Ars Magic A Spell Guidelines
Ars Magic A Spell Guidelines
Ars Magic A Spell Guidelines
Ranges Ring: The spell lasts until the target of the spell moves
outside the ring drawn at the time of casting, or until the ring is
physically broken.
Mythallar: Spells of this range can effect any target the Moon: this spell lasts until both the full and new moon
caster can both see and are within the area of effect of the same have been in the sky.
Mythallar he is in. If the caster of a spell with this range is also the Fire: A spell of fire duration lasts until the original fire
creator of, or is the bonded agent of the creator of the Mythallar he targeted is extinguished. While the duration probably will not last
is in, he is considered to have an Arcane Connection to every no longer than to the next sunrise or sunset, it is possible that the
person, place or thing within the area of effect of the Mythallar. This spell effect could persist indefinitely if the fire keeps going. It is thus
effect does not apply to bonded agents if they are attempting to rated as equivalent to Ring duration for the purposes of spell design.
target the creator of the Mythallar. Note that is Range is only known Season: The spell lasts until the next solstice or equinox
to wizards properly trained in Netherese Magic Theory. after its casting.
Personal: The effect of the spell is centered on the caster. Year: The spell lasts until the fourth equinox or solstice
The amount affected depends on the effect of the spell. after its casting.
Touch: The caster or anything he touches, whether a "Year" +1: Includes "a year and a day", but others (such as
person or thing. 1001 days or 100 years and a day) also fall into this category. Note
Eye: The caster may target any person or creature that he that is slightly longer than Year duration, and is measured from
has established eye contact with. when the spell is cast, not by the turning of the seasons.
Reach: Anything the caster could touch (but is not Permanent: The spell lasts forever, but remains forever
necessarily touching) without moving substantially. Anything within magical. Thus it could be dispelled at some point in the future. This
roughly two paces. duration is only available for spells that have magical effects: natural
Near: Anything within fifteen paces of the caster. effects are instant duration instead.
Far: Anything within a hundred paces of the caster. Instant: The spell effect persists forever as a mundane
Sight: Any thing that the caster can see. If the caster is thing. It cannot be magically dispelled, although it can be destroyed
standing on the highest point for miles, the range can be immense. by any method which would destroy the mundane thing it is. This
Arcane Connection: Anything the caster has an arcane duration is only available for spells with natural effects. Note also
connection to. Distance is immaterial unless the Storyguide chooses that this duration cannot be attained for magical creation or healing
to impose some limit. without the use of raw vis.
Symbol: This range allows the magus to cast a spell on any Until (Condition): The spell last until some condition is
target for which he has a reasonable symbol. This symbol need not met. For example, such a spell might last until the name of God is
be an arcane connection to the target – the casters could draw a invoked, until some item is touched with iron, or until a word in a
picture of the target, for example. The Storyguide must approve the list is said out of place (days of the week are spoken out of order, for
choice of symbol. example). Colors, words, or actions can also trigger the termination
A useful symbol must have a clear and unambiguous of the spell. Until (Condition) spells cannot usually be dispelled by
symbolic link to the target. A symbol being used in a spell forms a formulaic magic if that is not part of the condition. Conditions
temporary arcane connection for the duration of the spell (or casting must be specified when the spells that employ them are created.
process). You can only make a symbol for a target you can identify in Alternately, they may be determined by the caster's sigil.
at least two independent ways. For example, “The King of England” Bargain: A spell of Bargain duration can only be cast on
and “Henry son of John”, or “The Mongol leader” and “The fat someone who has just concluded a bargain or agreement with the
Mongol with bad breath and a gold ring”. magus. The magus’ penetration total is doubled when checking
whether the spell takes effect. If it does, nothing happens unless the
Durations target brakes the bargain. If he does, the spell takes effect without
further resistance rolls. Bargain spells have a second duration which
determines how long the spell lasts after it takes effect. To calculate
Mythallar: Spells of this duration last as long as it's effect, the level of a Bargain spell, calculate the level of the spell that take
or the target of it's effect remain within the boundary of the effect when the bargain is broken and add three magnitudes.
