has an Ease Factor of 0 as the effective level of the aura has been reduced to 0. See Realms of Power: The Infernal, page 16 for details on Abyssal regiones. Later, he finds a Faerie aura of level 2. His understanding of the aura allows him to retain the +1 bonus as indicated by the realm interaction table but the number of additional botch dice for spell casting is reduced to 0.

Restricted access : Integration

Legends of Hermes p15 - VirtueFlaw_true_understanding_of_the_realms

Tueor

(Major Virtue , Supernatural )

This Virtue gives the character the Technique of Tueor. It is a Difficult Art that advances as an Ability. It is described more fully later and is useless unless the character also possesses one of the Forms in this chapter.

Restricted access : learned magician characters or characters from a related magical tradition

Hedge Magic : Revised Edition p82 - VirtueFlaw_tueor

TURB TRAINED

(Minor Virtue , Social Status )

This character has grown up at the covenant, been trained to fight in the turb, and picked up a few things from the magi’s trusted servants. At character creation, he is allowed to learn Martial Abilities. He may also learn whichever single dead language the magi speak in addition to his local tongue. His fortunes are tied to the turb, and he is thus prohibited from being Wealthy or Poor.

Grogs p76 - VirtueFlaw_turb_trained

TWILIGHT MASTERY

(Major Virtue , Hermetic )

Whenever you suffer a Wizard’s Twilight, you may choose the effects of Twilight, rather than have it imposed upon you by the storyguide. If you fail to control the Twilight, you still gain a bad effect, but you may choose from the options in ArM5, page 89. Additionally, you may induce Warping in any being you touch; once per day you may grant somebody 2 Warping Points. This effect has a Penetration of +5, and, if used on a Hermetic magus, necessitates a roll for Twilight in the usual fashion.

Restricted access : The Path of Warping

Guardians of the Forests : The Rhine Tribunal p39 - VirtueFlaw_twilight_mastery

TWILIGHT PRONE

(Major Flaw , Hermetic )

You either enjoy or cannot help running excessive amounts of magic through you when you cast spells. You must roll to resist Twilight on a single magical botch, rather than on a double botch like most magi.

Ars Magica 5th Edition Core rulebook p60 - VirtueFlaw_twilight_prone

Unaging

(Minor Virtue , Supernatural )

You do not suffer the effects of age. In game terms, your aging points do not decrease your Characteristics, only building up to give you Decrepitude points. If a crisis is not potentially fatal, you suffer no ill effects. You may die from terminal and potentially fatal crises, according to the normal rules. You are not enfeebled when you reach four Decrepitude points, but you die as normal when you reach five. You may choose your apparent age freely, although if you are basically human it should be less than or equal to your actual age.

Ars Magica 5th Edition Core rulebook p50 - VirtueFlaw_unaging

Unbearable to (Beings)

(Minor Flaw , General )

This Flaw is associated with one of three classes of beings: mundane humans, demons, or divine beings. These last two include characters associated with the Divine or the Infernal realms, respectively, through Supernatural Virtues or Flaws, as well as beings with Divine or Infernal Might. These beings are extremely disturbed, frightened, and possibly enraged by the character’s presence. She suffers an additional –3 penalty on all social interactions with them, which adds to the –3 penalty normally associated with The Gift. Only characters with The Gift or Magical Air may take this Flaw, and it cannot be combined with the Blatant Gift. The Flaw is sometimes known by different names among Merinitae, depending on the type of being it affects. Offensive to Humans is called “The Tin Gift”; Offensive to Infernal Beings is called “The Iron Gift”; and Offensive to Divine Beings is called “The Leaden Gift.” These Flaws are thought to balance the similar Inoffensive Virtues; it is very common for characters with one of the positive versions of The Gift to have one of these negative versions as well. You may not take this Flaw more than once; characters who are Unbearable to more than one kind of being should take the Blatant Gift instead.

Houses of Hermes : Mystery Cults p87 - VirtueFlaw_unbearable_to_beings

Unbound tongue

(Minor Virtue , Supernatural )

Whenever the character is transformed into a non-human form (whether by spell, magic item, curse, or a heartbeast) he may speak any human languages he knows with no impediment. If he is a magus, he may use his voice as normal to cast spells.

Houses of Hermes : Mystery Cults p38 - VirtueFlaw_unbound_tongue

UNCERTAIN FAITH

(Minor Flaw , General )

Whether through a flaw in the character’s understanding of doctrine, a moral turmoil, the disheartening absolution of repeated sins, or exposure to conflicting philosophies, he finds it hard to fully express devotion to his faith. Some element of doubt stands between him and the Divine, and all rolls for holy influence, tempering an aura, invoking God’s aid, or invoking a saint or baraka (see Realms of Power: The Divine) suffer a –3 penalty. The character also has an “Uncertain Faith” Personality Trait at +1 that describes this conflict or doubt, which always provides demons with an opportunity to sow further doubt through their Obsession power (Realms of Power: The Infernal, page 31). Supernatural Abilities originating from the Divine, including Methods and Powers, are not penalized. This Flaw is not compatible with the True Faith Virtue.