Mythallar it was cast within. If the effect or target of the effect leaves Variable: A spell with a Variable duration lasts as long as
the Mythallar, the spell ends immediately. The spell will also end if the caster desires, up to its normal maximum duration. To calculate
the caster, or creator of the Mythallar simply wishes it to. Note that the level of a Variable spell, calculate the level of the spell using its
is Duration is only known to wizards properly trained in Netherese maximum duration and add one magnitude.
Magic Theory.
Momentary: The spell lasts but a moment, and then
dissipates. Any effect that it has remains, however. This is the
normal duration for combat spells.
Targets
Concentration: The spell lasts as long as the caster Mythallar: Spells with this Target affect anything and
concentrates. everything, regardless of whether or not the caster can see or is aware
Diameter: The spell lasts until the sun moves its diameter of the targets, within the area of effect of a Mythallar, so long as they
in the sky – almost exactly two minutes. are cast within that same Mythallar. Note that is Target is only
Sun: The spell lasts until the sun next rises or sets. known to wizards properly trained in Netherese Magic Theory.
2
Ranges (from low to high) Durations (from low to high) Targets (from low to high)
• Mythallar • Mythallar • Mythallar
• Personal • Momentary • Small
• Touch/Eye • Concentration/Diameter • Individual
• Reach • Sun • Group/Room
• Near • Moon/Ring/Fire • Circle/Structure
• Far • Season • Boundary/Bloodline
• Sight • Year • Sight
• Arcane Connection • Permanent/Instant/Until
• – Variable +1
• Symbol Bargain +3
Variable +1
General Modifiers
• Fast Casting: 2nd Missile +1 • Auto Targeting +1 • Mythallar Bonded -1
• Fast Casting: Melee +2 • No Gestures +1
• Fast Casting: 1st Missile +3 • No Voice +2
3
Creo Animal Guidelines Level 15: Learn the origin, age and history of something made of
animal products.
Level 20: Speak with an animal (Auram requisite for birds,
Basic Range: Touch Aquam requisite for fish). Read an animals surface
Basic Duration: Sun thoughts.
Basic Target: Individual Level 25: Read the recent memories of a beast.
Notes: When creating a magical creature, its magic Level 30: Thoroughly probe the mind of an animal.
might cannot exceed the level of the spell, and requisites must be
included for any special powers it has.
To create treated animal products (leather, jointed meat,
parchment) add one magnitude to the level necessary to create
Muto Animal Guidelines
the equivalent amount of dead animal. To create only part of an Basic Range: Touch
animal corpse (like hide or horns), subtract one magnitude. Basic Duration: Sun
Basic Target: Individual
Level 3: Create the corpse of a tiny animal (Size –5/-4). Notes: Animals granted new abilities, such as wings, will
Level 4: Create the corpse of a small animal (Size –3/-2). need a few minutes to get used to them.
Level 5: Create the corpse of a medium animal (Size -1/0/+1).
Create an insect. Level 3: Make a superficial change to something made of
Level 10: Create the corpse of a large animal (Size +2/+3). animal products (like changing its color).
Create a tiny living animal. Level 5: Make a major change to something made of animal
Level 15: Create the corpse of a very large animal (Size +4/-+5). products that preserves the substance (i.e. turn a
Stop the progress of a disease. leather jerkin into a saddle). Gradually turn meat into
Level 20: Heal one body level of damage. vermin. Make a superficial change to a beast.
Level 25: Create a small living animal. Level 10: Change an animals limb.
Level 30: Create a medium living animal. Create a tiny magical Level 15: Make a major change in a beast, while leaving it
beast. Create a swarm of insects. Heal two body levels recognizably the same sort of animal (i.e. make a horse
of damage. Restore a lost sense. Restore a lost limb. bigger and change its color).