Grogs p84 - VirtueFlaw_uncertain_faith

UNCONTROLLABLE STRENGTH

(Minor Flaw , General )

This character doesn’t know his own strength, and at times he has trouble controlling it. This Flaw may not be taken if the character’s Strength is below 0. Whenever he handles delicate or fragile objects, whenever care must be taken to knock somebody out gently, and so on, he risks overdoing it, severely. The character must make a stress roll against an Ease Factor of 6 to avoid using too much power and causing damage of some kind. In addition to this, any Strength Stress Roll uses one extra botch die.

Grogs p85 - VirtueFlaw_uncontrollable_strength

Unhappily Married

(Major Flaw , Story )

Young merchants often marry for financial reasons. The character has married for money, not love, and seeks solace outside his mariatal bed. Unhappily married characters must hide their affairs of the heart from their spouses, their spouse's families, and possibly from their partner's spouses. In many areas, separation due to infedility is permitted, although this is not divorce. In many such cases the wife's dowry must be returned, in part or full.

City & Guild p109 - VirtueFlaw_unhappily_married

UNIMAGINATIVE LEARNER

(Minor Flaw , Hermetic )

You have trouble figuring things out for yourself. Subtract three from rolls when you study from raw vis.

Ars Magica 5th Edition Core rulebook p60 - VirtueFlaw_unimaginative_learner

UNINSPIRATIONAL

(Minor Flaw , General )

This character is bland, boring, and simple, with almost no chance of ever getting noticed or enticing anyone. His Presence and Communication may not be greater than 0. Any use of Abilities like Leadership, Charm, Intrigue, Etiquette or similar — as well as Personality Rolls — to stir or impress people suffers a –3 penalty.

Grogs p85 - VirtueFlaw_uninspirational

University Dean

(Major Flaw , Story )

The character is the head of a university, having already acquired his doctor in (faculty) license. The character has been chosen to lead the university, overseeing external affairs with the town and internal affairs between students and masters. Though prestigious, the position imposes serious demands on the character’s time. The character can expect many interruptions in his teaching during the school year. The character must have the Virtue: Doctor in (Faculty), be at least 40 years old, and can not have the Poor Flaw or any other Flaw that grants a Bad Reputation.

Art & Academe p92 - VirtueFlaw_university_dean

University Grammar Teacher

(Minor Virtue , Social Status )

The character is employed by a university to teach its younger members grammar. The character can be of any age and either gender. He may purchase the Academic Abilities: Latin and Artes Liberales at character generation, and should have a score in Teaching. He must teach two seasons out of the year.

Art & Academe p92 - VirtueFlaw_university_grammar_teacher

UNLUCKY

(Minor Flaw , General )

The character is exceptionally unlucky, and is frequently dealt a bad hand by the forces of chance. He gets a –1 to –3 penalty (at storyguide’s discretion) on rolls in situations based on luck rather than skill or talent, depending on how much luck is involved. It would be wise for him not to take part in games of chance.

Grogs p85 - VirtueFlaw_unlucky

Unnatural Magic

(Major Flaw , Hermetic )

Because of the unreal and illusory nature of your magic, none of the character’s Creo rituals have a permanent effect. Wounds magically closed with The Chirurgeon’s Healing Touch (CrCo20), for example, reopen again as soon as he fi nishes casting the spell, as the magic truly lasts only a moment. He also cannot extract vis from an aura using Creo, since his version of that Art is too unstable for it to remain in a lasting physical form.

Houses of Hermes : Mystery Cults p87 - VirtueFlaw_unnatural_magic

UNPREDICTABLE MAGIC

(Minor Flaw , Hermetic )

You always roll a stress die when using magic, even if completely relaxed. If you choose to cast a spontaneous spell without expending fatigue, you must still roll to check for a botch, although the roll does not add to your Casting Total. Even if you have mastered a spell, you must always roll at least one botch die.

Ars Magica 5th Edition Core rulebook p60 - VirtueFlaw_unpredictable_magic

Unruly Air

(Minor Flaw , Supernatural )

The character has a penchant for stirring up situations, making pleasant events better and unpleasant ones worse. Whenever the character is in a social situation with multiple people, his slightest behavior will subtly push others to extreme behavior. He is either the life of the party, or its death, depending on the prevailing mood of the crowd. His influence is linked to his magical nature, so that others with Magic Resistance are not influenced by him.

Art & Academe p134 - VirtueFlaw_unruly_air

UNSPECIALIZED

(Minor Flaw , General )

The character does not have any specialties for any of her Abilities.

Grogs p85 - VirtueFlaw_unspecialized

Unstable Magic

(Minor Flaw , Supernatural )

Things that the folk witch creates in the laboratory (potions, fetishes, etc.) decay and cease to work after one year and one day. This Flaw is suitable for a Gifted character whose Opening of The Gift was flawed, although it may also be taken by unGifted characters.