Cure a disease, counteracting its effects. Level 20: Change an animal to another animal. Change an
Level 35: Create a large living animal. Create a small magical animal in a minor way so that it is no longer natural
beast. Heal four body levels of damage. (i.e. change a horses color to match a knights coat of
Level 40: Create a very large living animal. Create a medium arms).
magical beast. Heal six body levels of damage. Level 25: Change an animal into a human (though it retains its
Level 45: Create a large magical beast. Heal eight body levels of animal mentality). Change an animal into a plant
damage. (requires an Herbam requisite).
Level 50: Create a very large magical beast. Heal ten body levels Level 30: Change an animal in major unnatural way (i.e. give a
of damage. horse claws, fangs and scaly armored hide). Change an
Level 55: Create a dragon. Heal twelve body levels of damage. animal into a non-living item (appropriate requisite
Level 60: Raise an animal from the dead. required).
Level 40: Radically change an animal in an unnatural way (i.e.
Intellego Animal Guidelines give a horse wings). Give an animal a ‘magical’ ability,
such as the ability to breath fire (requires the a
requisite appropriate to the ability).
Basic Range: Touch
Basic Duration: Concentration
Basic Target: Individual
Notes: Bear in mind that an animals memories are
gathered through its particular senses, with their particular
strengths and weaknesses. For example, dogs remember much
about odors of various things, but often forget what the details of
how they looked. Animals do not remember human words, but
might remember tone of voice and such.
Perdo Animal Guidelines contained (i.e. spread over a surface). Create a slightly
unnatural liquid (i.e. beer or wine).
Level 15: Create water (or some other natural liquid) in an
Basic Range: Touch unnatural shape (such as a sphere over someone’s
Basic Duration: Momentary head), or in an unnatural location (i.e. in someone’s
Basic Target: Individual lungs) – but water so created will behave normally.
Notes: There is normally no soak against Perdo Animal Create an extremely unnatural liquid.
– the magic does not create something that causes damage, it just Level 20: Create poison that causes a minor illness.
causes damage. Level 25: Create a small spring. Crate poison that causes a
major illness.
Level 3: Damage something made of animal products. Level 30: Create poison that is fatal.
Level 5: Do superficial damage to a beast (i.e. remove its hair).
Destroy something made of animal products.
Level 10: Cause a beast pain, but do no real damage.
Level 15: Do one body level of damage. Destroy a beasts limb.
Intellego Aquam Guidelines
Level 20: Destroy one of a beasts senses. Do two body levels of Basic Range: Touch
damage. Basic Duration: Concentration
Level 25: Do four body levels of damage. Basic Target: Small
Level 35: Kill an animal. Notes: Intellego Aquam Spells do not normally require
requisites for other liquids.
Muto Aquam Guidelines Level 5: Control a liquid in a natural fashion (i.e. control
direction or speed of flow).
Level 10: Control a liquid in a slightly unnatural fashion (i.e.
Basic Range: Touch make it flow uphill or stop it from wetting
Basic Duration: Sun something). Control an amount of liquid which is
Basic Target: Small part of a larger body in a natural fashion.
Notes: To cause a liquid to change into something that Level 15: Control a liquid in a highly unnatural fashion (i.e.
is not governed by Aquam takes one more level of magnitude, in make it flow straight up or take on a humanoid form).
general. Control an amount of liquid which is part of a larger
body in a slightly unnatural fashion.
General: Change a liquid into a poison that does +(Level +5) Level 20: Control an amount of liquid which is part of a larger
points of damage (Corpus or Animal requisite). body in a highly unnatural fashion.
Change a liquid into a liquid that causes +(Level)
points of damage on contact.
Level 3: Change a characteristic of liquid within that liquid’s
normal range (i.e. make water pure or stagnant).