Restricted access : folk witch characters

Hedge Magic : Revised Edition p35 - VirtueFlaw_unstable_magic

UNSTRUCTURED CASTER

(Major Flaw , Hermetic )

You have never quite mastered the intricacies of spellcasting, and are unable to perform formulaic magic without extreme effort. You cast all formulaic spells as though they were ritual spells (including the need for vis), and you may not learn ritual spells at all. You cast spontaneous spells normally.

Ars Magica 5th Edition Core rulebook p60 - VirtueFlaw_unstructured_caster

USURER

(Minor Flaw , Social Status )

You often lend silver or other valuables to people at interest rates that many consider abusive. You get away with this somehow, possibly because you belong to a group that can avoid moral judgment for these actions, because you operate outside of the law, or perhaps because you lend a type of currency not accepted by the mundane population. You receive the equivalent of approximately ten pounds of silver each year from interest payments, though you may occasionally need to chase down debtors, and you have a poor reputation (Usurer) at level 4 within your community and the local region.

Houses of Hermes : True Lineages p109 - VirtueFlaw_usurer

Vendetta

(Major Flaw , Story )

The magus is engaged in one of House Verditius’ vendettas, mostly likely carrying on his parens’s vendetta against another Verditius magus. This vendetta stops just short of physical injury to him or the other. Neither of them will bring this feud to the Quaesitores, wishing to fi nish it themselves. The magus with whom he is feuding must be an NPC, who regularly takes some sort of action with which the character must contend.

Houses of Hermes : Mystery Cults p136 - VirtueFlaw_vendetta

Venditor

(Major Virtue , Social Status )

The character is a venditor, a sellingagent for a Verditius maga, bartering her goods to other interested mundane parties. He is most likely a minor noble, ousted merchant-guild master, or defrocked cleric. He may select Academic Abilities at character generation. You also receive 50 additional experience points that you can put in Bargain, Charm, Folk Ken, Guile, Intrigue, or any Living Language.

Houses of Hermes : Mystery Cults p136 - VirtueFlaw_venditor

Vengeful Powers

(Major Flaw , Story , Tainted )

The character has one or more non- Infernal Powers in which the Infernal realm has taken a personal interest. Whenever she uses one of these Powers in a way that is not sinful, it has an unpleasant side effect. This is always harmful, and often recognizably Infernal, and the severity varies depending upon the Power’s application, so that extremely good works cause even more terrible evil. The effect is not obviously linked to the use of the Power, and in fact it may seem completely unrelated. It always manifests at about the same time as the use of the Power, however, though the character may not be aware of this. Some potential side effects might include: • • Illness and disease among local people or animals. Open sores and other painful wounds. Distrust and a bad reputation among strangers. Infernal auras in the surrounding area. Negative or sinful Personality Traits. Additional botch dice on a particular type of roll. Demons suddenly causing havoc in the region. The forces that wreak vengeance cannot cross Magic Resistance or effects like Aegis of the Hearth that keep demons away, yet they can still sense when these Powers are put to good use, and they retaliate however they can. The character may not know about these circumstances, but once she realizes the relationship between her Power and these side effects, they usually seem much worse, as paranoia and guilt may cause her to worry about the potential harm her Powers may cause. Hell hopes that this makes using the Power for good seem too great a sacrifice. Vengeful Powers may be taken as a Hermetic Flaw, as applicable to Hermetic magic. In that case, the effect triggers whenever the character performs magic that is without sin. It is more commonly associated with Supernatural Abilities, however.

Realms of Power : The Infernal p90 - VirtueFlaw_vengeful_powers

VENUS’ BLESSING

(Minor Virtue , General )

People are often attracted to you. You get +3 on Communication and Presence rolls with sexually compatible characters in appropriate situations. At times you can put this to good use. At other times it’s an annoyance.

Ars Magica 5th Edition Core rulebook p50 - VirtueFlaw_venusao_blessing

VERDITIUS MAGIC

(Minor Virtue , Hermetic )

You have been initiated into the Outer Mystery of Verditius Magic (see page 93), and thus are a member of House Verditius. Note that all Verditius magi gain this Virtue for free at character creation.

Ars Magica 5th Edition Core rulebook p50 - VirtueFlaw_verditius_magic

Vernacular Education

(Minor Virtue , General )

This form of secular instruction, given by tutors to the scions of merchant houses, emphasizes practical skills likely to make the student suited to a leadership role in the family business. The character may purchase Academic Abilities during character creation. She also gains 50 additional experience points, which must be spent on Academic Abilities, Bargain, the Organization Lore of the character's company, Profession Merchant, or the language of trade in the company's region (usually Latin, Greek, or Arabic).

City & Guild p109 - VirtueFlaw_vernacular_education

Versatile Phantasticum

(Minor Virtue , Supernatural )

Versatile Phantasticum is a virtue taken by traditions whose members can fight in animal or elemental form when not at a fertility battle. A character may have a Versatile Phantasticum because all members of the character’s regional tradition have one, or because the character has powers superior to those usual to the regional tradition. Traditions that require this Virtue of their members are described below.

Hedge Magic : Revised Edition p104 - VirtueFlaw_versatile_phantasticum

VIATICARUS

(Minor Flaw , Supernatural )

At some point in the character’s past, he was at death’s door, and as a result a priest performed the sacrament of Extreme Unction. The purpose of this sacrament was to remit him of all venial sins, and prepare him for the journey beyond (the viaticum); but against all expectations, he survived. This leaves him in a spiritual no-man’s land, not one of the dead, but neither wholly of the living. Because of this, he is immune to the temptations of demons, and therefore cannot be affected by their Obsession power; he simply does not register to them as a soul in need of corruption. However, his skin has an unusual pallor, and his eyes are sunken. People may smell a charnel odor about him. These effects are subtle at first, but as he ages, he gradually comes to resemble a corpse more and more, resulting in a penalty to all social interaction rolls equal to his Decrepitude score. He has difficulty crossing thresholds where unquiet spirits are not welcome; if a person with a (Realm) Lore of 1 or more has set up a traditional ward, such as a line of salt or an iron nail laid on the lintel, then he cannot enter the protected building or area. Further, although he does not have a Might score, he is repulsed by any magical warding that can keep out a creature with a Might score aligned to Corpus or Mentem (including the Aegis of the Hearth), regardless of its level or Penetration. However, both types of exclusion can be negated if he is invited to cross by the person who established the ward, or someone who lives within. He can still touch individuals with Magic Resistance, since he has no active power around him. If the character’s status is known in the community in which he lives, he should take the Outcast Social Status Flaw.

Grogs p85 - VirtueFlaw_viaticarus

VIS SENSITIVITY

(Major Virtue , Heroic )

You are unusually sensitive to raw vis, and can tell whether or not an object contains any simply by touching it. You can also determine how many pawns it is worth by weighing it in your hand, and learn what Art it is associated with by examining it closely. In this way you can recognize magic items, active rituals, familiars, and other objects that require vis to prepare, though you cannot identify them or determine any specific details about them. You may also begin with the Magic Sensitivity virtue at no cost. Magic Sensitivity is not compulsory, if you do not want the penalty to Magic Resistance.

Houses of Hermes : True Lineages p107 - VirtueFlaw_vis_sensitivity

Vision

(Minor Virtue , Supernatural )

This Virtue gives the character the Form of Vision. The Form advances as an Art. It is described more fully later in this chapter and is useless unless the character also possesses a Technique from this chapter.

Restricted access : gruagach characters or characters from a related magical tradition.

Hedge Magic : Revised Edition p57 - VirtueFlaw_vision

VISIONS

(Minor Flaw , Story )

You often see images related to emotionally or magically laden events. A vision might be of the past, a possible future, or a distant occurrence, and is often symbolic or confusing. Visions usually come to you at quiet times or in places connected with a powerful emotional or magical event, such as the site of a patricide or diabolic sacrifice. Your visions may warn you of dangers to come, or involve you in matters you would otherwise avoid. The visions come purely at the storyguide’s discretion, and reveal only what he wants to reveal.

Ars Magica 5th Edition Core rulebook p60 - VirtueFlaw_visions

Vitki

(Free Virtue , Social Status )

The character is a Norse rune wizard, believed by magi to belong to a group called the Order of Odin. At one time he was respected and feared by other men living in the north, but now very few of his people even know his kind exists. He is still considered by many magi to be an enemy of the Order of Hermes, and those who discover what he is may try to hunt him down and kill him, or else attempt to force him to teach them his magical secrets. Vitkir may take Arcane Abilities, Martial Abilities, or Academic Abilities during or after their apprenticeship, just like Hermetic magi, as long as these Abilities are appropriate to their masters’ backgrounds (for example, an academic vitki is unlikely to teach his apprentice Great Weapon, and a warrior vitki probably does not ensure his followers are well versed in Philosophiae). All vitkir must take this as their Social Status Virtue, and it is only available to them.

Restricted access : vitkir

Hedge Magic : Revised Edition p122 - VirtueFlaw_vitki

Vow (Major)

(Major Flaw , Personality )

You have sworn to do something difficult, and breaking your vow is a serious matter. Example vows include never raising a weapon, never speaking, or living in poverty. If you do fail to uphold your vow, you must perform some kind of atonement, whether it be religious penance or coming to terms with your failure in some other way. A Vow that is a Major Flaw must be a vow to do something, rather than refrain from something, so that it can drive you to act.

Ars Magica 5th Edition Core rulebook p60 - VirtueFlaw_vow_major

Vow (Minor)

(Minor Flaw , Personality )

You have sworn to do something difficult, and breaking your vow is a serious matter. Example vows include never raising a weapon, never speaking, or living in poverty. If you do fail to uphold your vow, you must perform some kind of atonement, whether it be religious penance or coming to terms with your failure in some other way. 

Ars Magica 5th Edition Core rulebook p60 - VirtueFlaw_vow

Vulgar Alchemy

(Minor Virtue , Hermetic )

Vulgar Alchemy is said to derive from hedge alchemy, the brewing of potions and charms. With Vulgar Alchemy, a maga can discover new associations between common ingredients and magical enchantments. The incorporation of folk-magic associations into Hermetic magic has brought benefits to laboratory work for all magi. As a pre-Hermetic tradition, it involves Magic Lore in addition to Magic Theory.