Creo Auram Guidelines
Level 4: Change a natural liquid into another natural liquid. Basic Range: Sight
Level 5: Change a liquid into a corresponding solid (Terram Basic Duration: Momentary
requisite) or gas (Auram requisite) (i.e. water to ice or Basic Target: Boundary
steam). Change a natural liquid into a slightly Notes: Created air disperses at a natural rate due to
unnatural liquid (i.e. make blue water or strawberry momentary duration. Non-weather effects should be gauged by
flavored castor oil), or vice versa. their effects relative to the guidelines. For example, poison gas
Level 10: Change a liquid into an unrelated solid or gas (with doing +5 damage might be equivalent to the amount of damage
requisites). Change a natural liquid into two or more caused by a tempest.
natural liquids, with the two types separate (though
they will mix normally). Change a liquid into a very Level 5: Create a draft.
unnatural liquid (i.e. a shocking pink liquid that causes Level 10: Create a breeze.
bizarre hallucinations) – requisites will often apply. Level 15: Create a wind. Create fog.
Level 15: Change a liquid into a mixture of any liquid, solid Level 20: Create a squall.
(Terram requisite), or gas (with Auram requisite). Level 25: Create a thunderstorm.
Change a liquid into a slightly unnatural solid or gas. Level 30: Create a tempest.
Level 20: Change a liquid into a very unnatural solid or gas. Level 35: Create a tornado.
Level 45: Create a hurricane.
Level 5: Destroy a liquid (requisites may apply). Level 5: Sense one property of air (i.e. determine if it is safe to
Level 15: Destroy one property of a liquid (like alcohol’s ability breathe.
to intoxicate, or seawater’s saltiness). Level 10: Learn all mundane properties of the air. Have an
Level 20: Destroy a small spring, so that it never flows again. intuition about some fact regarding the air.
Level 15: Make your senses unhindered by the air (i.e. be able to
hear over a howling wind).
Rego Aquam Guidelines Level 20: Predict the weather.
Level 25: Speak with air.
Basic Range: Near
Basic Duration: Concentration
Basic Target: Small
Muto Auram Guidelines Level 20: Direct weather in progress. Control an amount of air
with enough force to uproot small trees.
Level 30: Cause clouds to produce rain. Control an amount of
Basic Range: Near air with enough force to uproot large trees.
Basic Duration: Momentary
Basic Target: Small
Notes: Transforming only one property of air generally
lowers the level by one order of magnitude.
Creo Corpus Guidelines
Basic Range: Touch
Level 4: Double or halve the intensity of a manifestation of air. Basic Duration: Sun
Level 5: Transform an amount of air into another form of air. Basic Target: Individual
Level 10: Transform an amount of air into another element
(requisites apply). Transform an amount of air into a Level 5: Prevent decay of a body.
gas that does +5 damage. Level 10: Create an entire human corpse. Stabilize one wound.
Level 15: Transform an amount of air into a mixture of Level 15: Stop the progress of a disease.
elements. Transform an amount of air into something Level 20: Heal one body level of damage.
slightly unnatural (i.e. into a silvery fog or a specific Level 25: Heal the damage caused by a poison or disease.
shape). Level 30: Restore a lost limb. Heal two body levels of damage.
Level 20: Transform an amount of air into something wholly Level 35: Heal four body levels of damage.
unnatural (i.e. transform a cloud into a horse shape Level 40: Heal all harm done to a body.
that gallops across the sky). Level 50: Return “false” life to a corpse.
Level 100: Return true life to a corpse.
Level 5: Make someone lose control of a body part. Level 5: Change a plant or item made from plant products.
Level 15: Control the gross physical movements of a target. Level 10: Change a plant or item made from plant products into
Level 20: Hold a target’s body motionless. metal or stone (Terram requisite).
Level 25: Control a target’s motions. Eliminate the penalties of Level 15: Cause a plant to bend or twist rapidly in place.
fatigue and wounds. Level 20: Affect the consciousness and spirit of a plant.
Level 30: Direct the flow of bodily energy.
Level 50: Teleport a target’s body to a place you have an arcane
connection to. Teleport a target’s body seven leagues. Perdo Herbam Guidelines
Basic Range: Reach
Creo Herbam Guidelines Basic Duration: Momentary
Basic Target: Small
Basic Range: Near Notes: These guidelines are for destroying dead plants,
Basic Duration: Sun to destroy living plants, add one level of magnitude.