The Mysteries, Revised Edition p32 - VirtueFlaw_vulgar_alchemy

Vulnerable Casting

(Minor Flaw , Hermetic )

Some magi are better able to withstand the Fatigue loss of casting spells, and some less so. If a maga has this Flaw, then whenever she is about to lose Fatigue from casting a spell, she loses 1 more Fatigue level than normal. If the spell would have been cast without Fatigue loss, then she still loses no Fatigue. A maga may have, or acquire, this Flaw more than once, losing 1 extra Fatigue level for each level of this Flaw. If she has Vulnerable Casting (2), then he loses 2 extra Fatigue levels whenever she casts a fatiguing spell. Magi of the Mercurian cults often succumb to this Flaw, but other magi may suffer from it, regardless of their affiliation. The Flaw increases the severity of the Fatigue lost, in the exact manner of the existing Fatigue loss. Thus, if a maga casts a Formulaic spell, the Fatigue is short-term Fatigue, easily recovered, and if she runs out of Fatigue levels she is rendered unconscious, loss of extra Fatigue levels results in her being unconscious for one hour for each overflowing level, and so does the Fatigue from Vulnerable Casting. If, on the other hand, she casts a Ritual spell, then this is long-term Fatigue, and losing more Fatigue than she has remaining causes wounds, so the increased Fatigue of Vulnerable Casting does the same. You may not start your character with both Vulnerable Casting and Withstand Casting, but the maga may acquire either in the course of play (from Initiation, Ordeals, or Twilight effects). In this case, apply the vulnerability first, then withstand the increased loss.

The Mysteries, Revised Edition p38 - VirtueFlaw_vulnerable_casting

Vulnerable Magic

(Major Flaw , General )

The character’s magic is automatically dispelled in certain uncommon circumstances. Examples include: when touching iron, when under the infl uence of the Divine, when crossing over running water, when his name is spoken three times, or when he is not touching the ground. This condition immediately ends the duration of a spell when it is applied to the target, or all of your active spells when applied to you. This Flaw may be taken multiple times, so long as a different condition is specifi ed for each.

Houses of Hermes : Mystery Cults p87 - VirtueFlaw_vulnerable_magic

Vulnerable to (Form)

(Minor Flaw , Hermetic , Supernatural )

The elementalist’s mystical association with a particular element makes him more vulnerable to its opposite. You must subtract the elemental Personality Trait for the element that opposes his chosen Form from the character’s Soak. For example, a character Vulnerable to Elementalist Water would subtract his Choleric Trait from his Soak whenever he is damaged by water. Furthermore, this Form does not help him at all when he is ill; do not add the Trait associated with the chosen Form to his recovery totals. This Flaw can be taken as a Hermetic Flaw, in which case the magus must subtract his Form bonus for the opposing element from his Magic Resistance and Soak whenever he is magically affected or damaged by that element. For example, a magus with Vulnerable to Terram must treat his score in Auram as a penalty to his Form bonus for Terram. A character may take this Flaw up to four times, as long as a different Form is chosen each time. This Flaw may only be taken if the character has a score in the opposing Form; i.e. to take Vulnerable to Elementalist Fire, he must also have the Elementalist Water Virtue.

Hedge Magic : Revised Edition p20 - VirtueFlaw_vulnerable_to_form

Vulnerable to Folk Tradition

(Minor Flaw , Hermetic )

The magus’s magic is susceptible to various folk-remedies for averting hostile spells. Any target who is aware that the magus has just used his magic may attempt a folk ritual such as making a sign against evil, or spitting, and so forth. This grants the target or targets a Magic Resistance equal to (5 x the target’s Magic Lore), or 0 if the target does not have this Ability, against the magus’s magic only. Furthermore, someone with Magic Lore may be able to devise a manner to break a lasting enchantment, such as sprinkling with salt or lying on an iron bed; this typically requires an Intelligence + Magic Lore roll against an Ease Factor of (9 + the spell’s magnitude) or greater.

Houses of Hermes : Societates p107 - VirtueFlaw_vulnerable_to_folk_tradition

Vulnero

(Major Virtue , Supernatural )

This Virtue gives the character the Technique of Vulnero. It is a Difficult Art that advances as an Ability. It is described more fully later and is useless unless the character also possesses one of the Forms in this chapter.

Restricted access : learned magician characters or characters from a related magical tradition

Hedge Magic : Revised Edition p82 - VirtueFlaw_vulnero

WANDERER

(Free Virtue , Social Status )

You are not tied to any community, and survive by doing casual work of some sort. The Wealthy Major Virtue and Poor Major Flaw affect you normally, although if you are Wealthy you are supported by someone or some institution. Your supporter does not question your activities in any way, however.