Basic Target: Individual
Notes: Any food created is nutritious only if raw vis is Level 4: Spoil an amount of food.
used in its creation. Plants may be created living or dead with Level 5: Destroy an amount of dead wood. Cause the leaves to
equal ease. To create treated plant products, such as furniture, a fall off of a plant.
meal, linen or cotton cloth, add one magnitude to the level Level 10: Destroy a living plant.
necessary to create the equivalent amount of unworked living or
dead plants.
Level 5:
Level 10:
Create an illusion that affects a single sense.
Create an illusion that affects two senses.
Rego Imaginem Guidelines
Level 15: Create an illusion that affects three senses. Basic Range: Reach
Level 20: Create an illusion that affects four senses. Basic Duration: Sun
Level 25: Create an illusion that affects five senses. Basic Target: Individual
Notes: Add one level of magnitude if the image to be
Intellego Imaginem Guidelines controlled is moving. Add a further level of magnitude if the
image is to move along with the object. Add one level of
magnitude for each sense to be affected.
Basic Range: Near
Basic Duration: Concentration Level 5: Make an object appear (to one sense) to be up to one
Basic Target: Room pace away from it’s actual position.
Notes: Each additional sense you wish to perceive Level 10: Make an object appear (to two senses) to be up to five
increases the magnitude by one. paces away from it’s actual position.
Level 15: Make an object appear (to one sense) to be up to
Level 5: Use one sense at a distance. Memorize or perfect your within Near range of its actual position. Make an
memory about an image you have encountered. Be able image appear (to one sense) to be contained in or
to discern your own false images. attached to another object defined at the time of
Level 10: Use two senses at a distance. casting (i.e. make someone’s voice appear to come
Level 15: Use three senses at a distance. from within a bag).
Level 20: Use four senses at a distance. See up to five years into Level 20: Make an image appear (to one sense) to be within Far
the past. range of it’s actual position.
Level 25: Use all senses at a distance. Level 25: Make an image appear (to one sense) to be within Sight
of its actual position.
Muto Imaginem Guidelines Level 30: Make an image appear (to one sense) to be in a
location that the caster has an Arcane Connection to.
10
Level 5: Form words in another’s mind. Level 5: Remove a minor detail from a person’s memory.
Level Put a thought in another’s mind. Level 10: Remove an important detail from a person’s memory.
10: Level 15: Quell an emotion in a person. Diminish a single
Level Create an emotion in another’s mind. mental capability in a person.
15: Level 20: Remove a minor or short term memory from a
Level Create a memory in another’s mind. person’s mind.
20: Level 25: Remove a major or long term memory from a person’s
Level Effectively increase another person’s ability to think. mind. Reduce all of a person’s mental capabilities.
25: Level 30: Remove all emotions from a person. Drive a person
insane.
Level 40: Leave a person a mindless husk.
Intellego Mentem Guidelines
Basic Range: Eye
Basic Duration: Momentary
Rego Mentem Guidelines
Basic Target: Individual Basic Range: Eye
Basic Duration: Sun
Level 5: Sense the state of consciousness of one intelligent Basic Target: Individual
being (i.e. asleep, awake, meditating, dead, drugged,
insane, or comatose). Level Control a target’s mental state (i.e. awake, asleep,
Level 10: Sense a single emotion in a being. 10: confused).
Level 15: Sense all of the emotions in a being. Discover the truth Level Control a natural emotion (i.e. calm, fear). The target
of a statement. 15: must feel the emotion before you can control it.
Level 20: Speak with any one human. Read a person’s surface Level Control an unnatural emotion (i.e. cultivate a
thoughts. Pick an answer from the mind of the target. 20: person’s feelings of bravery where he is usually
Level 25: Read the last day’s memories from one person. cowardly).
Level 30: Learn all the information you wish from a person’s Level Control a human being as long as you can see him.
mind. 25:
Level Give a person one complex command, which he tires
30: to carry out to the best of his ability.
Muto Mentem Guidelines Level
40:
Completely control a person’s mind and emotions.
Perdo Vim Guidelines General: Sustain or suppress a spell cast by another with level less
than half the level of the Vim spell.