Ars Magica 5th Edition Core rulebook p50 - VirtueFlaw_wanderer

WARPED BY MAGIC

(Minor Flaw , Supernatural )

The character’s adventures have exposed him to powerful magical forces that have left a mark on him. He has five Warping Points and a Warping Score of 1, including a Minor Flaw (which is not balanced by a Virtue) that somehow reflects the source of the Warping. His encounters allow you to spend experience points on Magic Lore during character creation. A magus may take this flaw to represent Warping gained before his apprenticeship. With the permission of the troupe, this Flaw may be modified to represent Warping from other Realms.

Grogs p85 - VirtueFlaw_warped_by_magic

WARPED MAGIC

(Minor Flaw , Hermetic )

Your magic is accompanied by some unpleasant side effect that always manifests itself the same way, but with increasing intensity according to the level of the spell. Examples include nearby items become hot or nearby plant matter becomes shriveled and wilted. This effect may cause trouble from time to time, but is usually just annoying.

Ars Magica 5th Edition Core rulebook p60 - VirtueFlaw_warped_magic

WARRIOR

(Minor Virtue , General )

You have been trained to fight, and may have spent some time campaigning, perhaps on one of the Crusades. You may acquire Martial Abilities during character creation, and gain an additional 50 experience points which must be spent on Martial Abilities.

Ars Magica 5th Edition Core rulebook p50 - VirtueFlaw_warrior

WASTER OF VIS

(Major Flaw , Hermetic )

When you use raw vis you waste one quarter (rounded up) of the pawns you apply. The lost raw vis does not apply to the magical effect being enacted but does count toward the total number of botch dice you must roll if you roll a zero. You must use a third again as many pawns as usual when casting a ritual spell, and if you want to improve an Art score by studying raw vis, you must use a third again as many pawns as usual. This Flaw applies to all occasions on which you use vis, including certamen, laboratory work, and boosting penetration. Wasted pawns count toward the maximum number you can use at one time. For example, if you would normally use 12 pawns, you use 16, and 4, one quarter of those you use, are wasted. If you would normally need 10 pawns, you use 14, because 4 pawns are wasted.

Ars Magica 5th Edition Core rulebook p61 - VirtueFlaw_waster_of_vis

WAYS OF THE (LAND)

(Major Virtue , General )

You have a deep understanding of a type of terrain, feeling more natural and at home there than anywhere else. Examples include Ways of the Forest, Ways of the Mountain, Ways of the Steppe or Ways of the Town. You get a +3 bonus to all rolls, including combat, and Casting Scores that directly involve that area and its inhabitants; mundane, magical, or faerie. In addition, you roll one fewer botch die than normal (which may mean you roll no botch dice) in rolls that pertain to your area of understanding. You are not normally molested by animals of the terrain, and though particularly vicious creatures may still attack you, at least they’ll accord you proper respect. (For Ways of the Town, this still applies to town animals, of which there are plenty in the medieval world, rather than people. The +3 bonus does apply to people.) You may choose this Virtue multiple times, for different types of terrain.

Ars Magica 5th Edition Core rulebook p50 - VirtueFlaw_ways_of_the_land

Weak Amulets

(Minor Flaw , Supernatural )

The character is less proficient at creating amulets than the typical learned magician. Subtract five from your Lab Total when creating amulets. This Flaw does not affect the character’s ability to create chartae.

Restricted access : learned magician characters or characters from a related magical tradition

Hedge Magic : Revised Edition p83 - VirtueFlaw_weak_amulets

WEAK CHARACTERISTICS

(Minor Flaw , General )

You have three fewer points to spend buying Characteristics than most characters. You may take this Flaw twice, leaving you with only one point to spend.

Ars Magica 5th Edition Core rulebook p61 - VirtueFlaw_weak_characteristics

Weak Chartae

(Minor Flaw , Supernatural )

The character is less proficient at creating chartae than the typical learned magician. Subtract five from your Lab Total when creating chartae. This Flaw does not affect the character’s ability to create amulets.

Restricted access : learned magician characters or characters from a related magical tradition

Hedge Magic : Revised Edition p83 - VirtueFlaw_weak_chartae

Weak Elemental Resistance

(Major Virtue , Hermetic , Supernatural )

Perhaps the character views his supernatural association with the four elements as merely academic, or else the character is simply weaker at defending himself against them, but for whatever reason you do not add the character’s elemental Personality Traits (Sanguine, Melancholy, Choleric, and Phlegmatic) to his Soak when resisting damage from elemental sources, as described under Elemental Warping, below. This Flaw can be taken by a magus as a Hermetic Flaw, in which case his Magic Resistance is vulnerable to physical damage appropriate to the elements and all damage from spells associated with Aquam, Auram, Ignem, and Terram. In these circumstances, his Magic Resistance is not increased by his score in the corresponding Form, and his Soak is not increased by his (Form score / 5).

Restricted access :

Hedge Magic : Revised Edition p20 - VirtueFlaw_weak_elemental_resistance

WEAK ENCHANTER

(Minor Flaw , Hermetic )

Your Gift is ill attuned to creating enchanted devices. Halve your Lab Total whenever you create or investigate an enchanted item. If you have a Deficiency that counts as part of the Lab Total, apply the Deficiency first and then halve the remaining total.

Ars Magica 5th Edition Core rulebook p61 - VirtueFlaw_weak_enchanter

WEAK MAGIC

(Minor Flaw , Hermetic )

Your magic is particularly bad at penetrating magic resistance. You halve the normal Penetration Total for all spells, and only get half the normal benefit when instilling Penetration into an item. Note that you halve the Penetration Total, after subtracting the spell level and making any adjustments for the use of Arcane Connections. You do not halve the Casting Total and calculate Penetration from that.

Ars Magica 5th Edition Core rulebook p61 - VirtueFlaw_weak_magic

WEAK MAGIC RESISTANCE

(Major Flaw , Hermetic )

Any form of magic resistance you generate is much weaker under relatively common circumstances which are fairly easy for an opponent to utilize, such as when you are wet or facing away from the caster of the spell. If the conditions are met, do not subtract the level of the effect from the casting total before calculating Penetration. You would be well advised to keep your weakness from being discovered by too many potential enemies.

Ars Magica 5th Edition Core rulebook p61 - VirtueFlaw_weak_magic_resistance

WEAK PARENS

(Minor Flaw , Hermetic )

Your parens was less powerful and a worse teacher than normal. You gain 60 fewer experience points and 30 fewer spell levels from apprenticeship, for a total of 180 experience points and 90 levels of spells.

Ars Magica 5th Edition Core rulebook p61 - VirtueFlaw_weak_parens

WEAK PERSONALITY

(Minor Flaw , Personality )

This character doesn’t feel strongly for or against anything and lacks the unique traits most people have to make them really stand out. Consequently, all Personality Traits must be between +1 and –1. When making personality rolls, treat any roll above 6 as merely 6. The character may have no other Personality Flaws or Virtues or Flaws that grant Personality Traits. Depending on the personality of the observer, he may seem a complete pushover with no opinion of his own, insensitive because he rarely shows strong emotion, or simply lacking in initiative to those seeking leadership and guidance. These elements result in a –1 or worse (at the Storyguide’s discretion) modifier in most social situations for obviously being a cold fish. Finally, he will never be known for his great loyalty or pious nature, and will have a hard time winning respect or getting promoted. His lack of enthusiasm for the Church in particular might be viewed as a lack of faith. On the plus side, he might occasionally be seen in a positive light since he never disagrees strongly.

Grogs p85 - VirtueFlaw_weak_personality

WEAK SCHOLAR

(Minor Flaw , Hermetic )

You don’t understand what others teach you very well. You get a –6 penalty to Lab Totals when working from the Lab Texts of others, including when re-inventing spells.

Ars Magica 5th Edition Core rulebook p61 - VirtueFlaw_weak_scholar

WEAK SPONTANEOUS MAGIC

(Major Flaw , Hermetic )

You may not exert yourself when casting spontaneous magic, so you always divide your Casting Score by five. In stressful conditions you must still roll a stress die to see if you botch, but the die roll does not add to your casting total. You may still use ceremonial casting. This Flaw may be combined with Difficult Spontaneous Magic to create a magus who cannot cast spontaneous magic at all.

Ars Magica 5th Edition Core rulebook p61 - VirtueFlaw_weak_spontaneous_magic

Weak Tattoo Magic

(Minor Flaw , Supernatural )

The gruagach is not able to fully understand tattoo creation. Halve the character’s Lab Total whenever the character creates or investigates a gruagach tattoo.

Restricted access : gruagach characters or characters from a related magical tradition.

Hedge Magic : Revised Edition p58 - VirtueFlaw_weak_tattoo_magic

Weak Verbal Charms

(Major Flaw , Supernatural )

The character is less adept at verbal charms than the typical learned magician. The sum of the character’s casting total and his die roll is always divided by five whether he knows the charm or is reading it from a text.

Restricted access : learned magician characters or characters from a related magical tradition

Hedge Magic : Revised Edition p83 - VirtueFlaw_weak_verbal_charms

WEAK-WILLED

(Minor Flaw , Personality )

You look to others for guidance rather than to yourself. Those who try to fool, intimidate, or manipulate you gain +3 to their rolls. What you need more than anything else is to find someone you can trust.

Ars Magica 5th Edition Core rulebook p61 - VirtueFlaw_weakwilled

WEAKNESS

(Minor Flaw , Personality )

You have a soft spot for some sort of object or person. In the face of this, all else is unimportant: promises are forgotten, duties neglected, and common sense cast to the winds. Examples include poets and storytellers, food, flattery, or a pretty face.

Ars Magica 5th Edition Core rulebook p61 - VirtueFlaw_weakness

WEALTHY

(Major Virtue , General )

You are a rich member of your class. You may spend three seasons per year on study or adventuring, as you can pay people to look after your interests, and these seasons are genuinely free. Exactly how wealthy you are depends on your social class; a noble would have at least a dozen servants, including some bodyguards, while a wealthy townsman would have a good house and maybe three servants. Whatever your class, you are wealthy enough to afford goods generally associated with a higher class, and thus risk being labeled a vulgar social climber. Wealthy characters may live at a covenant, but they are not supported by the covenant. As all Hermetic magi are supported by their covenant, no magi may take this Virtue.

Ars Magica 5th Edition Core rulebook p50 - VirtueFlaw_wealthy

WEIRD MAGIC

(Minor Flaw , Hermetic )

Your control over magic is somewhat loose, perhaps due to Twilight effects or idiosyncratic training. Roll one extra botch die when you roll a zero on stressed spell casting rolls, apart from your other botch dice. Botches from this die should be strange or bizarre rather than dangerous, and if the Weird Magic botch occurs along with a regular botch, the results could be truly spectacular.

Ars Magica 5th Edition Core rulebook p61 - VirtueFlaw_weird_magic

Well-Trained Folk Witch

(Minor Virtue , General )

Due to the quality of her induction into the folk witch tradition, the character receives an extra 50 experience points to spend during apprenticeship. This Virtue can be taken several times.

Restricted access : folk witch characters

Hedge Magic : Revised Edition p35 - VirtueFlaw_welltrained_folk_witch

Well-Trained Gruagach

(Minor Virtue , Supernatural )

Due to the skill of the gruagach’s master or his extensive time studying under his master, the character may spend an extra 50 experience points on gruagach Arts and take an extra 25 levels of spells. This Virtue may be taken multiple times.

Restricted access : gruagach characters or characters from a related magical tradition.

Hedge Magic : Revised Edition p57 - VirtueFlaw_welltrained_gruagach

WELL-TRAVELED

(Minor Virtue , General )

You have journeyed extensively in this part of the world and find it easy to get along with people throughout the area. You have fifty bonus experience points to spend on living languages, Area Lores, and Bargain, Carouse, Charm, Etiquette, Folk Ken, or Guile.

Ars Magica 5th Edition Core rulebook p50 - VirtueFlaw_welltraveled

WILDERNESS SENSE

(Minor Virtue , Supernatural )

You are mystically attuned to the ways of the wilderness. Choosing this Virtue confers the Ability Wilderness Sense 1 (page 67).

Ars Magica 5th Edition Core rulebook p50 - VirtueFlaw_wilderness_sense

WISE ONE

(Minor Virtue , Social Status )

You belong to a broad class that includes mystics, seers, healers, and the like. You are probably magical, and will probably want to purchase a Virtue that gives you some sort of supernatural ability. You are well regarded in the community, although your presence may cause fear as well as awe or respect. If you lack such good standing, though, you are most likely a wanderer or an outcast. You may take either Arcane or Academic Abilities, but not both, at character creation. The Wealthy Virtue and Poor Flaw affect you normally. This Virtue is available to male and female characters.

Ars Magica 5th Edition Core rulebook p50 - VirtueFlaw_wise_one

Witch Marks

(Minor Flaw , General , Tainted )

The character has minor disfigurements that those skilled in folk lore recognize as belonging to diabolists. These marks can be hidden with clothing. Characters who are thought of as witches are blamed for misfortunes and may be hounded from towns or killed.

Realms of Power : The Infernal p90 - VirtueFlaw_witch_marks

Withstand Casting

(Minor Virtue , Hermetic )

The Mercurian cult teaches a number of Virtues and Abilities to its members; some of which may be taught outside the cult. One such is the Virtue Withstand Casting, which bolsters the magus against the draining Fatigue of casting spells, knowledge of which is now reasonably widespread in the Order. If a magus has this Virtue, then whenever he is about to lose Fatigue from casting a spell, he loses 1 less Fatigue level than normal, with a minimum of 1 Fatigue level — but if the spell would have been cast without Fatigue loss, then he still loses no Fatigue. A magus may take the Virtue more than once, and withstand 1 Fatigue level for each level of the Virtue, although the minimum Fatigue loss remains. If he has Withstand Casting (3), he may withstand up to 3 Fatigue levels lost, with a minimum of 1.

The Mysteries, Revised Edition p36 - VirtueFlaw_withstand_casting

WORTHLESS ABILITIES

(Minor Flaw , General )

A time-lost character (see Chapter 7: Grog Templates) must have about 30 experience points that have been rendered valueless by her shift in time. For example, she may have Area Lore of 3 for a city that no longer exists, or her Etiquette score may have been rendered useless by changing social structures. Troupes may permit companions to purchase this Flaw multiple times. In the example of the legionaries given in the Time-lost Witnesses template (see Chapter 7), their wasted ability is their Organization Lore. The army to which it refers no longer exists.

Grogs p86 - VirtueFlaw_worthless_abilities

WRATHFUL (Major)

(Major Flaw , Personality )

You are prone to anger over the smallest issues, and your rage when you are thwarted in something major is terrible to behold.

Ars Magica 5th Edition Core rulebook p61 - VirtueFlaw_wrathful_major

WRATHFUL (Minor)

(Minor Flaw , Personality )

You are prone to anger over the smallest issues, and your rage when you are thwarted in something major is terrible to behold.

Ars Magica 5th Edition Core rulebook p61 - VirtueFlaw_wrathful_minor